From 324afd46a8b01bb63a99c962d25e237167bc41ee Mon Sep 17 00:00:00 2001 From: David Gonzalez Martin Date: Tue, 5 Nov 2024 06:57:49 -0600 Subject: [PATCH] Integrate GUI dependencies --- .gitignore | 1 + CMakeLists.txt | 45 + bootstrap/bloat-buster/gui.cpp | 597 + bootstrap/bloat-buster/main.c | 13 +- bootstrap/include/bloat-buster/gui.h | 6 + .../glfw-3.4/CMake/GenerateMappings.cmake | 48 + dependencies/glfw-3.4/CMake/Info.plist.in | 38 + .../glfw-3.4/CMake/cmake_uninstall.cmake.in | 29 + dependencies/glfw-3.4/CMake/glfw3.pc.in | 13 + .../glfw-3.4/CMake/glfw3Config.cmake.in | 3 + .../CMake/i686-w64-mingw32-clang.cmake | 13 + .../glfw-3.4/CMake/i686-w64-mingw32.cmake | 13 + .../CMake/modules/FindEpollShim.cmake | 17 + .../glfw-3.4/CMake/modules/FindOSMesa.cmake | 18 + .../CMake/x86_64-w64-mingw32-clang.cmake | 13 + .../glfw-3.4/CMake/x86_64-w64-mingw32.cmake | 13 + dependencies/glfw-3.4/CMakeLists.txt | 165 + dependencies/glfw-3.4/CONTRIBUTORS.md | 297 + dependencies/glfw-3.4/LICENSE.md | 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dependencies/volk-1.3.301/test/cmake_using_source_directly/main.c create mode 100644 dependencies/volk-1.3.301/test/cmake_using_subdir_headers/CMakeLists.txt create mode 100644 dependencies/volk-1.3.301/test/cmake_using_subdir_headers/main.c create mode 100644 dependencies/volk-1.3.301/test/cmake_using_subdir_static/CMakeLists.txt create mode 100644 dependencies/volk-1.3.301/test/cmake_using_subdir_static/main.c create mode 100755 dependencies/volk-1.3.301/test/run_tests.sh create mode 100644 dependencies/volk-1.3.301/volk.c create mode 100644 dependencies/volk-1.3.301/volk.h diff --git a/.gitignore b/.gitignore index 95f6481..8f7ab64 100644 --- a/.gitignore +++ b/.gitignore @@ -5,3 +5,4 @@ project /project.dSYM/ /.cache/ +imgui.ini diff --git a/CMakeLists.txt b/CMakeLists.txt index 925bf31..7f08d03 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -19,8 +19,10 @@ set(CMAKE_CXX_STANDARD 23) set(IS_CI OFF CACHE BOOL "Variable that determines if the cmake script is run on the CI or not") if (IS_CI) + set(IS_CI_C_FLAG "-DBB_CI=1") message(STATUS "CMake is run on CI") else() + set(IS_CI_C_FLAG "-DBB_CI=0") message(STATUS "CMake is not run on CI") endif() @@ -31,6 +33,7 @@ add_compile_options( -fno-exceptions -fno-stack-protector -fdiagnostics-color=always -ferror-limit=1 -march=native + ${IS_CI_C_FLAG} ) include_directories("bootstrap/include") @@ -160,6 +163,7 @@ add_executable("${COMPILER_NAME}" "bootstrap/bloat-buster/llvm.cpp" "bootstrap/bloat-buster/lld_driver.c" "bootstrap/bloat-buster/lld_api.cpp" + "bootstrap/bloat-buster/gui.cpp" ) target_compile_definitions(${COMPILER_NAME} PRIVATE ${LLVM_DEFINITIONS}) @@ -168,3 +172,44 @@ target_include_directories(${COMPILER_NAME} PRIVATE ${LLVM_INCLUDE_DIRS}) target_link_directories(${COMPILER_NAME} PRIVATE ${LLVM_LIBRARY_DIRS}) target_link_libraries(${COMPILER_NAME} PRIVATE ${LIBRARY_NAME} ${LLVM_LIBRARIES} ${lld_libs}) +if (NOT IS_CI) + set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE) + set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE) + set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) + # set(GLFW_USE_WAYLAND OFF CACHE BOOL "" FORCE) + set(GLFW_BUILD_X11 ON CACHE BOOL "" FORCE) + set(GLFW_BUILD_WAYLAND OFF CACHE BOOL "" FORCE) + + add_subdirectory(dependencies/glfw-3.4) + + target_link_libraries(${COMPILER_NAME} PRIVATE glfw) + + if(CMAKE_SYSTEM_NAME STREQUAL Windows) + set(VOLK_STATIC_DEFINES VK_USE_PLATFORM_WIN32_KHR) + elseif(CMAKE_SYSTEM_NAME STREQUAL Linux) + set(VOLK_STATIC_DEFINES VK_USE_PLATFORM_XLIB_KHR) + elseif(CMAKE_SYSTEM_NAME STREQUAL Darwin) + set(VOLK_STATIC_DEFINES VK_USE_PLATFORM_MACOS_MVK) + endif() + + add_subdirectory(dependencies/volk-1.3.301 volk) + target_link_libraries(${COMPILER_NAME} PRIVATE volk) + + set(IMGUI_DIR "dependencies/imgui-1.91.4-docking") + add_library(imgui + "${IMGUI_DIR}/imgui.cpp" + "${IMGUI_DIR}/imgui_draw.cpp" + "${IMGUI_DIR}/imgui_tables.cpp" + "${IMGUI_DIR}/imgui_widgets.cpp" + "${IMGUI_DIR}/imgui_demo.cpp" + "${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp" + "${IMGUI_DIR}/backends/imgui_impl_glfw.cpp" + ) + target_include_directories(imgui PRIVATE ${IMGUI_DIR}) + target_compile_definitions(imgui PRIVATE IMGUI_IMPL_VULKAN_USE_VOLK) + target_compile_definitions(${COMPILER_NAME} PRIVATE IMGUI_IMPL_VULKAN_USE_VOLK) + + target_link_libraries(${COMPILER_NAME} PRIVATE imgui) + target_include_directories(${COMPILER_NAME} PRIVATE ${IMGUI_DIR}) + target_include_directories(${COMPILER_NAME} PRIVATE ${IMGUI_DIR}/backends) +endif() diff --git a/bootstrap/bloat-buster/gui.cpp b/bootstrap/bloat-buster/gui.cpp new file mode 100644 index 0000000..40f35ac --- /dev/null +++ b/bootstrap/bloat-buster/gui.cpp @@ -0,0 +1,597 @@ +#include + +#if BB_CI == 0 + +// Dear ImGui: standalone example application for Glfw + Vulkan + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_vulkan.h" +#include // printf, fprintf +#include // abort +#define GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_VULKAN +#include + +// Volk headers +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#define VOLK_IMPLEMENTATION +#include +#endif + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +//#define APP_USE_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define APP_USE_VULKAN_DEBUG_REPORT +#endif + +// Data +static VkAllocationCallbacks* g_Allocator = nullptr; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static int g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "GLFW Error %d: %s\n", error, description); +} +static void check_vk_result(VkResult err) +{ + if (err == 0) + return; + fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); + if (err < 0) + abort(); +} + +#ifdef APP_USE_VULKAN_DEBUG_REPORT +static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) +{ + (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments + fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); + return VK_FALSE; +} +#endif // APP_USE_VULKAN_DEBUG_REPORT + +static bool IsExtensionAvailable(const ImVector& properties, const char* extension) +{ + for (const VkExtensionProperties& p : properties) + if (strcmp(p.extensionName, extension) == 0) + return true; + return false; +} + +static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice() +{ + uint32_t gpu_count; + VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + ImVector gpus; + gpus.resize(gpu_count); + err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + for (VkPhysicalDevice& device : gpus) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(device, &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + return device; + } + + // Use first GPU (Integrated) is a Discrete one is not available. + if (gpu_count > 0) + return gpus[0]; + return VK_NULL_HANDLE; +} + +static void SetupVulkan(ImVector instance_extensions) +{ + VkResult err; +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkInitialize(); +#endif + + // Create Vulkan Instance + { + VkInstanceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + + // Enumerate available extensions + uint32_t properties_count; + ImVector properties; + vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr); + properties.resize(properties_count); + err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data); + check_vk_result(err); + + // Enable required extensions + if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME)) + instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); +#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME)) + { + instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); + create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; + } +#endif + + // Enabling validation layers +#ifdef APP_USE_VULKAN_DEBUG_REPORT + const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; + create_info.enabledLayerCount = 1; + create_info.ppEnabledLayerNames = layers; + instance_extensions.push_back("VK_EXT_debug_report"); +#endif + + // Create Vulkan Instance + create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size; + create_info.ppEnabledExtensionNames = instance_extensions.Data; + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkLoadInstance(g_Instance); +#endif + + // Setup the debug report callback +#ifdef APP_USE_VULKAN_DEBUG_REPORT + auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr); + VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; + debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; + debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; + debug_report_ci.pfnCallback = debug_report; + debug_report_ci.pUserData = nullptr; + err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + check_vk_result(err); +#endif + } + + // Select Physical Device (GPU) + g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice(); + + // Select graphics queue family + { + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr); + VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); + for (uint32_t i = 0; i < count; i++) + if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + { + g_QueueFamily = i; + break; + } + free(queues); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); + } + + // Create Logical Device (with 1 queue) + { + ImVector device_extensions; + device_extensions.push_back("VK_KHR_swapchain"); + + // Enumerate physical device extension + uint32_t properties_count; + ImVector properties; + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr); + properties.resize(properties_count); + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data); +#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME)) + device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME); +#endif + + const float queue_priority[] = { 1.0f }; + VkDeviceQueueCreateInfo queue_info[1] = {}; + queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_info[0].queueFamilyIndex = g_QueueFamily; + queue_info[0].queueCount = 1; + queue_info[0].pQueuePriorities = queue_priority; + VkDeviceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); + create_info.pQueueCreateInfos = queue_info; + create_info.enabledExtensionCount = (uint32_t)device_extensions.Size; + create_info.ppEnabledExtensionNames = device_extensions.Data; + err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); + check_vk_result(err); + vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); + } + + // Create Descriptor Pool + // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that) + // If you wish to load e.g. additional textures you may need to alter pools sizes. + { + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 }, + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = 1; + pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); + check_vk_result(err); + } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ + wd->Surface = surface; + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + fprintf(stderr, "Error no WSI support on physical device 0\n"); + exit(-1); + } + + // Select Surface Format + const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + + // Select Present Mode +#ifdef APP_USE_UNLIMITED_FRAME_RATE + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); +} + +static void CleanupVulkan() +{ + vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef APP_USE_VULKAN_DEBUG_REPORT + // Remove the debug report callback + auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // APP_USE_VULKAN_DEBUG_REPORT + + vkDestroyDevice(g_Device, g_Allocator); + vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ + VkResult err; + + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record dear imgui primitives into command buffer + ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + if (g_SwapChainRebuild) + return; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +// Main code +void run_app() +{ + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return; + + // Create window with Vulkan context + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr); + if (!glfwVulkanSupported()) + { + printf("GLFW: Vulkan Not Supported\n"); + return; + } + + ImVector extensions; + uint32_t extensions_count = 0; + const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count); + for (uint32_t i = 0; i < extensions_count; i++) + extensions.push_back(glfw_extensions[i]); + SetupVulkan(extensions); + + // Create Window Surface + VkSurfaceKHR surface; + VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface); + check_vk_result(err); + + // Create Framebuffers + int w, h; + glfwGetFramebufferSize(window, &w, &h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForVulkan(window, true); + ImGui_ImplVulkan_InitInfo init_info = {}; + init_info.Instance = g_Instance; + init_info.PhysicalDevice = g_PhysicalDevice; + init_info.Device = g_Device; + init_info.QueueFamily = g_QueueFamily; + init_info.Queue = g_Queue; + init_info.PipelineCache = g_PipelineCache; + init_info.DescriptorPool = g_DescriptorPool; + init_info.RenderPass = wd->RenderPass; + init_info.Subpass = 0; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; + init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; + init_info.Allocator = g_Allocator; + init_info.CheckVkResultFn = check_vk_result; + ImGui_ImplVulkan_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Resize swap chain? + int fb_width, fb_height; + glfwGetFramebufferSize(window, &fb_width, &fb_height); + if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); + } + + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + glfwDestroyWindow(window); + glfwTerminate(); +} +#endif diff --git a/bootstrap/bloat-buster/main.c b/bootstrap/bloat-buster/main.c index 23a1221..0327548 100644 --- a/bootstrap/bloat-buster/main.c +++ b/bootstrap/bloat-buster/main.c @@ -10,6 +10,7 @@ #include #include #include +#include #ifdef __APPLE__ #define clang_path "/opt/homebrew/opt/llvm/bin/clang" @@ -24775,11 +24776,12 @@ fn void print_ir(Thread* restrict thread) void entry_point(int argc, char* argv[], char* envp[]) { - unused(envp); + // unused(envp); #if DO_UNIT_TESTS unit_tests(); #endif +#if BB_CI Arena* global_arena = arena_init(MB(2), KB(64), KB(64)); { @@ -24788,11 +24790,7 @@ void entry_point(int argc, char* argv[], char* envp[]) for (int i = 0; i < argc; i += 1) { - u64 len = strlen(argv[i]); - arguments.pointer[i] = (String) { - .pointer = (u8*)argv[i], - .length = len, - }; + arguments.pointer[i] = cstr(argv[i]); } } @@ -24851,4 +24849,7 @@ void entry_point(int argc, char* argv[], char* envp[]) } thread_clear(thread); +#else + run_app(); +#endif } diff --git a/bootstrap/include/bloat-buster/gui.h b/bootstrap/include/bloat-buster/gui.h new file mode 100644 index 0000000..472a1b1 --- /dev/null +++ b/bootstrap/include/bloat-buster/gui.h @@ -0,0 +1,6 @@ +#if BB_CI == 0 +#include + +EXPORT void run_app(); + +#endif diff --git a/dependencies/glfw-3.4/CMake/GenerateMappings.cmake b/dependencies/glfw-3.4/CMake/GenerateMappings.cmake new file mode 100644 index 0000000..c8c9e23 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/GenerateMappings.cmake @@ -0,0 +1,48 @@ +# Usage: +# cmake -P GenerateMappings.cmake + +set(source_url "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt") +set(source_path "${CMAKE_CURRENT_BINARY_DIR}/gamecontrollerdb.txt") +set(template_path "${CMAKE_ARGV3}") +set(target_path "${CMAKE_ARGV4}") + +if (NOT EXISTS "${template_path}") + message(FATAL_ERROR "Failed to find template file ${template_path}") +endif() + +file(DOWNLOAD "${source_url}" "${source_path}" + STATUS download_status + TLS_VERIFY on) + +list(GET download_status 0 status_code) +list(GET download_status 1 status_message) + +if (status_code) + message(FATAL_ERROR "Failed to download ${source_url}: ${status_message}") +endif() + +file(STRINGS "${source_path}" lines) +foreach(line ${lines}) + if (line MATCHES "^[0-9a-fA-F]") + if (line MATCHES "platform:Windows") + if (GLFW_WIN32_MAPPINGS) + string(APPEND GLFW_WIN32_MAPPINGS "\n") + endif() + string(APPEND GLFW_WIN32_MAPPINGS "\"${line}\",") + elseif (line MATCHES "platform:Mac OS X") + if (GLFW_COCOA_MAPPINGS) + string(APPEND GLFW_COCOA_MAPPINGS "\n") + endif() + string(APPEND GLFW_COCOA_MAPPINGS "\"${line}\",") + elseif (line MATCHES "platform:Linux") + if (GLFW_LINUX_MAPPINGS) + string(APPEND GLFW_LINUX_MAPPINGS "\n") + endif() + string(APPEND GLFW_LINUX_MAPPINGS "\"${line}\",") + endif() + endif() +endforeach() + +configure_file("${template_path}" "${target_path}" @ONLY NEWLINE_STYLE UNIX) +file(REMOVE "${source_path}") + diff --git a/dependencies/glfw-3.4/CMake/Info.plist.in b/dependencies/glfw-3.4/CMake/Info.plist.in new file mode 100644 index 0000000..684ad79 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/Info.plist.in @@ -0,0 +1,38 @@ + + + + + CFBundleDevelopmentRegion + English + CFBundleExecutable + ${MACOSX_BUNDLE_EXECUTABLE_NAME} + CFBundleGetInfoString + ${MACOSX_BUNDLE_INFO_STRING} + CFBundleIconFile + ${MACOSX_BUNDLE_ICON_FILE} + CFBundleIdentifier + ${MACOSX_BUNDLE_GUI_IDENTIFIER} + CFBundleInfoDictionaryVersion + 6.0 + CFBundleLongVersionString + ${MACOSX_BUNDLE_LONG_VERSION_STRING} + CFBundleName + ${MACOSX_BUNDLE_BUNDLE_NAME} + CFBundlePackageType + APPL + CFBundleShortVersionString + ${MACOSX_BUNDLE_SHORT_VERSION_STRING} + CFBundleSignature + ???? + CFBundleVersion + ${MACOSX_BUNDLE_BUNDLE_VERSION} + CSResourcesFileMapped + + LSRequiresCarbon + + NSHumanReadableCopyright + ${MACOSX_BUNDLE_COPYRIGHT} + NSHighResolutionCapable + + + diff --git a/dependencies/glfw-3.4/CMake/cmake_uninstall.cmake.in b/dependencies/glfw-3.4/CMake/cmake_uninstall.cmake.in new file mode 100644 index 0000000..5ecc476 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/cmake_uninstall.cmake.in @@ -0,0 +1,29 @@ + +if (NOT EXISTS "@GLFW_BINARY_DIR@/install_manifest.txt") + message(FATAL_ERROR "Cannot find install manifest: \"@GLFW_BINARY_DIR@/install_manifest.txt\"") +endif() + +file(READ "@GLFW_BINARY_DIR@/install_manifest.txt" files) +string(REGEX REPLACE "\n" ";" files "${files}") + +foreach (file ${files}) + message(STATUS "Uninstalling \"$ENV{DESTDIR}${file}\"") + if (EXISTS "$ENV{DESTDIR}${file}") + exec_program("@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\"" + OUTPUT_VARIABLE rm_out + RETURN_VALUE rm_retval) + if (NOT "${rm_retval}" STREQUAL 0) + MESSAGE(FATAL_ERROR "Problem when removing \"$ENV{DESTDIR}${file}\"") + endif() + elseif (IS_SYMLINK "$ENV{DESTDIR}${file}") + EXEC_PROGRAM("@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\"" + OUTPUT_VARIABLE rm_out + RETURN_VALUE rm_retval) + if (NOT "${rm_retval}" STREQUAL 0) + message(FATAL_ERROR "Problem when removing symlink \"$ENV{DESTDIR}${file}\"") + endif() + else() + message(STATUS "File \"$ENV{DESTDIR}${file}\" does not exist.") + endif() +endforeach() + diff --git a/dependencies/glfw-3.4/CMake/glfw3.pc.in b/dependencies/glfw-3.4/CMake/glfw3.pc.in new file mode 100644 index 0000000..36ee218 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/glfw3.pc.in @@ -0,0 +1,13 @@ +prefix=@CMAKE_INSTALL_PREFIX@ +exec_prefix=${prefix} +includedir=@CMAKE_INSTALL_FULL_INCLUDEDIR@ +libdir=@CMAKE_INSTALL_FULL_LIBDIR@ + +Name: GLFW +Description: A multi-platform library for OpenGL, window and input +Version: @GLFW_VERSION@ +URL: https://www.glfw.org/ +Requires.private: @GLFW_PKG_CONFIG_REQUIRES_PRIVATE@ +Libs: -L${libdir} -l@GLFW_LIB_NAME@@GLFW_LIB_NAME_SUFFIX@ +Libs.private: @GLFW_PKG_CONFIG_LIBS_PRIVATE@ +Cflags: -I${includedir} diff --git a/dependencies/glfw-3.4/CMake/glfw3Config.cmake.in b/dependencies/glfw-3.4/CMake/glfw3Config.cmake.in new file mode 100644 index 0000000..4a13a88 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/glfw3Config.cmake.in @@ -0,0 +1,3 @@ +include(CMakeFindDependencyMacro) +find_dependency(Threads) +include("${CMAKE_CURRENT_LIST_DIR}/glfw3Targets.cmake") diff --git a/dependencies/glfw-3.4/CMake/i686-w64-mingw32-clang.cmake b/dependencies/glfw-3.4/CMake/i686-w64-mingw32-clang.cmake new file mode 100644 index 0000000..8726b23 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/i686-w64-mingw32-clang.cmake @@ -0,0 +1,13 @@ +# Define the environment for cross-compiling with 32-bit MinGW-w64 Clang +SET(CMAKE_SYSTEM_NAME Windows) # Target system name +SET(CMAKE_SYSTEM_VERSION 1) +SET(CMAKE_C_COMPILER "i686-w64-mingw32-clang") +SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-clang++") +SET(CMAKE_RC_COMPILER "i686-w64-mingw32-windres") +SET(CMAKE_RANLIB "i686-w64-mingw32-ranlib") + +# Configure the behaviour of the find commands +SET(CMAKE_FIND_ROOT_PATH "/usr/i686-w64-mingw32") +SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) +SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) +SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) diff --git a/dependencies/glfw-3.4/CMake/i686-w64-mingw32.cmake b/dependencies/glfw-3.4/CMake/i686-w64-mingw32.cmake new file mode 100644 index 0000000..2ca4dcd --- /dev/null +++ b/dependencies/glfw-3.4/CMake/i686-w64-mingw32.cmake @@ -0,0 +1,13 @@ +# Define the environment for cross-compiling with 32-bit MinGW-w64 GCC +SET(CMAKE_SYSTEM_NAME Windows) # Target system name +SET(CMAKE_SYSTEM_VERSION 1) +SET(CMAKE_C_COMPILER "i686-w64-mingw32-gcc") +SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-g++") +SET(CMAKE_RC_COMPILER "i686-w64-mingw32-windres") +SET(CMAKE_RANLIB "i686-w64-mingw32-ranlib") + +# Configure the behaviour of the find commands +SET(CMAKE_FIND_ROOT_PATH "/usr/i686-w64-mingw32") +SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) +SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) +SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) diff --git a/dependencies/glfw-3.4/CMake/modules/FindEpollShim.cmake b/dependencies/glfw-3.4/CMake/modules/FindEpollShim.cmake new file mode 100644 index 0000000..f34d070 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/modules/FindEpollShim.cmake @@ -0,0 +1,17 @@ +# Find EpollShim +# Once done, this will define +# +# EPOLLSHIM_FOUND - System has EpollShim +# EPOLLSHIM_INCLUDE_DIRS - The EpollShim include directories +# EPOLLSHIM_LIBRARIES - The libraries needed to use EpollShim + +find_path(EPOLLSHIM_INCLUDE_DIRS NAMES sys/epoll.h sys/timerfd.h HINTS /usr/local/include/libepoll-shim) +find_library(EPOLLSHIM_LIBRARIES NAMES epoll-shim libepoll-shim HINTS /usr/local/lib) + +if (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES) + set(EPOLLSHIM_FOUND TRUE) +endif (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES) + +include(FindPackageHandleStandardArgs) +find_package_handle_standard_args(EpollShim DEFAULT_MSG EPOLLSHIM_LIBRARIES EPOLLSHIM_INCLUDE_DIRS) +mark_as_advanced(EPOLLSHIM_INCLUDE_DIRS EPOLLSHIM_LIBRARIES) diff --git a/dependencies/glfw-3.4/CMake/modules/FindOSMesa.cmake b/dependencies/glfw-3.4/CMake/modules/FindOSMesa.cmake new file mode 100644 index 0000000..3194bd9 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/modules/FindOSMesa.cmake @@ -0,0 +1,18 @@ +# Try to find OSMesa on a Unix system +# +# This will define: +# +# OSMESA_LIBRARIES - Link these to use OSMesa +# OSMESA_INCLUDE_DIR - Include directory for OSMesa +# +# Copyright (c) 2014 Brandon Schaefer + +if (NOT WIN32) + + find_package (PkgConfig) + pkg_check_modules (PKG_OSMESA QUIET osmesa) + + set (OSMESA_INCLUDE_DIR ${PKG_OSMESA_INCLUDE_DIRS}) + set (OSMESA_LIBRARIES ${PKG_OSMESA_LIBRARIES}) + +endif () diff --git a/dependencies/glfw-3.4/CMake/x86_64-w64-mingw32-clang.cmake b/dependencies/glfw-3.4/CMake/x86_64-w64-mingw32-clang.cmake new file mode 100644 index 0000000..60f7914 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/x86_64-w64-mingw32-clang.cmake @@ -0,0 +1,13 @@ +# Define the environment for cross-compiling with 64-bit MinGW-w64 Clang +SET(CMAKE_SYSTEM_NAME Windows) # Target system name +SET(CMAKE_SYSTEM_VERSION 1) +SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-clang") +SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-clang++") +SET(CMAKE_RC_COMPILER "x86_64-w64-mingw32-windres") +SET(CMAKE_RANLIB "x86_64-w64-mingw32-ranlib") + +# Configure the behaviour of the find commands +SET(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32") +SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) +SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) +SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) diff --git a/dependencies/glfw-3.4/CMake/x86_64-w64-mingw32.cmake b/dependencies/glfw-3.4/CMake/x86_64-w64-mingw32.cmake new file mode 100644 index 0000000..063e845 --- /dev/null +++ b/dependencies/glfw-3.4/CMake/x86_64-w64-mingw32.cmake @@ -0,0 +1,13 @@ +# Define the environment for cross-compiling with 64-bit MinGW-w64 GCC +SET(CMAKE_SYSTEM_NAME Windows) # Target system name +SET(CMAKE_SYSTEM_VERSION 1) +SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-gcc") +SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-g++") +SET(CMAKE_RC_COMPILER "x86_64-w64-mingw32-windres") +SET(CMAKE_RANLIB "x86_64-w64-mingw32-ranlib") + +# Configure the behaviour of the find commands +SET(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32") +SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) +SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) +SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) diff --git a/dependencies/glfw-3.4/CMakeLists.txt b/dependencies/glfw-3.4/CMakeLists.txt new file mode 100644 index 0000000..a3cb1fe --- /dev/null +++ b/dependencies/glfw-3.4/CMakeLists.txt @@ -0,0 +1,165 @@ +cmake_minimum_required(VERSION 3.4...3.28 FATAL_ERROR) + +project(GLFW VERSION 3.4.0 LANGUAGES C) + +if (POLICY CMP0069) + cmake_policy(SET CMP0069 NEW) +endif() + +if (POLICY CMP0077) + cmake_policy(SET CMP0077 NEW) +endif() + +set_property(GLOBAL PROPERTY USE_FOLDERS ON) + +string(COMPARE EQUAL "${CMAKE_CURRENT_SOURCE_DIR}" "${CMAKE_SOURCE_DIR}" GLFW_STANDALONE) + +option(BUILD_SHARED_LIBS "Build shared libraries" OFF) +option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" ${GLFW_STANDALONE}) +option(GLFW_BUILD_TESTS "Build the GLFW test programs" ${GLFW_STANDALONE}) +option(GLFW_BUILD_DOCS "Build the GLFW documentation" ON) +option(GLFW_INSTALL "Generate installation target" ON) + +include(GNUInstallDirs) +include(CMakeDependentOption) + +if (GLFW_USE_OSMESA) + message(FATAL_ERROR "GLFW_USE_OSMESA has been removed; set the GLFW_PLATFORM init hint") +endif() + +if (DEFINED GLFW_USE_WAYLAND AND UNIX AND NOT APPLE) + message(FATAL_ERROR + "GLFW_USE_WAYLAND has been removed; delete the CMake cache and set GLFW_BUILD_WAYLAND and GLFW_BUILD_X11 instead") +endif() + +cmake_dependent_option(GLFW_BUILD_WIN32 "Build support for Win32" ON "WIN32" OFF) +cmake_dependent_option(GLFW_BUILD_COCOA "Build support for Cocoa" ON "APPLE" OFF) +cmake_dependent_option(GLFW_BUILD_X11 "Build support for X11" ON "UNIX;NOT APPLE" OFF) +cmake_dependent_option(GLFW_BUILD_WAYLAND "Build support for Wayland" ON "UNIX;NOT APPLE" OFF) + +cmake_dependent_option(GLFW_USE_HYBRID_HPG "Force use of high-performance GPU on hybrid systems" OFF + "WIN32" OFF) +cmake_dependent_option(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC runtime library DLL" ON + "MSVC" OFF) + +set(GLFW_LIBRARY_TYPE "${GLFW_LIBRARY_TYPE}" CACHE STRING + "Library type override for GLFW (SHARED, STATIC, OBJECT, or empty to follow BUILD_SHARED_LIBS)") + +if (GLFW_LIBRARY_TYPE) + if (GLFW_LIBRARY_TYPE STREQUAL "SHARED") + set(GLFW_BUILD_SHARED_LIBRARY TRUE) + else() + set(GLFW_BUILD_SHARED_LIBRARY FALSE) + endif() +else() + set(GLFW_BUILD_SHARED_LIBRARY ${BUILD_SHARED_LIBS}) +endif() + +list(APPEND CMAKE_MODULE_PATH "${GLFW_SOURCE_DIR}/CMake/modules") + +find_package(Threads REQUIRED) + +#-------------------------------------------------------------------- +# Report backend selection +#-------------------------------------------------------------------- +if (GLFW_BUILD_WIN32) + message(STATUS "Including Win32 support") +endif() +if (GLFW_BUILD_COCOA) + message(STATUS "Including Cocoa support") +endif() +if (GLFW_BUILD_WAYLAND) + message(STATUS "Including Wayland support") +endif() +if (GLFW_BUILD_X11) + message(STATUS "Including X11 support") +endif() + +#-------------------------------------------------------------------- +# Apply Microsoft C runtime library option +# This is here because it also applies to tests and examples +#-------------------------------------------------------------------- +if (MSVC AND NOT USE_MSVC_RUNTIME_LIBRARY_DLL) + if (CMAKE_VERSION VERSION_LESS 3.15) + foreach (flag CMAKE_C_FLAGS + CMAKE_C_FLAGS_DEBUG + CMAKE_C_FLAGS_RELEASE + CMAKE_C_FLAGS_MINSIZEREL + CMAKE_C_FLAGS_RELWITHDEBINFO) + + if (flag MATCHES "/MD") + string(REGEX REPLACE "/MD" "/MT" ${flag} "${${flag}}") + endif() + if (flag MATCHES "/MDd") + string(REGEX REPLACE "/MDd" "/MTd" ${flag} "${${flag}}") + endif() + + endforeach() + else() + set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>") + endif() +endif() + +#-------------------------------------------------------------------- +# Create generated files +#-------------------------------------------------------------------- +include(CMakePackageConfigHelpers) + +set(GLFW_CONFIG_PATH "${CMAKE_INSTALL_LIBDIR}/cmake/glfw3") + +configure_package_config_file(CMake/glfw3Config.cmake.in + src/glfw3Config.cmake + INSTALL_DESTINATION "${GLFW_CONFIG_PATH}" + NO_CHECK_REQUIRED_COMPONENTS_MACRO) + +write_basic_package_version_file(src/glfw3ConfigVersion.cmake + VERSION ${GLFW_VERSION} + COMPATIBILITY SameMajorVersion) + +#-------------------------------------------------------------------- +# Add subdirectories +#-------------------------------------------------------------------- +add_subdirectory(src) + +if (GLFW_BUILD_EXAMPLES) + add_subdirectory(examples) +endif() + +if (GLFW_BUILD_TESTS) + add_subdirectory(tests) +endif() + +if (GLFW_BUILD_DOCS) + add_subdirectory(docs) +endif() + +#-------------------------------------------------------------------- +# Install files other than the library +# The library is installed by src/CMakeLists.txt +#-------------------------------------------------------------------- +if (GLFW_INSTALL) + install(DIRECTORY include/GLFW DESTINATION ${CMAKE_INSTALL_INCLUDEDIR} + FILES_MATCHING PATTERN glfw3.h PATTERN glfw3native.h) + + install(FILES "${GLFW_BINARY_DIR}/src/glfw3Config.cmake" + "${GLFW_BINARY_DIR}/src/glfw3ConfigVersion.cmake" + DESTINATION "${GLFW_CONFIG_PATH}") + + install(EXPORT glfwTargets FILE glfw3Targets.cmake + EXPORT_LINK_INTERFACE_LIBRARIES + DESTINATION "${GLFW_CONFIG_PATH}") + install(FILES "${GLFW_BINARY_DIR}/src/glfw3.pc" + DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig") + + # Only generate this target if no higher-level project already has + if (NOT TARGET uninstall) + configure_file(CMake/cmake_uninstall.cmake.in + cmake_uninstall.cmake IMMEDIATE @ONLY) + + add_custom_target(uninstall + "${CMAKE_COMMAND}" -P + "${GLFW_BINARY_DIR}/cmake_uninstall.cmake") + set_target_properties(uninstall PROPERTIES FOLDER "GLFW3") + endif() +endif() + diff --git a/dependencies/glfw-3.4/CONTRIBUTORS.md b/dependencies/glfw-3.4/CONTRIBUTORS.md new file mode 100644 index 0000000..c4c74ad --- /dev/null +++ b/dependencies/glfw-3.4/CONTRIBUTORS.md @@ -0,0 +1,297 @@ +# Acknowledgements + +GLFW exists because people around the world donated their time and lent their +skills. This list only includes contributions to the main repository and +excludes other invaluable contributions like language bindings and text and +video tutorials. + + - Bobyshev Alexander + - Laurent Aphecetche + - Matt Arsenault + - Takuro Ashie + - ashishgamedev + - David Avedissian + - Luca Bacci + - Keith Bauer + - John Bartholomew + - Coşku Baş + - Bayemite + - Niklas Behrens + - Andrew Belt + - Nevyn Bengtsson + - Niklas Bergström + - Denis Bernard + - BiBi + - Doug Binks + - blanco + - Waris Boonyasiriwat + - Kyle Brenneman + - Rok Breulj + - TheBrokenRail + - Kai Burjack + - Martin Capitanio + - Nicolas Caramelli + - David Carlier + - Arturo Castro + - Chi-kwan Chan + - Victor Chernyakin + - TheChocolateOre + - Ali Chraghi + - Joseph Chua + - Ian Clarkson + - Michał Cichoń + - Lambert Clara + - Anna Clarke + - Josh Codd + - Yaron Cohen-Tal + - Omar Cornut + - Andrew Corrigan + - Bailey Cosier + - Noel Cower + - CuriouserThing + - Bill Currie + - Jason Daly + - danhambleton + - Jarrod Davis + - Olivier Delannoy + - Paul R. Deppe + - Michael Dickens + - Роман Донченко + - Mario Dorn + - Wolfgang Draxinger + - Jonathan Dummer + - Ralph Eastwood + - Fredrik Ehnbom + - Robin Eklind + - Jan Ekström + - Siavash Eliasi + - Ahmad Fatoum + - Nikita Fediuchin + - Felipe Ferreira + - Michael Fogleman + - forworldm + - Jason Francis + - Gerald Franz + - Mário Freitas + - GeO4d + - Marcus Geelnard + - Gegy + - ghuser404 + - Charles Giessen + - Ryan C. Gordon + - Stephen Gowen + - Kovid Goyal + - Kevin Grandemange + - Eloi Marín Gratacós + - Grzesiek11 + - Stefan Gustavson + - Andrew Gutekanst + - Stephen Gutekanst + - Jonathan Hale + - Daniel Hauser + - hdf89shfdfs + - Moritz Heinemann + - Sylvain Hellegouarch + - Björn Hempel + - Matthew Henry + - heromyth + - Lucas Hinderberger + - Paul Holden + - Hajime Hoshi + - Warren Hu + - Charles Huber + - Brent Huisman + - Florian Hülsmann + - illustris + - InKryption + - IntellectualKitty + - Aaron Jacobs + - JannikGM + - Erik S. V. Jansson + - jjYBdx4IL + - Peter Johnson + - Toni Jovanoski + - Arseny Kapoulkine + - Cem Karan + - Osman Keskin + - Koray Kilinc + - Josh Kilmer + - Byunghoon Kim + - Cameron King + - Peter Knut + - Christoph Kubisch + - Yuri Kunde Schlesner + - Rokas Kupstys + - Konstantin Käfer + - Eric Larson + - Guillaume Lebrun + - Francis Lecavalier + - Jong Won Lee + - Robin Leffmann + - Glenn Lewis + - Shane Liesegang + - Anders Lindqvist + - Leon Linhart + - Marco Lizza + - lo-v-ol + - Eyal Lotem + - Aaron Loucks + - Ned Loynd + - Luflosi + - lukect + - Tristam MacDonald + - Jean-Luc Mackail + - Hans Mackowiak + - Ramiro Magno + - Дмитри Малышев + - Zbigniew Mandziejewicz + - Adam Marcus + - Célestin Marot + - Kyle McDonald + - David V. 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Wilkes + - Tatsuya Yatagawa + - Ryogo Yoshimura + - Lukas Zanner + - Andrey Zholos + - Aihui Zhu + - Santi Zupancic + - Jonas Ådahl + - Lasse Öörni + - Leonard König + - All the unmentioned and anonymous contributors in the GLFW community, for bug + reports, patches, feedback, testing and encouragement + diff --git a/dependencies/glfw-3.4/LICENSE.md b/dependencies/glfw-3.4/LICENSE.md new file mode 100644 index 0000000..7494a3f --- /dev/null +++ b/dependencies/glfw-3.4/LICENSE.md @@ -0,0 +1,23 @@ +Copyright (c) 2002-2006 Marcus Geelnard + +Copyright (c) 2006-2019 Camilla Löwy + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would + be appreciated but is not required. + +2. Altered source versions must be plainly marked as such, and must not + be misrepresented as being the original software. + +3. This notice may not be removed or altered from any source + distribution. + diff --git a/dependencies/glfw-3.4/README.md b/dependencies/glfw-3.4/README.md new file mode 100644 index 0000000..efd1383 --- /dev/null +++ b/dependencies/glfw-3.4/README.md @@ -0,0 +1,458 @@ +# GLFW + +[![Build status](https://github.com/glfw/glfw/actions/workflows/build.yml/badge.svg)](https://github.com/glfw/glfw/actions) +[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw) + +## Introduction + +GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan +application development. It provides a simple, platform-independent API for +creating windows, contexts and surfaces, reading input, handling events, etc. + +GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On +Linux both Wayland and X11 are supported. + +GLFW is licensed under the [zlib/libpng +license](https://www.glfw.org/license.html). + +You can [download](https://www.glfw.org/download.html) the latest stable release +as source or Windows binaries. Each release starting with 3.0 also has +a corresponding [annotated tag](https://github.com/glfw/glfw/releases) with +source and binary archives. + +The [documentation](https://www.glfw.org/docs/latest/) is available online and is +included in all source and binary archives. See the [release +notes](https://www.glfw.org/docs/latest/news.html) for new features, caveats and +deprecations in the latest release. For more details see the [version +history](https://www.glfw.org/changelog.html). + +The `master` branch is the stable integration branch and _should_ always compile +and run on all supported platforms, although details of newly added features may +change until they have been included in a release. New features and many bug +fixes live in [other branches](https://github.com/glfw/glfw/branches/all) until +they are stable enough to merge. + +If you are new to GLFW, you may find the +[tutorial](https://www.glfw.org/docs/latest/quick.html) for GLFW 3 useful. If +you have used GLFW 2 in the past, there is a [transition +guide](https://www.glfw.org/docs/latest/moving.html) for moving to the GLFW +3 API. + +GLFW exists because of the contributions of [many people](CONTRIBUTORS.md) +around the world, whether by reporting bugs, providing community support, adding +features, reviewing or testing code, debugging, proofreading docs, suggesting +features or fixing bugs. + + +## Compiling GLFW + +GLFW is written primarily in C99, with parts of macOS support being written in +Objective-C. GLFW itself requires only the headers and libraries for your OS +and window system. It does not need any additional headers for context creation +APIs (WGL, GLX, EGL, NSGL, OSMesa) or rendering APIs (OpenGL, OpenGL ES, Vulkan) +to enable support for them. + +GLFW supports compilation on Windows with Visual C++ 2013 and later, MinGW and +MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC +and Clang. It will likely compile in other environments as well, but this is +not regularly tested. + +There are [pre-compiled binaries](https://www.glfw.org/download.html) available +for all supported compilers on Windows and macOS. + +See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for +more information about how to compile GLFW yourself. + + +## Using GLFW + +See the [documentation](https://www.glfw.org/docs/latest/) for tutorials, guides +and the API reference. + + +## Contributing to GLFW + +See the [contribution +guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for +more information. + + +## System requirements + +GLFW supports Windows XP and later and macOS 10.8 and later. Linux and other +Unix-like systems running the X Window System are supported even without +a desktop environment or modern extensions, although some features require +a running window or clipboard manager. The OSMesa backend requires Mesa 6.3. + +See the [compatibility guide](https://www.glfw.org/docs/latest/compat.html) +in the documentation for more information. + + +## Dependencies + +GLFW itself needs only CMake 3.1 or later and the headers and libraries for your +OS and window system. + +The examples and test programs depend on a number of tiny libraries. These are +located in the `deps/` directory. + + - [getopt\_port](https://github.com/kimgr/getopt_port/) for examples + with command-line options + - [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded + examples + - [glad2](https://github.com/Dav1dde/glad) for loading OpenGL and Vulkan + functions + - [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in + examples + - [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI + - [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk + +The documentation is generated with [Doxygen](https://doxygen.org/) if CMake can +find that tool. + + +## Reporting bugs + +Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues). +Please check the [contribution +guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for +information on what to include when reporting a bug. + + +## Changelog since 3.3.10 + + - Added `GLFW_PLATFORM` init hint for runtime platform selection (#1958) + - Added `GLFW_ANY_PLATFORM`, `GLFW_PLATFORM_WIN32`, `GLFW_PLATFORM_COCOA`, + `GLFW_PLATFORM_WAYLAND`, `GLFW_PLATFORM_X11` and `GLFW_PLATFORM_NULL` symbols to + specify the desired platform (#1958) + - Added `glfwGetPlatform` function to query what platform was selected (#1655,#1958) + - Added `glfwPlatformSupported` function to query if a platform is supported + (#1655,#1958) + - Added `glfwInitAllocator` for setting a custom memory allocator (#544,#1628,#1947) + - Added `GLFWallocator` struct and `GLFWallocatefun`, `GLFWreallocatefun` and + `GLFWdeallocatefun` types (#544,#1628,#1947) + - Added `glfwGetWindowTitle` function for querying window title (#1448,#1909,#2482) + - Added `glfwInitVulkanLoader` for using a non-default Vulkan loader (#1374,#1890) + - Added `GLFW_RESIZE_NWSE_CURSOR`, `GLFW_RESIZE_NESW_CURSOR`, + `GLFW_RESIZE_ALL_CURSOR` and `GLFW_NOT_ALLOWED_CURSOR` cursor shapes (#427) + - Added `GLFW_RESIZE_EW_CURSOR` alias for `GLFW_HRESIZE_CURSOR` (#427) + - Added `GLFW_RESIZE_NS_CURSOR` alias for `GLFW_VRESIZE_CURSOR` (#427) + - Added `GLFW_POINTING_HAND_CURSOR` alias for `GLFW_HAND_CURSOR` (#427) + - Added `GLFW_MOUSE_PASSTHROUGH` window hint for letting mouse input pass + through the window (#1236,#1568) + - Added `GLFW_CURSOR_CAPTURED` cursor mode to confine the cursor to the window + content area (#58) + - Added `GLFW_POSITION_X` and `GLFW_POSITION_Y` window hints for initial position + (#1603,#1747) + - Added `GLFW_SCALE_FRAMEBUFFER` window hint for Wayland and macOS scaling (#2457) + - Added `GLFW_ANY_POSITION` hint value for letting the window manager choose (#1603,#1747) + - Added `GLFW_PLATFORM_UNAVAILABLE` error for platform detection failures (#1958) + - Added `GLFW_FEATURE_UNAVAILABLE` error for platform limitations (#1692) + - Added `GLFW_FEATURE_UNIMPLEMENTED` error for incomplete backends (#1692) + - Added `GLFW_WAYLAND_APP_ID` window hint string for Wayland app\_id selection + (#2121,#2122) + - Added `GLFW_ANGLE_PLATFORM_TYPE` init hint and `GLFW_ANGLE_PLATFORM_TYPE_*` + values to select ANGLE backend (#1380) + - Added `GLFW_X11_XCB_VULKAN_SURFACE` init hint for selecting X11 Vulkan + surface extension (#1793) + - Added `GLFW_WIN32_KEYBOARD_MENU` window hint for enabling access to the window menu + - Added `GLFW_WIN32_SHOWDEFAULT` window hint for applying the parent process + show command (#2359) + - Added `GLFW_NATIVE_INCLUDE_NONE` for disabling inclusion of native headers (#1348) + - Added `GLFW_BUILD_WIN32` CMake option for enabling Win32 support (#1958) + - Added `GLFW_BUILD_COCOA` CMake option for enabling Cocoa support (#1958) + - Added `GLFW_BUILD_X11` CMake option for enabling X11 support (#1958) + - Added `GLFW_LIBRARY_TYPE` CMake variable for overriding the library type + (#279,#1307,#1497,#1574,#1928) + - Added support for `XDG_SESSION_TYPE` environment variable + - Added `GLFW_PKG_CONFIG_REQUIRES_PRIVATE` and `GLFW_PKG_CONFIG_LIBS_PRIVATE` CMake + variables exposing pkg-config dependencies (#1307) + - Made joystick subsystem initialize at first use (#1284,#1646) + - Made `GLFW_DOUBLEBUFFER` a read-only window attribute + - Made Wayland the preferred platform over X11 if both are available (#2035) + - Updated the minimum required CMake version to 3.4 + - Updated gamepad mappings from upstream + - Renamed `GLFW_USE_WAYLAND` CMake option to `GLFW_BUILD_WAYLAND` (#1958) + - Disabled tests and examples by default when built as a CMake subdirectory + - Removed `GLFW_USE_OSMESA` CMake option enabling the Null platform (#1958) + - Removed CMake generated configuration header + - Bugfix: `glfwGetVideoMode` returned an invalid mode on error (#1292) + - [Win32] Added a version info resource to the GLFW DLL + - [Win32] Made hidden helper window use its own window class + - [Win32] Bugfix: The foreground lock timeout was overridden, ignoring the user + - [Cocoa] Added `glfwGetCocoaView` native access function (#2235) + - [Cocoa] Moved main menu creation to GLFW initialization time (#1649) + - [Cocoa] Bugfix: Touching event queue from secondary thread before main thread + would abort (#1649) + - [Wayland] Added support for `glfwRequestWindowAttention` (#2287) + - [Wayland] Added support for `glfwFocusWindow` + - [Wayland] Added support for `GLFW_RESIZABLE` (#2203) + - [Wayland] Added support for fractional scaling of window contents + - [Wayland] Added dynamic loading of all Wayland libraries + - [Wayland] Bugfix: `CLOCK_MONOTONIC` was not correctly enabled + - [Wayland] Bugfix: `GLFW_HOVERED` was true when the cursor was over any + fallback window decoration + - [Wayland] Bugfix: Fallback decorations allowed resizing to invalid size + (#2204) + - [X11] Bugfix: Termination would segfault if the IM had been destroyed + - [X11] Bugfix: Any IM started after initialization would not be detected + - [Linux] Bugfix: Joystick evdev fds remained open in forks (#2446) + - [POSIX] Removed use of deprecated function `gettimeofday` + - [POSIX] Bugfix: `CLOCK_MONOTONIC` was not correctly tested for or enabled + - [WGL] Disabled the DWM swap interval hack for Windows 8 and later (#1072) + - [NSGL] Removed enforcement of forward-compatible flag for core contexts + - [NSGL] Bugfix: A core profile OpenGL context was returned if 3.2+ + compatibility profile was requested + - [EGL] Added platform selection via the `EGL_EXT_platform_base` extension + (#442) + - [EGL] Added ANGLE backend selection via `EGL_ANGLE_platform_angle` extension + (#1380) + + +## Changelog since 3.3 + + - Added `GLFW_WAYLAND_LIBDECOR` init hint for disabling libdecor support (#1639,#1693) + - Bugfix: The CMake config-file package used an absolute path and was not + relocatable (#1470) + - Bugfix: Video modes with a duplicate screen area were discarded (#1555,#1556) + - Bugfix: Compiling with -Wextra-semi caused warnings (#1440) + - Bugfix: Built-in mappings failed because some OEMs re-used VID/PID (#1583) + - Bugfix: Some extension loader headers did not prevent default OpenGL header + inclusion (#1695) + - Bugfix: Buffers were swapped at creation on single-buffered windows (#1873) + - Bugfix: Gamepad mapping updates could spam `GLFW_INVALID_VALUE` due to + incompatible controllers sharing hardware ID (#1763) + - Bugfix: Native access functions for context handles did not check that the API matched + - Bugfix: `glfwMakeContextCurrent` would access TLS slot before initialization + - Bugfix: `glfwSetGammaRamp` could emit `GLFW_INVALID_VALUE` before initialization + - Bugfix: `glfwGetJoystickUserPointer` returned `NULL` during disconnection (#2092) + - Bugfix: `glfwGetKeyScancode` returned `0` on error when initialized instead of `-1` + - Bugfix: Failure to make a newly created context current could cause segfault (#2327) + - [Win32] Disabled framebuffer transparency on Windows 7 when DWM windows are + opaque (#1512) + - [Win32] Bugfix: `GLFW_INCLUDE_VULKAN` plus `VK_USE_PLATFORM_WIN32_KHR` caused + symbol redefinition (#1524) + - [Win32] Bugfix: The cursor position event was emitted before its cursor enter + event (#1490) + - [Win32] Bugfix: The window hint `GLFW_MAXIMIZED` did not move or resize the + window (#1499) + - [Win32] Bugfix: Disabled cursor mode interfered with some non-client actions + - [Win32] Bugfix: Super key was not released after Win+V hotkey (#1622) + - [Win32] Bugfix: `glfwGetKeyName` could access out of bounds and return an + invalid pointer + - [Win32] Bugfix: Some synthetic key events were reported as `GLFW_KEY_UNKNOWN` + (#1623) + - [Win32] Bugfix: Non-BMP Unicode codepoint input was reported as UTF-16 + - [Win32] Bugfix: Monitor functions could return invalid values after + configuration change (#1761) + - [Win32] Bugfix: Initialization would segfault on Windows 8 (not 8.1) (#1775) + - [Win32] Bugfix: Duplicate size events were not filtered (#1610) + - [Win32] Bugfix: Full screen windows were incorrectly resized by DPI changes + (#1582) + - [Win32] Bugfix: `GLFW_SCALE_TO_MONITOR` had no effect on systems older than + Windows 10 version 1703 (#1511) + - [Win32] Bugfix: `USE_MSVC_RUNTIME_LIBRARY_DLL` had no effect on CMake 3.15 or + later (#1783,#1796) + - [Win32] Bugfix: Compilation with LLVM for Windows failed (#1807,#1824,#1874) + - [Win32] Bugfix: Content scale queries could fail silently (#1615) + - [Win32] Bugfix: Content scales could have garbage values if monitor was recently + disconnected (#1615) + - [Win32] Bugfix: A window created maximized and undecorated would cover the whole + monitor (#1806) + - [Win32] Bugfix: The default restored window position was lost when creating a maximized + window + - [Win32] Bugfix: `glfwMaximizeWindow` would make a hidden window visible + - [Win32] Bugfix: `Alt+PrtSc` would emit `GLFW_KEY_UNKNOWN` and a different + scancode than `PrtSc` (#1993) + - [Win32] Bugfix: `GLFW_KEY_PAUSE` scancode from `glfwGetKeyScancode` did not + match event scancode (#1993) + - [Win32] Bugfix: Instance-local operations used executable instance (#469,#1296,#1395) + - [Win32] Bugfix: The OSMesa library was not unloaded on termination + - [Win32] Bugfix: Right shift emitted `GLFW_KEY_UNKNOWN` when using a CJK IME (#2050) + - [Win32] Bugfix: `glfwWaitEventsTimeout` did not return for some sent messages (#2408) + - [Win32] Bugfix: Fix pkg-config for dynamic library on Windows (#2386, #2420) + - [Win32] Bugfix: XInput could reportedly provide invalid DPad bit masks (#2291) + - [Win32] Bugfix: Rapid clipboard calls could fail due to Clipboard History + - [Win32] Bugfix: Disabled cursor mode doesn't work right when connected over RDP (#1276,#1279,#2431) + - [Cocoa] Added support for `VK_EXT_metal_surface` (#1619) + - [Cocoa] Added locating the Vulkan loader at runtime in an application bundle + - [Cocoa] Changed `EGLNativeWindowType` from `NSView` to `CALayer` (#1169) + - [Cocoa] Changed F13 key to report Print Screen for cross-platform consistency + (#1786) + - [Cocoa] Disabled macOS fullscreen when `GLFW_RESIZABLE` is false + - [Cocoa] Removed dependency on the CoreVideo framework + - [Cocoa] Bugfix: `glfwSetWindowSize` used a bottom-left anchor point (#1553) + - [Cocoa] Bugfix: Window remained on screen after destruction until event poll + (#1412) + - [Cocoa] Bugfix: Event processing before window creation would assert (#1543) + - [Cocoa] Bugfix: Undecorated windows could not be iconified on recent macOS + - [Cocoa] Bugfix: Non-BMP Unicode codepoint input was reported as UTF-16 + (#1635) + - [Cocoa] Bugfix: Failing to retrieve the refresh rate of built-in displays + could leak memory + - [Cocoa] Bugfix: Objective-C files were compiled as C with CMake 3.19 (#1787) + - [Cocoa] Bugfix: Duplicate video modes were not filtered out (#1830) + - [Cocoa] Bugfix: Menu bar was not clickable on macOS 10.15+ until it lost and + regained focus (#1648,#1802) + - [Cocoa] Bugfix: Monitor name query could segfault on macOS 11 (#1809,#1833) + - [Cocoa] Bugfix: The install name of the installed dylib was relative (#1504) + - [Cocoa] Bugfix: The MoltenVK layer contents scale was updated only after + related events were emitted + - [Cocoa] Bugfix: Moving the cursor programmatically would freeze it for + a fraction of a second (#1962) + - [Cocoa] Bugfix: `kIOMasterPortDefault` was deprecated in macOS 12.0 (#1980) + - [Cocoa] Bugfix: `kUTTypeURL` was deprecated in macOS 12.0 (#2003) + - [Cocoa] Bugfix: A connected Apple AirPlay would emit a useless error (#1791) + - [Cocoa] Bugfix: The EGL and OSMesa libraries were not unloaded on termination + - [Cocoa] Bugfix: `GLFW_MAXIMIZED` was always true when `GLFW_RESIZABLE` was false + - [Cocoa] Bugfix: Changing `GLFW_DECORATED` in macOS fullscreen would abort + application (#1886) + - [Cocoa] Bugfix: Setting a monitor from macOS fullscreen would abort + application (#2110) + - [Cocoa] Bugfix: The Vulkan loader was not loaded from the `Frameworks` bundle + subdirectory (#2113,#2120) + - [Cocoa] Bugfix: Compilation failed on OS X 10.8 due to unconditional use of 10.9+ + symbols (#2161) + - [Cocoa] Bugfix: Querying joystick elements could reportedly segfault on macOS + 13 Ventura (#2320) + - [X11] Bugfix: The CMake files did not check for the XInput headers (#1480) + - [X11] Bugfix: Key names were not updated when the keyboard layout changed + (#1462,#1528) + - [X11] Bugfix: Decorations could not be enabled after window creation (#1566) + - [X11] Bugfix: Content scale fallback value could be inconsistent (#1578) + - [X11] Bugfix: `glfwMaximizeWindow` had no effect on hidden windows + - [X11] Bugfix: Clearing `GLFW_FLOATING` on a hidden window caused invalid read + - [X11] Bugfix: Changing `GLFW_FLOATING` on a hidden window could silently fail + - [X11] Bugfix: Disabled cursor mode was interrupted by indicator windows + - [X11] Bugfix: Monitor physical dimensions could be reported as zero mm + - [X11] Bugfix: Window position events were not emitted during resizing (#1613) + - [X11] Bugfix: `glfwFocusWindow` could terminate on older WMs or without a WM + - [X11] Bugfix: Querying a disconnected monitor could segfault (#1602) + - [X11] Bugfix: IME input of CJK was broken for "C" locale (#1587,#1636) + - [X11] Bugfix: Xlib errors caused by other parts of the application could be + reported as GLFW errors + - [X11] Bugfix: A handle race condition could cause a `BadWindow` error (#1633) + - [X11] Bugfix: XKB path used keysyms instead of physical locations for + non-printable keys (#1598) + - [X11] Bugfix: Function keys were mapped to `GLFW_KEY_UNKNOWN` for some layout + combinations (#1598) + - [X11] Bugfix: Keys pressed simultaneously with others were not always + reported (#1112,#1415,#1472,#1616) + - [X11] Bugfix: Some window attributes were not applied on leaving fullscreen + (#1863) + - [X11] Bugfix: Changing `GLFW_FLOATING` could leak memory + - [X11] Bugfix: Icon pixel format conversion worked only by accident, relying on + undefined behavior (#1986) + - [X11] Bugfix: Dynamic loading on OpenBSD failed due to soname differences + - [X11] Bugfix: Waiting for events would fail if file descriptor was too large + (#2024) + - [X11] Bugfix: Joystick events could lead to busy-waiting (#1872) + - [X11] Bugfix: `glfwWaitEvents*` did not continue for joystick events + - [X11] Bugfix: `glfwPostEmptyEvent` could be ignored due to race condition + (#379,#1281,#1285,#2033) + - [X11] Bugfix: Dynamic loading on NetBSD failed due to soname differences + - [X11] Bugfix: Left shift of int constant relied on undefined behavior (#1951) + - [X11] Bugfix: The OSMesa libray was not unloaded on termination + - [X11] Bugfix: A malformed response during selection transfer could cause a segfault + - [X11] Bugfix: Some calls would reset Xlib to the default error handler (#2108) + - [Wayland] Added improved fallback window decorations via libdecor (#1639,#1693) + - [Wayland] Added support for key names via xkbcommon + - [Wayland] Added support for file path drop events (#2040) + - [Wayland] Added support for more human-readable monitor names where available + - [Wayland] Disabled alpha channel for opaque windows on systems lacking + `EGL_EXT_present_opaque` (#1895) + - [Wayland] Removed support for `wl_shell` (#1443) + - [Wayland] Bugfix: The `GLFW_HAND_CURSOR` shape used the wrong image (#1432) + - [Wayland] Bugfix: Repeated keys could be reported with `NULL` window (#1704) + - [Wayland] Bugfix: Retrieving partial framebuffer size would segfault + - [Wayland] Bugfix: Scrolling offsets were inverted compared to other platforms + (#1463) + - [Wayland] Bugfix: Client-Side Decorations were destroyed in the wrong order + (#1798) + - [Wayland] Bugfix: Monitors physical size could report zero (#1784,#1792) + - [Wayland] Bugfix: Some keys were not repeating in Wayland (#1908) + - [Wayland] Bugfix: Non-arrow cursors are offset from the hotspot (#1706,#1899) + - [Wayland] Bugfix: The `O_CLOEXEC` flag was not defined on FreeBSD + - [Wayland] Bugfix: Key repeat could lead to a race condition (#1710) + - [Wayland] Bugfix: Activating a window would emit two input focus events + - [Wayland] Bugfix: Disable key repeat mechanism when window loses input focus + - [Wayland] Bugfix: Window hiding and showing did not work (#1492,#1731) + - [Wayland] Bugfix: A key being repeated was not released when window lost focus + - [Wayland] Bugfix: Showing a hidden window did not emit a window refresh event + - [Wayland] Bugfix: Full screen window creation did not ignore `GLFW_VISIBLE` + - [Wayland] Bugfix: Some keys were reported as wrong key or `GLFW_KEY_UNKNOWN` + - [Wayland] Bugfix: Text input did not repeat along with key repeat + - [Wayland] Bugfix: `glfwPostEmptyEvent` sometimes had no effect (#1520,#1521) + - [Wayland] Bugfix: `glfwSetClipboardString` would fail if set to result of + `glfwGetClipboardString` + - [Wayland] Bugfix: Data source creation error would cause double free at termination + - [Wayland] Bugfix: Partial writes of clipboard string would cause beginning to repeat + - [Wayland] Bugfix: Some errors would cause clipboard string transfer to hang + - [Wayland] Bugfix: Drag and drop data was misinterpreted as clipboard string + - [Wayland] Bugfix: MIME type matching was not performed for clipboard string + - [Wayland] Bugfix: The OSMesa library was not unloaded on termination + - [Wayland] Bugfix: `glfwCreateWindow` could emit `GLFW_FEATURE_UNAVAILABLE` + - [Wayland] Bugfix: Lock key modifier bits were only set when lock keys were pressed + - [Wayland] Bugfix: A window leaving full screen mode would be iconified (#1995) + - [Wayland] Bugfix: A window leaving full screen mode ignored its desired size + - [Wayland] Bugfix: `glfwSetWindowMonitor` did not update windowed mode size + - [Wayland] Bugfix: `glfwRestoreWindow` would make a full screen window windowed + - [Wayland] Bugfix: A window maximized or restored by the user would enter an + inconsistent state + - [Wayland] Bugfix: Window maximization events were not emitted + - [Wayland] Bugfix: `glfwRestoreWindow` assumed it was always in windowed mode + - [Wayland] Bugfix: `glfwSetWindowSize` would resize a full screen window + - [Wayland] Bugfix: A window content scale event would be emitted every time + the window resized + - [Wayland] Bugfix: If `glfwInit` failed it would close stdin + - [Wayland] Bugfix: Manual resizing with fallback decorations behaved erratically + (#1991,#2115,#2127) + - [Wayland] Bugfix: Size limits included frame size for fallback decorations + - [Wayland] Bugfix: Updating `GLFW_DECORATED` had no effect on server-side + decorations + - [Wayland] Bugfix: A monitor would be reported as connected again if its scale + changed + - [Wayland] Bugfix: `glfwTerminate` would segfault if any monitor had changed + scale + - [Wayland] Bugfix: Window content scale events were not emitted when monitor + scale changed + - [Wayland] Bugfix: `glfwSetWindowAspectRatio` reported an error instead of + applying the specified ratio + - [Wayland] Bugfix: `GLFW_MAXIMIZED` window hint had no effect + - [Wayland] Bugfix: `glfwRestoreWindow` had no effect before first show + - [Wayland] Bugfix: Hiding and then showing a window caused program abort on + wlroots compositors (#1268) + - [Wayland] Bugfix: `GLFW_DECORATED` was ignored when showing a window with XDG + decorations + - [Wayland] Bugfix: Connecting a mouse after `glfwInit` would segfault (#1450) + - [Wayland] Bugfix: Joysticks connected after `glfwInit` were not detected (#2198) + - [Wayland] Bugfix: Fallback decorations emitted `GLFW_CURSOR_UNAVAILABLE` errors + - [Linux] Bugfix: Joysticks without buttons were ignored (#2042,#2043) + - [Linux] Bugfix: A small amount of memory could leak if initialization failed (#2229) + - [NSGL] Bugfix: `GLFW_COCOA_RETINA_FRAMEBUFFER` had no effect on newer + macOS versions (#1442) + - [NSGL] Bugfix: Workaround for swap interval on 10.14 broke on 10.12 (#1483) + - [NSGL] Bugfix: Defining `GL_SILENCE_DEPRECATION` externally caused + a duplicate definition warning (#1840) + - [EGL] Added loading of glvnd `libOpenGL.so.0` where available for OpenGL + - [EGL] Bugfix: The `GLFW_DOUBLEBUFFER` context attribute was ignored (#1843) + - [EGL] Bugfix: Setting `GLFW_CONTEXT_DEBUG` caused creation to fail (#2348) + - [GLX] Added loading of glvnd `libGLX.so.0` where available + - [GLX] Bugfix: Context creation failed if GLX 1.4 was not exported by GLX library + + +## Contact + +On [glfw.org](https://www.glfw.org/) you can find the latest version of GLFW, as +well as news, documentation and other information about the project. + +If you have questions related to the use of GLFW, we have a +[forum](https://discourse.glfw.org/). + +If you have a bug to report, a patch to submit or a feature you'd like to +request, please file it in the +[issue tracker](https://github.com/glfw/glfw/issues) on GitHub. + +Finally, if you're interested in helping out with the development of GLFW or +porting it to your favorite platform, join us on the forum or GitHub. + diff --git a/dependencies/glfw-3.4/deps/getopt.c b/dependencies/glfw-3.4/deps/getopt.c new file mode 100644 index 0000000..9743046 --- /dev/null +++ b/dependencies/glfw-3.4/deps/getopt.c @@ -0,0 +1,230 @@ +/* Copyright (c) 2012, Kim Gräsman + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright notice, + * this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright notice, + * this list of conditions and the following disclaimer in the documentation + * and/or other materials provided with the distribution. + * * Neither the name of Kim Gräsman nor the names of contributors may be used + * to endorse or promote products derived from this software without specific + * prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL KIM GRÄSMAN BE LIABLE FOR ANY DIRECT, + * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#include "getopt.h" + +#include +#include + +const int no_argument = 0; +const int required_argument = 1; +const int optional_argument = 2; + +char* optarg; +int optopt; +/* The variable optind [...] shall be initialized to 1 by the system. */ +int optind = 1; +int opterr; + +static char* optcursor = NULL; + +/* Implemented based on [1] and [2] for optional arguments. + optopt is handled FreeBSD-style, per [3]. + Other GNU and FreeBSD extensions are purely accidental. + +[1] http://pubs.opengroup.org/onlinepubs/000095399/functions/getopt.html +[2] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html +[3] http://www.freebsd.org/cgi/man.cgi?query=getopt&sektion=3&manpath=FreeBSD+9.0-RELEASE +*/ +int getopt(int argc, char* const argv[], const char* optstring) { + int optchar = -1; + const char* optdecl = NULL; + + optarg = NULL; + opterr = 0; + optopt = 0; + + /* Unspecified, but we need it to avoid overrunning the argv bounds. */ + if (optind >= argc) + goto no_more_optchars; + + /* If, when getopt() is called argv[optind] is a null pointer, getopt() + shall return -1 without changing optind. */ + if (argv[optind] == NULL) + goto no_more_optchars; + + /* If, when getopt() is called *argv[optind] is not the character '-', + getopt() shall return -1 without changing optind. */ + if (*argv[optind] != '-') + goto no_more_optchars; + + /* If, when getopt() is called argv[optind] points to the string "-", + getopt() shall return -1 without changing optind. */ + if (strcmp(argv[optind], "-") == 0) + goto no_more_optchars; + + /* If, when getopt() is called argv[optind] points to the string "--", + getopt() shall return -1 after incrementing optind. */ + if (strcmp(argv[optind], "--") == 0) { + ++optind; + goto no_more_optchars; + } + + if (optcursor == NULL || *optcursor == '\0') + optcursor = argv[optind] + 1; + + optchar = *optcursor; + + /* FreeBSD: The variable optopt saves the last known option character + returned by getopt(). */ + optopt = optchar; + + /* The getopt() function shall return the next option character (if one is + found) from argv that matches a character in optstring, if there is + one that matches. */ + optdecl = strchr(optstring, optchar); + if (optdecl) { + /* [I]f a character is followed by a colon, the option takes an + argument. */ + if (optdecl[1] == ':') { + optarg = ++optcursor; + if (*optarg == '\0') { + /* GNU extension: Two colons mean an option takes an + optional arg; if there is text in the current argv-element + (i.e., in the same word as the option name itself, for example, + "-oarg"), then it is returned in optarg, otherwise optarg is set + to zero. */ + if (optdecl[2] != ':') { + /* If the option was the last character in the string pointed to by + an element of argv, then optarg shall contain the next element + of argv, and optind shall be incremented by 2. If the resulting + value of optind is greater than argc, this indicates a missing + option-argument, and getopt() shall return an error indication. + + Otherwise, optarg shall point to the string following the + option character in that element of argv, and optind shall be + incremented by 1. + */ + if (++optind < argc) { + optarg = argv[optind]; + } else { + /* If it detects a missing option-argument, it shall return the + colon character ( ':' ) if the first character of optstring + was a colon, or a question-mark character ( '?' ) otherwise. + */ + optarg = NULL; + optchar = (optstring[0] == ':') ? ':' : '?'; + } + } else { + optarg = NULL; + } + } + + optcursor = NULL; + } + } else { + /* If getopt() encounters an option character that is not contained in + optstring, it shall return the question-mark ( '?' ) character. */ + optchar = '?'; + } + + if (optcursor == NULL || *++optcursor == '\0') + ++optind; + + return optchar; + +no_more_optchars: + optcursor = NULL; + return -1; +} + +/* Implementation based on [1]. + +[1] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html +*/ +int getopt_long(int argc, char* const argv[], const char* optstring, + const struct option* longopts, int* longindex) { + const struct option* o = longopts; + const struct option* match = NULL; + int num_matches = 0; + size_t argument_name_length = 0; + const char* current_argument = NULL; + int retval = -1; + + optarg = NULL; + optopt = 0; + + if (optind >= argc) + return -1; + + if (strlen(argv[optind]) < 3 || strncmp(argv[optind], "--", 2) != 0) + return getopt(argc, argv, optstring); + + /* It's an option; starts with -- and is longer than two chars. */ + current_argument = argv[optind] + 2; + argument_name_length = strcspn(current_argument, "="); + for (; o->name; ++o) { + if (strncmp(o->name, current_argument, argument_name_length) == 0) { + match = o; + ++num_matches; + } + } + + if (num_matches == 1) { + /* If longindex is not NULL, it points to a variable which is set to the + index of the long option relative to longopts. */ + if (longindex) + *longindex = (int) (match - longopts); + + /* If flag is NULL, then getopt_long() shall return val. + Otherwise, getopt_long() returns 0, and flag shall point to a variable + which shall be set to val if the option is found, but left unchanged if + the option is not found. */ + if (match->flag) + *(match->flag) = match->val; + + retval = match->flag ? 0 : match->val; + + if (match->has_arg != no_argument) { + optarg = strchr(argv[optind], '='); + if (optarg != NULL) + ++optarg; + + if (match->has_arg == required_argument) { + /* Only scan the next argv for required arguments. Behavior is not + specified, but has been observed with Ubuntu and Mac OSX. */ + if (optarg == NULL && ++optind < argc) { + optarg = argv[optind]; + } + + if (optarg == NULL) + retval = ':'; + } + } else if (strchr(argv[optind], '=')) { + /* An argument was provided to a non-argument option. + I haven't seen this specified explicitly, but both GNU and BSD-based + implementations show this behavior. + */ + retval = '?'; + } + } else { + /* Unknown option or ambiguous match. */ + retval = '?'; + } + + ++optind; + return retval; +} diff --git a/dependencies/glfw-3.4/deps/getopt.h b/dependencies/glfw-3.4/deps/getopt.h new file mode 100644 index 0000000..e1eb540 --- /dev/null +++ b/dependencies/glfw-3.4/deps/getopt.h @@ -0,0 +1,57 @@ +/* Copyright (c) 2012, Kim Gräsman + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright notice, + * this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright notice, + * this list of conditions and the following disclaimer in the documentation + * and/or other materials provided with the distribution. + * * Neither the name of Kim Gräsman nor the names of contributors may be used + * to endorse or promote products derived from this software without specific + * prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL KIM GRÄSMAN BE LIABLE FOR ANY DIRECT, + * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#ifndef INCLUDED_GETOPT_PORT_H +#define INCLUDED_GETOPT_PORT_H + +#if defined(__cplusplus) +extern "C" { +#endif + +extern const int no_argument; +extern const int required_argument; +extern const int optional_argument; + +extern char* optarg; +extern int optind, opterr, optopt; + +struct option { + const char* name; + int has_arg; + int* flag; + int val; +}; + +int getopt(int argc, char* const argv[], const char* optstring); + +int getopt_long(int argc, char* const argv[], + const char* optstring, const struct option* longopts, int* longindex); + +#if defined(__cplusplus) +} +#endif + +#endif // INCLUDED_GETOPT_PORT_H diff --git a/dependencies/glfw-3.4/deps/glad/gl.h b/dependencies/glfw-3.4/deps/glad/gl.h new file mode 100644 index 0000000..b421fe0 --- /dev/null +++ b/dependencies/glfw-3.4/deps/glad/gl.h @@ -0,0 +1,5996 @@ +/** + * Loader generated by glad 2.0.0-beta on Tue Aug 24 22:51:07 2021 + * + * Generator: C/C++ + * Specification: gl + * Extensions: 3 + * + * APIs: + * - gl:compatibility=3.3 + * + * Options: + * - ALIAS = False + * - DEBUG = False + * - HEADER_ONLY = True + * - LOADER = False + * - MX = False + * - MX_GLOBAL = False + * - ON_DEMAND = False + * + * Commandline: + * --api='gl:compatibility=3.3' --extensions='GL_ARB_multisample,GL_ARB_robustness,GL_KHR_debug' c --header-only + * + * Online: + * http://glad.sh/#api=gl%3Acompatibility%3D3.3&extensions=GL_ARB_multisample%2CGL_ARB_robustness%2CGL_KHR_debug&generator=c&options=HEADER_ONLY + * + */ + +#ifndef GLAD_GL_H_ +#define GLAD_GL_H_ + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wreserved-id-macro" +#endif +#ifdef __gl_h_ + #error OpenGL (gl.h) header already included (API: gl), remove previous include! +#endif +#define __gl_h_ 1 +#ifdef __gl3_h_ + #error OpenGL (gl3.h) header already included (API: gl), remove previous include! +#endif +#define __gl3_h_ 1 +#ifdef __glext_h_ + #error OpenGL (glext.h) header already included (API: gl), remove previous include! +#endif +#define __glext_h_ 1 +#ifdef __gl3ext_h_ + #error OpenGL (gl3ext.h) header already included (API: gl), remove previous include! +#endif +#define __gl3ext_h_ 1 +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#define GLAD_GL +#define GLAD_OPTION_GL_HEADER_ONLY + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef GLAD_PLATFORM_H_ +#define GLAD_PLATFORM_H_ + +#ifndef GLAD_PLATFORM_WIN32 + #if defined(_WIN32) || defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__) + #define GLAD_PLATFORM_WIN32 1 + #else + #define GLAD_PLATFORM_WIN32 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_APPLE + #ifdef __APPLE__ + #define GLAD_PLATFORM_APPLE 1 + #else + #define GLAD_PLATFORM_APPLE 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_EMSCRIPTEN + #ifdef __EMSCRIPTEN__ + #define GLAD_PLATFORM_EMSCRIPTEN 1 + #else + #define GLAD_PLATFORM_EMSCRIPTEN 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_UWP + #if defined(_MSC_VER) && !defined(GLAD_INTERNAL_HAVE_WINAPIFAMILY) + #ifdef __has_include + #if __has_include() + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #endif + + #ifdef GLAD_INTERNAL_HAVE_WINAPIFAMILY + #include + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define GLAD_PLATFORM_UWP 1 + #endif + #endif + + #ifndef GLAD_PLATFORM_UWP + #define GLAD_PLATFORM_UWP 0 + #endif +#endif + +#ifdef __GNUC__ + #define GLAD_GNUC_EXTENSION __extension__ +#else + #define GLAD_GNUC_EXTENSION +#endif + +#ifndef GLAD_API_CALL + #if defined(GLAD_API_CALL_EXPORT) + #if GLAD_PLATFORM_WIN32 || defined(__CYGWIN__) + #if defined(GLAD_API_CALL_EXPORT_BUILD) + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllexport)) extern + #else + #define GLAD_API_CALL __declspec(dllexport) extern + #endif + #else + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllimport)) extern + #else + #define GLAD_API_CALL __declspec(dllimport) extern + #endif + #endif + #elif defined(__GNUC__) && defined(GLAD_API_CALL_EXPORT_BUILD) + #define GLAD_API_CALL __attribute__ ((visibility ("default"))) extern + #else + #define GLAD_API_CALL extern + #endif + #else + #define GLAD_API_CALL extern + #endif +#endif + +#ifdef APIENTRY + #define GLAD_API_PTR APIENTRY +#elif GLAD_PLATFORM_WIN32 + #define GLAD_API_PTR __stdcall +#else + #define GLAD_API_PTR +#endif + +#ifndef GLAPI +#define GLAPI GLAD_API_CALL +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY GLAD_API_PTR +#endif + +#define GLAD_MAKE_VERSION(major, minor) (major * 10000 + minor) +#define GLAD_VERSION_MAJOR(version) (version / 10000) +#define GLAD_VERSION_MINOR(version) (version % 10000) + +#define GLAD_GENERATOR_VERSION "2.0.0-beta" + +typedef void (*GLADapiproc)(void); + +typedef GLADapiproc (*GLADloadfunc)(const char *name); +typedef GLADapiproc (*GLADuserptrloadfunc)(void *userptr, const char *name); + +typedef void (*GLADprecallback)(const char *name, GLADapiproc apiproc, int len_args, ...); +typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apiproc, int len_args, ...); + +#endif /* GLAD_PLATFORM_H_ */ + +#define GL_2D 0x0600 +#define GL_2_BYTES 0x1407 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_3_BYTES 0x1408 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_4_BYTES 0x1409 +#define GL_ACCUM 0x0100 +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_ADD 0x0104 +#define GL_ADD_SIGNED 0x8574 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_ALPHA 0x1906 +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_ALPHA_BITS 0x0D55 +#define GL_ALPHA_INTEGER 0x8D97 +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_ALWAYS 0x0207 +#define GL_AMBIENT 0x1200 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_AND 0x1501 +#define GL_AND_INVERTED 0x1504 +#define GL_AND_REVERSE 0x1502 +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_AUTO_NORMAL 0x0D80 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_AUX_BUFFERS 0x0C00 +#define GL_BACK 0x0405 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_BGRA_INTEGER 0x8D9B +#define GL_BGR_INTEGER 0x8D9A +#define GL_BITMAP 0x1A00 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_BLEND 0x0BE2 +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_EQUATION 0x8009 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLUE 0x1905 +#define GL_BLUE_BIAS 0x0D1B +#define GL_BLUE_BITS 0x0D54 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_BUFFER 0x82E0 +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_BYTE 0x1400 +#define GL_C3F_V3F 0x2A24 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_CCW 0x0901 +#define GL_CLAMP 0x2900 +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLEAR 0x1500 +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 +#define GL_COEFF 0x0A00 +#define GL_COLOR 0x1800 +#define GL_COLOR_ARRAY 0x8076 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_INDEX 0x1900 +#define GL_COLOR_INDEXES 0x1603 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_COLOR_SUM 0x8458 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_COMBINE 0x8570 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_COMPARE_R_TO_TEXTURE 0x884E +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_RG 0x8226 +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CONDITION_SATISFIED 0x911C +#define GL_CONSTANT 0x8576 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_FLAGS 0x821E +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_COORD_REPLACE 0x8862 +#define GL_COPY 0x1503 +#define GL_COPY_INVERTED 0x150C +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_CURRENT_BIT 0x00000001 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_FOG_COORD 0x8453 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_CURRENT_QUERY 0x8865 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_CW 0x0900 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DECAL 0x2101 +#define GL_DECR 0x1E03 +#define GL_DECR_WRAP 0x8508 +#define GL_DELETE_STATUS 0x8B80 +#define GL_DEPTH 0x1801 +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_DEPTH_BIAS 0x0D1F +#define GL_DEPTH_BITS 0x0D56 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_DEPTH_CLAMP 0x864F +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH_FUNC 0x0B74 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DIFFUSE 0x1201 +#define GL_DISPLAY_LIST 0x82E7 +#define GL_DITHER 0x0BD0 +#define GL_DOMAIN 0x0A02 +#define GL_DONT_CARE 0x1100 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +#define GL_DOUBLE 0x140A +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_DST_ALPHA 0x0304 +#define GL_DST_COLOR 0x0306 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_EDGE_FLAG 0x0B43 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_EMISSION 0x1600 +#define GL_ENABLE_BIT 0x00002000 +#define GL_EQUAL 0x0202 +#define GL_EQUIV 0x1509 +#define GL_EVAL_BIT 0x00010000 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 +#define GL_EXTENSIONS 0x1F03 +#define GL_EYE_LINEAR 0x2400 +#define GL_EYE_PLANE 0x2502 +#define GL_FALSE 0 +#define GL_FASTEST 0x1101 +#define GL_FEEDBACK 0x1C01 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 +#define GL_FILL 0x1B02 +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_FIXED_ONLY 0x891D +#define GL_FLAT 0x1D00 +#define GL_FLOAT 0x1406 +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4 0x8B5C +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_FOG 0x0B60 +#define GL_FOG_BIT 0x00000080 +#define GL_FOG_COLOR 0x0B66 +#define GL_FOG_COORD 0x8451 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORD_ARRAY 0x8457 +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D +#define GL_FOG_COORD_ARRAY_POINTER 0x8456 +#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORD_ARRAY_TYPE 0x8454 +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_END 0x0B64 +#define GL_FOG_HINT 0x0C54 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_START 0x0B63 +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_FRAMEBUFFER 0x8D40 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_FRONT 0x0404 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_FRONT_FACE 0x0B46 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEQUAL 0x0206 +#define GL_GREATER 0x0204 +#define GL_GREEN 0x1904 +#define GL_GREEN_BIAS 0x0D19 +#define GL_GREEN_BITS 0x0D53 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 +#define GL_HALF_FLOAT 0x140B +#define GL_HINT_BIT 0x00008000 +#define GL_INCR 0x1E02 +#define GL_INCR_WRAP 0x8507 +#define GL_INDEX 0x8222 +#define GL_INDEX_ARRAY 0x8077 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_BITS 0x0D51 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_INDEX_MODE 0x0C30 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 +#define GL_INT 0x1404 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_INTERPOLATE 0x8575 +#define GL_INT_2_10_10_10_REV 0x8D9F +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_INVALID_INDEX 0xFFFFFFFF +#define GL_INVALID_OPERATION 0x0502 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVERT 0x150A +#define GL_KEEP 0x1E00 +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_LEFT 0x0406 +#define GL_LEQUAL 0x0203 +#define GL_LESS 0x0201 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LINE 0x1B01 +#define GL_LINEAR 0x2601 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_LINES 0x0001 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_BIT 0x00000004 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LINE_STRIP 0x0003 +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_LINE_TOKEN 0x0702 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINK_STATUS 0x8B82 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_BIT 0x00020000 +#define GL_LIST_INDEX 0x0B33 +#define GL_LIST_MODE 0x0B30 +#define GL_LOAD 0x0101 +#define GL_LOGIC_OP 0x0BF1 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_MAJOR_VERSION 0x821B +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_STENCIL 0x0D11 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_MAX 0x8008 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_MAX_TEXTURE_COORDS 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MIN 0x8007 +#define GL_MINOR_VERSION 0x821C +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MODELVIEW 0x1700 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_MODULATE 0x2100 +#define GL_MULT 0x0103 +#define GL_MULTISAMPLE 0x809D +#define GL_MULTISAMPLE_ARB 0x809D +#define GL_MULTISAMPLE_BIT 0x20000000 +#define GL_MULTISAMPLE_BIT_ARB 0x20000000 +#define GL_N3F_V3F 0x2A25 +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_NAND 0x150E +#define GL_NEAREST 0x2600 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_NEVER 0x0200 +#define GL_NICEST 0x1102 +#define GL_NONE 0 +#define GL_NOOP 0x1505 +#define GL_NOR 0x1508 +#define GL_NORMALIZE 0x0BA1 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_MAP 0x8511 +#define GL_NOTEQUAL 0x0205 +#define GL_NO_ERROR 0 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_NUM_EXTENSIONS 0x821D +#define GL_OBJECT_LINEAR 0x2401 +#define GL_OBJECT_PLANE 0x2501 +#define GL_OBJECT_TYPE 0x9112 +#define GL_ONE 1 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_OPERAND2_RGB 0x8592 +#define GL_OR 0x1507 +#define GL_ORDER 0x0A01 +#define GL_OR_INVERTED 0x150D +#define GL_OR_REVERSE 0x150B +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_POINT 0x1B00 +#define GL_POINTS 0x0000 +#define GL_POINT_BIT 0x00000002 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SMOOTH 0x0B10 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_POINT_SPRITE 0x8861 +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_POINT_TOKEN 0x0701 +#define GL_POLYGON 0x0009 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_POSITION 0x1203 +#define GL_PREVIOUS 0x8578 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_PROGRAM 0x82E2 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_PROJECTION 0x1701 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_Q 0x2003 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_QUADS 0x0007 +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_QUAD_STRIP 0x0008 +#define GL_QUERY 0x82E3 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_QUERY_WAIT 0x8E13 +#define GL_R 0x2002 +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_R16 0x822A +#define GL_R16F 0x822D +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R16_SNORM 0x8F98 +#define GL_R32F 0x822E +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_R3_G3_B2 0x2A10 +#define GL_R8 0x8229 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R8_SNORM 0x8F94 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_READ_BUFFER 0x0C02 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_READ_ONLY 0x88B8 +#define GL_READ_WRITE 0x88BA +#define GL_RED 0x1903 +#define GL_RED_BIAS 0x0D15 +#define GL_RED_BITS 0x0D52 +#define GL_RED_INTEGER 0x8D94 +#define GL_RED_SCALE 0x0D14 +#define GL_REFLECTION_MAP 0x8512 +#define GL_RENDER 0x1C00 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERER 0x1F01 +#define GL_RENDER_MODE 0x0C40 +#define GL_REPEAT 0x2901 +#define GL_REPLACE 0x1E01 +#define GL_RESCALE_NORMAL 0x803A +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_RETURN 0x0102 +#define GL_RG 0x8227 +#define GL_RG16 0x822C +#define GL_RG16F 0x822F +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG16_SNORM 0x8F99 +#define GL_RG32F 0x8230 +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_RG8 0x822B +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB 0x1907 +#define GL_RGB10 0x8052 +#define GL_RGB10_A2 0x8059 +#define GL_RGB10_A2UI 0x906F +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGB16F 0x881B +#define GL_RGB16I 0x8D89 +#define GL_RGB16UI 0x8D77 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGB32F 0x8815 +#define GL_RGB32I 0x8D83 +#define GL_RGB32UI 0x8D71 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB5_A1 0x8057 +#define GL_RGB8 0x8051 +#define GL_RGB8I 0x8D8F +#define GL_RGB8UI 0x8D7D +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGB9_E5 0x8C3D +#define GL_RGBA 0x1908 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_RGBA16F 0x881A +#define GL_RGBA16I 0x8D88 +#define GL_RGBA16UI 0x8D76 +#define GL_RGBA16_SNORM 0x8F9B +#define GL_RGBA2 0x8055 +#define GL_RGBA32F 0x8814 +#define GL_RGBA32I 0x8D82 +#define GL_RGBA32UI 0x8D70 +#define GL_RGBA4 0x8056 +#define GL_RGBA8 0x8058 +#define GL_RGBA8I 0x8D8E +#define GL_RGBA8UI 0x8D7C +#define GL_RGBA8_SNORM 0x8F97 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_RGBA_MODE 0x0C31 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGB_SCALE 0x8573 +#define GL_RG_INTEGER 0x8228 +#define GL_RIGHT 0x0407 +#define GL_S 0x2000 +#define GL_SAMPLER 0x82E6 +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLES_ARB 0x80A9 +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLE_BUFFERS_ARB 0x80A8 +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_COVERAGE_ARB 0x80A0 +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SELECT 0x1C02 +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_SET 0x150F +#define GL_SHADER 0x82E1 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_SHADER_TYPE 0x8B4F +#define GL_SHADE_MODEL 0x0B54 +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_SHININESS 0x1601 +#define GL_SHORT 0x1402 +#define GL_SIGNALED 0x9119 +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SMOOTH 0x1D01 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_SOURCE2_RGB 0x8582 +#define GL_SPECULAR 0x1202 +#define GL_SPHERE_MAP 0x2402 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SRC0_ALPHA 0x8588 +#define GL_SRC0_RGB 0x8580 +#define GL_SRC1_ALPHA 0x8589 +#define GL_SRC1_COLOR 0x88F9 +#define GL_SRC1_RGB 0x8581 +#define GL_SRC2_ALPHA 0x858A +#define GL_SRC2_RGB 0x8582 +#define GL_SRC_ALPHA 0x0302 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_SRC_COLOR 0x0300 +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_STATIC_COPY 0x88E6 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STENCIL 0x1802 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_STENCIL_BITS 0x0D57 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_INDEX 0x1901 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STEREO 0x0C33 +#define GL_STREAM_COPY 0x88E2 +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_SUBTRACT 0x84E7 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_SYNC_STATUS 0x9114 +#define GL_T 0x2001 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_C4F_N3F_V4F 0x2A2D +#define GL_T4F_V4F 0x2A28 +#define GL_TEXTURE 0x1702 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_TEXTURE_3D 0x806F +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_TEXTURE_ENV 0x2300 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF +#define GL_TIMESTAMP 0x8E28 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_FAN 0x0006 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_TRUE 1 +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNSIGNALED 0x9118 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_INT 0x1405 +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_VENDOR 0x1F00 +#define GL_VERSION 0x1F02 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_VIEWPORT 0x0BA2 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_WAIT_FAILED 0x911D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_WRITE_ONLY 0x88B9 +#define GL_XOR 0x1506 +#define GL_ZERO 0 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 + + +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_GLAD_API_PTR + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_GLAD_API_PTR funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_GLAD_API_PTR + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_GLAD_API_PTR __stdcall +#else +# define KHRONOS_GLAD_API_PTR +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ + +typedef unsigned int GLenum; + +typedef unsigned char GLboolean; + +typedef unsigned int GLbitfield; + +typedef void GLvoid; + +typedef khronos_int8_t GLbyte; + +typedef khronos_uint8_t GLubyte; + +typedef khronos_int16_t GLshort; + +typedef khronos_uint16_t GLushort; + +typedef int GLint; + +typedef unsigned int GLuint; + +typedef khronos_int32_t GLclampx; + +typedef int GLsizei; + +typedef khronos_float_t GLfloat; + +typedef khronos_float_t GLclampf; + +typedef double GLdouble; + +typedef double GLclampd; + +typedef void *GLeglClientBufferEXT; + +typedef void *GLeglImageOES; + +typedef char GLchar; + +typedef char GLcharARB; + +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif + +typedef khronos_uint16_t GLhalf; + +typedef khronos_uint16_t GLhalfARB; + +typedef khronos_int32_t GLfixed; + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_intptr_t GLintptr; +#else +typedef khronos_intptr_t GLintptr; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_intptr_t GLintptrARB; +#else +typedef khronos_intptr_t GLintptrARB; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_ssize_t GLsizeiptr; +#else +typedef khronos_ssize_t GLsizeiptr; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_ssize_t GLsizeiptrARB; +#else +typedef khronos_ssize_t GLsizeiptrARB; +#endif + +typedef khronos_int64_t GLint64; + +typedef khronos_int64_t GLint64EXT; + +typedef khronos_uint64_t GLuint64; + +typedef khronos_uint64_t GLuint64EXT; + +typedef struct __GLsync *GLsync; + +struct _cl_context; + +struct _cl_event; + +typedef void (GLAD_API_PTR *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); + +typedef unsigned short GLhalfNV; + +typedef GLintptr GLvdpauSurfaceNV; + +typedef void (GLAD_API_PTR *GLVULKANPROCNV)(void); + + + +#define GL_VERSION_1_0 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_0; +#define GL_VERSION_1_1 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_1; +#define GL_VERSION_1_2 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_2; +#define GL_VERSION_1_3 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_3; +#define GL_VERSION_1_4 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_4; +#define GL_VERSION_1_5 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_5; +#define GL_VERSION_2_0 1 +GLAD_API_CALL int GLAD_GL_VERSION_2_0; +#define GL_VERSION_2_1 1 +GLAD_API_CALL int GLAD_GL_VERSION_2_1; +#define GL_VERSION_3_0 1 +GLAD_API_CALL int GLAD_GL_VERSION_3_0; +#define GL_VERSION_3_1 1 +GLAD_API_CALL int GLAD_GL_VERSION_3_1; +#define GL_VERSION_3_2 1 +GLAD_API_CALL int GLAD_GL_VERSION_3_2; +#define GL_VERSION_3_3 1 +GLAD_API_CALL int GLAD_GL_VERSION_3_3; +#define GL_ARB_multisample 1 +GLAD_API_CALL int GLAD_GL_ARB_multisample; +#define GL_ARB_robustness 1 +GLAD_API_CALL int GLAD_GL_ARB_robustness; +#define GL_KHR_debug 1 +GLAD_API_CALL int GLAD_GL_KHR_debug; + + +typedef void (GLAD_API_PTR *PFNGLACCUMPROC)(GLenum op, GLfloat value); +typedef void (GLAD_API_PTR *PFNGLACTIVETEXTUREPROC)(GLenum texture); +typedef void (GLAD_API_PTR *PFNGLALPHAFUNCPROC)(GLenum func, GLfloat ref); +typedef GLboolean (GLAD_API_PTR *PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint * textures, GLboolean * residences); +typedef void (GLAD_API_PTR *PFNGLARRAYELEMENTPROC)(GLint i); +typedef void (GLAD_API_PTR *PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +typedef void (GLAD_API_PTR *PFNGLBEGINPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +typedef void (GLAD_API_PTR *PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +typedef void (GLAD_API_PTR *PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +typedef void (GLAD_API_PTR *PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +typedef void (GLAD_API_PTR *PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +typedef void (GLAD_API_PTR *PFNGLBINDVERTEXARRAYPROC)(GLuint array); +typedef void (GLAD_API_PTR *PFNGLBITMAPPROC)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap); +typedef void (GLAD_API_PTR *PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GLAD_API_PTR *PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (GLAD_API_PTR *PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void * data, GLenum usage); +typedef void (GLAD_API_PTR *PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void * data); +typedef void (GLAD_API_PTR *PFNGLCALLLISTPROC)(GLuint list); +typedef void (GLAD_API_PTR *PFNGLCALLLISTSPROC)(GLsizei n, GLenum type, const void * lists); +typedef GLenum (GLAD_API_PTR *PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +typedef void (GLAD_API_PTR *PFNGLCLEARPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLCLEARACCUMPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARDEPTHPROC)(GLdouble depth); +typedef void (GLAD_API_PTR *PFNGLCLEARINDEXPROC)(GLfloat c); +typedef void (GLAD_API_PTR *PFNGLCLEARSTENCILPROC)(GLint s); +typedef void (GLAD_API_PTR *PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture); +typedef GLenum (GLAD_API_PTR *PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GLAD_API_PTR *PFNGLCLIPPLANEPROC)(GLenum plane, const GLdouble * equation); +typedef void (GLAD_API_PTR *PFNGLCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3IPROC)(GLint red, GLint green, GLint blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UBVPROC)(const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UIVPROC)(const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3USVPROC)(const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4BPROC)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4DPROC)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4FPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4IPROC)(GLint red, GLint green, GLint blue, GLint alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4SPROC)(GLshort red, GLshort green, GLshort blue, GLshort alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBPROC)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBVPROC)(const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UIPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UIVPROC)(const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4USPROC)(GLushort red, GLushort green, GLushort blue, GLushort alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4USVPROC)(const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (GLAD_API_PTR *PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (GLAD_API_PTR *PFNGLCOLORMATERIALPROC)(GLenum face, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +typedef void (GLAD_API_PTR *PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint * color); +typedef void (GLAD_API_PTR *PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +typedef void (GLAD_API_PTR *PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint * color); +typedef void (GLAD_API_PTR *PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLCOMPILESHADERPROC)(GLuint shader); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLCOPYPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef GLuint (GLAD_API_PTR *PFNGLCREATEPROGRAMPROC)(void); +typedef GLuint (GLAD_API_PTR *PFNGLCREATESHADERPROC)(GLenum type); +typedef void (GLAD_API_PTR *PFNGLCULLFACEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void * userParam); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint * ids, GLboolean enabled); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar * buf); +typedef void (GLAD_API_PTR *PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint * framebuffers); +typedef void (GLAD_API_PTR *PFNGLDELETELISTSPROC)(GLuint list, GLsizei range); +typedef void (GLAD_API_PTR *PFNGLDELETEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint * samplers); +typedef void (GLAD_API_PTR *PFNGLDELETESHADERPROC)(GLuint shader); +typedef void (GLAD_API_PTR *PFNGLDELETESYNCPROC)(GLsync sync); +typedef void (GLAD_API_PTR *PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint * arrays); +typedef void (GLAD_API_PTR *PFNGLDEPTHFUNCPROC)(GLenum func); +typedef void (GLAD_API_PTR *PFNGLDEPTHMASKPROC)(GLboolean flag); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f); +typedef void (GLAD_API_PTR *PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +typedef void (GLAD_API_PTR *PFNGLDISABLEPROC)(GLenum cap); +typedef void (GLAD_API_PTR *PFNGLDISABLECLIENTSTATEPROC)(GLenum array); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLEIPROC)(GLenum target, GLuint index); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +typedef void (GLAD_API_PTR *PFNGLDRAWBUFFERPROC)(GLenum buf); +typedef void (GLAD_API_PTR *PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum * bufs); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLint basevertex); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount, GLint basevertex); +typedef void (GLAD_API_PTR *PFNGLDRAWPIXELSPROC)(GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices); +typedef void (GLAD_API_PTR *PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices, GLint basevertex); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGPROC)(GLboolean flag); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGVPROC)(const GLboolean * flag); +typedef void (GLAD_API_PTR *PFNGLENABLEPROC)(GLenum cap); +typedef void (GLAD_API_PTR *PFNGLENABLECLIENTSTATEPROC)(GLenum array); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLEIPROC)(GLenum target, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENDPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDCONDITIONALRENDERPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDLISTPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDQUERYPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLENDTRANSFORMFEEDBACKPROC)(void); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1DPROC)(GLdouble u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1DVPROC)(const GLdouble * u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1FPROC)(GLfloat u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1FVPROC)(const GLfloat * u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2DPROC)(GLdouble u, GLdouble v); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2DVPROC)(const GLdouble * u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2FPROC)(GLfloat u, GLfloat v); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2FVPROC)(const GLfloat * u); +typedef void (GLAD_API_PTR *PFNGLEVALMESH1PROC)(GLenum mode, GLint i1, GLint i2); +typedef void (GLAD_API_PTR *PFNGLEVALMESH2PROC)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); +typedef void (GLAD_API_PTR *PFNGLEVALPOINT1PROC)(GLint i); +typedef void (GLAD_API_PTR *PFNGLEVALPOINT2PROC)(GLint i, GLint j); +typedef void (GLAD_API_PTR *PFNGLFEEDBACKBUFFERPROC)(GLsizei size, GLenum type, GLfloat * buffer); +typedef GLsync (GLAD_API_PTR *PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLFINISHPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFLUSHPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDDPROC)(GLdouble coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDDVPROC)(const GLdouble * coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDFPROC)(GLfloat coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDFVPROC)(const GLfloat * coord); +typedef void (GLAD_API_PTR *PFNGLFOGFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLFOGFVPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLFOGIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLFOGIVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAD_API_PTR *PFNGLFRONTFACEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLFRUSTUMPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GLAD_API_PTR *PFNGLGENBUFFERSPROC)(GLsizei n, GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint * framebuffers); +typedef GLuint (GLAD_API_PTR *PFNGLGENLISTSPROC)(GLsizei range); +typedef void (GLAD_API_PTR *PFNGLGENQUERIESPROC)(GLsizei n, GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint * samplers); +typedef void (GLAD_API_PTR *PFNGLGENTEXTURESPROC)(GLsizei n, GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint * arrays); +typedef void (GLAD_API_PTR *PFNGLGENERATEMIPMAPPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders); +typedef GLint (GLAD_API_PTR *PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void * data); +typedef void (GLAD_API_PTR *PFNGLGETCLIPPLANEPROC)(GLenum plane, GLdouble * equation); +typedef void (GLAD_API_PTR *PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void * img); +typedef GLuint (GLAD_API_PTR *PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum * sources, GLenum * types, GLuint * ids, GLenum * severities, GLsizei * lengths, GLchar * messageLog); +typedef void (GLAD_API_PTR *PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble * data); +typedef GLenum (GLAD_API_PTR *PFNGLGETERRORPROC)(void); +typedef void (GLAD_API_PTR *PFNGLGETFLOATVPROC)(GLenum pname, GLfloat * data); +typedef GLint (GLAD_API_PTR *PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint * params); +typedef GLenum (GLAD_API_PTR *PFNGLGETGRAPHICSRESETSTATUSARBPROC)(void); +typedef void (GLAD_API_PTR *PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 * data); +typedef void (GLAD_API_PTR *PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 * data); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERVPROC)(GLenum pname, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETLIGHTFVPROC)(GLenum light, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETLIGHTIVPROC)(GLenum light, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMAPDVPROC)(GLenum target, GLenum query, GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLGETMAPFVPROC)(GLenum target, GLenum query, GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLGETMAPIVPROC)(GLenum target, GLenum query, GLint * v); +typedef void (GLAD_API_PTR *PFNGLGETMATERIALFVPROC)(GLenum face, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMATERIALIVPROC)(GLenum face, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat * val); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei * length, GLchar * label); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTPTRLABELPROC)(const void * ptr, GLsizei bufSize, GLsizei * length, GLchar * label); +typedef void (GLAD_API_PTR *PFNGLGETPIXELMAPFVPROC)(GLenum map, GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLGETPIXELMAPUIVPROC)(GLenum map, GLuint * values); +typedef void (GLAD_API_PTR *PFNGLGETPIXELMAPUSVPROC)(GLenum map, GLushort * values); +typedef void (GLAD_API_PTR *PFNGLGETPOINTERVPROC)(GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETPOLYGONSTIPPLEPROC)(GLubyte * mask); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (GLAD_API_PTR *PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source); +typedef void (GLAD_API_PTR *PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint * params); +typedef const GLubyte * (GLAD_API_PTR *PFNGLGETSTRINGPROC)(GLenum name); +typedef const GLubyte * (GLAD_API_PTR *PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +typedef void (GLAD_API_PTR *PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei * length, GLint * values); +typedef void (GLAD_API_PTR *PFNGLGETTEXENVFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXENVIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXGENDVPROC)(GLenum coord, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXGENFVPROC)(GLenum coord, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXGENIVPROC)(GLenum coord, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); +typedef GLuint (GLAD_API_PTR *PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar * uniformBlockName); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices); +typedef GLint (GLAD_API_PTR *PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void ** pointer); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNCOLORTABLEARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void * table); +typedef void (GLAD_API_PTR *PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC)(GLenum target, GLint lod, GLsizei bufSize, void * img); +typedef void (GLAD_API_PTR *PFNGLGETNCONVOLUTIONFILTERARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void * image); +typedef void (GLAD_API_PTR *PFNGLGETNHISTOGRAMARBPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void * values); +typedef void (GLAD_API_PTR *PFNGLGETNMAPDVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLGETNMAPFVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLGETNMAPIVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLint * v); +typedef void (GLAD_API_PTR *PFNGLGETNMINMAXARBPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void * values); +typedef void (GLAD_API_PTR *PFNGLGETNPIXELMAPFVARBPROC)(GLenum map, GLsizei bufSize, GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLGETNPIXELMAPUIVARBPROC)(GLenum map, GLsizei bufSize, GLuint * values); +typedef void (GLAD_API_PTR *PFNGLGETNPIXELMAPUSVARBPROC)(GLenum map, GLsizei bufSize, GLushort * values); +typedef void (GLAD_API_PTR *PFNGLGETNPOLYGONSTIPPLEARBPROC)(GLsizei bufSize, GLubyte * pattern); +typedef void (GLAD_API_PTR *PFNGLGETNSEPARABLEFILTERARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void * row, GLsizei columnBufSize, void * column, void * span); +typedef void (GLAD_API_PTR *PFNGLGETNTEXIMAGEARBPROC)(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void * img); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMDVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMFVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMIVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMUIVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLHINTPROC)(GLenum target, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLINDEXMASKPROC)(GLuint mask); +typedef void (GLAD_API_PTR *PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLINDEXDPROC)(GLdouble c); +typedef void (GLAD_API_PTR *PFNGLINDEXDVPROC)(const GLdouble * c); +typedef void (GLAD_API_PTR *PFNGLINDEXFPROC)(GLfloat c); +typedef void (GLAD_API_PTR *PFNGLINDEXFVPROC)(const GLfloat * c); +typedef void (GLAD_API_PTR *PFNGLINDEXIPROC)(GLint c); +typedef void (GLAD_API_PTR *PFNGLINDEXIVPROC)(const GLint * c); +typedef void (GLAD_API_PTR *PFNGLINDEXSPROC)(GLshort c); +typedef void (GLAD_API_PTR *PFNGLINDEXSVPROC)(const GLshort * c); +typedef void (GLAD_API_PTR *PFNGLINDEXUBPROC)(GLubyte c); +typedef void (GLAD_API_PTR *PFNGLINDEXUBVPROC)(const GLubyte * c); +typedef void (GLAD_API_PTR *PFNGLINITNAMESPROC)(void); +typedef void (GLAD_API_PTR *PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void * pointer); +typedef GLboolean (GLAD_API_PTR *PFNGLISBUFFERPROC)(GLuint buffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISENABLEDPROC)(GLenum cap); +typedef GLboolean (GLAD_API_PTR *PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +typedef GLboolean (GLAD_API_PTR *PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISLISTPROC)(GLuint list); +typedef GLboolean (GLAD_API_PTR *PFNGLISPROGRAMPROC)(GLuint program); +typedef GLboolean (GLAD_API_PTR *PFNGLISQUERYPROC)(GLuint id); +typedef GLboolean (GLAD_API_PTR *PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISSAMPLERPROC)(GLuint sampler); +typedef GLboolean (GLAD_API_PTR *PFNGLISSHADERPROC)(GLuint shader); +typedef GLboolean (GLAD_API_PTR *PFNGLISSYNCPROC)(GLsync sync); +typedef GLboolean (GLAD_API_PTR *PFNGLISTEXTUREPROC)(GLuint texture); +typedef GLboolean (GLAD_API_PTR *PFNGLISVERTEXARRAYPROC)(GLuint array); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELFVPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELIVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLLIGHTFPROC)(GLenum light, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLLIGHTFVPROC)(GLenum light, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLLIGHTIPROC)(GLenum light, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLLIGHTIVPROC)(GLenum light, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLLINESTIPPLEPROC)(GLint factor, GLushort pattern); +typedef void (GLAD_API_PTR *PFNGLLINEWIDTHPROC)(GLfloat width); +typedef void (GLAD_API_PTR *PFNGLLINKPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLLISTBASEPROC)(GLuint base); +typedef void (GLAD_API_PTR *PFNGLLOADIDENTITYPROC)(void); +typedef void (GLAD_API_PTR *PFNGLLOADMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLLOADMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLLOADNAMEPROC)(GLuint name); +typedef void (GLAD_API_PTR *PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLLOGICOPPROC)(GLenum opcode); +typedef void (GLAD_API_PTR *PFNGLMAP1DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points); +typedef void (GLAD_API_PTR *PFNGLMAP1FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLMAP2DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points); +typedef void (GLAD_API_PTR *PFNGLMAP2FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points); +typedef void * (GLAD_API_PTR *PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +typedef void * (GLAD_API_PTR *PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (GLAD_API_PTR *PFNGLMAPGRID1DPROC)(GLint un, GLdouble u1, GLdouble u2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID1FPROC)(GLint un, GLfloat u1, GLfloat u2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID2DPROC)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID2FPROC)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLMATERIALFPROC)(GLenum face, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLMATERIALFVPROC)(GLenum face, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLMATERIALIPROC)(GLenum face, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLMATERIALIVPROC)(GLenum face, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLMATRIXMODEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLMULTMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMULTMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount, const GLint * basevertex); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLNEWLISTPROC)(GLuint list, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLNORMAL3BPROC)(GLbyte nx, GLbyte ny, GLbyte nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3DPROC)(GLdouble nx, GLdouble ny, GLdouble nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3FPROC)(GLfloat nx, GLfloat ny, GLfloat nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3IPROC)(GLint nx, GLint ny, GLint nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3SPROC)(GLshort nx, GLshort ny, GLshort nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar * label); +typedef void (GLAD_API_PTR *PFNGLOBJECTPTRLABELPROC)(const void * ptr, GLsizei length, const GLchar * label); +typedef void (GLAD_API_PTR *PFNGLORTHOPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GLAD_API_PTR *PFNGLPASSTHROUGHPROC)(GLfloat token); +typedef void (GLAD_API_PTR *PFNGLPIXELMAPFVPROC)(GLenum map, GLsizei mapsize, const GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLPIXELMAPUIVPROC)(GLenum map, GLsizei mapsize, const GLuint * values); +typedef void (GLAD_API_PTR *PFNGLPIXELMAPUSVPROC)(GLenum map, GLsizei mapsize, const GLushort * values); +typedef void (GLAD_API_PTR *PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFERFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFERIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPIXELZOOMPROC)(GLfloat xfactor, GLfloat yfactor); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPOINTSIZEPROC)(GLfloat size); +typedef void (GLAD_API_PTR *PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +typedef void (GLAD_API_PTR *PFNGLPOLYGONSTIPPLEPROC)(const GLubyte * mask); +typedef void (GLAD_API_PTR *PFNGLPOPATTRIBPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPCLIENTATTRIBPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPDEBUGGROUPPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPMATRIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPNAMEPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint * textures, const GLfloat * priorities); +typedef void (GLAD_API_PTR *PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLPUSHATTRIBPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar * message); +typedef void (GLAD_API_PTR *PFNGLPUSHMATRIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPUSHNAMEPROC)(GLuint name); +typedef void (GLAD_API_PTR *PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2DPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2FPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2IPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2SPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3IPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3SPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4IPROC)(GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLREADBUFFERPROC)(GLenum src); +typedef void (GLAD_API_PTR *PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels); +typedef void (GLAD_API_PTR *PFNGLREADNPIXELSARBPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void * data); +typedef void (GLAD_API_PTR *PFNGLRECTDPROC)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); +typedef void (GLAD_API_PTR *PFNGLRECTDVPROC)(const GLdouble * v1, const GLdouble * v2); +typedef void (GLAD_API_PTR *PFNGLRECTFPROC)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); +typedef void (GLAD_API_PTR *PFNGLRECTFVPROC)(const GLfloat * v1, const GLfloat * v2); +typedef void (GLAD_API_PTR *PFNGLRECTIPROC)(GLint x1, GLint y1, GLint x2, GLint y2); +typedef void (GLAD_API_PTR *PFNGLRECTIVPROC)(const GLint * v1, const GLint * v2); +typedef void (GLAD_API_PTR *PFNGLRECTSPROC)(GLshort x1, GLshort y1, GLshort x2, GLshort y2); +typedef void (GLAD_API_PTR *PFNGLRECTSVPROC)(const GLshort * v1, const GLshort * v2); +typedef GLint (GLAD_API_PTR *PFNGLRENDERMODEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +typedef void (GLAD_API_PTR *PFNGLSAMPLECOVERAGEARBPROC)(GLfloat value, GLboolean invert); +typedef void (GLAD_API_PTR *PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint * param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint * param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat * param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint * param); +typedef void (GLAD_API_PTR *PFNGLSCALEDPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLSCALEFPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3USVPROC)(const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint * color); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLSELECTBUFFERPROC)(GLsizei size, GLuint * buffer); +typedef void (GLAD_API_PTR *PFNGLSHADEMODELPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length); +typedef void (GLAD_API_PTR *PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILMASKPROC)(GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (GLAD_API_PTR *PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1DPROC)(GLdouble s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1FPROC)(GLfloat s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1IPROC)(GLint s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1SPROC)(GLshort s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2DPROC)(GLdouble s, GLdouble t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FPROC)(GLfloat s, GLfloat t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2IPROC)(GLint s, GLint t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2SPROC)(GLshort s, GLshort t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3DPROC)(GLdouble s, GLdouble t, GLdouble r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3FPROC)(GLfloat s, GLfloat t, GLfloat r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3IPROC)(GLint s, GLint t, GLint r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3SPROC)(GLshort s, GLshort t, GLshort r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4DPROC)(GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4IPROC)(GLint s, GLint t, GLint r, GLint q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4SPROC)(GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLTEXENVFPROC)(GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXENVFVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXENVIPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXENVIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXGENDPROC)(GLenum coord, GLenum pname, GLdouble param); +typedef void (GLAD_API_PTR *PFNGLTEXGENDVPROC)(GLenum coord, GLenum pname, const GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLTEXGENFPROC)(GLenum coord, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXGENFVPROC)(GLenum coord, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXGENIPROC)(GLenum coord, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXGENIVPROC)(GLenum coord, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); +typedef void (GLAD_API_PTR *PFNGLTRANSLATEDPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLTRANSLATEFPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef GLboolean (GLAD_API_PTR *PFNGLUNMAPBUFFERPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLUSEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLVALIDATEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLVERTEX2DPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2FPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2IPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2SPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3DPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3FPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3IPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3SPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4IPROC)(GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SVPROC)(const GLshort * v); + +GLAD_API_CALL PFNGLACCUMPROC glad_glAccum; +#define glAccum glad_glAccum +GLAD_API_CALL PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +GLAD_API_CALL PFNGLALPHAFUNCPROC glad_glAlphaFunc; +#define glAlphaFunc glad_glAlphaFunc +GLAD_API_CALL PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; +#define glAreTexturesResident glad_glAreTexturesResident +GLAD_API_CALL PFNGLARRAYELEMENTPROC glad_glArrayElement; +#define glArrayElement glad_glArrayElement +GLAD_API_CALL PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +GLAD_API_CALL PFNGLBEGINPROC glad_glBegin; +#define glBegin glad_glBegin +GLAD_API_CALL PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +GLAD_API_CALL PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +GLAD_API_CALL PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +GLAD_API_CALL PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +GLAD_API_CALL PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +GLAD_API_CALL PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +GLAD_API_CALL PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +GLAD_API_CALL PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +GLAD_API_CALL PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +GLAD_API_CALL PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +GLAD_API_CALL PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +GLAD_API_CALL PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +GLAD_API_CALL PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +GLAD_API_CALL PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +GLAD_API_CALL PFNGLBITMAPPROC glad_glBitmap; +#define glBitmap glad_glBitmap +GLAD_API_CALL PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +GLAD_API_CALL PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +GLAD_API_CALL PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +GLAD_API_CALL PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +GLAD_API_CALL PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +GLAD_API_CALL PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +GLAD_API_CALL PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +GLAD_API_CALL PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +GLAD_API_CALL PFNGLCALLLISTPROC glad_glCallList; +#define glCallList glad_glCallList +GLAD_API_CALL PFNGLCALLLISTSPROC glad_glCallLists; +#define glCallLists glad_glCallLists +GLAD_API_CALL PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +GLAD_API_CALL PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +GLAD_API_CALL PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +GLAD_API_CALL PFNGLCLEARACCUMPROC glad_glClearAccum; +#define glClearAccum glad_glClearAccum +GLAD_API_CALL PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +GLAD_API_CALL PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +GLAD_API_CALL PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +GLAD_API_CALL PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +GLAD_API_CALL PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +GLAD_API_CALL PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +GLAD_API_CALL PFNGLCLEARINDEXPROC glad_glClearIndex; +#define glClearIndex glad_glClearIndex +GLAD_API_CALL PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +GLAD_API_CALL PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; +#define glClientActiveTexture glad_glClientActiveTexture +GLAD_API_CALL PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +GLAD_API_CALL PFNGLCLIPPLANEPROC glad_glClipPlane; +#define glClipPlane glad_glClipPlane +GLAD_API_CALL PFNGLCOLOR3BPROC glad_glColor3b; +#define glColor3b glad_glColor3b +GLAD_API_CALL PFNGLCOLOR3BVPROC glad_glColor3bv; +#define glColor3bv glad_glColor3bv +GLAD_API_CALL PFNGLCOLOR3DPROC glad_glColor3d; +#define glColor3d glad_glColor3d +GLAD_API_CALL PFNGLCOLOR3DVPROC glad_glColor3dv; +#define glColor3dv glad_glColor3dv +GLAD_API_CALL PFNGLCOLOR3FPROC glad_glColor3f; +#define glColor3f glad_glColor3f +GLAD_API_CALL PFNGLCOLOR3FVPROC glad_glColor3fv; +#define glColor3fv glad_glColor3fv +GLAD_API_CALL PFNGLCOLOR3IPROC glad_glColor3i; +#define glColor3i glad_glColor3i +GLAD_API_CALL PFNGLCOLOR3IVPROC glad_glColor3iv; +#define glColor3iv glad_glColor3iv +GLAD_API_CALL PFNGLCOLOR3SPROC glad_glColor3s; +#define glColor3s glad_glColor3s +GLAD_API_CALL PFNGLCOLOR3SVPROC glad_glColor3sv; +#define glColor3sv glad_glColor3sv +GLAD_API_CALL PFNGLCOLOR3UBPROC glad_glColor3ub; +#define glColor3ub glad_glColor3ub +GLAD_API_CALL PFNGLCOLOR3UBVPROC glad_glColor3ubv; +#define glColor3ubv glad_glColor3ubv +GLAD_API_CALL PFNGLCOLOR3UIPROC glad_glColor3ui; +#define glColor3ui glad_glColor3ui +GLAD_API_CALL PFNGLCOLOR3UIVPROC glad_glColor3uiv; +#define glColor3uiv glad_glColor3uiv +GLAD_API_CALL PFNGLCOLOR3USPROC glad_glColor3us; +#define glColor3us glad_glColor3us +GLAD_API_CALL PFNGLCOLOR3USVPROC glad_glColor3usv; +#define glColor3usv glad_glColor3usv +GLAD_API_CALL PFNGLCOLOR4BPROC glad_glColor4b; +#define glColor4b glad_glColor4b +GLAD_API_CALL PFNGLCOLOR4BVPROC glad_glColor4bv; +#define glColor4bv glad_glColor4bv +GLAD_API_CALL PFNGLCOLOR4DPROC glad_glColor4d; +#define glColor4d glad_glColor4d +GLAD_API_CALL PFNGLCOLOR4DVPROC glad_glColor4dv; +#define glColor4dv glad_glColor4dv +GLAD_API_CALL PFNGLCOLOR4FPROC glad_glColor4f; +#define glColor4f glad_glColor4f +GLAD_API_CALL PFNGLCOLOR4FVPROC glad_glColor4fv; +#define glColor4fv glad_glColor4fv +GLAD_API_CALL PFNGLCOLOR4IPROC glad_glColor4i; +#define glColor4i glad_glColor4i +GLAD_API_CALL PFNGLCOLOR4IVPROC glad_glColor4iv; +#define glColor4iv glad_glColor4iv +GLAD_API_CALL PFNGLCOLOR4SPROC glad_glColor4s; +#define glColor4s glad_glColor4s +GLAD_API_CALL PFNGLCOLOR4SVPROC glad_glColor4sv; +#define glColor4sv glad_glColor4sv +GLAD_API_CALL PFNGLCOLOR4UBPROC glad_glColor4ub; +#define glColor4ub glad_glColor4ub +GLAD_API_CALL PFNGLCOLOR4UBVPROC glad_glColor4ubv; +#define glColor4ubv glad_glColor4ubv +GLAD_API_CALL PFNGLCOLOR4UIPROC glad_glColor4ui; +#define glColor4ui glad_glColor4ui +GLAD_API_CALL PFNGLCOLOR4UIVPROC glad_glColor4uiv; +#define glColor4uiv glad_glColor4uiv +GLAD_API_CALL PFNGLCOLOR4USPROC glad_glColor4us; +#define glColor4us glad_glColor4us +GLAD_API_CALL PFNGLCOLOR4USVPROC glad_glColor4usv; +#define glColor4usv glad_glColor4usv +GLAD_API_CALL PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +GLAD_API_CALL PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +GLAD_API_CALL PFNGLCOLORMATERIALPROC glad_glColorMaterial; +#define glColorMaterial glad_glColorMaterial +GLAD_API_CALL PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +GLAD_API_CALL PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +GLAD_API_CALL PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +GLAD_API_CALL PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +GLAD_API_CALL PFNGLCOLORPOINTERPROC glad_glColorPointer; +#define glColorPointer glad_glColorPointer +GLAD_API_CALL PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +GLAD_API_CALL PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +GLAD_API_CALL PFNGLCOPYPIXELSPROC glad_glCopyPixels; +#define glCopyPixels glad_glCopyPixels +GLAD_API_CALL PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +GLAD_API_CALL PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +GLAD_API_CALL PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +GLAD_API_CALL PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +GLAD_API_CALL PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +GLAD_API_CALL PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback; +#define glDebugMessageCallback glad_glDebugMessageCallback +GLAD_API_CALL PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl; +#define glDebugMessageControl glad_glDebugMessageControl +GLAD_API_CALL PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert; +#define glDebugMessageInsert glad_glDebugMessageInsert +GLAD_API_CALL PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +GLAD_API_CALL PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +GLAD_API_CALL PFNGLDELETELISTSPROC glad_glDeleteLists; +#define glDeleteLists glad_glDeleteLists +GLAD_API_CALL PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +GLAD_API_CALL PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +GLAD_API_CALL PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +GLAD_API_CALL PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +GLAD_API_CALL PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +GLAD_API_CALL PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +GLAD_API_CALL PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +GLAD_API_CALL PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +GLAD_API_CALL PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +GLAD_API_CALL PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +GLAD_API_CALL PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +GLAD_API_CALL PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +GLAD_API_CALL PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +GLAD_API_CALL PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; +#define glDisableClientState glad_glDisableClientState +GLAD_API_CALL PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +GLAD_API_CALL PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +GLAD_API_CALL PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +GLAD_API_CALL PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +GLAD_API_CALL PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +GLAD_API_CALL PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +GLAD_API_CALL PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +GLAD_API_CALL PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +GLAD_API_CALL PFNGLDRAWPIXELSPROC glad_glDrawPixels; +#define glDrawPixels glad_glDrawPixels +GLAD_API_CALL PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +GLAD_API_CALL PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +GLAD_API_CALL PFNGLEDGEFLAGPROC glad_glEdgeFlag; +#define glEdgeFlag glad_glEdgeFlag +GLAD_API_CALL PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; +#define glEdgeFlagPointer glad_glEdgeFlagPointer +GLAD_API_CALL PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; +#define glEdgeFlagv glad_glEdgeFlagv +GLAD_API_CALL PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +GLAD_API_CALL PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; +#define glEnableClientState glad_glEnableClientState +GLAD_API_CALL PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +GLAD_API_CALL PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +GLAD_API_CALL PFNGLENDPROC glad_glEnd; +#define glEnd glad_glEnd +GLAD_API_CALL PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +GLAD_API_CALL PFNGLENDLISTPROC glad_glEndList; +#define glEndList glad_glEndList +GLAD_API_CALL PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +GLAD_API_CALL PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +GLAD_API_CALL PFNGLEVALCOORD1DPROC glad_glEvalCoord1d; +#define glEvalCoord1d glad_glEvalCoord1d +GLAD_API_CALL PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv; +#define glEvalCoord1dv glad_glEvalCoord1dv +GLAD_API_CALL PFNGLEVALCOORD1FPROC glad_glEvalCoord1f; +#define glEvalCoord1f glad_glEvalCoord1f +GLAD_API_CALL PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv; +#define glEvalCoord1fv glad_glEvalCoord1fv +GLAD_API_CALL PFNGLEVALCOORD2DPROC glad_glEvalCoord2d; +#define glEvalCoord2d glad_glEvalCoord2d +GLAD_API_CALL PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv; +#define glEvalCoord2dv glad_glEvalCoord2dv +GLAD_API_CALL PFNGLEVALCOORD2FPROC glad_glEvalCoord2f; +#define glEvalCoord2f glad_glEvalCoord2f +GLAD_API_CALL PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv; +#define glEvalCoord2fv glad_glEvalCoord2fv +GLAD_API_CALL PFNGLEVALMESH1PROC glad_glEvalMesh1; +#define glEvalMesh1 glad_glEvalMesh1 +GLAD_API_CALL PFNGLEVALMESH2PROC glad_glEvalMesh2; +#define glEvalMesh2 glad_glEvalMesh2 +GLAD_API_CALL PFNGLEVALPOINT1PROC glad_glEvalPoint1; +#define glEvalPoint1 glad_glEvalPoint1 +GLAD_API_CALL PFNGLEVALPOINT2PROC glad_glEvalPoint2; +#define glEvalPoint2 glad_glEvalPoint2 +GLAD_API_CALL PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer; +#define glFeedbackBuffer glad_glFeedbackBuffer +GLAD_API_CALL PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +GLAD_API_CALL PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +GLAD_API_CALL PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +GLAD_API_CALL PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +GLAD_API_CALL PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; +#define glFogCoordPointer glad_glFogCoordPointer +GLAD_API_CALL PFNGLFOGCOORDDPROC glad_glFogCoordd; +#define glFogCoordd glad_glFogCoordd +GLAD_API_CALL PFNGLFOGCOORDDVPROC glad_glFogCoorddv; +#define glFogCoorddv glad_glFogCoorddv +GLAD_API_CALL PFNGLFOGCOORDFPROC glad_glFogCoordf; +#define glFogCoordf glad_glFogCoordf +GLAD_API_CALL PFNGLFOGCOORDFVPROC glad_glFogCoordfv; +#define glFogCoordfv glad_glFogCoordfv +GLAD_API_CALL PFNGLFOGFPROC glad_glFogf; +#define glFogf glad_glFogf +GLAD_API_CALL PFNGLFOGFVPROC glad_glFogfv; +#define glFogfv glad_glFogfv +GLAD_API_CALL PFNGLFOGIPROC glad_glFogi; +#define glFogi glad_glFogi +GLAD_API_CALL PFNGLFOGIVPROC glad_glFogiv; +#define glFogiv glad_glFogiv +GLAD_API_CALL PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +#define glFramebufferTexture glad_glFramebufferTexture +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +GLAD_API_CALL PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +GLAD_API_CALL PFNGLFRUSTUMPROC glad_glFrustum; +#define glFrustum glad_glFrustum +GLAD_API_CALL PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +GLAD_API_CALL PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +GLAD_API_CALL PFNGLGENLISTSPROC glad_glGenLists; +#define glGenLists glad_glGenLists +GLAD_API_CALL PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +GLAD_API_CALL PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +GLAD_API_CALL PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +GLAD_API_CALL PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +GLAD_API_CALL PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +GLAD_API_CALL PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +GLAD_API_CALL PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +GLAD_API_CALL PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +GLAD_API_CALL PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +GLAD_API_CALL PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +GLAD_API_CALL PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +GLAD_API_CALL PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +GLAD_API_CALL PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +GLAD_API_CALL PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +GLAD_API_CALL PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +GLAD_API_CALL PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +GLAD_API_CALL PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +#define glGetBufferParameteri64v glad_glGetBufferParameteri64v +GLAD_API_CALL PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +GLAD_API_CALL PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +GLAD_API_CALL PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +GLAD_API_CALL PFNGLGETCLIPPLANEPROC glad_glGetClipPlane; +#define glGetClipPlane glad_glGetClipPlane +GLAD_API_CALL PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +GLAD_API_CALL PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog; +#define glGetDebugMessageLog glad_glGetDebugMessageLog +GLAD_API_CALL PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +GLAD_API_CALL PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +GLAD_API_CALL PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +GLAD_API_CALL PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +GLAD_API_CALL PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +GLAD_API_CALL PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +GLAD_API_CALL PFNGLGETGRAPHICSRESETSTATUSARBPROC glad_glGetGraphicsResetStatusARB; +#define glGetGraphicsResetStatusARB glad_glGetGraphicsResetStatusARB +GLAD_API_CALL PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +#define glGetInteger64i_v glad_glGetInteger64i_v +GLAD_API_CALL PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +GLAD_API_CALL PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +GLAD_API_CALL PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +GLAD_API_CALL PFNGLGETLIGHTFVPROC glad_glGetLightfv; +#define glGetLightfv glad_glGetLightfv +GLAD_API_CALL PFNGLGETLIGHTIVPROC glad_glGetLightiv; +#define glGetLightiv glad_glGetLightiv +GLAD_API_CALL PFNGLGETMAPDVPROC glad_glGetMapdv; +#define glGetMapdv glad_glGetMapdv +GLAD_API_CALL PFNGLGETMAPFVPROC glad_glGetMapfv; +#define glGetMapfv glad_glGetMapfv +GLAD_API_CALL PFNGLGETMAPIVPROC glad_glGetMapiv; +#define glGetMapiv glad_glGetMapiv +GLAD_API_CALL PFNGLGETMATERIALFVPROC glad_glGetMaterialfv; +#define glGetMaterialfv glad_glGetMaterialfv +GLAD_API_CALL PFNGLGETMATERIALIVPROC glad_glGetMaterialiv; +#define glGetMaterialiv glad_glGetMaterialiv +GLAD_API_CALL PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +GLAD_API_CALL PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel; +#define glGetObjectLabel glad_glGetObjectLabel +GLAD_API_CALL PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel; +#define glGetObjectPtrLabel glad_glGetObjectPtrLabel +GLAD_API_CALL PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv; +#define glGetPixelMapfv glad_glGetPixelMapfv +GLAD_API_CALL PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv; +#define glGetPixelMapuiv glad_glGetPixelMapuiv +GLAD_API_CALL PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv; +#define glGetPixelMapusv glad_glGetPixelMapusv +GLAD_API_CALL PFNGLGETPOINTERVPROC glad_glGetPointerv; +#define glGetPointerv glad_glGetPointerv +GLAD_API_CALL PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple; +#define glGetPolygonStipple glad_glGetPolygonStipple +GLAD_API_CALL PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +GLAD_API_CALL PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +GLAD_API_CALL PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +GLAD_API_CALL PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +GLAD_API_CALL PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +GLAD_API_CALL PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +GLAD_API_CALL PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +GLAD_API_CALL PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +GLAD_API_CALL PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +GLAD_API_CALL PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +GLAD_API_CALL PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +GLAD_API_CALL PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +GLAD_API_CALL PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +GLAD_API_CALL PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +GLAD_API_CALL PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv; +#define glGetTexEnvfv glad_glGetTexEnvfv +GLAD_API_CALL PFNGLGETTEXENVIVPROC glad_glGetTexEnviv; +#define glGetTexEnviv glad_glGetTexEnviv +GLAD_API_CALL PFNGLGETTEXGENDVPROC glad_glGetTexGendv; +#define glGetTexGendv glad_glGetTexGendv +GLAD_API_CALL PFNGLGETTEXGENFVPROC glad_glGetTexGenfv; +#define glGetTexGenfv glad_glGetTexGenfv +GLAD_API_CALL PFNGLGETTEXGENIVPROC glad_glGetTexGeniv; +#define glGetTexGeniv glad_glGetTexGeniv +GLAD_API_CALL PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +GLAD_API_CALL PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +GLAD_API_CALL PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +GLAD_API_CALL PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +GLAD_API_CALL PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +GLAD_API_CALL PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +GLAD_API_CALL PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +GLAD_API_CALL PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +GLAD_API_CALL PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +GLAD_API_CALL PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +GLAD_API_CALL PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +GLAD_API_CALL PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +GLAD_API_CALL PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +GLAD_API_CALL PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +GLAD_API_CALL PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +GLAD_API_CALL PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +GLAD_API_CALL PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +GLAD_API_CALL PFNGLGETNCOLORTABLEARBPROC glad_glGetnColorTableARB; +#define glGetnColorTableARB glad_glGetnColorTableARB +GLAD_API_CALL PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC glad_glGetnCompressedTexImageARB; +#define glGetnCompressedTexImageARB glad_glGetnCompressedTexImageARB +GLAD_API_CALL PFNGLGETNCONVOLUTIONFILTERARBPROC glad_glGetnConvolutionFilterARB; +#define glGetnConvolutionFilterARB glad_glGetnConvolutionFilterARB +GLAD_API_CALL PFNGLGETNHISTOGRAMARBPROC glad_glGetnHistogramARB; +#define glGetnHistogramARB glad_glGetnHistogramARB +GLAD_API_CALL PFNGLGETNMAPDVARBPROC glad_glGetnMapdvARB; +#define glGetnMapdvARB glad_glGetnMapdvARB +GLAD_API_CALL PFNGLGETNMAPFVARBPROC glad_glGetnMapfvARB; +#define glGetnMapfvARB glad_glGetnMapfvARB +GLAD_API_CALL PFNGLGETNMAPIVARBPROC glad_glGetnMapivARB; +#define glGetnMapivARB glad_glGetnMapivARB +GLAD_API_CALL PFNGLGETNMINMAXARBPROC glad_glGetnMinmaxARB; +#define glGetnMinmaxARB glad_glGetnMinmaxARB +GLAD_API_CALL PFNGLGETNPIXELMAPFVARBPROC glad_glGetnPixelMapfvARB; +#define glGetnPixelMapfvARB glad_glGetnPixelMapfvARB +GLAD_API_CALL PFNGLGETNPIXELMAPUIVARBPROC glad_glGetnPixelMapuivARB; +#define glGetnPixelMapuivARB glad_glGetnPixelMapuivARB +GLAD_API_CALL PFNGLGETNPIXELMAPUSVARBPROC glad_glGetnPixelMapusvARB; +#define glGetnPixelMapusvARB glad_glGetnPixelMapusvARB +GLAD_API_CALL PFNGLGETNPOLYGONSTIPPLEARBPROC glad_glGetnPolygonStippleARB; +#define glGetnPolygonStippleARB glad_glGetnPolygonStippleARB +GLAD_API_CALL PFNGLGETNSEPARABLEFILTERARBPROC glad_glGetnSeparableFilterARB; +#define glGetnSeparableFilterARB glad_glGetnSeparableFilterARB +GLAD_API_CALL PFNGLGETNTEXIMAGEARBPROC glad_glGetnTexImageARB; +#define glGetnTexImageARB glad_glGetnTexImageARB +GLAD_API_CALL PFNGLGETNUNIFORMDVARBPROC glad_glGetnUniformdvARB; +#define glGetnUniformdvARB glad_glGetnUniformdvARB +GLAD_API_CALL PFNGLGETNUNIFORMFVARBPROC glad_glGetnUniformfvARB; +#define glGetnUniformfvARB glad_glGetnUniformfvARB +GLAD_API_CALL PFNGLGETNUNIFORMIVARBPROC glad_glGetnUniformivARB; +#define glGetnUniformivARB glad_glGetnUniformivARB +GLAD_API_CALL PFNGLGETNUNIFORMUIVARBPROC glad_glGetnUniformuivARB; +#define glGetnUniformuivARB glad_glGetnUniformuivARB +GLAD_API_CALL PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +GLAD_API_CALL PFNGLINDEXMASKPROC glad_glIndexMask; +#define glIndexMask glad_glIndexMask +GLAD_API_CALL PFNGLINDEXPOINTERPROC glad_glIndexPointer; +#define glIndexPointer glad_glIndexPointer +GLAD_API_CALL PFNGLINDEXDPROC glad_glIndexd; +#define glIndexd glad_glIndexd +GLAD_API_CALL PFNGLINDEXDVPROC glad_glIndexdv; +#define glIndexdv glad_glIndexdv +GLAD_API_CALL PFNGLINDEXFPROC glad_glIndexf; +#define glIndexf glad_glIndexf +GLAD_API_CALL PFNGLINDEXFVPROC glad_glIndexfv; +#define glIndexfv glad_glIndexfv +GLAD_API_CALL PFNGLINDEXIPROC glad_glIndexi; +#define glIndexi glad_glIndexi +GLAD_API_CALL PFNGLINDEXIVPROC glad_glIndexiv; +#define glIndexiv glad_glIndexiv +GLAD_API_CALL PFNGLINDEXSPROC glad_glIndexs; +#define glIndexs glad_glIndexs +GLAD_API_CALL PFNGLINDEXSVPROC glad_glIndexsv; +#define glIndexsv glad_glIndexsv +GLAD_API_CALL PFNGLINDEXUBPROC glad_glIndexub; +#define glIndexub glad_glIndexub +GLAD_API_CALL PFNGLINDEXUBVPROC glad_glIndexubv; +#define glIndexubv glad_glIndexubv +GLAD_API_CALL PFNGLINITNAMESPROC glad_glInitNames; +#define glInitNames glad_glInitNames +GLAD_API_CALL PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; +#define glInterleavedArrays glad_glInterleavedArrays +GLAD_API_CALL PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +GLAD_API_CALL PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +GLAD_API_CALL PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +GLAD_API_CALL PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +GLAD_API_CALL PFNGLISLISTPROC glad_glIsList; +#define glIsList glad_glIsList +GLAD_API_CALL PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +GLAD_API_CALL PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +GLAD_API_CALL PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +GLAD_API_CALL PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +GLAD_API_CALL PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +GLAD_API_CALL PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +GLAD_API_CALL PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +GLAD_API_CALL PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +GLAD_API_CALL PFNGLLIGHTMODELFPROC glad_glLightModelf; +#define glLightModelf glad_glLightModelf +GLAD_API_CALL PFNGLLIGHTMODELFVPROC glad_glLightModelfv; +#define glLightModelfv glad_glLightModelfv +GLAD_API_CALL PFNGLLIGHTMODELIPROC glad_glLightModeli; +#define glLightModeli glad_glLightModeli +GLAD_API_CALL PFNGLLIGHTMODELIVPROC glad_glLightModeliv; +#define glLightModeliv glad_glLightModeliv +GLAD_API_CALL PFNGLLIGHTFPROC glad_glLightf; +#define glLightf glad_glLightf +GLAD_API_CALL PFNGLLIGHTFVPROC glad_glLightfv; +#define glLightfv glad_glLightfv +GLAD_API_CALL PFNGLLIGHTIPROC glad_glLighti; +#define glLighti glad_glLighti +GLAD_API_CALL PFNGLLIGHTIVPROC glad_glLightiv; +#define glLightiv glad_glLightiv +GLAD_API_CALL PFNGLLINESTIPPLEPROC glad_glLineStipple; +#define glLineStipple glad_glLineStipple +GLAD_API_CALL PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +GLAD_API_CALL PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +GLAD_API_CALL PFNGLLISTBASEPROC glad_glListBase; +#define glListBase glad_glListBase +GLAD_API_CALL PFNGLLOADIDENTITYPROC glad_glLoadIdentity; +#define glLoadIdentity glad_glLoadIdentity +GLAD_API_CALL PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; +#define glLoadMatrixd glad_glLoadMatrixd +GLAD_API_CALL PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; +#define glLoadMatrixf glad_glLoadMatrixf +GLAD_API_CALL PFNGLLOADNAMEPROC glad_glLoadName; +#define glLoadName glad_glLoadName +GLAD_API_CALL PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; +#define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd +GLAD_API_CALL PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; +#define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf +GLAD_API_CALL PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +GLAD_API_CALL PFNGLMAP1DPROC glad_glMap1d; +#define glMap1d glad_glMap1d +GLAD_API_CALL PFNGLMAP1FPROC glad_glMap1f; +#define glMap1f glad_glMap1f +GLAD_API_CALL PFNGLMAP2DPROC glad_glMap2d; +#define glMap2d glad_glMap2d +GLAD_API_CALL PFNGLMAP2FPROC glad_glMap2f; +#define glMap2f glad_glMap2f +GLAD_API_CALL PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +GLAD_API_CALL PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +GLAD_API_CALL PFNGLMAPGRID1DPROC glad_glMapGrid1d; +#define glMapGrid1d glad_glMapGrid1d +GLAD_API_CALL PFNGLMAPGRID1FPROC glad_glMapGrid1f; +#define glMapGrid1f glad_glMapGrid1f +GLAD_API_CALL PFNGLMAPGRID2DPROC glad_glMapGrid2d; +#define glMapGrid2d glad_glMapGrid2d +GLAD_API_CALL PFNGLMAPGRID2FPROC glad_glMapGrid2f; +#define glMapGrid2f glad_glMapGrid2f +GLAD_API_CALL PFNGLMATERIALFPROC glad_glMaterialf; +#define glMaterialf glad_glMaterialf +GLAD_API_CALL PFNGLMATERIALFVPROC glad_glMaterialfv; +#define glMaterialfv glad_glMaterialfv +GLAD_API_CALL PFNGLMATERIALIPROC glad_glMateriali; +#define glMateriali glad_glMateriali +GLAD_API_CALL PFNGLMATERIALIVPROC glad_glMaterialiv; +#define glMaterialiv glad_glMaterialiv +GLAD_API_CALL PFNGLMATRIXMODEPROC glad_glMatrixMode; +#define glMatrixMode glad_glMatrixMode +GLAD_API_CALL PFNGLMULTMATRIXDPROC glad_glMultMatrixd; +#define glMultMatrixd glad_glMultMatrixd +GLAD_API_CALL PFNGLMULTMATRIXFPROC glad_glMultMatrixf; +#define glMultMatrixf glad_glMultMatrixf +GLAD_API_CALL PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; +#define glMultTransposeMatrixd glad_glMultTransposeMatrixd +GLAD_API_CALL PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; +#define glMultTransposeMatrixf glad_glMultTransposeMatrixf +GLAD_API_CALL PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +GLAD_API_CALL PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; +#define glMultiTexCoord1d glad_glMultiTexCoord1d +GLAD_API_CALL PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; +#define glMultiTexCoord1dv glad_glMultiTexCoord1dv +GLAD_API_CALL PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; +#define glMultiTexCoord1f glad_glMultiTexCoord1f +GLAD_API_CALL PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; +#define glMultiTexCoord1fv glad_glMultiTexCoord1fv +GLAD_API_CALL PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; +#define glMultiTexCoord1i glad_glMultiTexCoord1i +GLAD_API_CALL PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; +#define glMultiTexCoord1iv glad_glMultiTexCoord1iv +GLAD_API_CALL PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; +#define glMultiTexCoord1s glad_glMultiTexCoord1s +GLAD_API_CALL PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; +#define glMultiTexCoord1sv glad_glMultiTexCoord1sv +GLAD_API_CALL PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; +#define glMultiTexCoord2d glad_glMultiTexCoord2d +GLAD_API_CALL PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; +#define glMultiTexCoord2dv glad_glMultiTexCoord2dv +GLAD_API_CALL PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; +#define glMultiTexCoord2f glad_glMultiTexCoord2f +GLAD_API_CALL PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; +#define glMultiTexCoord2fv glad_glMultiTexCoord2fv +GLAD_API_CALL PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; +#define glMultiTexCoord2i glad_glMultiTexCoord2i +GLAD_API_CALL PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; +#define glMultiTexCoord2iv glad_glMultiTexCoord2iv +GLAD_API_CALL PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; +#define glMultiTexCoord2s glad_glMultiTexCoord2s +GLAD_API_CALL PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; +#define glMultiTexCoord2sv glad_glMultiTexCoord2sv +GLAD_API_CALL PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; +#define glMultiTexCoord3d glad_glMultiTexCoord3d +GLAD_API_CALL PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; +#define glMultiTexCoord3dv glad_glMultiTexCoord3dv +GLAD_API_CALL PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; +#define glMultiTexCoord3f glad_glMultiTexCoord3f +GLAD_API_CALL PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; +#define glMultiTexCoord3fv glad_glMultiTexCoord3fv +GLAD_API_CALL PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; +#define glMultiTexCoord3i glad_glMultiTexCoord3i +GLAD_API_CALL PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; +#define glMultiTexCoord3iv glad_glMultiTexCoord3iv +GLAD_API_CALL PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; +#define glMultiTexCoord3s glad_glMultiTexCoord3s +GLAD_API_CALL PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; +#define glMultiTexCoord3sv glad_glMultiTexCoord3sv +GLAD_API_CALL PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; +#define glMultiTexCoord4d glad_glMultiTexCoord4d +GLAD_API_CALL PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; +#define glMultiTexCoord4dv glad_glMultiTexCoord4dv +GLAD_API_CALL PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; +#define glMultiTexCoord4f glad_glMultiTexCoord4f +GLAD_API_CALL PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; +#define glMultiTexCoord4fv glad_glMultiTexCoord4fv +GLAD_API_CALL PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; +#define glMultiTexCoord4i glad_glMultiTexCoord4i +GLAD_API_CALL PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; +#define glMultiTexCoord4iv glad_glMultiTexCoord4iv +GLAD_API_CALL PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; +#define glMultiTexCoord4s glad_glMultiTexCoord4s +GLAD_API_CALL PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; +#define glMultiTexCoord4sv glad_glMultiTexCoord4sv +GLAD_API_CALL PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +GLAD_API_CALL PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +GLAD_API_CALL PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +GLAD_API_CALL PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +GLAD_API_CALL PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +GLAD_API_CALL PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +GLAD_API_CALL PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +GLAD_API_CALL PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +GLAD_API_CALL PFNGLNEWLISTPROC glad_glNewList; +#define glNewList glad_glNewList +GLAD_API_CALL PFNGLNORMAL3BPROC glad_glNormal3b; +#define glNormal3b glad_glNormal3b +GLAD_API_CALL PFNGLNORMAL3BVPROC glad_glNormal3bv; +#define glNormal3bv glad_glNormal3bv +GLAD_API_CALL PFNGLNORMAL3DPROC glad_glNormal3d; +#define glNormal3d glad_glNormal3d +GLAD_API_CALL PFNGLNORMAL3DVPROC glad_glNormal3dv; +#define glNormal3dv glad_glNormal3dv +GLAD_API_CALL PFNGLNORMAL3FPROC glad_glNormal3f; +#define glNormal3f glad_glNormal3f +GLAD_API_CALL PFNGLNORMAL3FVPROC glad_glNormal3fv; +#define glNormal3fv glad_glNormal3fv +GLAD_API_CALL PFNGLNORMAL3IPROC glad_glNormal3i; +#define glNormal3i glad_glNormal3i +GLAD_API_CALL PFNGLNORMAL3IVPROC glad_glNormal3iv; +#define glNormal3iv glad_glNormal3iv +GLAD_API_CALL PFNGLNORMAL3SPROC glad_glNormal3s; +#define glNormal3s glad_glNormal3s +GLAD_API_CALL PFNGLNORMAL3SVPROC glad_glNormal3sv; +#define glNormal3sv glad_glNormal3sv +GLAD_API_CALL PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +GLAD_API_CALL PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +GLAD_API_CALL PFNGLNORMALPOINTERPROC glad_glNormalPointer; +#define glNormalPointer glad_glNormalPointer +GLAD_API_CALL PFNGLOBJECTLABELPROC glad_glObjectLabel; +#define glObjectLabel glad_glObjectLabel +GLAD_API_CALL PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel; +#define glObjectPtrLabel glad_glObjectPtrLabel +GLAD_API_CALL PFNGLORTHOPROC glad_glOrtho; +#define glOrtho glad_glOrtho +GLAD_API_CALL PFNGLPASSTHROUGHPROC glad_glPassThrough; +#define glPassThrough glad_glPassThrough +GLAD_API_CALL PFNGLPIXELMAPFVPROC glad_glPixelMapfv; +#define glPixelMapfv glad_glPixelMapfv +GLAD_API_CALL PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv; +#define glPixelMapuiv glad_glPixelMapuiv +GLAD_API_CALL PFNGLPIXELMAPUSVPROC glad_glPixelMapusv; +#define glPixelMapusv glad_glPixelMapusv +GLAD_API_CALL PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +GLAD_API_CALL PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +GLAD_API_CALL PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf; +#define glPixelTransferf glad_glPixelTransferf +GLAD_API_CALL PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi; +#define glPixelTransferi glad_glPixelTransferi +GLAD_API_CALL PFNGLPIXELZOOMPROC glad_glPixelZoom; +#define glPixelZoom glad_glPixelZoom +GLAD_API_CALL PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +GLAD_API_CALL PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +GLAD_API_CALL PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +GLAD_API_CALL PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +GLAD_API_CALL PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +GLAD_API_CALL PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +GLAD_API_CALL PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +GLAD_API_CALL PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple; +#define glPolygonStipple glad_glPolygonStipple +GLAD_API_CALL PFNGLPOPATTRIBPROC glad_glPopAttrib; +#define glPopAttrib glad_glPopAttrib +GLAD_API_CALL PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; +#define glPopClientAttrib glad_glPopClientAttrib +GLAD_API_CALL PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup; +#define glPopDebugGroup glad_glPopDebugGroup +GLAD_API_CALL PFNGLPOPMATRIXPROC glad_glPopMatrix; +#define glPopMatrix glad_glPopMatrix +GLAD_API_CALL PFNGLPOPNAMEPROC glad_glPopName; +#define glPopName glad_glPopName +GLAD_API_CALL PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +GLAD_API_CALL PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; +#define glPrioritizeTextures glad_glPrioritizeTextures +GLAD_API_CALL PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +GLAD_API_CALL PFNGLPUSHATTRIBPROC glad_glPushAttrib; +#define glPushAttrib glad_glPushAttrib +GLAD_API_CALL PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; +#define glPushClientAttrib glad_glPushClientAttrib +GLAD_API_CALL PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup; +#define glPushDebugGroup glad_glPushDebugGroup +GLAD_API_CALL PFNGLPUSHMATRIXPROC glad_glPushMatrix; +#define glPushMatrix glad_glPushMatrix +GLAD_API_CALL PFNGLPUSHNAMEPROC glad_glPushName; +#define glPushName glad_glPushName +GLAD_API_CALL PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +GLAD_API_CALL PFNGLRASTERPOS2DPROC glad_glRasterPos2d; +#define glRasterPos2d glad_glRasterPos2d +GLAD_API_CALL PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; +#define glRasterPos2dv glad_glRasterPos2dv +GLAD_API_CALL PFNGLRASTERPOS2FPROC glad_glRasterPos2f; +#define glRasterPos2f glad_glRasterPos2f +GLAD_API_CALL PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; +#define glRasterPos2fv glad_glRasterPos2fv +GLAD_API_CALL PFNGLRASTERPOS2IPROC glad_glRasterPos2i; +#define glRasterPos2i glad_glRasterPos2i +GLAD_API_CALL PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; +#define glRasterPos2iv glad_glRasterPos2iv +GLAD_API_CALL PFNGLRASTERPOS2SPROC glad_glRasterPos2s; +#define glRasterPos2s glad_glRasterPos2s +GLAD_API_CALL PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; +#define glRasterPos2sv glad_glRasterPos2sv +GLAD_API_CALL PFNGLRASTERPOS3DPROC glad_glRasterPos3d; +#define glRasterPos3d glad_glRasterPos3d +GLAD_API_CALL PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv; +#define glRasterPos3dv glad_glRasterPos3dv +GLAD_API_CALL PFNGLRASTERPOS3FPROC glad_glRasterPos3f; +#define glRasterPos3f glad_glRasterPos3f +GLAD_API_CALL PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv; +#define glRasterPos3fv glad_glRasterPos3fv +GLAD_API_CALL PFNGLRASTERPOS3IPROC glad_glRasterPos3i; +#define glRasterPos3i glad_glRasterPos3i +GLAD_API_CALL PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv; +#define glRasterPos3iv glad_glRasterPos3iv +GLAD_API_CALL PFNGLRASTERPOS3SPROC glad_glRasterPos3s; +#define glRasterPos3s glad_glRasterPos3s +GLAD_API_CALL PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; +#define glRasterPos3sv glad_glRasterPos3sv +GLAD_API_CALL PFNGLRASTERPOS4DPROC glad_glRasterPos4d; +#define glRasterPos4d glad_glRasterPos4d +GLAD_API_CALL PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; +#define glRasterPos4dv glad_glRasterPos4dv +GLAD_API_CALL PFNGLRASTERPOS4FPROC glad_glRasterPos4f; +#define glRasterPos4f glad_glRasterPos4f +GLAD_API_CALL PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; +#define glRasterPos4fv glad_glRasterPos4fv +GLAD_API_CALL PFNGLRASTERPOS4IPROC glad_glRasterPos4i; +#define glRasterPos4i glad_glRasterPos4i +GLAD_API_CALL PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv; +#define glRasterPos4iv glad_glRasterPos4iv +GLAD_API_CALL PFNGLRASTERPOS4SPROC glad_glRasterPos4s; +#define glRasterPos4s glad_glRasterPos4s +GLAD_API_CALL PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv; +#define glRasterPos4sv glad_glRasterPos4sv +GLAD_API_CALL PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +GLAD_API_CALL PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +GLAD_API_CALL PFNGLREADNPIXELSARBPROC glad_glReadnPixelsARB; +#define glReadnPixelsARB glad_glReadnPixelsARB +GLAD_API_CALL PFNGLRECTDPROC glad_glRectd; +#define glRectd glad_glRectd +GLAD_API_CALL PFNGLRECTDVPROC glad_glRectdv; +#define glRectdv glad_glRectdv +GLAD_API_CALL PFNGLRECTFPROC glad_glRectf; +#define glRectf glad_glRectf +GLAD_API_CALL PFNGLRECTFVPROC glad_glRectfv; +#define glRectfv glad_glRectfv +GLAD_API_CALL PFNGLRECTIPROC glad_glRecti; +#define glRecti glad_glRecti +GLAD_API_CALL PFNGLRECTIVPROC glad_glRectiv; +#define glRectiv glad_glRectiv +GLAD_API_CALL PFNGLRECTSPROC glad_glRects; +#define glRects glad_glRects +GLAD_API_CALL PFNGLRECTSVPROC glad_glRectsv; +#define glRectsv glad_glRectsv +GLAD_API_CALL PFNGLRENDERMODEPROC glad_glRenderMode; +#define glRenderMode glad_glRenderMode +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +GLAD_API_CALL PFNGLROTATEDPROC glad_glRotated; +#define glRotated glad_glRotated +GLAD_API_CALL PFNGLROTATEFPROC glad_glRotatef; +#define glRotatef glad_glRotatef +GLAD_API_CALL PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +GLAD_API_CALL PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB; +#define glSampleCoverageARB glad_glSampleCoverageARB +GLAD_API_CALL PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +GLAD_API_CALL PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +GLAD_API_CALL PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +GLAD_API_CALL PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +GLAD_API_CALL PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +GLAD_API_CALL PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +GLAD_API_CALL PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +GLAD_API_CALL PFNGLSCALEDPROC glad_glScaled; +#define glScaled glad_glScaled +GLAD_API_CALL PFNGLSCALEFPROC glad_glScalef; +#define glScalef glad_glScalef +GLAD_API_CALL PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +GLAD_API_CALL PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; +#define glSecondaryColor3b glad_glSecondaryColor3b +GLAD_API_CALL PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; +#define glSecondaryColor3bv glad_glSecondaryColor3bv +GLAD_API_CALL PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; +#define glSecondaryColor3d glad_glSecondaryColor3d +GLAD_API_CALL PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; +#define glSecondaryColor3dv glad_glSecondaryColor3dv +GLAD_API_CALL PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; +#define glSecondaryColor3f glad_glSecondaryColor3f +GLAD_API_CALL PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; +#define glSecondaryColor3fv glad_glSecondaryColor3fv +GLAD_API_CALL PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; +#define glSecondaryColor3i glad_glSecondaryColor3i +GLAD_API_CALL PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; +#define glSecondaryColor3iv glad_glSecondaryColor3iv +GLAD_API_CALL PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; +#define glSecondaryColor3s glad_glSecondaryColor3s +GLAD_API_CALL PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; +#define glSecondaryColor3sv glad_glSecondaryColor3sv +GLAD_API_CALL PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; +#define glSecondaryColor3ub glad_glSecondaryColor3ub +GLAD_API_CALL PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; +#define glSecondaryColor3ubv glad_glSecondaryColor3ubv +GLAD_API_CALL PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; +#define glSecondaryColor3ui glad_glSecondaryColor3ui +GLAD_API_CALL PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; +#define glSecondaryColor3uiv glad_glSecondaryColor3uiv +GLAD_API_CALL PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; +#define glSecondaryColor3us glad_glSecondaryColor3us +GLAD_API_CALL PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; +#define glSecondaryColor3usv glad_glSecondaryColor3usv +GLAD_API_CALL PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +GLAD_API_CALL PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +GLAD_API_CALL PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; +#define glSecondaryColorPointer glad_glSecondaryColorPointer +GLAD_API_CALL PFNGLSELECTBUFFERPROC glad_glSelectBuffer; +#define glSelectBuffer glad_glSelectBuffer +GLAD_API_CALL PFNGLSHADEMODELPROC glad_glShadeModel; +#define glShadeModel glad_glShadeModel +GLAD_API_CALL PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +GLAD_API_CALL PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +GLAD_API_CALL PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +GLAD_API_CALL PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +GLAD_API_CALL PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +GLAD_API_CALL PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +GLAD_API_CALL PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +GLAD_API_CALL PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +GLAD_API_CALL PFNGLTEXCOORD1DPROC glad_glTexCoord1d; +#define glTexCoord1d glad_glTexCoord1d +GLAD_API_CALL PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv; +#define glTexCoord1dv glad_glTexCoord1dv +GLAD_API_CALL PFNGLTEXCOORD1FPROC glad_glTexCoord1f; +#define glTexCoord1f glad_glTexCoord1f +GLAD_API_CALL PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv; +#define glTexCoord1fv glad_glTexCoord1fv +GLAD_API_CALL PFNGLTEXCOORD1IPROC glad_glTexCoord1i; +#define glTexCoord1i glad_glTexCoord1i +GLAD_API_CALL PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv; +#define glTexCoord1iv glad_glTexCoord1iv +GLAD_API_CALL PFNGLTEXCOORD1SPROC glad_glTexCoord1s; +#define glTexCoord1s glad_glTexCoord1s +GLAD_API_CALL PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv; +#define glTexCoord1sv glad_glTexCoord1sv +GLAD_API_CALL PFNGLTEXCOORD2DPROC glad_glTexCoord2d; +#define glTexCoord2d glad_glTexCoord2d +GLAD_API_CALL PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv; +#define glTexCoord2dv glad_glTexCoord2dv +GLAD_API_CALL PFNGLTEXCOORD2FPROC glad_glTexCoord2f; +#define glTexCoord2f glad_glTexCoord2f +GLAD_API_CALL PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv; +#define glTexCoord2fv glad_glTexCoord2fv +GLAD_API_CALL PFNGLTEXCOORD2IPROC glad_glTexCoord2i; +#define glTexCoord2i glad_glTexCoord2i +GLAD_API_CALL PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv; +#define glTexCoord2iv glad_glTexCoord2iv +GLAD_API_CALL PFNGLTEXCOORD2SPROC glad_glTexCoord2s; +#define glTexCoord2s glad_glTexCoord2s +GLAD_API_CALL PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; +#define glTexCoord2sv glad_glTexCoord2sv +GLAD_API_CALL PFNGLTEXCOORD3DPROC glad_glTexCoord3d; +#define glTexCoord3d glad_glTexCoord3d +GLAD_API_CALL PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; +#define glTexCoord3dv glad_glTexCoord3dv +GLAD_API_CALL PFNGLTEXCOORD3FPROC glad_glTexCoord3f; +#define glTexCoord3f glad_glTexCoord3f +GLAD_API_CALL PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; +#define glTexCoord3fv glad_glTexCoord3fv +GLAD_API_CALL PFNGLTEXCOORD3IPROC glad_glTexCoord3i; +#define glTexCoord3i glad_glTexCoord3i +GLAD_API_CALL PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv; +#define glTexCoord3iv glad_glTexCoord3iv +GLAD_API_CALL PFNGLTEXCOORD3SPROC glad_glTexCoord3s; +#define glTexCoord3s glad_glTexCoord3s +GLAD_API_CALL PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv; +#define glTexCoord3sv glad_glTexCoord3sv +GLAD_API_CALL PFNGLTEXCOORD4DPROC glad_glTexCoord4d; +#define glTexCoord4d glad_glTexCoord4d +GLAD_API_CALL PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv; +#define glTexCoord4dv glad_glTexCoord4dv +GLAD_API_CALL PFNGLTEXCOORD4FPROC glad_glTexCoord4f; +#define glTexCoord4f glad_glTexCoord4f +GLAD_API_CALL PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv; +#define glTexCoord4fv glad_glTexCoord4fv +GLAD_API_CALL PFNGLTEXCOORD4IPROC glad_glTexCoord4i; +#define glTexCoord4i glad_glTexCoord4i +GLAD_API_CALL PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv; +#define glTexCoord4iv glad_glTexCoord4iv +GLAD_API_CALL PFNGLTEXCOORD4SPROC glad_glTexCoord4s; +#define glTexCoord4s glad_glTexCoord4s +GLAD_API_CALL PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv; +#define glTexCoord4sv glad_glTexCoord4sv +GLAD_API_CALL PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +GLAD_API_CALL PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +GLAD_API_CALL PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +GLAD_API_CALL PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +GLAD_API_CALL PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +GLAD_API_CALL PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +GLAD_API_CALL PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +GLAD_API_CALL PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +GLAD_API_CALL PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; +#define glTexCoordPointer glad_glTexCoordPointer +GLAD_API_CALL PFNGLTEXENVFPROC glad_glTexEnvf; +#define glTexEnvf glad_glTexEnvf +GLAD_API_CALL PFNGLTEXENVFVPROC glad_glTexEnvfv; +#define glTexEnvfv glad_glTexEnvfv +GLAD_API_CALL PFNGLTEXENVIPROC glad_glTexEnvi; +#define glTexEnvi glad_glTexEnvi +GLAD_API_CALL PFNGLTEXENVIVPROC glad_glTexEnviv; +#define glTexEnviv glad_glTexEnviv +GLAD_API_CALL PFNGLTEXGENDPROC glad_glTexGend; +#define glTexGend glad_glTexGend +GLAD_API_CALL PFNGLTEXGENDVPROC glad_glTexGendv; +#define glTexGendv glad_glTexGendv +GLAD_API_CALL PFNGLTEXGENFPROC glad_glTexGenf; +#define glTexGenf glad_glTexGenf +GLAD_API_CALL PFNGLTEXGENFVPROC glad_glTexGenfv; +#define glTexGenfv glad_glTexGenfv +GLAD_API_CALL PFNGLTEXGENIPROC glad_glTexGeni; +#define glTexGeni glad_glTexGeni +GLAD_API_CALL PFNGLTEXGENIVPROC glad_glTexGeniv; +#define glTexGeniv glad_glTexGeniv +GLAD_API_CALL PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +GLAD_API_CALL PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +GLAD_API_CALL PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +GLAD_API_CALL PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +GLAD_API_CALL PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +GLAD_API_CALL PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +GLAD_API_CALL PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +GLAD_API_CALL PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +GLAD_API_CALL PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +GLAD_API_CALL PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +GLAD_API_CALL PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +GLAD_API_CALL PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +GLAD_API_CALL PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +GLAD_API_CALL PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +GLAD_API_CALL PFNGLTRANSLATEDPROC glad_glTranslated; +#define glTranslated glad_glTranslated +GLAD_API_CALL PFNGLTRANSLATEFPROC glad_glTranslatef; +#define glTranslatef glad_glTranslatef +GLAD_API_CALL PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +GLAD_API_CALL PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +GLAD_API_CALL PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +GLAD_API_CALL PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +GLAD_API_CALL PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +GLAD_API_CALL PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +GLAD_API_CALL PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +GLAD_API_CALL PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +GLAD_API_CALL PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +GLAD_API_CALL PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +GLAD_API_CALL PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +GLAD_API_CALL PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +GLAD_API_CALL PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +GLAD_API_CALL PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +GLAD_API_CALL PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +GLAD_API_CALL PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +GLAD_API_CALL PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +GLAD_API_CALL PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +GLAD_API_CALL PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +GLAD_API_CALL PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +GLAD_API_CALL PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +GLAD_API_CALL PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +GLAD_API_CALL PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +GLAD_API_CALL PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +GLAD_API_CALL PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +GLAD_API_CALL PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +GLAD_API_CALL PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +GLAD_API_CALL PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +GLAD_API_CALL PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +GLAD_API_CALL PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +GLAD_API_CALL PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +GLAD_API_CALL PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +GLAD_API_CALL PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +GLAD_API_CALL PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +GLAD_API_CALL PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +GLAD_API_CALL PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +GLAD_API_CALL PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +GLAD_API_CALL PFNGLVERTEX2DPROC glad_glVertex2d; +#define glVertex2d glad_glVertex2d +GLAD_API_CALL PFNGLVERTEX2DVPROC glad_glVertex2dv; +#define glVertex2dv glad_glVertex2dv +GLAD_API_CALL PFNGLVERTEX2FPROC glad_glVertex2f; +#define glVertex2f glad_glVertex2f +GLAD_API_CALL PFNGLVERTEX2FVPROC glad_glVertex2fv; +#define glVertex2fv glad_glVertex2fv +GLAD_API_CALL PFNGLVERTEX2IPROC glad_glVertex2i; +#define glVertex2i glad_glVertex2i +GLAD_API_CALL PFNGLVERTEX2IVPROC glad_glVertex2iv; +#define glVertex2iv glad_glVertex2iv +GLAD_API_CALL PFNGLVERTEX2SPROC glad_glVertex2s; +#define glVertex2s glad_glVertex2s +GLAD_API_CALL PFNGLVERTEX2SVPROC glad_glVertex2sv; +#define glVertex2sv glad_glVertex2sv +GLAD_API_CALL PFNGLVERTEX3DPROC glad_glVertex3d; +#define glVertex3d glad_glVertex3d +GLAD_API_CALL PFNGLVERTEX3DVPROC glad_glVertex3dv; +#define glVertex3dv glad_glVertex3dv +GLAD_API_CALL PFNGLVERTEX3FPROC glad_glVertex3f; +#define glVertex3f glad_glVertex3f +GLAD_API_CALL PFNGLVERTEX3FVPROC glad_glVertex3fv; +#define glVertex3fv glad_glVertex3fv +GLAD_API_CALL PFNGLVERTEX3IPROC glad_glVertex3i; +#define glVertex3i glad_glVertex3i +GLAD_API_CALL PFNGLVERTEX3IVPROC glad_glVertex3iv; +#define glVertex3iv glad_glVertex3iv +GLAD_API_CALL PFNGLVERTEX3SPROC glad_glVertex3s; +#define glVertex3s glad_glVertex3s +GLAD_API_CALL PFNGLVERTEX3SVPROC glad_glVertex3sv; +#define glVertex3sv glad_glVertex3sv +GLAD_API_CALL PFNGLVERTEX4DPROC glad_glVertex4d; +#define glVertex4d glad_glVertex4d +GLAD_API_CALL PFNGLVERTEX4DVPROC glad_glVertex4dv; +#define glVertex4dv glad_glVertex4dv +GLAD_API_CALL PFNGLVERTEX4FPROC glad_glVertex4f; +#define glVertex4f glad_glVertex4f +GLAD_API_CALL PFNGLVERTEX4FVPROC glad_glVertex4fv; +#define glVertex4fv glad_glVertex4fv +GLAD_API_CALL PFNGLVERTEX4IPROC glad_glVertex4i; +#define glVertex4i glad_glVertex4i +GLAD_API_CALL PFNGLVERTEX4IVPROC glad_glVertex4iv; +#define glVertex4iv glad_glVertex4iv +GLAD_API_CALL PFNGLVERTEX4SPROC glad_glVertex4s; +#define glVertex4s glad_glVertex4s +GLAD_API_CALL PFNGLVERTEX4SVPROC glad_glVertex4sv; +#define glVertex4sv glad_glVertex4sv +GLAD_API_CALL PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +GLAD_API_CALL PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +GLAD_API_CALL PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +GLAD_API_CALL PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +GLAD_API_CALL PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +GLAD_API_CALL PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +GLAD_API_CALL PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +GLAD_API_CALL PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +GLAD_API_CALL PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +GLAD_API_CALL PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +GLAD_API_CALL PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +GLAD_API_CALL PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +GLAD_API_CALL PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +GLAD_API_CALL PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +GLAD_API_CALL PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +GLAD_API_CALL PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +GLAD_API_CALL PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +GLAD_API_CALL PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +GLAD_API_CALL PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +GLAD_API_CALL PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +GLAD_API_CALL PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +GLAD_API_CALL PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +GLAD_API_CALL PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +GLAD_API_CALL PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +GLAD_API_CALL PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +GLAD_API_CALL PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +GLAD_API_CALL PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +GLAD_API_CALL PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +GLAD_API_CALL PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +GLAD_API_CALL PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +GLAD_API_CALL PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +GLAD_API_CALL PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +GLAD_API_CALL PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +GLAD_API_CALL PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +GLAD_API_CALL PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +GLAD_API_CALL PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +GLAD_API_CALL PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +#define glVertexAttribDivisor glad_glVertexAttribDivisor +GLAD_API_CALL PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +GLAD_API_CALL PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +GLAD_API_CALL PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +GLAD_API_CALL PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +GLAD_API_CALL PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +GLAD_API_CALL PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +GLAD_API_CALL PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +GLAD_API_CALL PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +GLAD_API_CALL PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +GLAD_API_CALL PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +GLAD_API_CALL PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +GLAD_API_CALL PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +GLAD_API_CALL PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +GLAD_API_CALL PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +GLAD_API_CALL PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +GLAD_API_CALL PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +GLAD_API_CALL PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +GLAD_API_CALL PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +GLAD_API_CALL PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +GLAD_API_CALL PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +GLAD_API_CALL PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +GLAD_API_CALL PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +GLAD_API_CALL PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +GLAD_API_CALL PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +GLAD_API_CALL PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +GLAD_API_CALL PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +GLAD_API_CALL PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +GLAD_API_CALL PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +GLAD_API_CALL PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +GLAD_API_CALL PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +GLAD_API_CALL PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +GLAD_API_CALL PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +GLAD_API_CALL PFNGLVERTEXPOINTERPROC glad_glVertexPointer; +#define glVertexPointer glad_glVertexPointer +GLAD_API_CALL PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +GLAD_API_CALL PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +GLAD_API_CALL PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; +#define glWindowPos2d glad_glWindowPos2d +GLAD_API_CALL PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; +#define glWindowPos2dv glad_glWindowPos2dv +GLAD_API_CALL PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; +#define glWindowPos2f glad_glWindowPos2f +GLAD_API_CALL PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; +#define glWindowPos2fv glad_glWindowPos2fv +GLAD_API_CALL PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; +#define glWindowPos2i glad_glWindowPos2i +GLAD_API_CALL PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; +#define glWindowPos2iv glad_glWindowPos2iv +GLAD_API_CALL PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; +#define glWindowPos2s glad_glWindowPos2s +GLAD_API_CALL PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; +#define glWindowPos2sv glad_glWindowPos2sv +GLAD_API_CALL PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; +#define glWindowPos3d glad_glWindowPos3d +GLAD_API_CALL PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; +#define glWindowPos3dv glad_glWindowPos3dv +GLAD_API_CALL PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; +#define glWindowPos3f glad_glWindowPos3f +GLAD_API_CALL PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; +#define glWindowPos3fv glad_glWindowPos3fv +GLAD_API_CALL PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; +#define glWindowPos3i glad_glWindowPos3i +GLAD_API_CALL PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; +#define glWindowPos3iv glad_glWindowPos3iv +GLAD_API_CALL PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; +#define glWindowPos3s glad_glWindowPos3s +GLAD_API_CALL PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; +#define glWindowPos3sv glad_glWindowPos3sv + + + + + +GLAD_API_CALL int gladLoadGLUserPtr( GLADuserptrloadfunc load, void *userptr); +GLAD_API_CALL int gladLoadGL( GLADloadfunc load); + + + +#ifdef __cplusplus +} +#endif +#endif + +/* Source */ +#ifdef GLAD_GL_IMPLEMENTATION +#include +#include +#include + +#ifndef GLAD_IMPL_UTIL_C_ +#define GLAD_IMPL_UTIL_C_ + +#ifdef _MSC_VER +#define GLAD_IMPL_UTIL_SSCANF sscanf_s +#else +#define GLAD_IMPL_UTIL_SSCANF sscanf +#endif + +#endif /* GLAD_IMPL_UTIL_C_ */ + +#ifdef __cplusplus +extern "C" { +#endif + + + +int GLAD_GL_VERSION_1_0 = 0; +int GLAD_GL_VERSION_1_1 = 0; +int GLAD_GL_VERSION_1_2 = 0; +int GLAD_GL_VERSION_1_3 = 0; +int GLAD_GL_VERSION_1_4 = 0; +int GLAD_GL_VERSION_1_5 = 0; +int GLAD_GL_VERSION_2_0 = 0; +int GLAD_GL_VERSION_2_1 = 0; +int GLAD_GL_VERSION_3_0 = 0; +int GLAD_GL_VERSION_3_1 = 0; +int GLAD_GL_VERSION_3_2 = 0; +int GLAD_GL_VERSION_3_3 = 0; +int GLAD_GL_ARB_multisample = 0; +int GLAD_GL_ARB_robustness = 0; +int GLAD_GL_KHR_debug = 0; + + + +PFNGLACCUMPROC glad_glAccum = NULL; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLALPHAFUNCPROC glad_glAlphaFunc = NULL; +PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident = NULL; +PFNGLARRAYELEMENTPROC glad_glArrayElement = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLBEGINPROC glad_glBegin = NULL; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; +PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; +PFNGLBITMAPPROC glad_glBitmap = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLCALLLISTPROC glad_glCallList = NULL; +PFNGLCALLLISTSPROC glad_glCallLists = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLCLEARACCUMPROC glad_glClearAccum = NULL; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; +PFNGLCLEARINDEXPROC glad_glClearIndex = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture = NULL; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; +PFNGLCLIPPLANEPROC glad_glClipPlane = NULL; +PFNGLCOLOR3BPROC glad_glColor3b = NULL; +PFNGLCOLOR3BVPROC glad_glColor3bv = NULL; +PFNGLCOLOR3DPROC glad_glColor3d = NULL; +PFNGLCOLOR3DVPROC glad_glColor3dv = NULL; +PFNGLCOLOR3FPROC glad_glColor3f = NULL; +PFNGLCOLOR3FVPROC glad_glColor3fv = NULL; +PFNGLCOLOR3IPROC glad_glColor3i = NULL; +PFNGLCOLOR3IVPROC glad_glColor3iv = NULL; +PFNGLCOLOR3SPROC glad_glColor3s = NULL; +PFNGLCOLOR3SVPROC glad_glColor3sv = NULL; +PFNGLCOLOR3UBPROC glad_glColor3ub = NULL; +PFNGLCOLOR3UBVPROC glad_glColor3ubv = NULL; +PFNGLCOLOR3UIPROC glad_glColor3ui = NULL; +PFNGLCOLOR3UIVPROC glad_glColor3uiv = NULL; +PFNGLCOLOR3USPROC glad_glColor3us = NULL; +PFNGLCOLOR3USVPROC glad_glColor3usv = NULL; +PFNGLCOLOR4BPROC glad_glColor4b = NULL; +PFNGLCOLOR4BVPROC glad_glColor4bv = NULL; +PFNGLCOLOR4DPROC glad_glColor4d = NULL; +PFNGLCOLOR4DVPROC glad_glColor4dv = NULL; +PFNGLCOLOR4FPROC glad_glColor4f = NULL; +PFNGLCOLOR4FVPROC glad_glColor4fv = NULL; +PFNGLCOLOR4IPROC glad_glColor4i = NULL; +PFNGLCOLOR4IVPROC glad_glColor4iv = NULL; +PFNGLCOLOR4SPROC glad_glColor4s = NULL; +PFNGLCOLOR4SVPROC glad_glColor4sv = NULL; +PFNGLCOLOR4UBPROC glad_glColor4ub = NULL; +PFNGLCOLOR4UBVPROC glad_glColor4ubv = NULL; +PFNGLCOLOR4UIPROC glad_glColor4ui = NULL; +PFNGLCOLOR4UIVPROC glad_glColor4uiv = NULL; +PFNGLCOLOR4USPROC glad_glColor4us = NULL; +PFNGLCOLOR4USVPROC glad_glColor4usv = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; +PFNGLCOLORMATERIALPROC glad_glColorMaterial = NULL; +PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; +PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; +PFNGLCOLORPOINTERPROC glad_glColorPointer = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; +PFNGLCOPYPIXELSPROC glad_glCopyPixels = NULL; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL; +PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL; +PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDELETELISTSPROC glad_glDeleteLists = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLDISABLEIPROC glad_glDisablei = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; +PFNGLDRAWPIXELSPROC glad_glDrawPixels = NULL; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; +PFNGLEDGEFLAGPROC glad_glEdgeFlag = NULL; +PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer = NULL; +PFNGLEDGEFLAGVPROC glad_glEdgeFlagv = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLENABLEIPROC glad_glEnablei = NULL; +PFNGLENDPROC glad_glEnd = NULL; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; +PFNGLENDLISTPROC glad_glEndList = NULL; +PFNGLENDQUERYPROC glad_glEndQuery = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; +PFNGLEVALCOORD1DPROC glad_glEvalCoord1d = NULL; +PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv = NULL; +PFNGLEVALCOORD1FPROC glad_glEvalCoord1f = NULL; +PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv = NULL; +PFNGLEVALCOORD2DPROC glad_glEvalCoord2d = NULL; +PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv = NULL; +PFNGLEVALCOORD2FPROC glad_glEvalCoord2f = NULL; +PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv = NULL; +PFNGLEVALMESH1PROC glad_glEvalMesh1 = NULL; +PFNGLEVALMESH2PROC glad_glEvalMesh2 = NULL; +PFNGLEVALPOINT1PROC glad_glEvalPoint1 = NULL; +PFNGLEVALPOINT2PROC glad_glEvalPoint2 = NULL; +PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer = NULL; +PFNGLFENCESYNCPROC glad_glFenceSync = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; +PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer = NULL; +PFNGLFOGCOORDDPROC glad_glFogCoordd = NULL; +PFNGLFOGCOORDDVPROC glad_glFogCoorddv = NULL; +PFNGLFOGCOORDFPROC glad_glFogCoordf = NULL; +PFNGLFOGCOORDFVPROC glad_glFogCoordfv = NULL; +PFNGLFOGFPROC glad_glFogf = NULL; +PFNGLFOGFVPROC glad_glFogfv = NULL; +PFNGLFOGIPROC glad_glFogi = NULL; +PFNGLFOGIVPROC glad_glFogiv = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLFRUSTUMPROC glad_glFrustum = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGENLISTSPROC glad_glGenLists = NULL; +PFNGLGENQUERIESPROC glad_glGenQueries = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; +PFNGLGETCLIPPLANEPROC glad_glGetClipPlane = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; +PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL; +PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETGRAPHICSRESETSTATUSARBPROC glad_glGetGraphicsResetStatusARB = NULL; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETLIGHTFVPROC glad_glGetLightfv = NULL; +PFNGLGETLIGHTIVPROC glad_glGetLightiv = NULL; +PFNGLGETMAPDVPROC glad_glGetMapdv = NULL; +PFNGLGETMAPFVPROC glad_glGetMapfv = NULL; +PFNGLGETMAPIVPROC glad_glGetMapiv = NULL; +PFNGLGETMATERIALFVPROC glad_glGetMaterialfv = NULL; +PFNGLGETMATERIALIVPROC glad_glGetMaterialiv = NULL; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; +PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL; +PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL; +PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv = NULL; +PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv = NULL; +PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv = NULL; +PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL; +PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; +PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; +PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv = NULL; +PFNGLGETTEXENVIVPROC glad_glGetTexEnviv = NULL; +PFNGLGETTEXGENDVPROC glad_glGetTexGendv = NULL; +PFNGLGETTEXGENFVPROC glad_glGetTexGenfv = NULL; +PFNGLGETTEXGENIVPROC glad_glGetTexGeniv = NULL; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLGETNCOLORTABLEARBPROC glad_glGetnColorTableARB = NULL; +PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC glad_glGetnCompressedTexImageARB = NULL; +PFNGLGETNCONVOLUTIONFILTERARBPROC glad_glGetnConvolutionFilterARB = NULL; +PFNGLGETNHISTOGRAMARBPROC glad_glGetnHistogramARB = NULL; +PFNGLGETNMAPDVARBPROC glad_glGetnMapdvARB = NULL; +PFNGLGETNMAPFVARBPROC glad_glGetnMapfvARB = NULL; +PFNGLGETNMAPIVARBPROC glad_glGetnMapivARB = NULL; +PFNGLGETNMINMAXARBPROC glad_glGetnMinmaxARB = NULL; +PFNGLGETNPIXELMAPFVARBPROC glad_glGetnPixelMapfvARB = NULL; +PFNGLGETNPIXELMAPUIVARBPROC glad_glGetnPixelMapuivARB = NULL; +PFNGLGETNPIXELMAPUSVARBPROC glad_glGetnPixelMapusvARB = NULL; +PFNGLGETNPOLYGONSTIPPLEARBPROC glad_glGetnPolygonStippleARB = NULL; +PFNGLGETNSEPARABLEFILTERARBPROC glad_glGetnSeparableFilterARB = NULL; +PFNGLGETNTEXIMAGEARBPROC glad_glGetnTexImageARB = NULL; +PFNGLGETNUNIFORMDVARBPROC glad_glGetnUniformdvARB = NULL; +PFNGLGETNUNIFORMFVARBPROC glad_glGetnUniformfvARB = NULL; +PFNGLGETNUNIFORMIVARBPROC glad_glGetnUniformivARB = NULL; +PFNGLGETNUNIFORMUIVARBPROC glad_glGetnUniformuivARB = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLINDEXMASKPROC glad_glIndexMask = NULL; +PFNGLINDEXPOINTERPROC glad_glIndexPointer = NULL; +PFNGLINDEXDPROC glad_glIndexd = NULL; +PFNGLINDEXDVPROC glad_glIndexdv = NULL; +PFNGLINDEXFPROC glad_glIndexf = NULL; +PFNGLINDEXFVPROC glad_glIndexfv = NULL; +PFNGLINDEXIPROC glad_glIndexi = NULL; +PFNGLINDEXIVPROC glad_glIndexiv = NULL; +PFNGLINDEXSPROC glad_glIndexs = NULL; +PFNGLINDEXSVPROC glad_glIndexsv = NULL; +PFNGLINDEXUBPROC glad_glIndexub = NULL; +PFNGLINDEXUBVPROC glad_glIndexubv = NULL; +PFNGLINITNAMESPROC glad_glInitNames = NULL; +PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLISLISTPROC glad_glIsList = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLISQUERYPROC glad_glIsQuery = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLISSAMPLERPROC glad_glIsSampler = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLISSYNCPROC glad_glIsSync = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; +PFNGLLIGHTMODELFPROC glad_glLightModelf = NULL; +PFNGLLIGHTMODELFVPROC glad_glLightModelfv = NULL; +PFNGLLIGHTMODELIPROC glad_glLightModeli = NULL; +PFNGLLIGHTMODELIVPROC glad_glLightModeliv = NULL; +PFNGLLIGHTFPROC glad_glLightf = NULL; +PFNGLLIGHTFVPROC glad_glLightfv = NULL; +PFNGLLIGHTIPROC glad_glLighti = NULL; +PFNGLLIGHTIVPROC glad_glLightiv = NULL; +PFNGLLINESTIPPLEPROC glad_glLineStipple = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLLISTBASEPROC glad_glListBase = NULL; +PFNGLLOADIDENTITYPROC glad_glLoadIdentity = NULL; +PFNGLLOADMATRIXDPROC glad_glLoadMatrixd = NULL; +PFNGLLOADMATRIXFPROC glad_glLoadMatrixf = NULL; +PFNGLLOADNAMEPROC glad_glLoadName = NULL; +PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd = NULL; +PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf = NULL; +PFNGLLOGICOPPROC glad_glLogicOp = NULL; +PFNGLMAP1DPROC glad_glMap1d = NULL; +PFNGLMAP1FPROC glad_glMap1f = NULL; +PFNGLMAP2DPROC glad_glMap2d = NULL; +PFNGLMAP2FPROC glad_glMap2f = NULL; +PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; +PFNGLMAPGRID1DPROC glad_glMapGrid1d = NULL; +PFNGLMAPGRID1FPROC glad_glMapGrid1f = NULL; +PFNGLMAPGRID2DPROC glad_glMapGrid2d = NULL; +PFNGLMAPGRID2FPROC glad_glMapGrid2f = NULL; +PFNGLMATERIALFPROC glad_glMaterialf = NULL; +PFNGLMATERIALFVPROC glad_glMaterialfv = NULL; +PFNGLMATERIALIPROC glad_glMateriali = NULL; +PFNGLMATERIALIVPROC glad_glMaterialiv = NULL; +PFNGLMATRIXMODEPROC glad_glMatrixMode = NULL; +PFNGLMULTMATRIXDPROC glad_glMultMatrixd = NULL; +PFNGLMULTMATRIXFPROC glad_glMultMatrixf = NULL; +PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd = NULL; +PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf = NULL; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; +PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d = NULL; +PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv = NULL; +PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f = NULL; +PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv = NULL; +PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i = NULL; +PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv = NULL; +PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s = NULL; +PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv = NULL; +PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d = NULL; +PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv = NULL; +PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f = NULL; +PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv = NULL; +PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i = NULL; +PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv = NULL; +PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s = NULL; +PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv = NULL; +PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d = NULL; +PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv = NULL; +PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f = NULL; +PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv = NULL; +PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i = NULL; +PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv = NULL; +PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s = NULL; +PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv = NULL; +PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d = NULL; +PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv = NULL; +PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f = NULL; +PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv = NULL; +PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i = NULL; +PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv = NULL; +PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s = NULL; +PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv = NULL; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; +PFNGLNEWLISTPROC glad_glNewList = NULL; +PFNGLNORMAL3BPROC glad_glNormal3b = NULL; +PFNGLNORMAL3BVPROC glad_glNormal3bv = NULL; +PFNGLNORMAL3DPROC glad_glNormal3d = NULL; +PFNGLNORMAL3DVPROC glad_glNormal3dv = NULL; +PFNGLNORMAL3FPROC glad_glNormal3f = NULL; +PFNGLNORMAL3FVPROC glad_glNormal3fv = NULL; +PFNGLNORMAL3IPROC glad_glNormal3i = NULL; +PFNGLNORMAL3IVPROC glad_glNormal3iv = NULL; +PFNGLNORMAL3SPROC glad_glNormal3s = NULL; +PFNGLNORMAL3SVPROC glad_glNormal3sv = NULL; +PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; +PFNGLNORMALPOINTERPROC glad_glNormalPointer = NULL; +PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL; +PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL; +PFNGLORTHOPROC glad_glOrtho = NULL; +PFNGLPASSTHROUGHPROC glad_glPassThrough = NULL; +PFNGLPIXELMAPFVPROC glad_glPixelMapfv = NULL; +PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv = NULL; +PFNGLPIXELMAPUSVPROC glad_glPixelMapusv = NULL; +PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf = NULL; +PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi = NULL; +PFNGLPIXELZOOMPROC glad_glPixelZoom = NULL; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; +PFNGLPOINTSIZEPROC glad_glPointSize = NULL; +PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple = NULL; +PFNGLPOPATTRIBPROC glad_glPopAttrib = NULL; +PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib = NULL; +PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL; +PFNGLPOPMATRIXPROC glad_glPopMatrix = NULL; +PFNGLPOPNAMEPROC glad_glPopName = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; +PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures = NULL; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; +PFNGLPUSHATTRIBPROC glad_glPushAttrib = NULL; +PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib = NULL; +PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL; +PFNGLPUSHMATRIXPROC glad_glPushMatrix = NULL; +PFNGLPUSHNAMEPROC glad_glPushName = NULL; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; +PFNGLRASTERPOS2DPROC glad_glRasterPos2d = NULL; +PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv = NULL; +PFNGLRASTERPOS2FPROC glad_glRasterPos2f = NULL; +PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv = NULL; +PFNGLRASTERPOS2IPROC glad_glRasterPos2i = NULL; +PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv = NULL; +PFNGLRASTERPOS2SPROC glad_glRasterPos2s = NULL; +PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv = NULL; +PFNGLRASTERPOS3DPROC glad_glRasterPos3d = NULL; +PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv = NULL; +PFNGLRASTERPOS3FPROC glad_glRasterPos3f = NULL; +PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv = NULL; +PFNGLRASTERPOS3IPROC glad_glRasterPos3i = NULL; +PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv = NULL; +PFNGLRASTERPOS3SPROC glad_glRasterPos3s = NULL; +PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv = NULL; +PFNGLRASTERPOS4DPROC glad_glRasterPos4d = NULL; +PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv = NULL; +PFNGLRASTERPOS4FPROC glad_glRasterPos4f = NULL; +PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv = NULL; +PFNGLRASTERPOS4IPROC glad_glRasterPos4i = NULL; +PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv = NULL; +PFNGLRASTERPOS4SPROC glad_glRasterPos4s = NULL; +PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv = NULL; +PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLREADNPIXELSARBPROC glad_glReadnPixelsARB = NULL; +PFNGLRECTDPROC glad_glRectd = NULL; +PFNGLRECTDVPROC glad_glRectdv = NULL; +PFNGLRECTFPROC glad_glRectf = NULL; +PFNGLRECTFVPROC glad_glRectfv = NULL; +PFNGLRECTIPROC glad_glRecti = NULL; +PFNGLRECTIVPROC glad_glRectiv = NULL; +PFNGLRECTSPROC glad_glRects = NULL; +PFNGLRECTSVPROC glad_glRectsv = NULL; +PFNGLRENDERMODEPROC glad_glRenderMode = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; +PFNGLROTATEDPROC glad_glRotated = NULL; +PFNGLROTATEFPROC glad_glRotatef = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB = NULL; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; +PFNGLSCALEDPROC glad_glScaled = NULL; +PFNGLSCALEFPROC glad_glScalef = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b = NULL; +PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv = NULL; +PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d = NULL; +PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv = NULL; +PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f = NULL; +PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv = NULL; +PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i = NULL; +PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv = NULL; +PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s = NULL; +PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv = NULL; +PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub = NULL; +PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv = NULL; +PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui = NULL; +PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv = NULL; +PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us = NULL; +PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv = NULL; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; +PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer = NULL; +PFNGLSELECTBUFFERPROC glad_glSelectBuffer = NULL; +PFNGLSHADEMODELPROC glad_glShadeModel = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; +PFNGLTEXCOORD1DPROC glad_glTexCoord1d = NULL; +PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv = NULL; +PFNGLTEXCOORD1FPROC glad_glTexCoord1f = NULL; +PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv = NULL; +PFNGLTEXCOORD1IPROC glad_glTexCoord1i = NULL; +PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv = NULL; +PFNGLTEXCOORD1SPROC glad_glTexCoord1s = NULL; +PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv = NULL; +PFNGLTEXCOORD2DPROC glad_glTexCoord2d = NULL; +PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv = NULL; +PFNGLTEXCOORD2FPROC glad_glTexCoord2f = NULL; +PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv = NULL; +PFNGLTEXCOORD2IPROC glad_glTexCoord2i = NULL; +PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv = NULL; +PFNGLTEXCOORD2SPROC glad_glTexCoord2s = NULL; +PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv = NULL; +PFNGLTEXCOORD3DPROC glad_glTexCoord3d = NULL; +PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv = NULL; +PFNGLTEXCOORD3FPROC glad_glTexCoord3f = NULL; +PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv = NULL; +PFNGLTEXCOORD3IPROC glad_glTexCoord3i = NULL; +PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv = NULL; +PFNGLTEXCOORD3SPROC glad_glTexCoord3s = NULL; +PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv = NULL; +PFNGLTEXCOORD4DPROC glad_glTexCoord4d = NULL; +PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv = NULL; +PFNGLTEXCOORD4FPROC glad_glTexCoord4f = NULL; +PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv = NULL; +PFNGLTEXCOORD4IPROC glad_glTexCoord4i = NULL; +PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv = NULL; +PFNGLTEXCOORD4SPROC glad_glTexCoord4s = NULL; +PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv = NULL; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; +PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer = NULL; +PFNGLTEXENVFPROC glad_glTexEnvf = NULL; +PFNGLTEXENVFVPROC glad_glTexEnvfv = NULL; +PFNGLTEXENVIPROC glad_glTexEnvi = NULL; +PFNGLTEXENVIVPROC glad_glTexEnviv = NULL; +PFNGLTEXGENDPROC glad_glTexGend = NULL; +PFNGLTEXGENDVPROC glad_glTexGendv = NULL; +PFNGLTEXGENFPROC glad_glTexGenf = NULL; +PFNGLTEXGENFVPROC glad_glTexGenfv = NULL; +PFNGLTEXGENIPROC glad_glTexGeni = NULL; +PFNGLTEXGENIVPROC glad_glTexGeniv = NULL; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; +PFNGLTRANSLATEDPROC glad_glTranslated = NULL; +PFNGLTRANSLATEFPROC glad_glTranslatef = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLVERTEX2DPROC glad_glVertex2d = NULL; +PFNGLVERTEX2DVPROC glad_glVertex2dv = NULL; +PFNGLVERTEX2FPROC glad_glVertex2f = NULL; +PFNGLVERTEX2FVPROC glad_glVertex2fv = NULL; +PFNGLVERTEX2IPROC glad_glVertex2i = NULL; +PFNGLVERTEX2IVPROC glad_glVertex2iv = NULL; +PFNGLVERTEX2SPROC glad_glVertex2s = NULL; +PFNGLVERTEX2SVPROC glad_glVertex2sv = NULL; +PFNGLVERTEX3DPROC glad_glVertex3d = NULL; +PFNGLVERTEX3DVPROC glad_glVertex3dv = NULL; +PFNGLVERTEX3FPROC glad_glVertex3f = NULL; +PFNGLVERTEX3FVPROC glad_glVertex3fv = NULL; +PFNGLVERTEX3IPROC glad_glVertex3i = NULL; +PFNGLVERTEX3IVPROC glad_glVertex3iv = NULL; +PFNGLVERTEX3SPROC glad_glVertex3s = NULL; +PFNGLVERTEX3SVPROC glad_glVertex3sv = NULL; +PFNGLVERTEX4DPROC glad_glVertex4d = NULL; +PFNGLVERTEX4DVPROC glad_glVertex4dv = NULL; +PFNGLVERTEX4FPROC glad_glVertex4f = NULL; +PFNGLVERTEX4FVPROC glad_glVertex4fv = NULL; +PFNGLVERTEX4IPROC glad_glVertex4i = NULL; +PFNGLVERTEX4IVPROC glad_glVertex4iv = NULL; +PFNGLVERTEX4SPROC glad_glVertex4s = NULL; +PFNGLVERTEX4SVPROC glad_glVertex4sv = NULL; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; +PFNGLVERTEXPOINTERPROC glad_glVertexPointer = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; +PFNGLWAITSYNCPROC glad_glWaitSync = NULL; +PFNGLWINDOWPOS2DPROC glad_glWindowPos2d = NULL; +PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv = NULL; +PFNGLWINDOWPOS2FPROC glad_glWindowPos2f = NULL; +PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv = NULL; +PFNGLWINDOWPOS2IPROC glad_glWindowPos2i = NULL; +PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv = NULL; +PFNGLWINDOWPOS2SPROC glad_glWindowPos2s = NULL; +PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv = NULL; +PFNGLWINDOWPOS3DPROC glad_glWindowPos3d = NULL; +PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv = NULL; +PFNGLWINDOWPOS3FPROC glad_glWindowPos3f = NULL; +PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv = NULL; +PFNGLWINDOWPOS3IPROC glad_glWindowPos3i = NULL; +PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv = NULL; +PFNGLWINDOWPOS3SPROC glad_glWindowPos3s = NULL; +PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv = NULL; + + +static void glad_gl_load_GL_VERSION_1_0( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glAccum = (PFNGLACCUMPROC) load(userptr, "glAccum"); + glad_glAlphaFunc = (PFNGLALPHAFUNCPROC) load(userptr, "glAlphaFunc"); + glad_glBegin = (PFNGLBEGINPROC) load(userptr, "glBegin"); + glad_glBitmap = (PFNGLBITMAPPROC) load(userptr, "glBitmap"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC) load(userptr, "glBlendFunc"); + glad_glCallList = (PFNGLCALLLISTPROC) load(userptr, "glCallList"); + glad_glCallLists = (PFNGLCALLLISTSPROC) load(userptr, "glCallLists"); + glad_glClear = (PFNGLCLEARPROC) load(userptr, "glClear"); + glad_glClearAccum = (PFNGLCLEARACCUMPROC) load(userptr, "glClearAccum"); + glad_glClearColor = (PFNGLCLEARCOLORPROC) load(userptr, "glClearColor"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC) load(userptr, "glClearDepth"); + glad_glClearIndex = (PFNGLCLEARINDEXPROC) load(userptr, "glClearIndex"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC) load(userptr, "glClearStencil"); + glad_glClipPlane = (PFNGLCLIPPLANEPROC) load(userptr, "glClipPlane"); + glad_glColor3b = (PFNGLCOLOR3BPROC) load(userptr, "glColor3b"); + glad_glColor3bv = (PFNGLCOLOR3BVPROC) load(userptr, "glColor3bv"); + glad_glColor3d = (PFNGLCOLOR3DPROC) load(userptr, "glColor3d"); + glad_glColor3dv = (PFNGLCOLOR3DVPROC) load(userptr, "glColor3dv"); + glad_glColor3f = (PFNGLCOLOR3FPROC) load(userptr, "glColor3f"); + glad_glColor3fv = (PFNGLCOLOR3FVPROC) load(userptr, "glColor3fv"); + glad_glColor3i = (PFNGLCOLOR3IPROC) load(userptr, "glColor3i"); + glad_glColor3iv = (PFNGLCOLOR3IVPROC) load(userptr, "glColor3iv"); + glad_glColor3s = (PFNGLCOLOR3SPROC) load(userptr, "glColor3s"); + glad_glColor3sv = (PFNGLCOLOR3SVPROC) load(userptr, "glColor3sv"); + glad_glColor3ub = (PFNGLCOLOR3UBPROC) load(userptr, "glColor3ub"); + glad_glColor3ubv = (PFNGLCOLOR3UBVPROC) load(userptr, "glColor3ubv"); + glad_glColor3ui = (PFNGLCOLOR3UIPROC) load(userptr, "glColor3ui"); + glad_glColor3uiv = (PFNGLCOLOR3UIVPROC) load(userptr, "glColor3uiv"); + glad_glColor3us = (PFNGLCOLOR3USPROC) load(userptr, "glColor3us"); + glad_glColor3usv = (PFNGLCOLOR3USVPROC) load(userptr, "glColor3usv"); + glad_glColor4b = (PFNGLCOLOR4BPROC) load(userptr, "glColor4b"); + glad_glColor4bv = (PFNGLCOLOR4BVPROC) load(userptr, "glColor4bv"); + glad_glColor4d = (PFNGLCOLOR4DPROC) load(userptr, "glColor4d"); + glad_glColor4dv = (PFNGLCOLOR4DVPROC) load(userptr, "glColor4dv"); + glad_glColor4f = (PFNGLCOLOR4FPROC) load(userptr, "glColor4f"); + glad_glColor4fv = (PFNGLCOLOR4FVPROC) load(userptr, "glColor4fv"); + glad_glColor4i = (PFNGLCOLOR4IPROC) load(userptr, "glColor4i"); + glad_glColor4iv = (PFNGLCOLOR4IVPROC) load(userptr, "glColor4iv"); + glad_glColor4s = (PFNGLCOLOR4SPROC) load(userptr, "glColor4s"); + glad_glColor4sv = (PFNGLCOLOR4SVPROC) load(userptr, "glColor4sv"); + glad_glColor4ub = (PFNGLCOLOR4UBPROC) load(userptr, "glColor4ub"); + glad_glColor4ubv = (PFNGLCOLOR4UBVPROC) load(userptr, "glColor4ubv"); + glad_glColor4ui = (PFNGLCOLOR4UIPROC) load(userptr, "glColor4ui"); + glad_glColor4uiv = (PFNGLCOLOR4UIVPROC) load(userptr, "glColor4uiv"); + glad_glColor4us = (PFNGLCOLOR4USPROC) load(userptr, "glColor4us"); + glad_glColor4usv = (PFNGLCOLOR4USVPROC) load(userptr, "glColor4usv"); + glad_glColorMask = (PFNGLCOLORMASKPROC) load(userptr, "glColorMask"); + glad_glColorMaterial = (PFNGLCOLORMATERIALPROC) load(userptr, "glColorMaterial"); + glad_glCopyPixels = (PFNGLCOPYPIXELSPROC) load(userptr, "glCopyPixels"); + glad_glCullFace = (PFNGLCULLFACEPROC) load(userptr, "glCullFace"); + glad_glDeleteLists = (PFNGLDELETELISTSPROC) load(userptr, "glDeleteLists"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC) load(userptr, "glDepthFunc"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC) load(userptr, "glDepthMask"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC) load(userptr, "glDepthRange"); + glad_glDisable = (PFNGLDISABLEPROC) load(userptr, "glDisable"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC) load(userptr, "glDrawBuffer"); + glad_glDrawPixels = (PFNGLDRAWPIXELSPROC) load(userptr, "glDrawPixels"); + glad_glEdgeFlag = (PFNGLEDGEFLAGPROC) load(userptr, "glEdgeFlag"); + glad_glEdgeFlagv = (PFNGLEDGEFLAGVPROC) load(userptr, "glEdgeFlagv"); + glad_glEnable = (PFNGLENABLEPROC) load(userptr, "glEnable"); + glad_glEnd = (PFNGLENDPROC) load(userptr, "glEnd"); + glad_glEndList = (PFNGLENDLISTPROC) load(userptr, "glEndList"); + glad_glEvalCoord1d = (PFNGLEVALCOORD1DPROC) load(userptr, "glEvalCoord1d"); + glad_glEvalCoord1dv = (PFNGLEVALCOORD1DVPROC) load(userptr, "glEvalCoord1dv"); + glad_glEvalCoord1f = (PFNGLEVALCOORD1FPROC) load(userptr, "glEvalCoord1f"); + glad_glEvalCoord1fv = (PFNGLEVALCOORD1FVPROC) load(userptr, "glEvalCoord1fv"); + glad_glEvalCoord2d = (PFNGLEVALCOORD2DPROC) load(userptr, "glEvalCoord2d"); + glad_glEvalCoord2dv = (PFNGLEVALCOORD2DVPROC) load(userptr, "glEvalCoord2dv"); + glad_glEvalCoord2f = (PFNGLEVALCOORD2FPROC) load(userptr, "glEvalCoord2f"); + glad_glEvalCoord2fv = (PFNGLEVALCOORD2FVPROC) load(userptr, "glEvalCoord2fv"); + glad_glEvalMesh1 = (PFNGLEVALMESH1PROC) load(userptr, "glEvalMesh1"); + glad_glEvalMesh2 = (PFNGLEVALMESH2PROC) load(userptr, "glEvalMesh2"); + glad_glEvalPoint1 = (PFNGLEVALPOINT1PROC) load(userptr, "glEvalPoint1"); + glad_glEvalPoint2 = (PFNGLEVALPOINT2PROC) load(userptr, "glEvalPoint2"); + glad_glFeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC) load(userptr, "glFeedbackBuffer"); + glad_glFinish = (PFNGLFINISHPROC) load(userptr, "glFinish"); + glad_glFlush = (PFNGLFLUSHPROC) load(userptr, "glFlush"); + glad_glFogf = (PFNGLFOGFPROC) load(userptr, "glFogf"); + glad_glFogfv = (PFNGLFOGFVPROC) load(userptr, "glFogfv"); + glad_glFogi = (PFNGLFOGIPROC) load(userptr, "glFogi"); + glad_glFogiv = (PFNGLFOGIVPROC) load(userptr, "glFogiv"); + glad_glFrontFace = (PFNGLFRONTFACEPROC) load(userptr, "glFrontFace"); + glad_glFrustum = (PFNGLFRUSTUMPROC) load(userptr, "glFrustum"); + glad_glGenLists = (PFNGLGENLISTSPROC) load(userptr, "glGenLists"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC) load(userptr, "glGetBooleanv"); + glad_glGetClipPlane = (PFNGLGETCLIPPLANEPROC) load(userptr, "glGetClipPlane"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC) load(userptr, "glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC) load(userptr, "glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC) load(userptr, "glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC) load(userptr, "glGetIntegerv"); + glad_glGetLightfv = (PFNGLGETLIGHTFVPROC) load(userptr, "glGetLightfv"); + glad_glGetLightiv = (PFNGLGETLIGHTIVPROC) load(userptr, "glGetLightiv"); + glad_glGetMapdv = (PFNGLGETMAPDVPROC) load(userptr, "glGetMapdv"); + glad_glGetMapfv = (PFNGLGETMAPFVPROC) load(userptr, "glGetMapfv"); + glad_glGetMapiv = (PFNGLGETMAPIVPROC) load(userptr, "glGetMapiv"); + glad_glGetMaterialfv = (PFNGLGETMATERIALFVPROC) load(userptr, "glGetMaterialfv"); + glad_glGetMaterialiv = (PFNGLGETMATERIALIVPROC) load(userptr, "glGetMaterialiv"); + glad_glGetPixelMapfv = (PFNGLGETPIXELMAPFVPROC) load(userptr, "glGetPixelMapfv"); + glad_glGetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC) load(userptr, "glGetPixelMapuiv"); + glad_glGetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC) load(userptr, "glGetPixelMapusv"); + glad_glGetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC) load(userptr, "glGetPolygonStipple"); + glad_glGetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); + glad_glGetTexEnvfv = (PFNGLGETTEXENVFVPROC) load(userptr, "glGetTexEnvfv"); + glad_glGetTexEnviv = (PFNGLGETTEXENVIVPROC) load(userptr, "glGetTexEnviv"); + glad_glGetTexGendv = (PFNGLGETTEXGENDVPROC) load(userptr, "glGetTexGendv"); + glad_glGetTexGenfv = (PFNGLGETTEXGENFVPROC) load(userptr, "glGetTexGenfv"); + glad_glGetTexGeniv = (PFNGLGETTEXGENIVPROC) load(userptr, "glGetTexGeniv"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC) load(userptr, "glGetTexImage"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) load(userptr, "glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) load(userptr, "glGetTexLevelParameteriv"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) load(userptr, "glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) load(userptr, "glGetTexParameteriv"); + glad_glHint = (PFNGLHINTPROC) load(userptr, "glHint"); + glad_glIndexMask = (PFNGLINDEXMASKPROC) load(userptr, "glIndexMask"); + glad_glIndexd = (PFNGLINDEXDPROC) load(userptr, "glIndexd"); + glad_glIndexdv = (PFNGLINDEXDVPROC) load(userptr, "glIndexdv"); + glad_glIndexf = (PFNGLINDEXFPROC) load(userptr, "glIndexf"); + glad_glIndexfv = (PFNGLINDEXFVPROC) load(userptr, "glIndexfv"); + glad_glIndexi = (PFNGLINDEXIPROC) load(userptr, "glIndexi"); + glad_glIndexiv = (PFNGLINDEXIVPROC) load(userptr, "glIndexiv"); + glad_glIndexs = (PFNGLINDEXSPROC) load(userptr, "glIndexs"); + glad_glIndexsv = (PFNGLINDEXSVPROC) load(userptr, "glIndexsv"); + glad_glInitNames = (PFNGLINITNAMESPROC) load(userptr, "glInitNames"); + glad_glIsEnabled = (PFNGLISENABLEDPROC) load(userptr, "glIsEnabled"); + glad_glIsList = (PFNGLISLISTPROC) load(userptr, "glIsList"); + glad_glLightModelf = (PFNGLLIGHTMODELFPROC) load(userptr, "glLightModelf"); + glad_glLightModelfv = (PFNGLLIGHTMODELFVPROC) load(userptr, "glLightModelfv"); + glad_glLightModeli = (PFNGLLIGHTMODELIPROC) load(userptr, "glLightModeli"); + glad_glLightModeliv = (PFNGLLIGHTMODELIVPROC) load(userptr, "glLightModeliv"); + glad_glLightf = (PFNGLLIGHTFPROC) load(userptr, "glLightf"); + glad_glLightfv = (PFNGLLIGHTFVPROC) load(userptr, "glLightfv"); + glad_glLighti = (PFNGLLIGHTIPROC) load(userptr, "glLighti"); + glad_glLightiv = (PFNGLLIGHTIVPROC) load(userptr, "glLightiv"); + glad_glLineStipple = (PFNGLLINESTIPPLEPROC) load(userptr, "glLineStipple"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC) load(userptr, "glLineWidth"); + glad_glListBase = (PFNGLLISTBASEPROC) load(userptr, "glListBase"); + glad_glLoadIdentity = (PFNGLLOADIDENTITYPROC) load(userptr, "glLoadIdentity"); + glad_glLoadMatrixd = (PFNGLLOADMATRIXDPROC) load(userptr, "glLoadMatrixd"); + glad_glLoadMatrixf = (PFNGLLOADMATRIXFPROC) load(userptr, "glLoadMatrixf"); + glad_glLoadName = (PFNGLLOADNAMEPROC) load(userptr, "glLoadName"); + glad_glLogicOp = (PFNGLLOGICOPPROC) load(userptr, "glLogicOp"); + glad_glMap1d = (PFNGLMAP1DPROC) load(userptr, "glMap1d"); + glad_glMap1f = (PFNGLMAP1FPROC) load(userptr, "glMap1f"); + glad_glMap2d = (PFNGLMAP2DPROC) load(userptr, "glMap2d"); + glad_glMap2f = (PFNGLMAP2FPROC) load(userptr, "glMap2f"); + glad_glMapGrid1d = (PFNGLMAPGRID1DPROC) load(userptr, "glMapGrid1d"); + glad_glMapGrid1f = (PFNGLMAPGRID1FPROC) load(userptr, "glMapGrid1f"); + glad_glMapGrid2d = (PFNGLMAPGRID2DPROC) load(userptr, "glMapGrid2d"); + glad_glMapGrid2f = (PFNGLMAPGRID2FPROC) load(userptr, "glMapGrid2f"); + glad_glMaterialf = (PFNGLMATERIALFPROC) load(userptr, "glMaterialf"); + glad_glMaterialfv = (PFNGLMATERIALFVPROC) load(userptr, "glMaterialfv"); + glad_glMateriali = (PFNGLMATERIALIPROC) load(userptr, "glMateriali"); + glad_glMaterialiv = (PFNGLMATERIALIVPROC) load(userptr, "glMaterialiv"); + glad_glMatrixMode = (PFNGLMATRIXMODEPROC) load(userptr, "glMatrixMode"); + glad_glMultMatrixd = (PFNGLMULTMATRIXDPROC) load(userptr, "glMultMatrixd"); + glad_glMultMatrixf = (PFNGLMULTMATRIXFPROC) load(userptr, "glMultMatrixf"); + glad_glNewList = (PFNGLNEWLISTPROC) load(userptr, "glNewList"); + glad_glNormal3b = (PFNGLNORMAL3BPROC) load(userptr, "glNormal3b"); + glad_glNormal3bv = (PFNGLNORMAL3BVPROC) load(userptr, "glNormal3bv"); + glad_glNormal3d = (PFNGLNORMAL3DPROC) load(userptr, "glNormal3d"); + glad_glNormal3dv = (PFNGLNORMAL3DVPROC) load(userptr, "glNormal3dv"); + glad_glNormal3f = (PFNGLNORMAL3FPROC) load(userptr, "glNormal3f"); + glad_glNormal3fv = (PFNGLNORMAL3FVPROC) load(userptr, "glNormal3fv"); + glad_glNormal3i = (PFNGLNORMAL3IPROC) load(userptr, "glNormal3i"); + glad_glNormal3iv = (PFNGLNORMAL3IVPROC) load(userptr, "glNormal3iv"); + glad_glNormal3s = (PFNGLNORMAL3SPROC) load(userptr, "glNormal3s"); + glad_glNormal3sv = (PFNGLNORMAL3SVPROC) load(userptr, "glNormal3sv"); + glad_glOrtho = (PFNGLORTHOPROC) load(userptr, "glOrtho"); + glad_glPassThrough = (PFNGLPASSTHROUGHPROC) load(userptr, "glPassThrough"); + glad_glPixelMapfv = (PFNGLPIXELMAPFVPROC) load(userptr, "glPixelMapfv"); + glad_glPixelMapuiv = (PFNGLPIXELMAPUIVPROC) load(userptr, "glPixelMapuiv"); + glad_glPixelMapusv = (PFNGLPIXELMAPUSVPROC) load(userptr, "glPixelMapusv"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC) load(userptr, "glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC) load(userptr, "glPixelStorei"); + glad_glPixelTransferf = (PFNGLPIXELTRANSFERFPROC) load(userptr, "glPixelTransferf"); + glad_glPixelTransferi = (PFNGLPIXELTRANSFERIPROC) load(userptr, "glPixelTransferi"); + glad_glPixelZoom = (PFNGLPIXELZOOMPROC) load(userptr, "glPixelZoom"); + glad_glPointSize = (PFNGLPOINTSIZEPROC) load(userptr, "glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC) load(userptr, "glPolygonMode"); + glad_glPolygonStipple = (PFNGLPOLYGONSTIPPLEPROC) load(userptr, "glPolygonStipple"); + glad_glPopAttrib = (PFNGLPOPATTRIBPROC) load(userptr, "glPopAttrib"); + glad_glPopMatrix = (PFNGLPOPMATRIXPROC) load(userptr, "glPopMatrix"); + glad_glPopName = (PFNGLPOPNAMEPROC) load(userptr, "glPopName"); + glad_glPushAttrib = (PFNGLPUSHATTRIBPROC) load(userptr, "glPushAttrib"); + glad_glPushMatrix = (PFNGLPUSHMATRIXPROC) load(userptr, "glPushMatrix"); + glad_glPushName = (PFNGLPUSHNAMEPROC) load(userptr, "glPushName"); + glad_glRasterPos2d = (PFNGLRASTERPOS2DPROC) load(userptr, "glRasterPos2d"); + glad_glRasterPos2dv = (PFNGLRASTERPOS2DVPROC) load(userptr, "glRasterPos2dv"); + glad_glRasterPos2f = (PFNGLRASTERPOS2FPROC) load(userptr, "glRasterPos2f"); + glad_glRasterPos2fv = (PFNGLRASTERPOS2FVPROC) load(userptr, "glRasterPos2fv"); + glad_glRasterPos2i = 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(PFNGLRECTIPROC) load(userptr, "glRecti"); + glad_glRectiv = (PFNGLRECTIVPROC) load(userptr, "glRectiv"); + glad_glRects = (PFNGLRECTSPROC) load(userptr, "glRects"); + glad_glRectsv = (PFNGLRECTSVPROC) load(userptr, "glRectsv"); + glad_glRenderMode = (PFNGLRENDERMODEPROC) load(userptr, "glRenderMode"); + glad_glRotated = (PFNGLROTATEDPROC) load(userptr, "glRotated"); + glad_glRotatef = (PFNGLROTATEFPROC) load(userptr, "glRotatef"); + glad_glScaled = (PFNGLSCALEDPROC) load(userptr, "glScaled"); + glad_glScalef = (PFNGLSCALEFPROC) load(userptr, "glScalef"); + glad_glScissor = (PFNGLSCISSORPROC) load(userptr, "glScissor"); + glad_glSelectBuffer = (PFNGLSELECTBUFFERPROC) load(userptr, "glSelectBuffer"); + glad_glShadeModel = (PFNGLSHADEMODELPROC) load(userptr, "glShadeModel"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC) load(userptr, "glStencilFunc"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC) load(userptr, "glStencilMask"); + glad_glStencilOp = (PFNGLSTENCILOPPROC) load(userptr, 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load(userptr, "glTexGenfv"); + glad_glTexGeni = (PFNGLTEXGENIPROC) load(userptr, "glTexGeni"); + glad_glTexGeniv = (PFNGLTEXGENIVPROC) load(userptr, "glTexGeniv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC) load(userptr, "glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC) load(userptr, "glTexImage2D"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC) load(userptr, "glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC) load(userptr, "glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC) load(userptr, "glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC) load(userptr, "glTexParameteriv"); + glad_glTranslated = (PFNGLTRANSLATEDPROC) load(userptr, "glTranslated"); + glad_glTranslatef = (PFNGLTRANSLATEFPROC) load(userptr, "glTranslatef"); + glad_glVertex2d = (PFNGLVERTEX2DPROC) load(userptr, "glVertex2d"); + glad_glVertex2dv = (PFNGLVERTEX2DVPROC) load(userptr, "glVertex2dv"); + glad_glVertex2f = (PFNGLVERTEX2FPROC) load(userptr, 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(PFNGLCOLORPOINTERPROC) load(userptr, "glColorPointer"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) load(userptr, "glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) load(userptr, "glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) load(userptr, "glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) load(userptr, "glCopyTexSubImage2D"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC) load(userptr, "glDeleteTextures"); + glad_glDisableClientState = (PFNGLDISABLECLIENTSTATEPROC) load(userptr, "glDisableClientState"); + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC) load(userptr, "glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC) load(userptr, "glDrawElements"); + glad_glEdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC) load(userptr, "glEdgeFlagPointer"); + glad_glEnableClientState = (PFNGLENABLECLIENTSTATEPROC) load(userptr, "glEnableClientState"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC) 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glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC) load(userptr, "glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC) load(userptr, "glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC) load(userptr, "glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC) load(userptr, "glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC) load(userptr, "glVertexP4uiv"); +} +static void glad_gl_load_GL_ARB_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_multisample) return; + glad_glSampleCoverageARB = (PFNGLSAMPLECOVERAGEARBPROC) load(userptr, "glSampleCoverageARB"); +} +static void glad_gl_load_GL_ARB_robustness( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_robustness) return; + glad_glGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC) load(userptr, "glGetGraphicsResetStatusARB"); + glad_glGetnColorTableARB = (PFNGLGETNCOLORTABLEARBPROC) load(userptr, "glGetnColorTableARB"); + glad_glGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) load(userptr, "glGetnCompressedTexImageARB"); + glad_glGetnConvolutionFilterARB = (PFNGLGETNCONVOLUTIONFILTERARBPROC) load(userptr, "glGetnConvolutionFilterARB"); + glad_glGetnHistogramARB = (PFNGLGETNHISTOGRAMARBPROC) load(userptr, "glGetnHistogramARB"); + glad_glGetnMapdvARB = (PFNGLGETNMAPDVARBPROC) load(userptr, "glGetnMapdvARB"); + glad_glGetnMapfvARB = (PFNGLGETNMAPFVARBPROC) load(userptr, "glGetnMapfvARB"); + glad_glGetnMapivARB = (PFNGLGETNMAPIVARBPROC) load(userptr, "glGetnMapivARB"); + glad_glGetnMinmaxARB = (PFNGLGETNMINMAXARBPROC) load(userptr, "glGetnMinmaxARB"); + glad_glGetnPixelMapfvARB = (PFNGLGETNPIXELMAPFVARBPROC) load(userptr, "glGetnPixelMapfvARB"); + glad_glGetnPixelMapuivARB = (PFNGLGETNPIXELMAPUIVARBPROC) load(userptr, "glGetnPixelMapuivARB"); + glad_glGetnPixelMapusvARB = (PFNGLGETNPIXELMAPUSVARBPROC) load(userptr, "glGetnPixelMapusvARB"); + glad_glGetnPolygonStippleARB = (PFNGLGETNPOLYGONSTIPPLEARBPROC) load(userptr, 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"glDebugMessageControl"); + glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC) load(userptr, "glDebugMessageInsert"); + glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC) load(userptr, "glGetDebugMessageLog"); + glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC) load(userptr, "glGetObjectLabel"); + glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC) load(userptr, "glGetObjectPtrLabel"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC) load(userptr, "glGetPointerv"); + glad_glObjectLabel = (PFNGLOBJECTLABELPROC) load(userptr, "glObjectLabel"); + glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC) load(userptr, "glObjectPtrLabel"); + glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC) load(userptr, "glPopDebugGroup"); + glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC) load(userptr, "glPushDebugGroup"); +} + + + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define GLAD_GL_IS_SOME_NEW_VERSION 1 +#else +#define GLAD_GL_IS_SOME_NEW_VERSION 0 +#endif + +static int glad_gl_get_extensions( int version, const char **out_exts, unsigned int *out_num_exts_i, char ***out_exts_i) { +#if GLAD_GL_IS_SOME_NEW_VERSION + if(GLAD_VERSION_MAJOR(version) < 3) { +#else + (void) version; + (void) out_num_exts_i; + (void) out_exts_i; +#endif + if (glad_glGetString == NULL) { + return 0; + } + *out_exts = (const char *)glad_glGetString(GL_EXTENSIONS); +#if GLAD_GL_IS_SOME_NEW_VERSION + } else { + unsigned int index = 0; + unsigned int num_exts_i = 0; + char **exts_i = NULL; + if (glad_glGetStringi == NULL || glad_glGetIntegerv == NULL) { + return 0; + } + glad_glGetIntegerv(GL_NUM_EXTENSIONS, (int*) &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **) malloc(num_exts_i * (sizeof *exts_i)); + } + if (exts_i == NULL) { + return 0; + } + for(index = 0; index < num_exts_i; index++) { + const char *gl_str_tmp = (const char*) glad_glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp) + 1; + + char *local_str = (char*) malloc(len * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, len * sizeof(char)); + } + + exts_i[index] = local_str; + } + + *out_num_exts_i = num_exts_i; + *out_exts_i = exts_i; + } +#endif + return 1; +} +static void glad_gl_free_extensions(char **exts_i, unsigned int num_exts_i) { + if (exts_i != NULL) { + unsigned int index; + for(index = 0; index < num_exts_i; index++) { + free((void *) (exts_i[index])); + } + free((void *)exts_i); + exts_i = NULL; + } +} +static int glad_gl_has_extension(int version, const char *exts, unsigned int num_exts_i, char **exts_i, const char *ext) { + if(GLAD_VERSION_MAJOR(version) < 3 || !GLAD_GL_IS_SOME_NEW_VERSION) { + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } + } else { + unsigned int index; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + if(strcmp(e, ext) == 0) { + return 1; + } + } + } + return 0; +} + +static GLADapiproc glad_gl_get_proc_from_userptr(void *userptr, const char* name) { + return (GLAD_GNUC_EXTENSION (GLADapiproc (*)(const char *name)) userptr)(name); +} + +static int glad_gl_find_extensions_gl( int version) { + const char *exts = NULL; + unsigned int num_exts_i = 0; + char **exts_i = NULL; + if (!glad_gl_get_extensions(version, &exts, &num_exts_i, &exts_i)) return 0; + + GLAD_GL_ARB_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_multisample"); + GLAD_GL_ARB_robustness = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_robustness"); + GLAD_GL_KHR_debug = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_debug"); + + glad_gl_free_extensions(exts_i, num_exts_i); + + return 1; +} + +static int glad_gl_find_core_gl(void) { + int i; + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + "OpenGL SC ", + NULL + }; + int major = 0; + int minor = 0; + version = (const char*) glad_glGetString(GL_VERSION); + if (!version) return 0; + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + + GLAD_IMPL_UTIL_SSCANF(version, "%d.%d", &major, &minor); + + GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; + GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; + GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; + GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; + GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; + + return GLAD_MAKE_VERSION(major, minor); +} + +int gladLoadGLUserPtr( GLADuserptrloadfunc load, void *userptr) { + int version; + + glad_glGetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); + if(glad_glGetString == NULL) return 0; + if(glad_glGetString(GL_VERSION) == NULL) return 0; + version = glad_gl_find_core_gl(); + + glad_gl_load_GL_VERSION_1_0(load, userptr); + glad_gl_load_GL_VERSION_1_1(load, userptr); + glad_gl_load_GL_VERSION_1_2(load, userptr); + glad_gl_load_GL_VERSION_1_3(load, userptr); + glad_gl_load_GL_VERSION_1_4(load, userptr); + glad_gl_load_GL_VERSION_1_5(load, userptr); + glad_gl_load_GL_VERSION_2_0(load, userptr); + glad_gl_load_GL_VERSION_2_1(load, userptr); + glad_gl_load_GL_VERSION_3_0(load, userptr); + glad_gl_load_GL_VERSION_3_1(load, userptr); + glad_gl_load_GL_VERSION_3_2(load, userptr); + glad_gl_load_GL_VERSION_3_3(load, userptr); + + if (!glad_gl_find_extensions_gl(version)) return 0; + glad_gl_load_GL_ARB_multisample(load, userptr); + glad_gl_load_GL_ARB_robustness(load, userptr); + glad_gl_load_GL_KHR_debug(load, userptr); + + + + return version; +} + + +int gladLoadGL( GLADloadfunc load) { + return gladLoadGLUserPtr( glad_gl_get_proc_from_userptr, GLAD_GNUC_EXTENSION (void*) load); +} + + + + + + +#ifdef __cplusplus +} +#endif + +#endif /* GLAD_GL_IMPLEMENTATION */ + diff --git a/dependencies/glfw-3.4/deps/glad/gles2.h b/dependencies/glfw-3.4/deps/glad/gles2.h new file mode 100644 index 0000000..d67f110 --- /dev/null +++ b/dependencies/glfw-3.4/deps/glad/gles2.h @@ -0,0 +1,1805 @@ +/** + * Loader generated by glad 2.0.0-beta on Tue Aug 24 22:51:42 2021 + * + * Generator: C/C++ + * Specification: gl + * Extensions: 0 + * + * APIs: + * - gles2=2.0 + * + * Options: + * - ALIAS = False + * - DEBUG = False + * - HEADER_ONLY = True + * - LOADER = False + * - MX = False + * - MX_GLOBAL = False + * - ON_DEMAND = False + * + * Commandline: + * --api='gles2=2.0' --extensions='' c --header-only + * + * Online: + * http://glad.sh/#api=gles2%3D2.0&extensions=&generator=c&options=HEADER_ONLY + * + */ + +#ifndef GLAD_GLES2_H_ +#define GLAD_GLES2_H_ + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wreserved-id-macro" +#endif +#ifdef __gl2_h_ + #error OpenGL ES 2 header already included (API: gles2), remove previous include! +#endif +#define __gl2_h_ 1 +#ifdef __gl3_h_ + #error OpenGL ES 3 header already included (API: gles2), remove previous include! +#endif +#define __gl3_h_ 1 +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#define GLAD_GLES2 +#define GLAD_OPTION_GLES2_HEADER_ONLY + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef GLAD_PLATFORM_H_ +#define GLAD_PLATFORM_H_ + +#ifndef GLAD_PLATFORM_WIN32 + #if defined(_WIN32) || defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__) + #define GLAD_PLATFORM_WIN32 1 + #else + #define GLAD_PLATFORM_WIN32 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_APPLE + #ifdef __APPLE__ + #define GLAD_PLATFORM_APPLE 1 + #else + #define GLAD_PLATFORM_APPLE 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_EMSCRIPTEN + #ifdef __EMSCRIPTEN__ + #define GLAD_PLATFORM_EMSCRIPTEN 1 + #else + #define GLAD_PLATFORM_EMSCRIPTEN 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_UWP + #if defined(_MSC_VER) && !defined(GLAD_INTERNAL_HAVE_WINAPIFAMILY) + #ifdef __has_include + #if __has_include() + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #endif + + #ifdef GLAD_INTERNAL_HAVE_WINAPIFAMILY + #include + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define GLAD_PLATFORM_UWP 1 + #endif + #endif + + #ifndef GLAD_PLATFORM_UWP + #define GLAD_PLATFORM_UWP 0 + #endif +#endif + +#ifdef __GNUC__ + #define GLAD_GNUC_EXTENSION __extension__ +#else + #define GLAD_GNUC_EXTENSION +#endif + +#ifndef GLAD_API_CALL + #if defined(GLAD_API_CALL_EXPORT) + #if GLAD_PLATFORM_WIN32 || defined(__CYGWIN__) + #if defined(GLAD_API_CALL_EXPORT_BUILD) + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllexport)) extern + #else + #define GLAD_API_CALL __declspec(dllexport) extern + #endif + #else + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllimport)) extern + #else + #define GLAD_API_CALL __declspec(dllimport) extern + #endif + #endif + #elif defined(__GNUC__) && defined(GLAD_API_CALL_EXPORT_BUILD) + #define GLAD_API_CALL __attribute__ ((visibility ("default"))) extern + #else + #define GLAD_API_CALL extern + #endif + #else + #define GLAD_API_CALL extern + #endif +#endif + +#ifdef APIENTRY + #define GLAD_API_PTR APIENTRY +#elif GLAD_PLATFORM_WIN32 + #define GLAD_API_PTR __stdcall +#else + #define GLAD_API_PTR +#endif + +#ifndef GLAPI +#define GLAPI GLAD_API_CALL +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY GLAD_API_PTR +#endif + +#define GLAD_MAKE_VERSION(major, minor) (major * 10000 + minor) +#define GLAD_VERSION_MAJOR(version) (version / 10000) +#define GLAD_VERSION_MINOR(version) (version % 10000) + +#define GLAD_GENERATOR_VERSION "2.0.0-beta" + +typedef void (*GLADapiproc)(void); + +typedef GLADapiproc (*GLADloadfunc)(const char *name); +typedef GLADapiproc (*GLADuserptrloadfunc)(void *userptr, const char *name); + +typedef void (*GLADprecallback)(const char *name, GLADapiproc apiproc, int len_args, ...); +typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apiproc, int len_args, ...); + +#endif /* GLAD_PLATFORM_H_ */ + +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALPHA 0x1906 +#define GL_ALPHA_BITS 0x0D55 +#define GL_ALWAYS 0x0207 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_BACK 0x0405 +#define GL_BLEND 0x0BE2 +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_EQUATION 0x8009 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLUE_BITS 0x0D54 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_BYTE 0x1400 +#define GL_CCW 0x0901 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_CW 0x0900 +#define GL_DECR 0x1E03 +#define GL_DECR_WRAP 0x8508 +#define GL_DELETE_STATUS 0x8B80 +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_DEPTH_BITS 0x0D56 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DITHER 0x0BD0 +#define GL_DONT_CARE 0x1100 +#define GL_DST_ALPHA 0x0304 +#define GL_DST_COLOR 0x0306 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_EQUAL 0x0202 +#define GL_EXTENSIONS 0x1F03 +#define GL_FALSE 0 +#define GL_FASTEST 0x1101 +#define GL_FIXED 0x140C +#define GL_FLOAT 0x1406 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_FRONT 0x0404 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_FRONT_FACE 0x0B46 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_GEQUAL 0x0206 +#define GL_GREATER 0x0204 +#define GL_GREEN_BITS 0x0D53 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_HIGH_INT 0x8DF5 +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_INCR 0x1E02 +#define GL_INCR_WRAP 0x8507 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_INT 0x1404 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_INVALID_OPERATION 0x0502 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVERT 0x150A +#define GL_KEEP 0x1E00 +#define GL_LEQUAL 0x0203 +#define GL_LESS 0x0201 +#define GL_LINEAR 0x2601 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINK_STATUS 0x8B82 +#define GL_LOW_FLOAT 0x8DF0 +#define GL_LOW_INT 0x8DF3 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_NEAREST 0x2600 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_NEVER 0x0200 +#define GL_NICEST 0x1102 +#define GL_NONE 0 +#define GL_NOTEQUAL 0x0205 +#define GL_NO_ERROR 0 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_ONE 1 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_POINTS 0x0000 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_RED_BITS 0x0D52 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERER 0x1F01 +#define GL_REPEAT 0x2901 +#define GL_REPLACE 0x1E01 +#define GL_RGB 0x1907 +#define GL_RGB565 0x8D62 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA 0x1908 +#define GL_RGBA4 0x8056 +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_SHADER_TYPE 0x8B4F +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_SHORT 0x1402 +#define GL_SRC_ALPHA 0x0302 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_SRC_COLOR 0x0300 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_STENCIL_BITS 0x0D57 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STREAM_DRAW 0x88E0 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE 0x1702 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRUE 1 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_INT 0x1405 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_VENDOR 0x1F00 +#define GL_VERSION 0x1F02 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_VIEWPORT 0x0BA2 +#define GL_ZERO 0 + + +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_GLAD_API_PTR + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_GLAD_API_PTR funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_GLAD_API_PTR + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_GLAD_API_PTR __stdcall +#else +# define KHRONOS_GLAD_API_PTR +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ + +typedef unsigned int GLenum; + +typedef unsigned char GLboolean; + +typedef unsigned int GLbitfield; + +typedef void GLvoid; + +typedef khronos_int8_t GLbyte; + +typedef khronos_uint8_t GLubyte; + +typedef khronos_int16_t GLshort; + +typedef khronos_uint16_t GLushort; + +typedef int GLint; + +typedef unsigned int GLuint; + +typedef khronos_int32_t GLclampx; + +typedef int GLsizei; + +typedef khronos_float_t GLfloat; + +typedef khronos_float_t GLclampf; + +typedef double GLdouble; + +typedef double GLclampd; + +typedef void *GLeglClientBufferEXT; + +typedef void *GLeglImageOES; + +typedef char GLchar; + +typedef char GLcharARB; + +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif + +typedef khronos_uint16_t GLhalf; + +typedef khronos_uint16_t GLhalfARB; + +typedef khronos_int32_t GLfixed; + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_intptr_t GLintptr; +#else +typedef khronos_intptr_t GLintptr; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_intptr_t GLintptrARB; +#else +typedef khronos_intptr_t GLintptrARB; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_ssize_t GLsizeiptr; +#else +typedef khronos_ssize_t GLsizeiptr; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_ssize_t GLsizeiptrARB; +#else +typedef khronos_ssize_t GLsizeiptrARB; +#endif + +typedef khronos_int64_t GLint64; + +typedef khronos_int64_t GLint64EXT; + +typedef khronos_uint64_t GLuint64; + +typedef khronos_uint64_t GLuint64EXT; + +typedef struct __GLsync *GLsync; + +struct _cl_context; + +struct _cl_event; + +typedef void (GLAD_API_PTR *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); + +typedef unsigned short GLhalfNV; + +typedef GLintptr GLvdpauSurfaceNV; + +typedef void (GLAD_API_PTR *GLVULKANPROCNV)(void); + + + +#define GL_ES_VERSION_2_0 1 +GLAD_API_CALL int GLAD_GL_ES_VERSION_2_0; + + +typedef void (GLAD_API_PTR *PFNGLACTIVETEXTUREPROC)(GLenum texture); +typedef void (GLAD_API_PTR *PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +typedef void (GLAD_API_PTR *PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +typedef void (GLAD_API_PTR *PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +typedef void (GLAD_API_PTR *PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GLAD_API_PTR *PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void * data, GLenum usage); +typedef void (GLAD_API_PTR *PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void * data); +typedef GLenum (GLAD_API_PTR *PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLCLEARPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARDEPTHFPROC)(GLfloat d); +typedef void (GLAD_API_PTR *PFNGLCLEARSTENCILPROC)(GLint s); +typedef void (GLAD_API_PTR *PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (GLAD_API_PTR *PFNGLCOMPILESHADERPROC)(GLuint shader); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef GLuint (GLAD_API_PTR *PFNGLCREATEPROGRAMPROC)(void); +typedef GLuint (GLAD_API_PTR *PFNGLCREATESHADERPROC)(GLenum type); +typedef void (GLAD_API_PTR *PFNGLCULLFACEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint * framebuffers); +typedef void (GLAD_API_PTR *PFNGLDELETEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLDELETESHADERPROC)(GLuint shader); +typedef void (GLAD_API_PTR *PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLDEPTHFUNCPROC)(GLenum func); +typedef void (GLAD_API_PTR *PFNGLDEPTHMASKPROC)(GLboolean flag); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); +typedef void (GLAD_API_PTR *PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +typedef void (GLAD_API_PTR *PFNGLDISABLEPROC)(GLenum cap); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices); +typedef void (GLAD_API_PTR *PFNGLENABLEPROC)(GLenum cap); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLFINISHPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFLUSHPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRONTFACEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLGENBUFFERSPROC)(GLsizei n, GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint * framebuffers); +typedef void (GLAD_API_PTR *PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLGENTEXTURESPROC)(GLsizei n, GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLGENERATEMIPMAPPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders); +typedef GLint (GLAD_API_PTR *PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef GLenum (GLAD_API_PTR *PFNGLGETERRORPROC)(void); +typedef void (GLAD_API_PTR *PFNGLGETFLOATVPROC)(GLenum pname, GLfloat * data); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERVPROC)(GLenum pname, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (GLAD_API_PTR *PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); +typedef void (GLAD_API_PTR *PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source); +typedef void (GLAD_API_PTR *PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint * params); +typedef const GLubyte * (GLAD_API_PTR *PFNGLGETSTRINGPROC)(GLenum name); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef GLint (GLAD_API_PTR *PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void ** pointer); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLHINTPROC)(GLenum target, GLenum mode); +typedef GLboolean (GLAD_API_PTR *PFNGLISBUFFERPROC)(GLuint buffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISENABLEDPROC)(GLenum cap); +typedef GLboolean (GLAD_API_PTR *PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISPROGRAMPROC)(GLuint program); +typedef GLboolean (GLAD_API_PTR *PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISSHADERPROC)(GLuint shader); +typedef GLboolean (GLAD_API_PTR *PFNGLISTEXTUREPROC)(GLuint texture); +typedef void (GLAD_API_PTR *PFNGLLINEWIDTHPROC)(GLfloat width); +typedef void (GLAD_API_PTR *PFNGLLINKPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +typedef void (GLAD_API_PTR *PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels); +typedef void (GLAD_API_PTR *PFNGLRELEASESHADERCOMPILERPROC)(void); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +typedef void (GLAD_API_PTR *PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint * shaders, GLenum binaryFormat, const void * binary, GLsizei length); +typedef void (GLAD_API_PTR *PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length); +typedef void (GLAD_API_PTR *PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILMASKPROC)(GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUSEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLVALIDATEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); + +GLAD_API_CALL PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +GLAD_API_CALL PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +GLAD_API_CALL PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +GLAD_API_CALL PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +GLAD_API_CALL PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +GLAD_API_CALL PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +GLAD_API_CALL PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +GLAD_API_CALL PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +GLAD_API_CALL PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +GLAD_API_CALL PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +GLAD_API_CALL PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +GLAD_API_CALL PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +GLAD_API_CALL PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +GLAD_API_CALL PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +GLAD_API_CALL PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +GLAD_API_CALL PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +GLAD_API_CALL PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +GLAD_API_CALL PFNGLCLEARDEPTHFPROC glad_glClearDepthf; +#define glClearDepthf glad_glClearDepthf +GLAD_API_CALL PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +GLAD_API_CALL PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +GLAD_API_CALL PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +GLAD_API_CALL PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +GLAD_API_CALL PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +GLAD_API_CALL PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +GLAD_API_CALL PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +GLAD_API_CALL PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +GLAD_API_CALL PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +GLAD_API_CALL PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +GLAD_API_CALL PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +GLAD_API_CALL PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +GLAD_API_CALL PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +GLAD_API_CALL PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +GLAD_API_CALL PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +GLAD_API_CALL PFNGLDEPTHRANGEFPROC glad_glDepthRangef; +#define glDepthRangef glad_glDepthRangef +GLAD_API_CALL PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +GLAD_API_CALL PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +GLAD_API_CALL PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +GLAD_API_CALL PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +GLAD_API_CALL PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +GLAD_API_CALL PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +GLAD_API_CALL PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +GLAD_API_CALL PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +GLAD_API_CALL PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +GLAD_API_CALL PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +GLAD_API_CALL PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +GLAD_API_CALL PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +GLAD_API_CALL PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +GLAD_API_CALL PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +GLAD_API_CALL PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +GLAD_API_CALL PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +GLAD_API_CALL PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +GLAD_API_CALL PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +GLAD_API_CALL PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +GLAD_API_CALL PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +GLAD_API_CALL PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +GLAD_API_CALL PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +GLAD_API_CALL PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +GLAD_API_CALL PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +GLAD_API_CALL PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +GLAD_API_CALL PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +GLAD_API_CALL PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +GLAD_API_CALL PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +GLAD_API_CALL PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +GLAD_API_CALL PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +GLAD_API_CALL PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; +#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat +GLAD_API_CALL PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +GLAD_API_CALL PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +GLAD_API_CALL PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +GLAD_API_CALL PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +GLAD_API_CALL PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +GLAD_API_CALL PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +GLAD_API_CALL PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +GLAD_API_CALL PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +GLAD_API_CALL PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +GLAD_API_CALL PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +GLAD_API_CALL PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +GLAD_API_CALL PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +GLAD_API_CALL PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +GLAD_API_CALL PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +GLAD_API_CALL PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +GLAD_API_CALL PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +GLAD_API_CALL PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +GLAD_API_CALL PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +GLAD_API_CALL PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +GLAD_API_CALL PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +GLAD_API_CALL PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +GLAD_API_CALL PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +GLAD_API_CALL PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +GLAD_API_CALL PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; +#define glReleaseShaderCompiler glad_glReleaseShaderCompiler +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +GLAD_API_CALL PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +GLAD_API_CALL PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +GLAD_API_CALL PFNGLSHADERBINARYPROC glad_glShaderBinary; +#define glShaderBinary glad_glShaderBinary +GLAD_API_CALL PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +GLAD_API_CALL PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +GLAD_API_CALL PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +GLAD_API_CALL PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +GLAD_API_CALL PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +GLAD_API_CALL PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +GLAD_API_CALL PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +GLAD_API_CALL PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +GLAD_API_CALL PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +GLAD_API_CALL PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +GLAD_API_CALL PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +GLAD_API_CALL PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +GLAD_API_CALL PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +GLAD_API_CALL PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +GLAD_API_CALL PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +GLAD_API_CALL PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +GLAD_API_CALL PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +GLAD_API_CALL PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +GLAD_API_CALL PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +GLAD_API_CALL PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +GLAD_API_CALL PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +GLAD_API_CALL PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +GLAD_API_CALL PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +GLAD_API_CALL PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +GLAD_API_CALL PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +GLAD_API_CALL PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +GLAD_API_CALL PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +GLAD_API_CALL PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +GLAD_API_CALL PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +GLAD_API_CALL PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +GLAD_API_CALL PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +GLAD_API_CALL PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +GLAD_API_CALL PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +GLAD_API_CALL PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +GLAD_API_CALL PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +GLAD_API_CALL PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +GLAD_API_CALL PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +GLAD_API_CALL PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +GLAD_API_CALL PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +GLAD_API_CALL PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +GLAD_API_CALL PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +GLAD_API_CALL PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +GLAD_API_CALL PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +GLAD_API_CALL PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport + + + + + +GLAD_API_CALL int gladLoadGLES2UserPtr( GLADuserptrloadfunc load, void *userptr); +GLAD_API_CALL int gladLoadGLES2( GLADloadfunc load); + + + +#ifdef __cplusplus +} +#endif +#endif + +/* Source */ +#ifdef GLAD_GLES2_IMPLEMENTATION +#include +#include +#include + +#ifndef GLAD_IMPL_UTIL_C_ +#define GLAD_IMPL_UTIL_C_ + +#ifdef _MSC_VER +#define GLAD_IMPL_UTIL_SSCANF sscanf_s +#else +#define GLAD_IMPL_UTIL_SSCANF sscanf +#endif + +#endif /* GLAD_IMPL_UTIL_C_ */ + +#ifdef __cplusplus +extern "C" { +#endif + + + +int GLAD_GL_ES_VERSION_2_0 = 0; + + + +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; + + +static void glad_gl_load_GL_ES_VERSION_2_0( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ES_VERSION_2_0) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC) load(userptr, "glActiveTexture"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC) load(userptr, "glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) load(userptr, "glBindAttribLocation"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC) load(userptr, "glBindBuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) load(userptr, "glBindFramebuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) load(userptr, "glBindRenderbuffer"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC) load(userptr, "glBindTexture"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC) load(userptr, "glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC) load(userptr, "glBlendEquation"); + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) load(userptr, "glBlendEquationSeparate"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC) load(userptr, "glBlendFunc"); + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) load(userptr, "glBlendFuncSeparate"); + glad_glBufferData = (PFNGLBUFFERDATAPROC) load(userptr, "glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC) load(userptr, "glBufferSubData"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckFramebufferStatus"); + glad_glClear = (PFNGLCLEARPROC) load(userptr, "glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC) load(userptr, "glClearColor"); + glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC) load(userptr, "glClearDepthf"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC) load(userptr, "glClearStencil"); + glad_glColorMask = (PFNGLCOLORMASKPROC) load(userptr, "glColorMask"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC) load(userptr, "glCompileShader"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) load(userptr, "glCompressedTexImage2D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) load(userptr, "glCompressedTexSubImage2D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) load(userptr, "glCopyTexImage2D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) load(userptr, "glCopyTexSubImage2D"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC) load(userptr, "glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC) load(userptr, "glCreateShader"); + glad_glCullFace = (PFNGLCULLFACEPROC) load(userptr, "glCullFace"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) load(userptr, "glDeleteBuffers"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) load(userptr, "glDeleteFramebuffers"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC) load(userptr, "glDeleteProgram"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) load(userptr, "glDeleteRenderbuffers"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC) load(userptr, "glDeleteShader"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC) load(userptr, "glDeleteTextures"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC) load(userptr, "glDepthFunc"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC) load(userptr, "glDepthMask"); + glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC) load(userptr, "glDepthRangef"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC) load(userptr, "glDetachShader"); + glad_glDisable = (PFNGLDISABLEPROC) load(userptr, "glDisable"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) load(userptr, "glDisableVertexAttribArray"); + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC) load(userptr, "glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC) load(userptr, "glDrawElements"); + glad_glEnable = (PFNGLENABLEPROC) load(userptr, "glEnable"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) load(userptr, "glEnableVertexAttribArray"); + glad_glFinish = (PFNGLFINISHPROC) load(userptr, "glFinish"); + glad_glFlush = (PFNGLFLUSHPROC) load(userptr, "glFlush"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glFramebufferRenderbuffer"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) load(userptr, "glFramebufferTexture2D"); + glad_glFrontFace = (PFNGLFRONTFACEPROC) load(userptr, "glFrontFace"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC) load(userptr, "glGenBuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) load(userptr, "glGenFramebuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) load(userptr, "glGenRenderbuffers"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC) load(userptr, "glGenTextures"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) load(userptr, "glGenerateMipmap"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) load(userptr, "glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) load(userptr, "glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) load(userptr, "glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) load(userptr, "glGetAttribLocation"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC) load(userptr, "glGetBooleanv"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) load(userptr, "glGetBufferParameteriv"); + glad_glGetError = (PFNGLGETERRORPROC) load(userptr, "glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC) load(userptr, "glGetFloatv"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetFramebufferAttachmentParameteriv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC) load(userptr, "glGetIntegerv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) load(userptr, "glGetProgramInfoLog"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC) load(userptr, "glGetProgramiv"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetRenderbufferParameteriv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) load(userptr, "glGetShaderInfoLog"); + glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) load(userptr, "glGetShaderPrecisionFormat"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC) load(userptr, "glGetShaderSource"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC) load(userptr, "glGetShaderiv"); + glad_glGetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) load(userptr, "glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) load(userptr, "glGetTexParameteriv"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) load(userptr, "glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC) load(userptr, "glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC) load(userptr, "glGetUniformiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) load(userptr, "glGetVertexAttribPointerv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) load(userptr, "glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) load(userptr, "glGetVertexAttribiv"); + glad_glHint = (PFNGLHINTPROC) load(userptr, "glHint"); + glad_glIsBuffer = (PFNGLISBUFFERPROC) load(userptr, "glIsBuffer"); + glad_glIsEnabled = (PFNGLISENABLEDPROC) load(userptr, "glIsEnabled"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) load(userptr, "glIsFramebuffer"); + glad_glIsProgram = (PFNGLISPROGRAMPROC) load(userptr, "glIsProgram"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) load(userptr, "glIsRenderbuffer"); + glad_glIsShader = (PFNGLISSHADERPROC) load(userptr, "glIsShader"); + glad_glIsTexture = (PFNGLISTEXTUREPROC) load(userptr, "glIsTexture"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC) load(userptr, "glLineWidth"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC) load(userptr, "glLinkProgram"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC) load(userptr, "glPixelStorei"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC) load(userptr, "glPolygonOffset"); + glad_glReadPixels = (PFNGLREADPIXELSPROC) load(userptr, "glReadPixels"); + glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) load(userptr, "glReleaseShaderCompiler"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) load(userptr, "glRenderbufferStorage"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC) load(userptr, "glSampleCoverage"); + glad_glScissor = (PFNGLSCISSORPROC) load(userptr, "glScissor"); + glad_glShaderBinary = (PFNGLSHADERBINARYPROC) load(userptr, "glShaderBinary"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC) load(userptr, "glShaderSource"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC) load(userptr, "glStencilFunc"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) load(userptr, "glStencilFuncSeparate"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC) load(userptr, "glStencilMask"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) load(userptr, "glStencilMaskSeparate"); + glad_glStencilOp = (PFNGLSTENCILOPPROC) load(userptr, "glStencilOp"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) load(userptr, "glStencilOpSeparate"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC) load(userptr, "glTexImage2D"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC) load(userptr, "glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC) load(userptr, "glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC) load(userptr, "glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC) load(userptr, "glTexParameteriv"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) load(userptr, "glTexSubImage2D"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC) load(userptr, "glUniform1f"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC) load(userptr, "glUniform1fv"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC) load(userptr, "glUniform1i"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC) load(userptr, "glUniform1iv"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC) load(userptr, "glUniform2f"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC) load(userptr, "glUniform2fv"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC) load(userptr, "glUniform2i"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC) load(userptr, "glUniform2iv"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC) load(userptr, "glUniform3f"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC) load(userptr, "glUniform3fv"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC) load(userptr, "glUniform3i"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC) load(userptr, "glUniform3iv"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC) load(userptr, "glUniform4f"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC) load(userptr, "glUniform4fv"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC) load(userptr, "glUniform4i"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC) load(userptr, "glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) load(userptr, "glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) load(userptr, "glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) load(userptr, "glUniformMatrix4fv"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC) load(userptr, "glUseProgram"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) load(userptr, "glValidateProgram"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) load(userptr, "glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) load(userptr, "glVertexAttrib1fv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) load(userptr, "glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) load(userptr, "glVertexAttrib2fv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) load(userptr, "glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) load(userptr, "glVertexAttrib3fv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) load(userptr, "glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) load(userptr, "glVertexAttrib4fv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) load(userptr, "glVertexAttribPointer"); + glad_glViewport = (PFNGLVIEWPORTPROC) load(userptr, "glViewport"); +} + + + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define GLAD_GL_IS_SOME_NEW_VERSION 1 +#else +#define GLAD_GL_IS_SOME_NEW_VERSION 0 +#endif + +static int glad_gl_get_extensions( int version, const char **out_exts, unsigned int *out_num_exts_i, char ***out_exts_i) { +#if GLAD_GL_IS_SOME_NEW_VERSION + if(GLAD_VERSION_MAJOR(version) < 3) { +#else + (void) version; + (void) out_num_exts_i; + (void) out_exts_i; +#endif + if (glad_glGetString == NULL) { + return 0; + } + *out_exts = (const char *)glad_glGetString(GL_EXTENSIONS); +#if GLAD_GL_IS_SOME_NEW_VERSION + } else { + unsigned int index = 0; + unsigned int num_exts_i = 0; + char **exts_i = NULL; + if (glad_glGetStringi == NULL || glad_glGetIntegerv == NULL) { + return 0; + } + glad_glGetIntegerv(GL_NUM_EXTENSIONS, (int*) &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **) malloc(num_exts_i * (sizeof *exts_i)); + } + if (exts_i == NULL) { + return 0; + } + for(index = 0; index < num_exts_i; index++) { + const char *gl_str_tmp = (const char*) glad_glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp) + 1; + + char *local_str = (char*) malloc(len * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, len * sizeof(char)); + } + + exts_i[index] = local_str; + } + + *out_num_exts_i = num_exts_i; + *out_exts_i = exts_i; + } +#endif + return 1; +} +static void glad_gl_free_extensions(char **exts_i, unsigned int num_exts_i) { + if (exts_i != NULL) { + unsigned int index; + for(index = 0; index < num_exts_i; index++) { + free((void *) (exts_i[index])); + } + free((void *)exts_i); + exts_i = NULL; + } +} +static int glad_gl_has_extension(int version, const char *exts, unsigned int num_exts_i, char **exts_i, const char *ext) { + if(GLAD_VERSION_MAJOR(version) < 3 || !GLAD_GL_IS_SOME_NEW_VERSION) { + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } + } else { + unsigned int index; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + if(strcmp(e, ext) == 0) { + return 1; + } + } + } + return 0; +} + +static GLADapiproc glad_gl_get_proc_from_userptr(void *userptr, const char* name) { + return (GLAD_GNUC_EXTENSION (GLADapiproc (*)(const char *name)) userptr)(name); +} + +static int glad_gl_find_extensions_gles2( int version) { + const char *exts = NULL; + unsigned int num_exts_i = 0; + char **exts_i = NULL; + if (!glad_gl_get_extensions(version, &exts, &num_exts_i, &exts_i)) return 0; + + (void) glad_gl_has_extension; + + glad_gl_free_extensions(exts_i, num_exts_i); + + return 1; +} + +static int glad_gl_find_core_gles2(void) { + int i; + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + "OpenGL SC ", + NULL + }; + int major = 0; + int minor = 0; + version = (const char*) glad_glGetString(GL_VERSION); + if (!version) return 0; + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + + GLAD_IMPL_UTIL_SSCANF(version, "%d.%d", &major, &minor); + + GLAD_GL_ES_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + + return GLAD_MAKE_VERSION(major, minor); +} + +int gladLoadGLES2UserPtr( GLADuserptrloadfunc load, void *userptr) { + int version; + + glad_glGetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); + if(glad_glGetString == NULL) return 0; + if(glad_glGetString(GL_VERSION) == NULL) return 0; + version = glad_gl_find_core_gles2(); + + glad_gl_load_GL_ES_VERSION_2_0(load, userptr); + + if (!glad_gl_find_extensions_gles2(version)) return 0; + + + + return version; +} + + +int gladLoadGLES2( GLADloadfunc load) { + return gladLoadGLES2UserPtr( glad_gl_get_proc_from_userptr, GLAD_GNUC_EXTENSION (void*) load); +} + + + + + + +#ifdef __cplusplus +} +#endif + +#endif /* GLAD_GLES2_IMPLEMENTATION */ + diff --git a/dependencies/glfw-3.4/deps/glad/vulkan.h b/dependencies/glfw-3.4/deps/glad/vulkan.h new file mode 100644 index 0000000..469ffe5 --- /dev/null +++ b/dependencies/glfw-3.4/deps/glad/vulkan.h @@ -0,0 +1,6330 @@ +/** + * Loader generated by glad 2.0.0-beta on Thu Jul 7 20:52:04 2022 + * + * Generator: C/C++ + * Specification: vk + * Extensions: 4 + * + * APIs: + * - vulkan=1.3 + * + * Options: + * - ALIAS = False + * - DEBUG = False + * - HEADER_ONLY = True + * - LOADER = False + * - MX = False + * - MX_GLOBAL = False + * - ON_DEMAND = False + * + * Commandline: + * --api='vulkan=1.3' --extensions='VK_EXT_debug_report,VK_KHR_portability_enumeration,VK_KHR_surface,VK_KHR_swapchain' c --header-only + * + * Online: + * http://glad.sh/#api=vulkan%3D1.3&extensions=VK_EXT_debug_report%2CVK_KHR_portability_enumeration%2CVK_KHR_surface%2CVK_KHR_swapchain&generator=c&options=HEADER_ONLY + * + */ + +#ifndef GLAD_VULKAN_H_ +#define GLAD_VULKAN_H_ + +#ifdef VULKAN_H_ + #error header already included (API: vulkan), remove previous include! +#endif +#define VULKAN_H_ 1 + +#ifdef VULKAN_CORE_H_ + #error header already included (API: vulkan), remove previous include! +#endif +#define VULKAN_CORE_H_ 1 + + +#define GLAD_VULKAN +#define GLAD_OPTION_VULKAN_HEADER_ONLY + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef GLAD_PLATFORM_H_ +#define GLAD_PLATFORM_H_ + +#ifndef GLAD_PLATFORM_WIN32 + #if defined(_WIN32) || defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__) + #define GLAD_PLATFORM_WIN32 1 + #else + #define GLAD_PLATFORM_WIN32 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_APPLE + #ifdef __APPLE__ + #define GLAD_PLATFORM_APPLE 1 + #else + #define GLAD_PLATFORM_APPLE 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_EMSCRIPTEN + #ifdef __EMSCRIPTEN__ + #define GLAD_PLATFORM_EMSCRIPTEN 1 + #else + #define GLAD_PLATFORM_EMSCRIPTEN 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_UWP + #if defined(_MSC_VER) && !defined(GLAD_INTERNAL_HAVE_WINAPIFAMILY) + #ifdef __has_include + #if __has_include() + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #endif + + #ifdef GLAD_INTERNAL_HAVE_WINAPIFAMILY + #include + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define GLAD_PLATFORM_UWP 1 + #endif + #endif + + #ifndef GLAD_PLATFORM_UWP + #define GLAD_PLATFORM_UWP 0 + #endif +#endif + +#ifdef __GNUC__ + #define GLAD_GNUC_EXTENSION __extension__ +#else + #define GLAD_GNUC_EXTENSION +#endif + +#ifndef GLAD_API_CALL + #if defined(GLAD_API_CALL_EXPORT) + #if GLAD_PLATFORM_WIN32 || defined(__CYGWIN__) + #if defined(GLAD_API_CALL_EXPORT_BUILD) + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllexport)) extern + #else + #define GLAD_API_CALL __declspec(dllexport) extern + #endif + #else + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllimport)) extern + #else + #define GLAD_API_CALL __declspec(dllimport) extern + #endif + #endif + #elif defined(__GNUC__) && defined(GLAD_API_CALL_EXPORT_BUILD) + #define GLAD_API_CALL __attribute__ ((visibility ("default"))) extern + #else + #define GLAD_API_CALL extern + #endif + #else + #define GLAD_API_CALL extern + #endif +#endif + +#ifdef APIENTRY + #define GLAD_API_PTR APIENTRY +#elif GLAD_PLATFORM_WIN32 + #define GLAD_API_PTR __stdcall +#else + #define GLAD_API_PTR +#endif + +#ifndef GLAPI +#define GLAPI GLAD_API_CALL +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY GLAD_API_PTR +#endif + +#define GLAD_MAKE_VERSION(major, minor) (major * 10000 + minor) +#define GLAD_VERSION_MAJOR(version) (version / 10000) +#define GLAD_VERSION_MINOR(version) (version % 10000) + +#define GLAD_GENERATOR_VERSION "2.0.0-beta" + +typedef void (*GLADapiproc)(void); + +typedef GLADapiproc (*GLADloadfunc)(const char *name); +typedef GLADapiproc (*GLADuserptrloadfunc)(void *userptr, const char *name); + +typedef void (*GLADprecallback)(const char *name, GLADapiproc apiproc, int len_args, ...); +typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apiproc, int len_args, ...); + +#endif /* GLAD_PLATFORM_H_ */ + +#define VK_ATTACHMENT_UNUSED (~0U) +#define VK_EXT_DEBUG_REPORT_EXTENSION_NAME "VK_EXT_debug_report" +#define VK_EXT_DEBUG_REPORT_SPEC_VERSION 10 +#define VK_FALSE 0 +#define VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME "VK_KHR_portability_enumeration" +#define VK_KHR_PORTABILITY_ENUMERATION_SPEC_VERSION 1 +#define VK_KHR_SURFACE_EXTENSION_NAME "VK_KHR_surface" +#define VK_KHR_SURFACE_SPEC_VERSION 25 +#define VK_KHR_SWAPCHAIN_EXTENSION_NAME "VK_KHR_swapchain" +#define VK_KHR_SWAPCHAIN_SPEC_VERSION 70 +#define VK_LOD_CLAMP_NONE 1000.0F +#define VK_LUID_SIZE 8 +#define VK_MAX_DESCRIPTION_SIZE 256 +#define VK_MAX_DEVICE_GROUP_SIZE 32 +#define VK_MAX_DRIVER_INFO_SIZE 256 +#define VK_MAX_DRIVER_NAME_SIZE 256 +#define VK_MAX_EXTENSION_NAME_SIZE 256 +#define VK_MAX_MEMORY_HEAPS 16 +#define VK_MAX_MEMORY_TYPES 32 +#define VK_MAX_PHYSICAL_DEVICE_NAME_SIZE 256 +#define VK_QUEUE_FAMILY_EXTERNAL (~1U) +#define VK_QUEUE_FAMILY_IGNORED (~0U) +#define VK_REMAINING_ARRAY_LAYERS (~0U) +#define VK_REMAINING_MIP_LEVELS (~0U) +#define VK_SUBPASS_EXTERNAL (~0U) +#define VK_TRUE 1 +#define VK_UUID_SIZE 16 +#define VK_WHOLE_SIZE (~0ULL) + + +/* */ +/* File: vk_platform.h */ +/* */ +/* +** Copyright 2014-2022 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + + +#ifndef VK_PLATFORM_H_ +#define VK_PLATFORM_H_ + +#ifdef __cplusplus +extern "C" +{ +#endif /* __cplusplus */ + +/* +*************************************************************************************************** +* Platform-specific directives and type declarations +*************************************************************************************************** +*/ + +/* Platform-specific calling convention macros. + * + * Platforms should define these so that Vulkan clients call Vulkan commands + * with the same calling conventions that the Vulkan implementation expects. + * + * VKAPI_ATTR - Placed before the return type in function declarations. + * Useful for C++11 and GCC/Clang-style function attribute syntax. + * VKAPI_CALL - Placed after the return type in function declarations. + * Useful for MSVC-style calling convention syntax. + * VKAPI_PTR - Placed between the '(' and '*' in function pointer types. + * + * Function declaration: VKAPI_ATTR void VKAPI_CALL vkCommand(void); + * Function pointer type: typedef void (VKAPI_PTR *PFN_vkCommand)(void); + */ +#if defined(_WIN32) + /* On Windows, Vulkan commands use the stdcall convention */ + #define VKAPI_ATTR + #define VKAPI_CALL __stdcall + #define VKAPI_PTR VKAPI_CALL +#elif defined(__ANDROID__) && defined(__ARM_ARCH) && __ARM_ARCH < 7 + #error "Vulkan is not supported for the 'armeabi' NDK ABI" +#elif defined(__ANDROID__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7 && defined(__ARM_32BIT_STATE) + /* On Android 32-bit ARM targets, Vulkan functions use the "hardfloat" */ + /* calling convention, i.e. float parameters are passed in registers. This */ + /* is true even if the rest of the application passes floats on the stack, */ + /* as it does by default when compiling for the armeabi-v7a NDK ABI. */ + #define VKAPI_ATTR __attribute__((pcs("aapcs-vfp"))) + #define VKAPI_CALL + #define VKAPI_PTR VKAPI_ATTR +#else + /* On other platforms, use the default calling convention */ + #define VKAPI_ATTR + #define VKAPI_CALL + #define VKAPI_PTR +#endif + +#if !defined(VK_NO_STDDEF_H) + #include +#endif /* !defined(VK_NO_STDDEF_H) */ + +#if !defined(VK_NO_STDINT_H) + #if defined(_MSC_VER) && (_MSC_VER < 1600) + typedef signed __int8 int8_t; + typedef unsigned __int8 uint8_t; + typedef signed __int16 int16_t; + typedef unsigned __int16 uint16_t; + typedef signed __int32 int32_t; + typedef unsigned __int32 uint32_t; + typedef signed __int64 int64_t; + typedef unsigned __int64 uint64_t; + #else + #include + #endif +#endif /* !defined(VK_NO_STDINT_H) */ + +#ifdef __cplusplus +} /* extern "C" */ +#endif /* __cplusplus */ + +#endif +/* DEPRECATED: This define is deprecated. VK_MAKE_API_VERSION should be used instead. */ +#define VK_MAKE_VERSION(major, minor, patch) \ + ((((uint32_t)(major)) << 22) | (((uint32_t)(minor)) << 12) | ((uint32_t)(patch))) +/* DEPRECATED: This define is deprecated. VK_API_VERSION_MAJOR should be used instead. */ +#define VK_VERSION_MAJOR(version) ((uint32_t)(version) >> 22) +/* DEPRECATED: This define is deprecated. VK_API_VERSION_MINOR should be used instead. */ +#define VK_VERSION_MINOR(version) (((uint32_t)(version) >> 12) & 0x3FFU) +/* DEPRECATED: This define is deprecated. VK_API_VERSION_PATCH should be used instead. */ +#define VK_VERSION_PATCH(version) ((uint32_t)(version) & 0xFFFU) +#define VK_MAKE_API_VERSION(variant, major, minor, patch) \ + ((((uint32_t)(variant)) << 29) | (((uint32_t)(major)) << 22) | (((uint32_t)(minor)) << 12) | ((uint32_t)(patch))) +#define VK_API_VERSION_VARIANT(version) ((uint32_t)(version) >> 29) +#define VK_API_VERSION_MAJOR(version) (((uint32_t)(version) >> 22) & 0x7FU) +#define VK_API_VERSION_MINOR(version) (((uint32_t)(version) >> 12) & 0x3FFU) +#define VK_API_VERSION_PATCH(version) ((uint32_t)(version) & 0xFFFU) +/* DEPRECATED: This define has been removed. Specific version defines (e.g. VK_API_VERSION_1_0), or the VK_MAKE_VERSION macro, should be used instead. */ +/*#define VK_API_VERSION VK_MAKE_VERSION(1, 0, 0) // Patch version should always be set to 0 */ +/* Vulkan 1.0 version number */ +#define VK_API_VERSION_1_0 VK_MAKE_API_VERSION(0, 1, 0, 0)/* Patch version should always be set to 0 */ +/* Vulkan 1.1 version number */ +#define VK_API_VERSION_1_1 VK_MAKE_API_VERSION(0, 1, 1, 0)/* Patch version should always be set to 0 */ +/* Vulkan 1.2 version number */ +#define VK_API_VERSION_1_2 VK_MAKE_API_VERSION(0, 1, 2, 0)/* Patch version should always be set to 0 */ +/* Vulkan 1.3 version number */ +#define VK_API_VERSION_1_3 VK_MAKE_API_VERSION(0, 1, 3, 0)/* Patch version should always be set to 0 */ +/* Version of this file */ +#define VK_HEADER_VERSION 220 +/* Complete version of this file */ +#define VK_HEADER_VERSION_COMPLETE VK_MAKE_API_VERSION(0, 1, 3, VK_HEADER_VERSION) +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#ifndef VK_USE_64_BIT_PTR_DEFINES + #if defined(__LP64__) || defined(_WIN64) || (defined(__x86_64__) && !defined(__ILP32__) ) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) + #define VK_USE_64_BIT_PTR_DEFINES 1 + #else + #define VK_USE_64_BIT_PTR_DEFINES 0 + #endif +#endif +#ifndef VK_DEFINE_NON_DISPATCHABLE_HANDLE + #if (VK_USE_64_BIT_PTR_DEFINES==1) + #if (defined(__cplusplus) && (__cplusplus >= 201103L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 201103L)) + #define VK_NULL_HANDLE nullptr + #else + #define VK_NULL_HANDLE ((void*)0) + #endif + #else + #define VK_NULL_HANDLE 0ULL + #endif +#endif +#ifndef VK_NULL_HANDLE + #define VK_NULL_HANDLE 0 +#endif +#ifndef VK_DEFINE_NON_DISPATCHABLE_HANDLE + #if (VK_USE_64_BIT_PTR_DEFINES==1) + #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; + #else + #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; + #endif +#endif + + + + + + + + +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_HANDLE(VkPhysicalDevice) +VK_DEFINE_HANDLE(VkDevice) +VK_DEFINE_HANDLE(VkQueue) +VK_DEFINE_HANDLE(VkCommandBuffer) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDeviceMemory) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkCommandPool) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBuffer) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBufferView) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImage) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImageView) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkShaderModule) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipeline) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineLayout) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSampler) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorSet) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorSetLayout) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorPool) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFence) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSemaphore) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkEvent) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkQueryPool) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFramebuffer) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkRenderPass) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineCache) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorUpdateTemplate) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSamplerYcbcrConversion) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPrivateDataSlot) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSwapchainKHR) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDebugReportCallbackEXT) +typedef enum VkAttachmentLoadOp { + VK_ATTACHMENT_LOAD_OP_LOAD = 0, + VK_ATTACHMENT_LOAD_OP_CLEAR = 1, + VK_ATTACHMENT_LOAD_OP_DONT_CARE = 2, + VK_ATTACHMENT_LOAD_OP_MAX_ENUM = 0x7FFFFFFF +} VkAttachmentLoadOp; +typedef enum VkAttachmentStoreOp { + VK_ATTACHMENT_STORE_OP_STORE = 0, + VK_ATTACHMENT_STORE_OP_DONT_CARE = 1, + VK_ATTACHMENT_STORE_OP_NONE = 1000301000, + VK_ATTACHMENT_STORE_OP_MAX_ENUM = 0x7FFFFFFF +} VkAttachmentStoreOp; +typedef enum VkBlendFactor { + VK_BLEND_FACTOR_ZERO = 0, + VK_BLEND_FACTOR_ONE = 1, + VK_BLEND_FACTOR_SRC_COLOR = 2, + VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = 3, + VK_BLEND_FACTOR_DST_COLOR = 4, + VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR = 5, + VK_BLEND_FACTOR_SRC_ALPHA = 6, + VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = 7, + VK_BLEND_FACTOR_DST_ALPHA = 8, + VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = 9, + VK_BLEND_FACTOR_CONSTANT_COLOR = 10, + VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR = 11, + VK_BLEND_FACTOR_CONSTANT_ALPHA = 12, + VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA = 13, + VK_BLEND_FACTOR_SRC_ALPHA_SATURATE = 14, + VK_BLEND_FACTOR_SRC1_COLOR = 15, + VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR = 16, + VK_BLEND_FACTOR_SRC1_ALPHA = 17, + VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA = 18, + VK_BLEND_FACTOR_MAX_ENUM = 0x7FFFFFFF +} VkBlendFactor; +typedef enum VkBlendOp { + VK_BLEND_OP_ADD = 0, + VK_BLEND_OP_SUBTRACT = 1, + VK_BLEND_OP_REVERSE_SUBTRACT = 2, + VK_BLEND_OP_MIN = 3, + VK_BLEND_OP_MAX = 4, + VK_BLEND_OP_MAX_ENUM = 0x7FFFFFFF +} VkBlendOp; +typedef enum VkBorderColor { + VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK = 0, + VK_BORDER_COLOR_INT_TRANSPARENT_BLACK = 1, + VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK = 2, + VK_BORDER_COLOR_INT_OPAQUE_BLACK = 3, + VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE = 4, + VK_BORDER_COLOR_INT_OPAQUE_WHITE = 5, + VK_BORDER_COLOR_MAX_ENUM = 0x7FFFFFFF +} VkBorderColor; +typedef enum VkFramebufferCreateFlagBits { + VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT = 1, + VK_FRAMEBUFFER_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFramebufferCreateFlagBits; +typedef enum VkPipelineCacheHeaderVersion { + VK_PIPELINE_CACHE_HEADER_VERSION_ONE = 1, + VK_PIPELINE_CACHE_HEADER_VERSION_MAX_ENUM = 0x7FFFFFFF +} VkPipelineCacheHeaderVersion; +typedef enum VkPipelineCacheCreateFlagBits { + VK_PIPELINE_CACHE_CREATE_EXTERNALLY_SYNCHRONIZED_BIT = 1, + VK_PIPELINE_CACHE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineCacheCreateFlagBits; +typedef enum VkPipelineShaderStageCreateFlagBits { + VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT = 1, + VK_PIPELINE_SHADER_STAGE_CREATE_REQUIRE_FULL_SUBGROUPS_BIT = 2, + VK_PIPELINE_SHADER_STAGE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineShaderStageCreateFlagBits; +typedef enum VkDescriptorSetLayoutCreateFlagBits { + VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT = 2, + VK_DESCRIPTOR_SET_LAYOUT_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorSetLayoutCreateFlagBits; +typedef enum VkInstanceCreateFlagBits { + VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR = 1, + VK_INSTANCE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkInstanceCreateFlagBits; +typedef enum VkDeviceQueueCreateFlagBits { + VK_DEVICE_QUEUE_CREATE_PROTECTED_BIT = 1, + VK_DEVICE_QUEUE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDeviceQueueCreateFlagBits; +typedef enum VkBufferCreateFlagBits { + VK_BUFFER_CREATE_SPARSE_BINDING_BIT = 1, + VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT = 2, + VK_BUFFER_CREATE_SPARSE_ALIASED_BIT = 4, + VK_BUFFER_CREATE_PROTECTED_BIT = 8, + VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT = 16, + VK_BUFFER_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkBufferCreateFlagBits; +typedef enum VkBufferUsageFlagBits { + VK_BUFFER_USAGE_TRANSFER_SRC_BIT = 1, + VK_BUFFER_USAGE_TRANSFER_DST_BIT = 2, + VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT = 4, + VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT = 8, + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT = 16, + VK_BUFFER_USAGE_STORAGE_BUFFER_BIT = 32, + VK_BUFFER_USAGE_INDEX_BUFFER_BIT = 64, + VK_BUFFER_USAGE_VERTEX_BUFFER_BIT = 128, + VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT = 256, + VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT = 131072, + VK_BUFFER_USAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkBufferUsageFlagBits; +typedef enum VkColorComponentFlagBits { + VK_COLOR_COMPONENT_R_BIT = 1, + VK_COLOR_COMPONENT_G_BIT = 2, + VK_COLOR_COMPONENT_B_BIT = 4, + VK_COLOR_COMPONENT_A_BIT = 8, + VK_COLOR_COMPONENT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkColorComponentFlagBits; +typedef enum VkComponentSwizzle { + VK_COMPONENT_SWIZZLE_IDENTITY = 0, + VK_COMPONENT_SWIZZLE_ZERO = 1, + VK_COMPONENT_SWIZZLE_ONE = 2, + VK_COMPONENT_SWIZZLE_R = 3, + VK_COMPONENT_SWIZZLE_G = 4, + VK_COMPONENT_SWIZZLE_B = 5, + VK_COMPONENT_SWIZZLE_A = 6, + VK_COMPONENT_SWIZZLE_MAX_ENUM = 0x7FFFFFFF +} VkComponentSwizzle; +typedef enum VkCommandPoolCreateFlagBits { + VK_COMMAND_POOL_CREATE_TRANSIENT_BIT = 1, + VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT = 2, + VK_COMMAND_POOL_CREATE_PROTECTED_BIT = 4, + VK_COMMAND_POOL_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandPoolCreateFlagBits; +typedef enum VkCommandPoolResetFlagBits { + VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT = 1, + VK_COMMAND_POOL_RESET_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandPoolResetFlagBits; +typedef enum VkCommandBufferResetFlagBits { + VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT = 1, + VK_COMMAND_BUFFER_RESET_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandBufferResetFlagBits; +typedef enum VkCommandBufferLevel { + VK_COMMAND_BUFFER_LEVEL_PRIMARY = 0, + VK_COMMAND_BUFFER_LEVEL_SECONDARY = 1, + VK_COMMAND_BUFFER_LEVEL_MAX_ENUM = 0x7FFFFFFF +} VkCommandBufferLevel; +typedef enum VkCommandBufferUsageFlagBits { + VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT = 1, + VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT = 2, + VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT = 4, + VK_COMMAND_BUFFER_USAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandBufferUsageFlagBits; +typedef enum VkCompareOp { + VK_COMPARE_OP_NEVER = 0, + VK_COMPARE_OP_LESS = 1, + VK_COMPARE_OP_EQUAL = 2, + VK_COMPARE_OP_LESS_OR_EQUAL = 3, + VK_COMPARE_OP_GREATER = 4, + VK_COMPARE_OP_NOT_EQUAL = 5, + VK_COMPARE_OP_GREATER_OR_EQUAL = 6, + VK_COMPARE_OP_ALWAYS = 7, + VK_COMPARE_OP_MAX_ENUM = 0x7FFFFFFF +} VkCompareOp; +typedef enum VkCullModeFlagBits { + VK_CULL_MODE_NONE = 0, + VK_CULL_MODE_FRONT_BIT = 1, + VK_CULL_MODE_BACK_BIT = 2, + VK_CULL_MODE_FRONT_AND_BACK = 0x00000003, + VK_CULL_MODE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCullModeFlagBits; +typedef enum VkDescriptorType { + VK_DESCRIPTOR_TYPE_SAMPLER = 0, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER = 1, + VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE = 2, + VK_DESCRIPTOR_TYPE_STORAGE_IMAGE = 3, + VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER = 4, + VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER = 5, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER = 6, + VK_DESCRIPTOR_TYPE_STORAGE_BUFFER = 7, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC = 8, + VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC = 9, + VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT = 10, + VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK = 1000138000, + VK_DESCRIPTOR_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorType; +typedef enum VkDynamicState { + VK_DYNAMIC_STATE_VIEWPORT = 0, + VK_DYNAMIC_STATE_SCISSOR = 1, + VK_DYNAMIC_STATE_LINE_WIDTH = 2, + VK_DYNAMIC_STATE_DEPTH_BIAS = 3, + VK_DYNAMIC_STATE_BLEND_CONSTANTS = 4, + VK_DYNAMIC_STATE_DEPTH_BOUNDS = 5, + VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK = 6, + VK_DYNAMIC_STATE_STENCIL_WRITE_MASK = 7, + VK_DYNAMIC_STATE_STENCIL_REFERENCE = 8, + VK_DYNAMIC_STATE_CULL_MODE = 1000267000, + VK_DYNAMIC_STATE_FRONT_FACE = 1000267001, + VK_DYNAMIC_STATE_PRIMITIVE_TOPOLOGY = 1000267002, + VK_DYNAMIC_STATE_VIEWPORT_WITH_COUNT = 1000267003, + VK_DYNAMIC_STATE_SCISSOR_WITH_COUNT = 1000267004, + VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE = 1000267005, + VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE = 1000267006, + VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE = 1000267007, + VK_DYNAMIC_STATE_DEPTH_COMPARE_OP = 1000267008, + VK_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE = 1000267009, + VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE = 1000267010, + VK_DYNAMIC_STATE_STENCIL_OP = 1000267011, + VK_DYNAMIC_STATE_RASTERIZER_DISCARD_ENABLE = 1000377001, + VK_DYNAMIC_STATE_DEPTH_BIAS_ENABLE = 1000377002, + VK_DYNAMIC_STATE_PRIMITIVE_RESTART_ENABLE = 1000377004, + VK_DYNAMIC_STATE_MAX_ENUM = 0x7FFFFFFF +} VkDynamicState; +typedef enum VkFenceCreateFlagBits { + VK_FENCE_CREATE_SIGNALED_BIT = 1, + VK_FENCE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFenceCreateFlagBits; +typedef enum VkPolygonMode { + VK_POLYGON_MODE_FILL = 0, + VK_POLYGON_MODE_LINE = 1, + VK_POLYGON_MODE_POINT = 2, + VK_POLYGON_MODE_MAX_ENUM = 0x7FFFFFFF +} VkPolygonMode; +typedef enum VkFormat { + VK_FORMAT_UNDEFINED = 0, + VK_FORMAT_R4G4_UNORM_PACK8 = 1, + VK_FORMAT_R4G4B4A4_UNORM_PACK16 = 2, + VK_FORMAT_B4G4R4A4_UNORM_PACK16 = 3, + VK_FORMAT_R5G6B5_UNORM_PACK16 = 4, + VK_FORMAT_B5G6R5_UNORM_PACK16 = 5, + VK_FORMAT_R5G5B5A1_UNORM_PACK16 = 6, + VK_FORMAT_B5G5R5A1_UNORM_PACK16 = 7, + VK_FORMAT_A1R5G5B5_UNORM_PACK16 = 8, + VK_FORMAT_R8_UNORM = 9, + VK_FORMAT_R8_SNORM = 10, + VK_FORMAT_R8_USCALED = 11, + VK_FORMAT_R8_SSCALED = 12, + VK_FORMAT_R8_UINT = 13, + VK_FORMAT_R8_SINT = 14, + VK_FORMAT_R8_SRGB = 15, + VK_FORMAT_R8G8_UNORM = 16, + VK_FORMAT_R8G8_SNORM = 17, + VK_FORMAT_R8G8_USCALED = 18, + VK_FORMAT_R8G8_SSCALED = 19, + VK_FORMAT_R8G8_UINT = 20, + VK_FORMAT_R8G8_SINT = 21, + VK_FORMAT_R8G8_SRGB = 22, + VK_FORMAT_R8G8B8_UNORM = 23, + VK_FORMAT_R8G8B8_SNORM = 24, + VK_FORMAT_R8G8B8_USCALED = 25, + VK_FORMAT_R8G8B8_SSCALED = 26, + VK_FORMAT_R8G8B8_UINT = 27, + VK_FORMAT_R8G8B8_SINT = 28, + VK_FORMAT_R8G8B8_SRGB = 29, + VK_FORMAT_B8G8R8_UNORM = 30, + VK_FORMAT_B8G8R8_SNORM = 31, + VK_FORMAT_B8G8R8_USCALED = 32, + VK_FORMAT_B8G8R8_SSCALED = 33, + VK_FORMAT_B8G8R8_UINT = 34, + VK_FORMAT_B8G8R8_SINT = 35, + VK_FORMAT_B8G8R8_SRGB = 36, + VK_FORMAT_R8G8B8A8_UNORM = 37, + VK_FORMAT_R8G8B8A8_SNORM = 38, + VK_FORMAT_R8G8B8A8_USCALED = 39, + VK_FORMAT_R8G8B8A8_SSCALED = 40, + VK_FORMAT_R8G8B8A8_UINT = 41, + VK_FORMAT_R8G8B8A8_SINT = 42, + VK_FORMAT_R8G8B8A8_SRGB = 43, + VK_FORMAT_B8G8R8A8_UNORM = 44, + VK_FORMAT_B8G8R8A8_SNORM = 45, + VK_FORMAT_B8G8R8A8_USCALED = 46, + VK_FORMAT_B8G8R8A8_SSCALED = 47, + VK_FORMAT_B8G8R8A8_UINT = 48, + VK_FORMAT_B8G8R8A8_SINT = 49, + VK_FORMAT_B8G8R8A8_SRGB = 50, + VK_FORMAT_A8B8G8R8_UNORM_PACK32 = 51, + VK_FORMAT_A8B8G8R8_SNORM_PACK32 = 52, + VK_FORMAT_A8B8G8R8_USCALED_PACK32 = 53, + VK_FORMAT_A8B8G8R8_SSCALED_PACK32 = 54, + VK_FORMAT_A8B8G8R8_UINT_PACK32 = 55, + VK_FORMAT_A8B8G8R8_SINT_PACK32 = 56, + VK_FORMAT_A8B8G8R8_SRGB_PACK32 = 57, + VK_FORMAT_A2R10G10B10_UNORM_PACK32 = 58, + VK_FORMAT_A2R10G10B10_SNORM_PACK32 = 59, + VK_FORMAT_A2R10G10B10_USCALED_PACK32 = 60, + VK_FORMAT_A2R10G10B10_SSCALED_PACK32 = 61, + VK_FORMAT_A2R10G10B10_UINT_PACK32 = 62, + VK_FORMAT_A2R10G10B10_SINT_PACK32 = 63, + VK_FORMAT_A2B10G10R10_UNORM_PACK32 = 64, + VK_FORMAT_A2B10G10R10_SNORM_PACK32 = 65, + VK_FORMAT_A2B10G10R10_USCALED_PACK32 = 66, + VK_FORMAT_A2B10G10R10_SSCALED_PACK32 = 67, + VK_FORMAT_A2B10G10R10_UINT_PACK32 = 68, + VK_FORMAT_A2B10G10R10_SINT_PACK32 = 69, + VK_FORMAT_R16_UNORM = 70, + VK_FORMAT_R16_SNORM = 71, + VK_FORMAT_R16_USCALED = 72, + VK_FORMAT_R16_SSCALED = 73, + VK_FORMAT_R16_UINT = 74, + VK_FORMAT_R16_SINT = 75, + VK_FORMAT_R16_SFLOAT = 76, + VK_FORMAT_R16G16_UNORM = 77, + VK_FORMAT_R16G16_SNORM = 78, + VK_FORMAT_R16G16_USCALED = 79, + VK_FORMAT_R16G16_SSCALED = 80, + VK_FORMAT_R16G16_UINT = 81, + VK_FORMAT_R16G16_SINT = 82, + VK_FORMAT_R16G16_SFLOAT = 83, + VK_FORMAT_R16G16B16_UNORM = 84, + VK_FORMAT_R16G16B16_SNORM = 85, + VK_FORMAT_R16G16B16_USCALED = 86, + VK_FORMAT_R16G16B16_SSCALED = 87, + VK_FORMAT_R16G16B16_UINT = 88, + VK_FORMAT_R16G16B16_SINT = 89, + VK_FORMAT_R16G16B16_SFLOAT = 90, + VK_FORMAT_R16G16B16A16_UNORM = 91, + VK_FORMAT_R16G16B16A16_SNORM = 92, + VK_FORMAT_R16G16B16A16_USCALED = 93, + VK_FORMAT_R16G16B16A16_SSCALED = 94, + VK_FORMAT_R16G16B16A16_UINT = 95, + VK_FORMAT_R16G16B16A16_SINT = 96, + VK_FORMAT_R16G16B16A16_SFLOAT = 97, + VK_FORMAT_R32_UINT = 98, + VK_FORMAT_R32_SINT = 99, + VK_FORMAT_R32_SFLOAT = 100, + VK_FORMAT_R32G32_UINT = 101, + VK_FORMAT_R32G32_SINT = 102, + VK_FORMAT_R32G32_SFLOAT = 103, + VK_FORMAT_R32G32B32_UINT = 104, + VK_FORMAT_R32G32B32_SINT = 105, + VK_FORMAT_R32G32B32_SFLOAT = 106, + VK_FORMAT_R32G32B32A32_UINT = 107, + VK_FORMAT_R32G32B32A32_SINT = 108, + VK_FORMAT_R32G32B32A32_SFLOAT = 109, + VK_FORMAT_R64_UINT = 110, + VK_FORMAT_R64_SINT = 111, + VK_FORMAT_R64_SFLOAT = 112, + VK_FORMAT_R64G64_UINT = 113, + VK_FORMAT_R64G64_SINT = 114, + VK_FORMAT_R64G64_SFLOAT = 115, + VK_FORMAT_R64G64B64_UINT = 116, + VK_FORMAT_R64G64B64_SINT = 117, + VK_FORMAT_R64G64B64_SFLOAT = 118, + VK_FORMAT_R64G64B64A64_UINT = 119, + VK_FORMAT_R64G64B64A64_SINT = 120, + VK_FORMAT_R64G64B64A64_SFLOAT = 121, + VK_FORMAT_B10G11R11_UFLOAT_PACK32 = 122, + VK_FORMAT_E5B9G9R9_UFLOAT_PACK32 = 123, + VK_FORMAT_D16_UNORM = 124, + VK_FORMAT_X8_D24_UNORM_PACK32 = 125, + VK_FORMAT_D32_SFLOAT = 126, + VK_FORMAT_S8_UINT = 127, + VK_FORMAT_D16_UNORM_S8_UINT = 128, + VK_FORMAT_D24_UNORM_S8_UINT = 129, + VK_FORMAT_D32_SFLOAT_S8_UINT = 130, + VK_FORMAT_BC1_RGB_UNORM_BLOCK = 131, + VK_FORMAT_BC1_RGB_SRGB_BLOCK = 132, + VK_FORMAT_BC1_RGBA_UNORM_BLOCK = 133, + VK_FORMAT_BC1_RGBA_SRGB_BLOCK = 134, + VK_FORMAT_BC2_UNORM_BLOCK = 135, + VK_FORMAT_BC2_SRGB_BLOCK = 136, + VK_FORMAT_BC3_UNORM_BLOCK = 137, + VK_FORMAT_BC3_SRGB_BLOCK = 138, + VK_FORMAT_BC4_UNORM_BLOCK = 139, + VK_FORMAT_BC4_SNORM_BLOCK = 140, + VK_FORMAT_BC5_UNORM_BLOCK = 141, + VK_FORMAT_BC5_SNORM_BLOCK = 142, + VK_FORMAT_BC6H_UFLOAT_BLOCK = 143, + VK_FORMAT_BC6H_SFLOAT_BLOCK = 144, + VK_FORMAT_BC7_UNORM_BLOCK = 145, + VK_FORMAT_BC7_SRGB_BLOCK = 146, + VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK = 147, + VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK = 148, + VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK = 149, + VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK = 150, + VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK = 151, + VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK = 152, + VK_FORMAT_EAC_R11_UNORM_BLOCK = 153, + VK_FORMAT_EAC_R11_SNORM_BLOCK = 154, + VK_FORMAT_EAC_R11G11_UNORM_BLOCK = 155, + VK_FORMAT_EAC_R11G11_SNORM_BLOCK = 156, + VK_FORMAT_ASTC_4x4_UNORM_BLOCK = 157, + VK_FORMAT_ASTC_4x4_SRGB_BLOCK = 158, + VK_FORMAT_ASTC_5x4_UNORM_BLOCK = 159, + VK_FORMAT_ASTC_5x4_SRGB_BLOCK = 160, + VK_FORMAT_ASTC_5x5_UNORM_BLOCK = 161, + VK_FORMAT_ASTC_5x5_SRGB_BLOCK = 162, + VK_FORMAT_ASTC_6x5_UNORM_BLOCK = 163, + VK_FORMAT_ASTC_6x5_SRGB_BLOCK = 164, + VK_FORMAT_ASTC_6x6_UNORM_BLOCK = 165, + VK_FORMAT_ASTC_6x6_SRGB_BLOCK = 166, + VK_FORMAT_ASTC_8x5_UNORM_BLOCK = 167, + VK_FORMAT_ASTC_8x5_SRGB_BLOCK = 168, + VK_FORMAT_ASTC_8x6_UNORM_BLOCK = 169, + VK_FORMAT_ASTC_8x6_SRGB_BLOCK = 170, + VK_FORMAT_ASTC_8x8_UNORM_BLOCK = 171, + VK_FORMAT_ASTC_8x8_SRGB_BLOCK = 172, + VK_FORMAT_ASTC_10x5_UNORM_BLOCK = 173, + VK_FORMAT_ASTC_10x5_SRGB_BLOCK = 174, + VK_FORMAT_ASTC_10x6_UNORM_BLOCK = 175, + VK_FORMAT_ASTC_10x6_SRGB_BLOCK = 176, + VK_FORMAT_ASTC_10x8_UNORM_BLOCK = 177, + VK_FORMAT_ASTC_10x8_SRGB_BLOCK = 178, + VK_FORMAT_ASTC_10x10_UNORM_BLOCK = 179, + VK_FORMAT_ASTC_10x10_SRGB_BLOCK = 180, + VK_FORMAT_ASTC_12x10_UNORM_BLOCK = 181, + VK_FORMAT_ASTC_12x10_SRGB_BLOCK = 182, + VK_FORMAT_ASTC_12x12_UNORM_BLOCK = 183, + VK_FORMAT_ASTC_12x12_SRGB_BLOCK = 184, + VK_FORMAT_G8B8G8R8_422_UNORM = 1000156000, + VK_FORMAT_B8G8R8G8_422_UNORM = 1000156001, + VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM = 1000156002, + VK_FORMAT_G8_B8R8_2PLANE_420_UNORM = 1000156003, + VK_FORMAT_G8_B8_R8_3PLANE_422_UNORM = 1000156004, + VK_FORMAT_G8_B8R8_2PLANE_422_UNORM = 1000156005, + VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM = 1000156006, + VK_FORMAT_R10X6_UNORM_PACK16 = 1000156007, + VK_FORMAT_R10X6G10X6_UNORM_2PACK16 = 1000156008, + VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 = 1000156009, + VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 = 1000156010, + VK_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 = 1000156011, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 = 1000156012, + VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 = 1000156013, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 = 1000156014, + VK_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 = 1000156015, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 = 1000156016, + VK_FORMAT_R12X4_UNORM_PACK16 = 1000156017, + VK_FORMAT_R12X4G12X4_UNORM_2PACK16 = 1000156018, + VK_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 = 1000156019, + VK_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 = 1000156020, + VK_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 = 1000156021, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 = 1000156022, + VK_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 = 1000156023, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 = 1000156024, + VK_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 = 1000156025, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 = 1000156026, + VK_FORMAT_G16B16G16R16_422_UNORM = 1000156027, + VK_FORMAT_B16G16R16G16_422_UNORM = 1000156028, + VK_FORMAT_G16_B16_R16_3PLANE_420_UNORM = 1000156029, + VK_FORMAT_G16_B16R16_2PLANE_420_UNORM = 1000156030, + VK_FORMAT_G16_B16_R16_3PLANE_422_UNORM = 1000156031, + VK_FORMAT_G16_B16R16_2PLANE_422_UNORM = 1000156032, + VK_FORMAT_G16_B16_R16_3PLANE_444_UNORM = 1000156033, + VK_FORMAT_G8_B8R8_2PLANE_444_UNORM = 1000330000, + VK_FORMAT_G10X6_B10X6R10X6_2PLANE_444_UNORM_3PACK16 = 1000330001, + VK_FORMAT_G12X4_B12X4R12X4_2PLANE_444_UNORM_3PACK16 = 1000330002, + VK_FORMAT_G16_B16R16_2PLANE_444_UNORM = 1000330003, + VK_FORMAT_A4R4G4B4_UNORM_PACK16 = 1000340000, + VK_FORMAT_A4B4G4R4_UNORM_PACK16 = 1000340001, + VK_FORMAT_ASTC_4x4_SFLOAT_BLOCK = 1000066000, + VK_FORMAT_ASTC_5x4_SFLOAT_BLOCK = 1000066001, + VK_FORMAT_ASTC_5x5_SFLOAT_BLOCK = 1000066002, + VK_FORMAT_ASTC_6x5_SFLOAT_BLOCK = 1000066003, + VK_FORMAT_ASTC_6x6_SFLOAT_BLOCK = 1000066004, + VK_FORMAT_ASTC_8x5_SFLOAT_BLOCK = 1000066005, + VK_FORMAT_ASTC_8x6_SFLOAT_BLOCK = 1000066006, + VK_FORMAT_ASTC_8x8_SFLOAT_BLOCK = 1000066007, + VK_FORMAT_ASTC_10x5_SFLOAT_BLOCK = 1000066008, + VK_FORMAT_ASTC_10x6_SFLOAT_BLOCK = 1000066009, + VK_FORMAT_ASTC_10x8_SFLOAT_BLOCK = 1000066010, + VK_FORMAT_ASTC_10x10_SFLOAT_BLOCK = 1000066011, + VK_FORMAT_ASTC_12x10_SFLOAT_BLOCK = 1000066012, + VK_FORMAT_ASTC_12x12_SFLOAT_BLOCK = 1000066013, + VK_FORMAT_MAX_ENUM = 0x7FFFFFFF +} VkFormat; +typedef enum VkFormatFeatureFlagBits { + VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT = 1, + VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT = 2, + VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT = 4, + VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT = 8, + VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT = 16, + VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT = 32, + VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT = 64, + VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT = 128, + VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT = 256, + VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT = 512, + VK_FORMAT_FEATURE_BLIT_SRC_BIT = 1024, + VK_FORMAT_FEATURE_BLIT_DST_BIT = 2048, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT = 4096, + VK_FORMAT_FEATURE_TRANSFER_SRC_BIT = 16384, + VK_FORMAT_FEATURE_TRANSFER_DST_BIT = 32768, + VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT = 131072, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT = 262144, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT = 524288, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT = 1048576, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_BIT = 2097152, + VK_FORMAT_FEATURE_DISJOINT_BIT = 4194304, + VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT = 8388608, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_MINMAX_BIT = 65536, + VK_FORMAT_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFormatFeatureFlagBits; +typedef enum VkFrontFace { + VK_FRONT_FACE_COUNTER_CLOCKWISE = 0, + VK_FRONT_FACE_CLOCKWISE = 1, + VK_FRONT_FACE_MAX_ENUM = 0x7FFFFFFF +} VkFrontFace; +typedef enum VkImageAspectFlagBits { + VK_IMAGE_ASPECT_COLOR_BIT = 1, + VK_IMAGE_ASPECT_DEPTH_BIT = 2, + VK_IMAGE_ASPECT_STENCIL_BIT = 4, + VK_IMAGE_ASPECT_METADATA_BIT = 8, + VK_IMAGE_ASPECT_PLANE_0_BIT = 16, + VK_IMAGE_ASPECT_PLANE_1_BIT = 32, + VK_IMAGE_ASPECT_PLANE_2_BIT = 64, + VK_IMAGE_ASPECT_NONE = 0, + VK_IMAGE_ASPECT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkImageAspectFlagBits; +typedef enum VkImageCreateFlagBits { + VK_IMAGE_CREATE_SPARSE_BINDING_BIT = 1, + VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT = 2, + VK_IMAGE_CREATE_SPARSE_ALIASED_BIT = 4, + VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT = 8, + VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT = 16, + VK_IMAGE_CREATE_ALIAS_BIT = 1024, + VK_IMAGE_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT = 64, + VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT = 32, + VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT = 128, + VK_IMAGE_CREATE_EXTENDED_USAGE_BIT = 256, + VK_IMAGE_CREATE_PROTECTED_BIT = 2048, + VK_IMAGE_CREATE_DISJOINT_BIT = 512, + VK_IMAGE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkImageCreateFlagBits; +typedef enum VkImageLayout { + VK_IMAGE_LAYOUT_UNDEFINED = 0, + VK_IMAGE_LAYOUT_GENERAL = 1, + VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL = 2, + VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL = 3, + VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL = 4, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL = 5, + VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL = 6, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL = 7, + VK_IMAGE_LAYOUT_PREINITIALIZED = 8, + VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL = 1000117000, + VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL = 1000117001, + VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL = 1000241000, + VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL = 1000241001, + VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL = 1000241002, + VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL = 1000241003, + VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL = 1000314000, + VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL = 1000314001, + VK_IMAGE_LAYOUT_PRESENT_SRC_KHR = 1000001002, + VK_IMAGE_LAYOUT_MAX_ENUM = 0x7FFFFFFF +} VkImageLayout; +typedef enum VkImageTiling { + VK_IMAGE_TILING_OPTIMAL = 0, + VK_IMAGE_TILING_LINEAR = 1, + VK_IMAGE_TILING_MAX_ENUM = 0x7FFFFFFF +} VkImageTiling; +typedef enum VkImageType { + VK_IMAGE_TYPE_1D = 0, + VK_IMAGE_TYPE_2D = 1, + VK_IMAGE_TYPE_3D = 2, + VK_IMAGE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkImageType; +typedef enum VkImageUsageFlagBits { + VK_IMAGE_USAGE_TRANSFER_SRC_BIT = 1, + VK_IMAGE_USAGE_TRANSFER_DST_BIT = 2, + VK_IMAGE_USAGE_SAMPLED_BIT = 4, + VK_IMAGE_USAGE_STORAGE_BIT = 8, + VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT = 16, + VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = 32, + VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT = 64, + VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT = 128, + VK_IMAGE_USAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkImageUsageFlagBits; +typedef enum VkImageViewType { + VK_IMAGE_VIEW_TYPE_1D = 0, + VK_IMAGE_VIEW_TYPE_2D = 1, + VK_IMAGE_VIEW_TYPE_3D = 2, + VK_IMAGE_VIEW_TYPE_CUBE = 3, + VK_IMAGE_VIEW_TYPE_1D_ARRAY = 4, + VK_IMAGE_VIEW_TYPE_2D_ARRAY = 5, + VK_IMAGE_VIEW_TYPE_CUBE_ARRAY = 6, + VK_IMAGE_VIEW_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkImageViewType; +typedef enum VkSharingMode { + VK_SHARING_MODE_EXCLUSIVE = 0, + VK_SHARING_MODE_CONCURRENT = 1, + VK_SHARING_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSharingMode; +typedef enum VkIndexType { + VK_INDEX_TYPE_UINT16 = 0, + VK_INDEX_TYPE_UINT32 = 1, + VK_INDEX_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkIndexType; +typedef enum VkLogicOp { + VK_LOGIC_OP_CLEAR = 0, + VK_LOGIC_OP_AND = 1, + VK_LOGIC_OP_AND_REVERSE = 2, + VK_LOGIC_OP_COPY = 3, + VK_LOGIC_OP_AND_INVERTED = 4, + VK_LOGIC_OP_NO_OP = 5, + VK_LOGIC_OP_XOR = 6, + VK_LOGIC_OP_OR = 7, + VK_LOGIC_OP_NOR = 8, + VK_LOGIC_OP_EQUIVALENT = 9, + VK_LOGIC_OP_INVERT = 10, + VK_LOGIC_OP_OR_REVERSE = 11, + VK_LOGIC_OP_COPY_INVERTED = 12, + VK_LOGIC_OP_OR_INVERTED = 13, + VK_LOGIC_OP_NAND = 14, + VK_LOGIC_OP_SET = 15, + VK_LOGIC_OP_MAX_ENUM = 0x7FFFFFFF +} VkLogicOp; +typedef enum VkMemoryHeapFlagBits { + VK_MEMORY_HEAP_DEVICE_LOCAL_BIT = 1, + VK_MEMORY_HEAP_MULTI_INSTANCE_BIT = 2, + VK_MEMORY_HEAP_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkMemoryHeapFlagBits; +typedef enum VkAccessFlagBits { + VK_ACCESS_INDIRECT_COMMAND_READ_BIT = 1, + VK_ACCESS_INDEX_READ_BIT = 2, + VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = 4, + VK_ACCESS_UNIFORM_READ_BIT = 8, + VK_ACCESS_INPUT_ATTACHMENT_READ_BIT = 16, + VK_ACCESS_SHADER_READ_BIT = 32, + VK_ACCESS_SHADER_WRITE_BIT = 64, + VK_ACCESS_COLOR_ATTACHMENT_READ_BIT = 128, + VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = 256, + VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = 512, + VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = 1024, + VK_ACCESS_TRANSFER_READ_BIT = 2048, + VK_ACCESS_TRANSFER_WRITE_BIT = 4096, + VK_ACCESS_HOST_READ_BIT = 8192, + VK_ACCESS_HOST_WRITE_BIT = 16384, + VK_ACCESS_MEMORY_READ_BIT = 32768, + VK_ACCESS_MEMORY_WRITE_BIT = 65536, + VK_ACCESS_NONE = 0, + VK_ACCESS_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkAccessFlagBits; +typedef enum VkMemoryPropertyFlagBits { + VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT = 1, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT = 2, + VK_MEMORY_PROPERTY_HOST_COHERENT_BIT = 4, + VK_MEMORY_PROPERTY_HOST_CACHED_BIT = 8, + VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT = 16, + VK_MEMORY_PROPERTY_PROTECTED_BIT = 32, + VK_MEMORY_PROPERTY_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkMemoryPropertyFlagBits; +typedef enum VkPhysicalDeviceType { + VK_PHYSICAL_DEVICE_TYPE_OTHER = 0, + VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU = 1, + VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU = 2, + VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU = 3, + VK_PHYSICAL_DEVICE_TYPE_CPU = 4, + VK_PHYSICAL_DEVICE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkPhysicalDeviceType; +typedef enum VkPipelineBindPoint { + VK_PIPELINE_BIND_POINT_GRAPHICS = 0, + VK_PIPELINE_BIND_POINT_COMPUTE = 1, + VK_PIPELINE_BIND_POINT_MAX_ENUM = 0x7FFFFFFF +} VkPipelineBindPoint; +typedef enum VkPipelineCreateFlagBits { + VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT = 1, + VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT = 2, + VK_PIPELINE_CREATE_DERIVATIVE_BIT = 4, + VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT = 8, + VK_PIPELINE_CREATE_DISPATCH_BASE_BIT = 16, + VK_PIPELINE_CREATE_DISPATCH_BASE = VK_PIPELINE_CREATE_DISPATCH_BASE_BIT, + VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT = 256, + VK_PIPELINE_CREATE_EARLY_RETURN_ON_FAILURE_BIT = 512, + VK_PIPELINE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineCreateFlagBits; +typedef enum VkPrimitiveTopology { + VK_PRIMITIVE_TOPOLOGY_POINT_LIST = 0, + VK_PRIMITIVE_TOPOLOGY_LINE_LIST = 1, + VK_PRIMITIVE_TOPOLOGY_LINE_STRIP = 2, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST = 3, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP = 4, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN = 5, + VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY = 6, + VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY = 7, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY = 8, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY = 9, + VK_PRIMITIVE_TOPOLOGY_PATCH_LIST = 10, + VK_PRIMITIVE_TOPOLOGY_MAX_ENUM = 0x7FFFFFFF +} VkPrimitiveTopology; +typedef enum VkQueryControlFlagBits { + VK_QUERY_CONTROL_PRECISE_BIT = 1, + VK_QUERY_CONTROL_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueryControlFlagBits; +typedef enum VkQueryPipelineStatisticFlagBits { + VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT = 1, + VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT = 2, + VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT = 4, + VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT = 8, + VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT = 16, + VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT = 32, + VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT = 64, + VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT = 128, + VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT = 256, + VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT = 512, + VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT = 1024, + VK_QUERY_PIPELINE_STATISTIC_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueryPipelineStatisticFlagBits; +typedef enum VkQueryResultFlagBits { + VK_QUERY_RESULT_64_BIT = 1, + VK_QUERY_RESULT_WAIT_BIT = 2, + VK_QUERY_RESULT_WITH_AVAILABILITY_BIT = 4, + VK_QUERY_RESULT_PARTIAL_BIT = 8, + VK_QUERY_RESULT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueryResultFlagBits; +typedef enum VkQueryType { + VK_QUERY_TYPE_OCCLUSION = 0, + VK_QUERY_TYPE_PIPELINE_STATISTICS = 1, + VK_QUERY_TYPE_TIMESTAMP = 2, + VK_QUERY_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkQueryType; +typedef enum VkQueueFlagBits { + VK_QUEUE_GRAPHICS_BIT = 1, + VK_QUEUE_COMPUTE_BIT = 2, + VK_QUEUE_TRANSFER_BIT = 4, + VK_QUEUE_SPARSE_BINDING_BIT = 8, + VK_QUEUE_PROTECTED_BIT = 16, + VK_QUEUE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueueFlagBits; +typedef enum VkSubpassContents { + VK_SUBPASS_CONTENTS_INLINE = 0, + VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS = 1, + VK_SUBPASS_CONTENTS_MAX_ENUM = 0x7FFFFFFF +} VkSubpassContents; +typedef enum VkResult { + VK_SUCCESS = 0, + VK_NOT_READY = 1, + VK_TIMEOUT = 2, + VK_EVENT_SET = 3, + VK_EVENT_RESET = 4, + VK_INCOMPLETE = 5, + VK_ERROR_OUT_OF_HOST_MEMORY = -1, + VK_ERROR_OUT_OF_DEVICE_MEMORY = -2, + VK_ERROR_INITIALIZATION_FAILED = -3, + VK_ERROR_DEVICE_LOST = -4, + VK_ERROR_MEMORY_MAP_FAILED = -5, + VK_ERROR_LAYER_NOT_PRESENT = -6, + VK_ERROR_EXTENSION_NOT_PRESENT = -7, + VK_ERROR_FEATURE_NOT_PRESENT = -8, + VK_ERROR_INCOMPATIBLE_DRIVER = -9, + VK_ERROR_TOO_MANY_OBJECTS = -10, + VK_ERROR_FORMAT_NOT_SUPPORTED = -11, + VK_ERROR_FRAGMENTED_POOL = -12, + VK_ERROR_UNKNOWN = -13, + VK_ERROR_OUT_OF_POOL_MEMORY = -1000069000, + VK_ERROR_INVALID_EXTERNAL_HANDLE = -1000072003, + VK_ERROR_FRAGMENTATION = -1000161000, + VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS = -1000257000, + VK_PIPELINE_COMPILE_REQUIRED = 1000297000, + VK_ERROR_SURFACE_LOST_KHR = -1000000000, + VK_ERROR_NATIVE_WINDOW_IN_USE_KHR = -1000000001, + VK_SUBOPTIMAL_KHR = 1000001003, + VK_ERROR_OUT_OF_DATE_KHR = -1000001004, + VK_ERROR_VALIDATION_FAILED_EXT = -1000011001, + VK_RESULT_MAX_ENUM = 0x7FFFFFFF +} VkResult; +typedef enum VkShaderStageFlagBits { + VK_SHADER_STAGE_VERTEX_BIT = 1, + VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT = 2, + VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT = 4, + VK_SHADER_STAGE_GEOMETRY_BIT = 8, + VK_SHADER_STAGE_FRAGMENT_BIT = 16, + VK_SHADER_STAGE_COMPUTE_BIT = 32, + VK_SHADER_STAGE_ALL_GRAPHICS = 0x0000001F, + VK_SHADER_STAGE_ALL = 0x7FFFFFFF, + VK_SHADER_STAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkShaderStageFlagBits; +typedef enum VkSparseMemoryBindFlagBits { + VK_SPARSE_MEMORY_BIND_METADATA_BIT = 1, + VK_SPARSE_MEMORY_BIND_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSparseMemoryBindFlagBits; +typedef enum VkStencilFaceFlagBits { + VK_STENCIL_FACE_FRONT_BIT = 1, + VK_STENCIL_FACE_BACK_BIT = 2, + VK_STENCIL_FACE_FRONT_AND_BACK = 0x00000003, + VK_STENCIL_FRONT_AND_BACK = VK_STENCIL_FACE_FRONT_AND_BACK, + VK_STENCIL_FACE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkStencilFaceFlagBits; +typedef enum VkStencilOp { + VK_STENCIL_OP_KEEP = 0, + VK_STENCIL_OP_ZERO = 1, + VK_STENCIL_OP_REPLACE = 2, + VK_STENCIL_OP_INCREMENT_AND_CLAMP = 3, + VK_STENCIL_OP_DECREMENT_AND_CLAMP = 4, + VK_STENCIL_OP_INVERT = 5, + VK_STENCIL_OP_INCREMENT_AND_WRAP = 6, + VK_STENCIL_OP_DECREMENT_AND_WRAP = 7, + VK_STENCIL_OP_MAX_ENUM = 0x7FFFFFFF +} VkStencilOp; +typedef enum VkStructureType { + VK_STRUCTURE_TYPE_APPLICATION_INFO = 0, + VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO = 1, + VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO = 2, + VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO = 3, + VK_STRUCTURE_TYPE_SUBMIT_INFO = 4, + VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO = 5, + VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE = 6, + VK_STRUCTURE_TYPE_BIND_SPARSE_INFO = 7, + VK_STRUCTURE_TYPE_FENCE_CREATE_INFO = 8, + VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO = 9, + VK_STRUCTURE_TYPE_EVENT_CREATE_INFO = 10, + VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO = 11, + VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO = 12, + VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO = 13, + VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO = 14, + VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO = 15, + VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO = 16, + VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO = 17, + VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO = 18, + VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO = 19, + VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO = 20, + VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO = 21, + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO = 22, + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO = 23, + VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO = 24, + VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO = 25, + VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO = 26, + VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO = 27, + VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO = 28, + VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO = 29, + VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO = 30, + VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO = 31, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO = 32, + VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO = 33, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO = 34, + VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET = 35, + VK_STRUCTURE_TYPE_COPY_DESCRIPTOR_SET = 36, + VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO = 37, + VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO = 38, + VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO = 39, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO = 40, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO = 41, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO = 42, + VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO = 43, + VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER = 44, + VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER = 45, + VK_STRUCTURE_TYPE_MEMORY_BARRIER = 46, + VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO = 47, + VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO = 48, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES = 1000094000, + VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_INFO = 1000157000, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_INFO = 1000157001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES = 1000083000, + VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS = 1000127000, + VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO = 1000127001, + VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO = 1000060000, + VK_STRUCTURE_TYPE_DEVICE_GROUP_RENDER_PASS_BEGIN_INFO = 1000060003, + VK_STRUCTURE_TYPE_DEVICE_GROUP_COMMAND_BUFFER_BEGIN_INFO = 1000060004, + VK_STRUCTURE_TYPE_DEVICE_GROUP_SUBMIT_INFO = 1000060005, + VK_STRUCTURE_TYPE_DEVICE_GROUP_BIND_SPARSE_INFO = 1000060006, + VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_DEVICE_GROUP_INFO = 1000060013, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_DEVICE_GROUP_INFO = 1000060014, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GROUP_PROPERTIES = 1000070000, + VK_STRUCTURE_TYPE_DEVICE_GROUP_DEVICE_CREATE_INFO = 1000070001, + VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2 = 1000146000, + VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2 = 1000146001, + VK_STRUCTURE_TYPE_IMAGE_SPARSE_MEMORY_REQUIREMENTS_INFO_2 = 1000146002, + VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2 = 1000146003, + VK_STRUCTURE_TYPE_SPARSE_IMAGE_MEMORY_REQUIREMENTS_2 = 1000146004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2 = 1000059000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2 = 1000059001, + VK_STRUCTURE_TYPE_FORMAT_PROPERTIES_2 = 1000059002, + VK_STRUCTURE_TYPE_IMAGE_FORMAT_PROPERTIES_2 = 1000059003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_FORMAT_INFO_2 = 1000059004, + VK_STRUCTURE_TYPE_QUEUE_FAMILY_PROPERTIES_2 = 1000059005, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2 = 1000059006, + VK_STRUCTURE_TYPE_SPARSE_IMAGE_FORMAT_PROPERTIES_2 = 1000059007, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SPARSE_IMAGE_FORMAT_INFO_2 = 1000059008, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_POINT_CLIPPING_PROPERTIES = 1000117000, + VK_STRUCTURE_TYPE_RENDER_PASS_INPUT_ATTACHMENT_ASPECT_CREATE_INFO = 1000117001, + VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO = 1000117002, + VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO = 1000117003, + VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO = 1000053000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES = 1000053001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES = 1000053002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES = 1000120000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTER_FEATURES = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES, + VK_STRUCTURE_TYPE_PROTECTED_SUBMIT_INFO = 1000145000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_FEATURES = 1000145001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_PROPERTIES = 1000145002, + VK_STRUCTURE_TYPE_DEVICE_QUEUE_INFO_2 = 1000145003, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_CREATE_INFO = 1000156000, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO = 1000156001, + VK_STRUCTURE_TYPE_BIND_IMAGE_PLANE_MEMORY_INFO = 1000156002, + VK_STRUCTURE_TYPE_IMAGE_PLANE_MEMORY_REQUIREMENTS_INFO = 1000156003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES = 1000156004, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_IMAGE_FORMAT_PROPERTIES = 1000156005, + VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO = 1000085000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_IMAGE_FORMAT_INFO = 1000071000, + VK_STRUCTURE_TYPE_EXTERNAL_IMAGE_FORMAT_PROPERTIES = 1000071001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_BUFFER_INFO = 1000071002, + VK_STRUCTURE_TYPE_EXTERNAL_BUFFER_PROPERTIES = 1000071003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ID_PROPERTIES = 1000071004, + VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO = 1000072000, + VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO = 1000072001, + VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO = 1000072002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_FENCE_INFO = 1000112000, + VK_STRUCTURE_TYPE_EXTERNAL_FENCE_PROPERTIES = 1000112001, + VK_STRUCTURE_TYPE_EXPORT_FENCE_CREATE_INFO = 1000113000, + VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_CREATE_INFO = 1000077000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_SEMAPHORE_INFO = 1000076000, + VK_STRUCTURE_TYPE_EXTERNAL_SEMAPHORE_PROPERTIES = 1000076001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_3_PROPERTIES = 1000168000, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_SUPPORT = 1000168001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES = 1000063000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETER_FEATURES = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES = 49, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_PROPERTIES = 50, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES = 51, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_PROPERTIES = 52, + VK_STRUCTURE_TYPE_IMAGE_FORMAT_LIST_CREATE_INFO = 1000147000, + VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2 = 1000109000, + VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2 = 1000109001, + VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2 = 1000109002, + VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2 = 1000109003, + VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2 = 1000109004, + VK_STRUCTURE_TYPE_SUBPASS_BEGIN_INFO = 1000109005, + VK_STRUCTURE_TYPE_SUBPASS_END_INFO = 1000109006, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES = 1000177000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES = 1000196000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_INT64_FEATURES = 1000180000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES = 1000082000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT_CONTROLS_PROPERTIES = 1000197000, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO = 1000161000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES = 1000161001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_PROPERTIES = 1000161002, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO = 1000161003, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_LAYOUT_SUPPORT = 1000161004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES = 1000199000, + VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE = 1000199001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SCALAR_BLOCK_LAYOUT_FEATURES = 1000221000, + VK_STRUCTURE_TYPE_IMAGE_STENCIL_USAGE_CREATE_INFO = 1000246000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_FILTER_MINMAX_PROPERTIES = 1000130000, + VK_STRUCTURE_TYPE_SAMPLER_REDUCTION_MODE_CREATE_INFO = 1000130001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_MEMORY_MODEL_FEATURES = 1000211000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGELESS_FRAMEBUFFER_FEATURES = 1000108000, + VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENTS_CREATE_INFO = 1000108001, + VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENT_IMAGE_INFO = 1000108002, + VK_STRUCTURE_TYPE_RENDER_PASS_ATTACHMENT_BEGIN_INFO = 1000108003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES = 1000253000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES = 1000175000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES = 1000241000, + VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_STENCIL_LAYOUT = 1000241001, + VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_STENCIL_LAYOUT = 1000241002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_QUERY_RESET_FEATURES = 1000261000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES = 1000207000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_PROPERTIES = 1000207001, + VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO = 1000207002, + VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO = 1000207003, + VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO = 1000207004, + VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO = 1000207005, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES = 1000257000, + VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO = 1000244001, + VK_STRUCTURE_TYPE_BUFFER_OPAQUE_CAPTURE_ADDRESS_CREATE_INFO = 1000257002, + VK_STRUCTURE_TYPE_MEMORY_OPAQUE_CAPTURE_ADDRESS_ALLOCATE_INFO = 1000257003, + VK_STRUCTURE_TYPE_DEVICE_MEMORY_OPAQUE_CAPTURE_ADDRESS_INFO = 1000257004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES = 53, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_PROPERTIES = 54, + VK_STRUCTURE_TYPE_PIPELINE_CREATION_FEEDBACK_CREATE_INFO = 1000192000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_TERMINATE_INVOCATION_FEATURES = 1000215000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TOOL_PROPERTIES = 1000245000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DEMOTE_TO_HELPER_INVOCATION_FEATURES = 1000276000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRIVATE_DATA_FEATURES = 1000295000, + VK_STRUCTURE_TYPE_DEVICE_PRIVATE_DATA_CREATE_INFO = 1000295001, + VK_STRUCTURE_TYPE_PRIVATE_DATA_SLOT_CREATE_INFO = 1000295002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PIPELINE_CREATION_CACHE_CONTROL_FEATURES = 1000297000, + VK_STRUCTURE_TYPE_MEMORY_BARRIER_2 = 1000314000, + VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2 = 1000314001, + VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2 = 1000314002, + VK_STRUCTURE_TYPE_DEPENDENCY_INFO = 1000314003, + VK_STRUCTURE_TYPE_SUBMIT_INFO_2 = 1000314004, + VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO = 1000314005, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_SUBMIT_INFO = 1000314006, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SYNCHRONIZATION_2_FEATURES = 1000314007, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ZERO_INITIALIZE_WORKGROUP_MEMORY_FEATURES = 1000325000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_ROBUSTNESS_FEATURES = 1000335000, + VK_STRUCTURE_TYPE_COPY_BUFFER_INFO_2 = 1000337000, + VK_STRUCTURE_TYPE_COPY_IMAGE_INFO_2 = 1000337001, + VK_STRUCTURE_TYPE_COPY_BUFFER_TO_IMAGE_INFO_2 = 1000337002, + VK_STRUCTURE_TYPE_COPY_IMAGE_TO_BUFFER_INFO_2 = 1000337003, + VK_STRUCTURE_TYPE_BLIT_IMAGE_INFO_2 = 1000337004, + VK_STRUCTURE_TYPE_RESOLVE_IMAGE_INFO_2 = 1000337005, + VK_STRUCTURE_TYPE_BUFFER_COPY_2 = 1000337006, + VK_STRUCTURE_TYPE_IMAGE_COPY_2 = 1000337007, + VK_STRUCTURE_TYPE_IMAGE_BLIT_2 = 1000337008, + VK_STRUCTURE_TYPE_BUFFER_IMAGE_COPY_2 = 1000337009, + VK_STRUCTURE_TYPE_IMAGE_RESOLVE_2 = 1000337010, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_SIZE_CONTROL_PROPERTIES = 1000225000, + VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_REQUIRED_SUBGROUP_SIZE_CREATE_INFO = 1000225001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_SIZE_CONTROL_FEATURES = 1000225002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INLINE_UNIFORM_BLOCK_FEATURES = 1000138000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INLINE_UNIFORM_BLOCK_PROPERTIES = 1000138001, + VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK = 1000138002, + VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO = 1000138003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TEXTURE_COMPRESSION_ASTC_HDR_FEATURES = 1000066000, + VK_STRUCTURE_TYPE_RENDERING_INFO = 1000044000, + VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO = 1000044001, + VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO = 1000044002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_FEATURES = 1000044003, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_RENDERING_INFO = 1000044004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_INTEGER_DOT_PRODUCT_FEATURES = 1000280000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_INTEGER_DOT_PRODUCT_PROPERTIES = 1000280001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TEXEL_BUFFER_ALIGNMENT_PROPERTIES = 1000281001, + VK_STRUCTURE_TYPE_FORMAT_PROPERTIES_3 = 1000360000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_4_FEATURES = 1000413000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_4_PROPERTIES = 1000413001, + VK_STRUCTURE_TYPE_DEVICE_BUFFER_MEMORY_REQUIREMENTS = 1000413002, + VK_STRUCTURE_TYPE_DEVICE_IMAGE_MEMORY_REQUIREMENTS = 1000413003, + VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR = 1000001000, + VK_STRUCTURE_TYPE_PRESENT_INFO_KHR = 1000001001, + VK_STRUCTURE_TYPE_DEVICE_GROUP_PRESENT_CAPABILITIES_KHR = 1000060007, + VK_STRUCTURE_TYPE_IMAGE_SWAPCHAIN_CREATE_INFO_KHR = 1000060008, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_SWAPCHAIN_INFO_KHR = 1000060009, + VK_STRUCTURE_TYPE_ACQUIRE_NEXT_IMAGE_INFO_KHR = 1000060010, + VK_STRUCTURE_TYPE_DEVICE_GROUP_PRESENT_INFO_KHR = 1000060011, + VK_STRUCTURE_TYPE_DEVICE_GROUP_SWAPCHAIN_CREATE_INFO_KHR = 1000060012, + VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT = 1000011000, + VK_STRUCTURE_TYPE_DEBUG_REPORT_CREATE_INFO_EXT = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT, + VK_STRUCTURE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkStructureType; +typedef enum VkSystemAllocationScope { + VK_SYSTEM_ALLOCATION_SCOPE_COMMAND = 0, + VK_SYSTEM_ALLOCATION_SCOPE_OBJECT = 1, + VK_SYSTEM_ALLOCATION_SCOPE_CACHE = 2, + VK_SYSTEM_ALLOCATION_SCOPE_DEVICE = 3, + VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE = 4, + VK_SYSTEM_ALLOCATION_SCOPE_MAX_ENUM = 0x7FFFFFFF +} VkSystemAllocationScope; +typedef enum VkInternalAllocationType { + VK_INTERNAL_ALLOCATION_TYPE_EXECUTABLE = 0, + VK_INTERNAL_ALLOCATION_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkInternalAllocationType; +typedef enum VkSamplerAddressMode { + VK_SAMPLER_ADDRESS_MODE_REPEAT = 0, + VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT = 1, + VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE = 2, + VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER = 3, + VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE = 4, + VK_SAMPLER_ADDRESS_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerAddressMode; +typedef enum VkFilter { + VK_FILTER_NEAREST = 0, + VK_FILTER_LINEAR = 1, + VK_FILTER_MAX_ENUM = 0x7FFFFFFF +} VkFilter; +typedef enum VkSamplerMipmapMode { + VK_SAMPLER_MIPMAP_MODE_NEAREST = 0, + VK_SAMPLER_MIPMAP_MODE_LINEAR = 1, + VK_SAMPLER_MIPMAP_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerMipmapMode; +typedef enum VkVertexInputRate { + VK_VERTEX_INPUT_RATE_VERTEX = 0, + VK_VERTEX_INPUT_RATE_INSTANCE = 1, + VK_VERTEX_INPUT_RATE_MAX_ENUM = 0x7FFFFFFF +} VkVertexInputRate; +typedef enum VkPipelineStageFlagBits { + VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT = 1, + VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT = 2, + VK_PIPELINE_STAGE_VERTEX_INPUT_BIT = 4, + VK_PIPELINE_STAGE_VERTEX_SHADER_BIT = 8, + VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT = 16, + VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT = 32, + VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT = 64, + VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT = 128, + VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT = 256, + VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT = 512, + VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT = 1024, + VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT = 2048, + VK_PIPELINE_STAGE_TRANSFER_BIT = 4096, + VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = 8192, + VK_PIPELINE_STAGE_HOST_BIT = 16384, + VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT = 32768, + VK_PIPELINE_STAGE_ALL_COMMANDS_BIT = 65536, + VK_PIPELINE_STAGE_NONE = 0, + VK_PIPELINE_STAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineStageFlagBits; +typedef enum VkSparseImageFormatFlagBits { + VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT = 1, + VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT = 2, + VK_SPARSE_IMAGE_FORMAT_NONSTANDARD_BLOCK_SIZE_BIT = 4, + VK_SPARSE_IMAGE_FORMAT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSparseImageFormatFlagBits; +typedef enum VkSampleCountFlagBits { + VK_SAMPLE_COUNT_1_BIT = 1, + VK_SAMPLE_COUNT_2_BIT = 2, + VK_SAMPLE_COUNT_4_BIT = 4, + VK_SAMPLE_COUNT_8_BIT = 8, + VK_SAMPLE_COUNT_16_BIT = 16, + VK_SAMPLE_COUNT_32_BIT = 32, + VK_SAMPLE_COUNT_64_BIT = 64, + VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSampleCountFlagBits; +typedef enum VkAttachmentDescriptionFlagBits { + VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT = 1, + VK_ATTACHMENT_DESCRIPTION_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkAttachmentDescriptionFlagBits; +typedef enum VkDescriptorPoolCreateFlagBits { + VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT = 1, + VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT = 2, + VK_DESCRIPTOR_POOL_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorPoolCreateFlagBits; +typedef enum VkDependencyFlagBits { + VK_DEPENDENCY_BY_REGION_BIT = 1, + VK_DEPENDENCY_DEVICE_GROUP_BIT = 4, + VK_DEPENDENCY_VIEW_LOCAL_BIT = 2, + VK_DEPENDENCY_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDependencyFlagBits; +typedef enum VkObjectType { + VK_OBJECT_TYPE_UNKNOWN = 0, + VK_OBJECT_TYPE_INSTANCE = 1, + VK_OBJECT_TYPE_PHYSICAL_DEVICE = 2, + VK_OBJECT_TYPE_DEVICE = 3, + VK_OBJECT_TYPE_QUEUE = 4, + VK_OBJECT_TYPE_SEMAPHORE = 5, + VK_OBJECT_TYPE_COMMAND_BUFFER = 6, + VK_OBJECT_TYPE_FENCE = 7, + VK_OBJECT_TYPE_DEVICE_MEMORY = 8, + VK_OBJECT_TYPE_BUFFER = 9, + VK_OBJECT_TYPE_IMAGE = 10, + VK_OBJECT_TYPE_EVENT = 11, + VK_OBJECT_TYPE_QUERY_POOL = 12, + VK_OBJECT_TYPE_BUFFER_VIEW = 13, + VK_OBJECT_TYPE_IMAGE_VIEW = 14, + VK_OBJECT_TYPE_SHADER_MODULE = 15, + VK_OBJECT_TYPE_PIPELINE_CACHE = 16, + VK_OBJECT_TYPE_PIPELINE_LAYOUT = 17, + VK_OBJECT_TYPE_RENDER_PASS = 18, + VK_OBJECT_TYPE_PIPELINE = 19, + VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT = 20, + VK_OBJECT_TYPE_SAMPLER = 21, + VK_OBJECT_TYPE_DESCRIPTOR_POOL = 22, + VK_OBJECT_TYPE_DESCRIPTOR_SET = 23, + VK_OBJECT_TYPE_FRAMEBUFFER = 24, + VK_OBJECT_TYPE_COMMAND_POOL = 25, + VK_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION = 1000156000, + VK_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE = 1000085000, + VK_OBJECT_TYPE_PRIVATE_DATA_SLOT = 1000295000, + VK_OBJECT_TYPE_SURFACE_KHR = 1000000000, + VK_OBJECT_TYPE_SWAPCHAIN_KHR = 1000001000, + VK_OBJECT_TYPE_DEBUG_REPORT_CALLBACK_EXT = 1000011000, + VK_OBJECT_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkObjectType; +typedef enum VkEventCreateFlagBits { + VK_EVENT_CREATE_DEVICE_ONLY_BIT = 1, + VK_EVENT_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkEventCreateFlagBits; +typedef enum VkDescriptorUpdateTemplateType { + VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET = 0, + VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorUpdateTemplateType; +typedef enum VkPointClippingBehavior { + VK_POINT_CLIPPING_BEHAVIOR_ALL_CLIP_PLANES = 0, + VK_POINT_CLIPPING_BEHAVIOR_USER_CLIP_PLANES_ONLY = 1, + VK_POINT_CLIPPING_BEHAVIOR_MAX_ENUM = 0x7FFFFFFF +} VkPointClippingBehavior; +typedef enum VkResolveModeFlagBits { + VK_RESOLVE_MODE_NONE = 0, + VK_RESOLVE_MODE_SAMPLE_ZERO_BIT = 1, + VK_RESOLVE_MODE_AVERAGE_BIT = 2, + VK_RESOLVE_MODE_MIN_BIT = 4, + VK_RESOLVE_MODE_MAX_BIT = 8, + VK_RESOLVE_MODE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkResolveModeFlagBits; +typedef enum VkDescriptorBindingFlagBits { + VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT = 1, + VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT = 2, + VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT = 4, + VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT = 8, + VK_DESCRIPTOR_BINDING_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorBindingFlagBits; +typedef enum VkSemaphoreType { + VK_SEMAPHORE_TYPE_BINARY = 0, + VK_SEMAPHORE_TYPE_TIMELINE = 1, + VK_SEMAPHORE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkSemaphoreType; +typedef enum VkPipelineCreationFeedbackFlagBits { + VK_PIPELINE_CREATION_FEEDBACK_VALID_BIT = 1, + VK_PIPELINE_CREATION_FEEDBACK_VALID_BIT_EXT = VK_PIPELINE_CREATION_FEEDBACK_VALID_BIT, + VK_PIPELINE_CREATION_FEEDBACK_APPLICATION_PIPELINE_CACHE_HIT_BIT = 2, + VK_PIPELINE_CREATION_FEEDBACK_APPLICATION_PIPELINE_CACHE_HIT_BIT_EXT = VK_PIPELINE_CREATION_FEEDBACK_APPLICATION_PIPELINE_CACHE_HIT_BIT, + VK_PIPELINE_CREATION_FEEDBACK_BASE_PIPELINE_ACCELERATION_BIT = 4, + VK_PIPELINE_CREATION_FEEDBACK_BASE_PIPELINE_ACCELERATION_BIT_EXT = VK_PIPELINE_CREATION_FEEDBACK_BASE_PIPELINE_ACCELERATION_BIT, + VK_PIPELINE_CREATION_FEEDBACK_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineCreationFeedbackFlagBits; +typedef enum VkSemaphoreWaitFlagBits { + VK_SEMAPHORE_WAIT_ANY_BIT = 1, + VK_SEMAPHORE_WAIT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSemaphoreWaitFlagBits; +typedef enum VkToolPurposeFlagBits { + VK_TOOL_PURPOSE_VALIDATION_BIT = 1, + VK_TOOL_PURPOSE_VALIDATION_BIT_EXT = VK_TOOL_PURPOSE_VALIDATION_BIT, + VK_TOOL_PURPOSE_PROFILING_BIT = 2, + VK_TOOL_PURPOSE_PROFILING_BIT_EXT = VK_TOOL_PURPOSE_PROFILING_BIT, + VK_TOOL_PURPOSE_TRACING_BIT = 4, + VK_TOOL_PURPOSE_TRACING_BIT_EXT = VK_TOOL_PURPOSE_TRACING_BIT, + VK_TOOL_PURPOSE_ADDITIONAL_FEATURES_BIT = 8, + VK_TOOL_PURPOSE_ADDITIONAL_FEATURES_BIT_EXT = VK_TOOL_PURPOSE_ADDITIONAL_FEATURES_BIT, + VK_TOOL_PURPOSE_MODIFYING_FEATURES_BIT = 16, + VK_TOOL_PURPOSE_MODIFYING_FEATURES_BIT_EXT = VK_TOOL_PURPOSE_MODIFYING_FEATURES_BIT, + VK_TOOL_PURPOSE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkToolPurposeFlagBits; +typedef uint64_t VkAccessFlagBits2; +static const VkAccessFlagBits2 VK_ACCESS_2_NONE = 0; +static const VkAccessFlagBits2 VK_ACCESS_2_NONE_KHR = 0; +static const VkAccessFlagBits2 VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT = 1; +static const VkAccessFlagBits2 VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT_KHR = 1; +static const VkAccessFlagBits2 VK_ACCESS_2_INDEX_READ_BIT = 2; +static const VkAccessFlagBits2 VK_ACCESS_2_INDEX_READ_BIT_KHR = 2; +static const VkAccessFlagBits2 VK_ACCESS_2_VERTEX_ATTRIBUTE_READ_BIT = 4; +static const VkAccessFlagBits2 VK_ACCESS_2_VERTEX_ATTRIBUTE_READ_BIT_KHR = 4; +static const VkAccessFlagBits2 VK_ACCESS_2_UNIFORM_READ_BIT = 8; +static const VkAccessFlagBits2 VK_ACCESS_2_UNIFORM_READ_BIT_KHR = 8; +static const VkAccessFlagBits2 VK_ACCESS_2_INPUT_ATTACHMENT_READ_BIT = 16; +static const VkAccessFlagBits2 VK_ACCESS_2_INPUT_ATTACHMENT_READ_BIT_KHR = 16; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_READ_BIT = 32; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_READ_BIT_KHR = 32; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_WRITE_BIT = 64; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_WRITE_BIT_KHR = 64; +static const VkAccessFlagBits2 VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT = 128; +static const VkAccessFlagBits2 VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT_KHR = 128; +static const VkAccessFlagBits2 VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT = 256; +static const VkAccessFlagBits2 VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT_KHR = 256; +static const VkAccessFlagBits2 VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT = 512; +static const VkAccessFlagBits2 VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_READ_BIT_KHR = 512; +static const VkAccessFlagBits2 VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = 1024; +static const VkAccessFlagBits2 VK_ACCESS_2_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT_KHR = 1024; +static const VkAccessFlagBits2 VK_ACCESS_2_TRANSFER_READ_BIT = 2048; +static const VkAccessFlagBits2 VK_ACCESS_2_TRANSFER_READ_BIT_KHR = 2048; +static const VkAccessFlagBits2 VK_ACCESS_2_TRANSFER_WRITE_BIT = 4096; +static const VkAccessFlagBits2 VK_ACCESS_2_TRANSFER_WRITE_BIT_KHR = 4096; +static const VkAccessFlagBits2 VK_ACCESS_2_HOST_READ_BIT = 8192; +static const VkAccessFlagBits2 VK_ACCESS_2_HOST_READ_BIT_KHR = 8192; +static const VkAccessFlagBits2 VK_ACCESS_2_HOST_WRITE_BIT = 16384; +static const VkAccessFlagBits2 VK_ACCESS_2_HOST_WRITE_BIT_KHR = 16384; +static const VkAccessFlagBits2 VK_ACCESS_2_MEMORY_READ_BIT = 32768; +static const VkAccessFlagBits2 VK_ACCESS_2_MEMORY_READ_BIT_KHR = 32768; +static const VkAccessFlagBits2 VK_ACCESS_2_MEMORY_WRITE_BIT = 65536; +static const VkAccessFlagBits2 VK_ACCESS_2_MEMORY_WRITE_BIT_KHR = 65536; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_SAMPLED_READ_BIT = 4294967296; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_SAMPLED_READ_BIT_KHR = 4294967296; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_STORAGE_READ_BIT = 8589934592; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_STORAGE_READ_BIT_KHR = 8589934592; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT = 17179869184; +static const VkAccessFlagBits2 VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT_KHR = 17179869184; + +typedef uint64_t VkPipelineStageFlagBits2; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_NONE = 0; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_NONE_KHR = 0; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT = 1; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT_KHR = 1; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT = 2; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT_KHR = 2; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_VERTEX_INPUT_BIT = 4; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_VERTEX_INPUT_BIT_KHR = 4; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT = 8; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT_KHR = 8; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TESSELLATION_CONTROL_SHADER_BIT = 16; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TESSELLATION_CONTROL_SHADER_BIT_KHR = 16; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TESSELLATION_EVALUATION_SHADER_BIT = 32; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TESSELLATION_EVALUATION_SHADER_BIT_KHR = 32; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_GEOMETRY_SHADER_BIT = 64; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_GEOMETRY_SHADER_BIT_KHR = 64; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT = 128; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT_KHR = 128; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT = 256; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT_KHR = 256; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT = 512; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT_KHR = 512; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT = 1024; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT_KHR = 1024; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT = 2048; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT_KHR = 2048; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_ALL_TRANSFER_BIT = 4096; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_ALL_TRANSFER_BIT_KHR = 4096; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TRANSFER_BIT = 4096; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_TRANSFER_BIT_KHR = 4096; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_BOTTOM_OF_PIPE_BIT = 8192; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_BOTTOM_OF_PIPE_BIT_KHR = 8192; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_HOST_BIT = 16384; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_HOST_BIT_KHR = 16384; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT = 32768; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT_KHR = 32768; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT = 65536; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT_KHR = 65536; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_COPY_BIT = 4294967296; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_COPY_BIT_KHR = 4294967296; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_RESOLVE_BIT = 8589934592; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_RESOLVE_BIT_KHR = 8589934592; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_BLIT_BIT = 17179869184; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_BLIT_BIT_KHR = 17179869184; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_CLEAR_BIT = 34359738368; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_CLEAR_BIT_KHR = 34359738368; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_INDEX_INPUT_BIT = 68719476736; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_INDEX_INPUT_BIT_KHR = 68719476736; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_VERTEX_ATTRIBUTE_INPUT_BIT = 137438953472; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_VERTEX_ATTRIBUTE_INPUT_BIT_KHR = 137438953472; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT = 274877906944; +static const VkPipelineStageFlagBits2 VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT_KHR = 274877906944; + +typedef uint64_t VkFormatFeatureFlagBits2; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_BIT = 1; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_BIT_KHR = 1; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_IMAGE_BIT = 2; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_IMAGE_BIT_KHR = 2; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_IMAGE_ATOMIC_BIT = 4; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_IMAGE_ATOMIC_BIT_KHR = 4; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_UNIFORM_TEXEL_BUFFER_BIT = 8; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_UNIFORM_TEXEL_BUFFER_BIT_KHR = 8; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_TEXEL_BUFFER_BIT = 16; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_TEXEL_BUFFER_BIT_KHR = 16; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_TEXEL_BUFFER_ATOMIC_BIT = 32; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_TEXEL_BUFFER_ATOMIC_BIT_KHR = 32; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_VERTEX_BUFFER_BIT = 64; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_VERTEX_BUFFER_BIT_KHR = 64; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_COLOR_ATTACHMENT_BIT = 128; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_COLOR_ATTACHMENT_BIT_KHR = 128; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_COLOR_ATTACHMENT_BLEND_BIT = 256; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_COLOR_ATTACHMENT_BLEND_BIT_KHR = 256; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_DEPTH_STENCIL_ATTACHMENT_BIT = 512; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_DEPTH_STENCIL_ATTACHMENT_BIT_KHR = 512; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_BLIT_SRC_BIT = 1024; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_BLIT_SRC_BIT_KHR = 1024; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_BLIT_DST_BIT = 2048; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_BLIT_DST_BIT_KHR = 2048; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_LINEAR_BIT = 4096; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_LINEAR_BIT_KHR = 4096; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_CUBIC_BIT = 8192; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_CUBIC_BIT_EXT = 8192; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_TRANSFER_SRC_BIT = 16384; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_TRANSFER_SRC_BIT_KHR = 16384; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_TRANSFER_DST_BIT = 32768; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_TRANSFER_DST_BIT_KHR = 32768; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_MINMAX_BIT = 65536; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_FILTER_MINMAX_BIT_KHR = 65536; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_MIDPOINT_CHROMA_SAMPLES_BIT = 131072; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_MIDPOINT_CHROMA_SAMPLES_BIT_KHR = 131072; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT = 262144; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT_KHR = 262144; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT = 524288; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT_KHR = 524288; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT = 1048576; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT_KHR = 1048576; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_BIT = 2097152; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_BIT_KHR = 2097152; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_DISJOINT_BIT = 4194304; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_DISJOINT_BIT_KHR = 4194304; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_COSITED_CHROMA_SAMPLES_BIT = 8388608; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_COSITED_CHROMA_SAMPLES_BIT_KHR = 8388608; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_READ_WITHOUT_FORMAT_BIT = 2147483648; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_READ_WITHOUT_FORMAT_BIT_KHR = 2147483648; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT = 4294967296; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_STORAGE_WRITE_WITHOUT_FORMAT_BIT_KHR = 4294967296; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_DEPTH_COMPARISON_BIT = 8589934592; +static const VkFormatFeatureFlagBits2 VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_DEPTH_COMPARISON_BIT_KHR = 8589934592; + +typedef enum VkRenderingFlagBits { + VK_RENDERING_CONTENTS_SECONDARY_COMMAND_BUFFERS_BIT = 1, + VK_RENDERING_CONTENTS_SECONDARY_COMMAND_BUFFERS_BIT_KHR = VK_RENDERING_CONTENTS_SECONDARY_COMMAND_BUFFERS_BIT, + VK_RENDERING_SUSPENDING_BIT = 2, + VK_RENDERING_SUSPENDING_BIT_KHR = VK_RENDERING_SUSPENDING_BIT, + VK_RENDERING_RESUMING_BIT = 4, + VK_RENDERING_RESUMING_BIT_KHR = VK_RENDERING_RESUMING_BIT, + VK_RENDERING_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkRenderingFlagBits; +typedef enum VkColorSpaceKHR { + VK_COLOR_SPACE_SRGB_NONLINEAR_KHR = 0, + VK_COLORSPACE_SRGB_NONLINEAR_KHR = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, + VK_COLOR_SPACE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkColorSpaceKHR; +typedef enum VkCompositeAlphaFlagBitsKHR { + VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR = 1, + VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR = 2, + VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR = 4, + VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR = 8, + VK_COMPOSITE_ALPHA_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkCompositeAlphaFlagBitsKHR; +typedef enum VkPresentModeKHR { + VK_PRESENT_MODE_IMMEDIATE_KHR = 0, + VK_PRESENT_MODE_MAILBOX_KHR = 1, + VK_PRESENT_MODE_FIFO_KHR = 2, + VK_PRESENT_MODE_FIFO_RELAXED_KHR = 3, + VK_PRESENT_MODE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkPresentModeKHR; +typedef enum VkSurfaceTransformFlagBitsKHR { + VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR = 1, + VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR = 2, + VK_SURFACE_TRANSFORM_ROTATE_180_BIT_KHR = 4, + VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR = 8, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_BIT_KHR = 16, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_90_BIT_KHR = 32, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_180_BIT_KHR = 64, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_270_BIT_KHR = 128, + VK_SURFACE_TRANSFORM_INHERIT_BIT_KHR = 256, + VK_SURFACE_TRANSFORM_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkSurfaceTransformFlagBitsKHR; +typedef enum VkDebugReportFlagBitsEXT { + VK_DEBUG_REPORT_INFORMATION_BIT_EXT = 1, + VK_DEBUG_REPORT_WARNING_BIT_EXT = 2, + VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT = 4, + VK_DEBUG_REPORT_ERROR_BIT_EXT = 8, + VK_DEBUG_REPORT_DEBUG_BIT_EXT = 16, + VK_DEBUG_REPORT_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDebugReportFlagBitsEXT; +typedef enum VkDebugReportObjectTypeEXT { + VK_DEBUG_REPORT_OBJECT_TYPE_UNKNOWN_EXT = 0, + VK_DEBUG_REPORT_OBJECT_TYPE_INSTANCE_EXT = 1, + VK_DEBUG_REPORT_OBJECT_TYPE_PHYSICAL_DEVICE_EXT = 2, + VK_DEBUG_REPORT_OBJECT_TYPE_DEVICE_EXT = 3, + VK_DEBUG_REPORT_OBJECT_TYPE_QUEUE_EXT = 4, + VK_DEBUG_REPORT_OBJECT_TYPE_SEMAPHORE_EXT = 5, + VK_DEBUG_REPORT_OBJECT_TYPE_COMMAND_BUFFER_EXT = 6, + VK_DEBUG_REPORT_OBJECT_TYPE_FENCE_EXT = 7, + VK_DEBUG_REPORT_OBJECT_TYPE_DEVICE_MEMORY_EXT = 8, + VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT = 9, + VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT = 10, + VK_DEBUG_REPORT_OBJECT_TYPE_EVENT_EXT = 11, + VK_DEBUG_REPORT_OBJECT_TYPE_QUERY_POOL_EXT = 12, + VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_VIEW_EXT = 13, + VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_VIEW_EXT = 14, + VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT = 15, + VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_CACHE_EXT = 16, + VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_LAYOUT_EXT = 17, + VK_DEBUG_REPORT_OBJECT_TYPE_RENDER_PASS_EXT = 18, + VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT = 19, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT_EXT = 20, + VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_EXT = 21, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_POOL_EXT = 22, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_EXT = 23, + VK_DEBUG_REPORT_OBJECT_TYPE_FRAMEBUFFER_EXT = 24, + VK_DEBUG_REPORT_OBJECT_TYPE_COMMAND_POOL_EXT = 25, + VK_DEBUG_REPORT_OBJECT_TYPE_SURFACE_KHR_EXT = 26, + VK_DEBUG_REPORT_OBJECT_TYPE_SWAPCHAIN_KHR_EXT = 27, + VK_DEBUG_REPORT_OBJECT_TYPE_DEBUG_REPORT_CALLBACK_EXT_EXT = 28, + VK_DEBUG_REPORT_OBJECT_TYPE_DEBUG_REPORT_EXT = VK_DEBUG_REPORT_OBJECT_TYPE_DEBUG_REPORT_CALLBACK_EXT_EXT, + VK_DEBUG_REPORT_OBJECT_TYPE_DISPLAY_KHR_EXT = 29, + VK_DEBUG_REPORT_OBJECT_TYPE_DISPLAY_MODE_KHR_EXT = 30, + VK_DEBUG_REPORT_OBJECT_TYPE_VALIDATION_CACHE_EXT_EXT = 33, + VK_DEBUG_REPORT_OBJECT_TYPE_VALIDATION_CACHE_EXT = VK_DEBUG_REPORT_OBJECT_TYPE_VALIDATION_CACHE_EXT_EXT, + VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION_EXT = 1000156000, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_EXT = 1000085000, + VK_DEBUG_REPORT_OBJECT_TYPE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDebugReportObjectTypeEXT; +typedef enum VkExternalMemoryHandleTypeFlagBits { + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT = 1, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT = 2, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT = 4, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_BIT = 8, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_KMT_BIT = 16, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_HEAP_BIT = 32, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_RESOURCE_BIT = 64, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalMemoryHandleTypeFlagBits; +typedef enum VkExternalMemoryFeatureFlagBits { + VK_EXTERNAL_MEMORY_FEATURE_DEDICATED_ONLY_BIT = 1, + VK_EXTERNAL_MEMORY_FEATURE_EXPORTABLE_BIT = 2, + VK_EXTERNAL_MEMORY_FEATURE_IMPORTABLE_BIT = 4, + VK_EXTERNAL_MEMORY_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalMemoryFeatureFlagBits; +typedef enum VkExternalSemaphoreHandleTypeFlagBits { + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT = 1, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_BIT = 2, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT = 4, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT = 8, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D11_FENCE_BIT = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_SYNC_FD_BIT = 16, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalSemaphoreHandleTypeFlagBits; +typedef enum VkExternalSemaphoreFeatureFlagBits { + VK_EXTERNAL_SEMAPHORE_FEATURE_EXPORTABLE_BIT = 1, + VK_EXTERNAL_SEMAPHORE_FEATURE_IMPORTABLE_BIT = 2, + VK_EXTERNAL_SEMAPHORE_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalSemaphoreFeatureFlagBits; +typedef enum VkSemaphoreImportFlagBits { + VK_SEMAPHORE_IMPORT_TEMPORARY_BIT = 1, + VK_SEMAPHORE_IMPORT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSemaphoreImportFlagBits; +typedef enum VkExternalFenceHandleTypeFlagBits { + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_FD_BIT = 1, + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_BIT = 2, + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT = 4, + VK_EXTERNAL_FENCE_HANDLE_TYPE_SYNC_FD_BIT = 8, + VK_EXTERNAL_FENCE_HANDLE_TYPE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalFenceHandleTypeFlagBits; +typedef enum VkExternalFenceFeatureFlagBits { + VK_EXTERNAL_FENCE_FEATURE_EXPORTABLE_BIT = 1, + VK_EXTERNAL_FENCE_FEATURE_IMPORTABLE_BIT = 2, + VK_EXTERNAL_FENCE_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalFenceFeatureFlagBits; +typedef enum VkFenceImportFlagBits { + VK_FENCE_IMPORT_TEMPORARY_BIT = 1, + VK_FENCE_IMPORT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFenceImportFlagBits; +typedef enum VkPeerMemoryFeatureFlagBits { + VK_PEER_MEMORY_FEATURE_COPY_SRC_BIT = 1, + VK_PEER_MEMORY_FEATURE_COPY_DST_BIT = 2, + VK_PEER_MEMORY_FEATURE_GENERIC_SRC_BIT = 4, + VK_PEER_MEMORY_FEATURE_GENERIC_DST_BIT = 8, + VK_PEER_MEMORY_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPeerMemoryFeatureFlagBits; +typedef enum VkMemoryAllocateFlagBits { + VK_MEMORY_ALLOCATE_DEVICE_MASK_BIT = 1, + VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT = 2, + VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT = 4, + VK_MEMORY_ALLOCATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkMemoryAllocateFlagBits; +typedef enum VkDeviceGroupPresentModeFlagBitsKHR { + VK_DEVICE_GROUP_PRESENT_MODE_LOCAL_BIT_KHR = 1, + VK_DEVICE_GROUP_PRESENT_MODE_REMOTE_BIT_KHR = 2, + VK_DEVICE_GROUP_PRESENT_MODE_SUM_BIT_KHR = 4, + VK_DEVICE_GROUP_PRESENT_MODE_LOCAL_MULTI_DEVICE_BIT_KHR = 8, + VK_DEVICE_GROUP_PRESENT_MODE_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkDeviceGroupPresentModeFlagBitsKHR; +typedef enum VkSwapchainCreateFlagBitsKHR { + VK_SWAPCHAIN_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT_KHR = 1, + VK_SWAPCHAIN_CREATE_PROTECTED_BIT_KHR = 2, + VK_SWAPCHAIN_CREATE_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkSwapchainCreateFlagBitsKHR; +typedef enum VkSubgroupFeatureFlagBits { + VK_SUBGROUP_FEATURE_BASIC_BIT = 1, + VK_SUBGROUP_FEATURE_VOTE_BIT = 2, + VK_SUBGROUP_FEATURE_ARITHMETIC_BIT = 4, + VK_SUBGROUP_FEATURE_BALLOT_BIT = 8, + VK_SUBGROUP_FEATURE_SHUFFLE_BIT = 16, + VK_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT = 32, + VK_SUBGROUP_FEATURE_CLUSTERED_BIT = 64, + VK_SUBGROUP_FEATURE_QUAD_BIT = 128, + VK_SUBGROUP_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSubgroupFeatureFlagBits; +typedef enum VkTessellationDomainOrigin { + VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT = 0, + VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT = 1, + VK_TESSELLATION_DOMAIN_ORIGIN_MAX_ENUM = 0x7FFFFFFF +} VkTessellationDomainOrigin; +typedef enum VkSamplerYcbcrModelConversion { + VK_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY = 0, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY = 1, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_709 = 2, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_601 = 3, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_2020 = 4, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_MAX_ENUM = 0x7FFFFFFF +} VkSamplerYcbcrModelConversion; +typedef enum VkSamplerYcbcrRange { + VK_SAMPLER_YCBCR_RANGE_ITU_FULL = 0, + VK_SAMPLER_YCBCR_RANGE_ITU_NARROW = 1, + VK_SAMPLER_YCBCR_RANGE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerYcbcrRange; +typedef enum VkChromaLocation { + VK_CHROMA_LOCATION_COSITED_EVEN = 0, + VK_CHROMA_LOCATION_MIDPOINT = 1, + VK_CHROMA_LOCATION_MAX_ENUM = 0x7FFFFFFF +} VkChromaLocation; +typedef enum VkSamplerReductionMode { + VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE = 0, + VK_SAMPLER_REDUCTION_MODE_MIN = 1, + VK_SAMPLER_REDUCTION_MODE_MAX = 2, + VK_SAMPLER_REDUCTION_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerReductionMode; +typedef enum VkShaderFloatControlsIndependence { + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_32_BIT_ONLY = 0, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL = 1, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_NONE = 2, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_MAX_ENUM = 0x7FFFFFFF +} VkShaderFloatControlsIndependence; +typedef enum VkSubmitFlagBits { + VK_SUBMIT_PROTECTED_BIT = 1, + VK_SUBMIT_PROTECTED_BIT_KHR = VK_SUBMIT_PROTECTED_BIT, + VK_SUBMIT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSubmitFlagBits; +typedef enum VkVendorId { + VK_VENDOR_ID_VIV = 0x10001, + VK_VENDOR_ID_VSI = 0x10002, + VK_VENDOR_ID_KAZAN = 0x10003, + VK_VENDOR_ID_CODEPLAY = 0x10004, + VK_VENDOR_ID_MESA = 0x10005, + VK_VENDOR_ID_POCL = 0x10006, + VK_VENDOR_ID_MAX_ENUM = 0x7FFFFFFF +} VkVendorId; +typedef enum VkDriverId { + VK_DRIVER_ID_AMD_PROPRIETARY = 1, + VK_DRIVER_ID_AMD_OPEN_SOURCE = 2, + VK_DRIVER_ID_MESA_RADV = 3, + VK_DRIVER_ID_NVIDIA_PROPRIETARY = 4, + VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS = 5, + VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA = 6, + VK_DRIVER_ID_IMAGINATION_PROPRIETARY = 7, + VK_DRIVER_ID_QUALCOMM_PROPRIETARY = 8, + VK_DRIVER_ID_ARM_PROPRIETARY = 9, + VK_DRIVER_ID_GOOGLE_SWIFTSHADER = 10, + VK_DRIVER_ID_GGP_PROPRIETARY = 11, + VK_DRIVER_ID_BROADCOM_PROPRIETARY = 12, + VK_DRIVER_ID_MESA_LLVMPIPE = 13, + VK_DRIVER_ID_MOLTENVK = 14, + VK_DRIVER_ID_COREAVI_PROPRIETARY = 15, + VK_DRIVER_ID_JUICE_PROPRIETARY = 16, + VK_DRIVER_ID_VERISILICON_PROPRIETARY = 17, + VK_DRIVER_ID_MESA_TURNIP = 18, + VK_DRIVER_ID_MESA_V3DV = 19, + VK_DRIVER_ID_MESA_PANVK = 20, + VK_DRIVER_ID_SAMSUNG_PROPRIETARY = 21, + VK_DRIVER_ID_MESA_VENUS = 22, + VK_DRIVER_ID_MESA_DOZEN = 23, + VK_DRIVER_ID_MAX_ENUM = 0x7FFFFFFF +} VkDriverId; +typedef void (VKAPI_PTR *PFN_vkInternalAllocationNotification)( + void* pUserData, + size_t size, + VkInternalAllocationType allocationType, + VkSystemAllocationScope allocationScope); +typedef void (VKAPI_PTR *PFN_vkInternalFreeNotification)( + void* pUserData, + size_t size, + VkInternalAllocationType allocationType, + VkSystemAllocationScope allocationScope); +typedef void* (VKAPI_PTR *PFN_vkReallocationFunction)( + void* pUserData, + void* pOriginal, + size_t size, + size_t alignment, + VkSystemAllocationScope allocationScope); +typedef void* (VKAPI_PTR *PFN_vkAllocationFunction)( + void* pUserData, + size_t size, + size_t alignment, + VkSystemAllocationScope allocationScope); +typedef void (VKAPI_PTR *PFN_vkFreeFunction)( + void* pUserData, + void* pMemory); +typedef void (VKAPI_PTR *PFN_vkVoidFunction)(void); +typedef struct VkBaseOutStructure { + VkStructureType sType; + struct VkBaseOutStructure * pNext; +} VkBaseOutStructure; + +typedef struct VkBaseInStructure { + VkStructureType sType; + const struct VkBaseInStructure * pNext; +} VkBaseInStructure; + +typedef struct VkOffset2D { + int32_t x; + int32_t y; +} VkOffset2D; + +typedef struct VkOffset3D { + int32_t x; + int32_t y; + int32_t z; +} VkOffset3D; + +typedef struct VkExtent2D { + uint32_t width; + uint32_t height; +} VkExtent2D; + +typedef struct VkExtent3D { + uint32_t width; + uint32_t height; + uint32_t depth; +} VkExtent3D; + +typedef struct VkViewport { + float x; + float y; + float width; + float height; + float minDepth; + float maxDepth; +} VkViewport; + +typedef struct VkRect2D { + VkOffset2D offset; + VkExtent2D extent; +} VkRect2D; + +typedef struct VkClearRect { + VkRect2D rect; + uint32_t baseArrayLayer; + uint32_t layerCount; +} VkClearRect; + +typedef struct VkComponentMapping { + VkComponentSwizzle r; + VkComponentSwizzle g; + VkComponentSwizzle b; + VkComponentSwizzle a; +} VkComponentMapping; + +typedef struct VkExtensionProperties { + char extensionName [ VK_MAX_EXTENSION_NAME_SIZE ]; + uint32_t specVersion; +} VkExtensionProperties; + +typedef struct VkLayerProperties { + char layerName [ VK_MAX_EXTENSION_NAME_SIZE ]; + uint32_t specVersion; + uint32_t implementationVersion; + char description [ VK_MAX_DESCRIPTION_SIZE ]; +} VkLayerProperties; + +typedef struct VkApplicationInfo { + VkStructureType sType; + const void * pNext; + const char * pApplicationName; + uint32_t applicationVersion; + const char * pEngineName; + uint32_t engineVersion; + uint32_t apiVersion; +} VkApplicationInfo; + +typedef struct VkAllocationCallbacks { + void * pUserData; + PFN_vkAllocationFunction pfnAllocation; + PFN_vkReallocationFunction pfnReallocation; + PFN_vkFreeFunction pfnFree; + PFN_vkInternalAllocationNotification pfnInternalAllocation; + PFN_vkInternalFreeNotification pfnInternalFree; +} VkAllocationCallbacks; + +typedef struct VkDescriptorImageInfo { + VkSampler sampler; + VkImageView imageView; + VkImageLayout imageLayout; +} VkDescriptorImageInfo; + +typedef struct VkCopyDescriptorSet { + VkStructureType sType; + const void * pNext; + VkDescriptorSet srcSet; + uint32_t srcBinding; + uint32_t srcArrayElement; + VkDescriptorSet dstSet; + uint32_t dstBinding; + uint32_t dstArrayElement; + uint32_t descriptorCount; +} VkCopyDescriptorSet; + +typedef struct VkDescriptorPoolSize { + VkDescriptorType type; + uint32_t descriptorCount; +} VkDescriptorPoolSize; + +typedef struct VkDescriptorSetAllocateInfo { + VkStructureType sType; + const void * pNext; + VkDescriptorPool descriptorPool; + uint32_t descriptorSetCount; + const VkDescriptorSetLayout * pSetLayouts; +} VkDescriptorSetAllocateInfo; + +typedef struct VkSpecializationMapEntry { + uint32_t constantID; + uint32_t offset; + size_t size; +} VkSpecializationMapEntry; + +typedef struct VkSpecializationInfo { + uint32_t mapEntryCount; + const VkSpecializationMapEntry * pMapEntries; + size_t dataSize; + const void * pData; +} VkSpecializationInfo; + +typedef struct VkVertexInputBindingDescription { + uint32_t binding; + uint32_t stride; + VkVertexInputRate inputRate; +} VkVertexInputBindingDescription; + +typedef struct VkVertexInputAttributeDescription { + uint32_t location; + uint32_t binding; + VkFormat format; + uint32_t offset; +} VkVertexInputAttributeDescription; + +typedef struct VkStencilOpState { + VkStencilOp failOp; + VkStencilOp passOp; + VkStencilOp depthFailOp; + VkCompareOp compareOp; + uint32_t compareMask; + uint32_t writeMask; + uint32_t reference; +} VkStencilOpState; + +typedef struct VkPipelineCacheHeaderVersionOne { + uint32_t headerSize; + VkPipelineCacheHeaderVersion headerVersion; + uint32_t vendorID; + uint32_t deviceID; + uint8_t pipelineCacheUUID [ VK_UUID_SIZE ]; +} VkPipelineCacheHeaderVersionOne; + +typedef struct VkCommandBufferAllocateInfo { + VkStructureType sType; + const void * pNext; + VkCommandPool commandPool; + VkCommandBufferLevel level; + uint32_t commandBufferCount; +} VkCommandBufferAllocateInfo; + +typedef union VkClearColorValue { + float float32 [4]; + int32_t int32 [4]; + uint32_t uint32 [4]; +} VkClearColorValue; + +typedef struct VkClearDepthStencilValue { + float depth; + uint32_t stencil; +} VkClearDepthStencilValue; + +typedef union VkClearValue { + VkClearColorValue color; + VkClearDepthStencilValue depthStencil; +} VkClearValue; + +typedef struct VkAttachmentReference { + uint32_t attachment; + VkImageLayout layout; +} VkAttachmentReference; + +typedef struct VkDrawIndirectCommand { + uint32_t vertexCount; + uint32_t instanceCount; + uint32_t firstVertex; + uint32_t firstInstance; +} VkDrawIndirectCommand; + +typedef struct VkDrawIndexedIndirectCommand { + uint32_t indexCount; + uint32_t instanceCount; + uint32_t firstIndex; + int32_t vertexOffset; + uint32_t firstInstance; +} VkDrawIndexedIndirectCommand; + +typedef struct VkDispatchIndirectCommand { + uint32_t x; + uint32_t y; + uint32_t z; +} VkDispatchIndirectCommand; + +typedef struct VkSurfaceFormatKHR { + VkFormat format; + VkColorSpaceKHR colorSpace; +} VkSurfaceFormatKHR; + +typedef struct VkPresentInfoKHR { + VkStructureType sType; + const void * pNext; + uint32_t waitSemaphoreCount; + const VkSemaphore * pWaitSemaphores; + uint32_t swapchainCount; + const VkSwapchainKHR * pSwapchains; + const uint32_t * pImageIndices; + VkResult * pResults; +} VkPresentInfoKHR; + +typedef struct VkDevicePrivateDataCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t privateDataSlotRequestCount; +} VkDevicePrivateDataCreateInfo; + +typedef struct VkConformanceVersion { + uint8_t major; + uint8_t minor; + uint8_t subminor; + uint8_t patch; +} VkConformanceVersion; + +typedef struct VkPhysicalDeviceDriverProperties { + VkStructureType sType; + void * pNext; + VkDriverId driverID; + char driverName [ VK_MAX_DRIVER_NAME_SIZE ]; + char driverInfo [ VK_MAX_DRIVER_INFO_SIZE ]; + VkConformanceVersion conformanceVersion; +} VkPhysicalDeviceDriverProperties; + +typedef struct VkPhysicalDeviceExternalImageFormatInfo { + VkStructureType sType; + const void * pNext; + VkExternalMemoryHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalImageFormatInfo; + +typedef struct VkPhysicalDeviceExternalSemaphoreInfo { + VkStructureType sType; + const void * pNext; + VkExternalSemaphoreHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalSemaphoreInfo; + +typedef struct VkPhysicalDeviceExternalFenceInfo { + VkStructureType sType; + const void * pNext; + VkExternalFenceHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalFenceInfo; + +typedef struct VkPhysicalDeviceMultiviewProperties { + VkStructureType sType; + void * pNext; + uint32_t maxMultiviewViewCount; + uint32_t maxMultiviewInstanceIndex; +} VkPhysicalDeviceMultiviewProperties; + +typedef struct VkRenderPassMultiviewCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t subpassCount; + const uint32_t * pViewMasks; + uint32_t dependencyCount; + const int32_t * pViewOffsets; + uint32_t correlationMaskCount; + const uint32_t * pCorrelationMasks; +} VkRenderPassMultiviewCreateInfo; + +typedef struct VkBindBufferMemoryDeviceGroupInfo { + VkStructureType sType; + const void * pNext; + uint32_t deviceIndexCount; + const uint32_t * pDeviceIndices; +} VkBindBufferMemoryDeviceGroupInfo; + +typedef struct VkBindImageMemoryDeviceGroupInfo { + VkStructureType sType; + const void * pNext; + uint32_t deviceIndexCount; + const uint32_t * pDeviceIndices; + uint32_t splitInstanceBindRegionCount; + const VkRect2D * pSplitInstanceBindRegions; +} VkBindImageMemoryDeviceGroupInfo; + +typedef struct VkDeviceGroupRenderPassBeginInfo { + VkStructureType sType; + const void * pNext; + uint32_t deviceMask; + uint32_t deviceRenderAreaCount; + const VkRect2D * pDeviceRenderAreas; +} VkDeviceGroupRenderPassBeginInfo; + +typedef struct VkDeviceGroupCommandBufferBeginInfo { + VkStructureType sType; + const void * pNext; + uint32_t deviceMask; +} VkDeviceGroupCommandBufferBeginInfo; + +typedef struct VkDeviceGroupSubmitInfo { + VkStructureType sType; + const void * pNext; + uint32_t waitSemaphoreCount; + const uint32_t * pWaitSemaphoreDeviceIndices; + uint32_t commandBufferCount; + const uint32_t * pCommandBufferDeviceMasks; + uint32_t signalSemaphoreCount; + const uint32_t * pSignalSemaphoreDeviceIndices; +} VkDeviceGroupSubmitInfo; + +typedef struct VkDeviceGroupBindSparseInfo { + VkStructureType sType; + const void * pNext; + uint32_t resourceDeviceIndex; + uint32_t memoryDeviceIndex; +} VkDeviceGroupBindSparseInfo; + +typedef struct VkImageSwapchainCreateInfoKHR { + VkStructureType sType; + const void * pNext; + VkSwapchainKHR swapchain; +} VkImageSwapchainCreateInfoKHR; + +typedef struct VkBindImageMemorySwapchainInfoKHR { + VkStructureType sType; + const void * pNext; + VkSwapchainKHR swapchain; + uint32_t imageIndex; +} VkBindImageMemorySwapchainInfoKHR; + +typedef struct VkAcquireNextImageInfoKHR { + VkStructureType sType; + const void * pNext; + VkSwapchainKHR swapchain; + uint64_t timeout; + VkSemaphore semaphore; + VkFence fence; + uint32_t deviceMask; +} VkAcquireNextImageInfoKHR; + +typedef struct VkDeviceGroupPresentInfoKHR { + VkStructureType sType; + const void * pNext; + uint32_t swapchainCount; + const uint32_t * pDeviceMasks; + VkDeviceGroupPresentModeFlagBitsKHR mode; +} VkDeviceGroupPresentInfoKHR; + +typedef struct VkDeviceGroupDeviceCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t physicalDeviceCount; + const VkPhysicalDevice * pPhysicalDevices; +} VkDeviceGroupDeviceCreateInfo; + +typedef struct VkDescriptorUpdateTemplateEntry { + uint32_t dstBinding; + uint32_t dstArrayElement; + uint32_t descriptorCount; + VkDescriptorType descriptorType; + size_t offset; + size_t stride; +} VkDescriptorUpdateTemplateEntry; + +typedef struct VkBufferMemoryRequirementsInfo2 { + VkStructureType sType; + const void * pNext; + VkBuffer buffer; +} VkBufferMemoryRequirementsInfo2; + +typedef struct VkImageMemoryRequirementsInfo2 { + VkStructureType sType; + const void * pNext; + VkImage image; +} VkImageMemoryRequirementsInfo2; + +typedef struct VkImageSparseMemoryRequirementsInfo2 { + VkStructureType sType; + const void * pNext; + VkImage image; +} VkImageSparseMemoryRequirementsInfo2; + +typedef struct VkPhysicalDevicePointClippingProperties { + VkStructureType sType; + void * pNext; + VkPointClippingBehavior pointClippingBehavior; +} VkPhysicalDevicePointClippingProperties; + +typedef struct VkMemoryDedicatedAllocateInfo { + VkStructureType sType; + const void * pNext; + VkImage image; + VkBuffer buffer; +} VkMemoryDedicatedAllocateInfo; + +typedef struct VkPipelineTessellationDomainOriginStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkTessellationDomainOrigin domainOrigin; +} VkPipelineTessellationDomainOriginStateCreateInfo; + +typedef struct VkSamplerYcbcrConversionInfo { + VkStructureType sType; + const void * pNext; + VkSamplerYcbcrConversion conversion; +} VkSamplerYcbcrConversionInfo; + +typedef struct VkBindImagePlaneMemoryInfo { + VkStructureType sType; + const void * pNext; + VkImageAspectFlagBits planeAspect; +} VkBindImagePlaneMemoryInfo; + +typedef struct VkImagePlaneMemoryRequirementsInfo { + VkStructureType sType; + const void * pNext; + VkImageAspectFlagBits planeAspect; +} VkImagePlaneMemoryRequirementsInfo; + +typedef struct VkSamplerYcbcrConversionImageFormatProperties { + VkStructureType sType; + void * pNext; + uint32_t combinedImageSamplerDescriptorCount; +} VkSamplerYcbcrConversionImageFormatProperties; + +typedef struct VkSamplerReductionModeCreateInfo { + VkStructureType sType; + const void * pNext; + VkSamplerReductionMode reductionMode; +} VkSamplerReductionModeCreateInfo; + +typedef struct VkPhysicalDeviceInlineUniformBlockProperties { + VkStructureType sType; + void * pNext; + uint32_t maxInlineUniformBlockSize; + uint32_t maxPerStageDescriptorInlineUniformBlocks; + uint32_t maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks; + uint32_t maxDescriptorSetInlineUniformBlocks; + uint32_t maxDescriptorSetUpdateAfterBindInlineUniformBlocks; +} VkPhysicalDeviceInlineUniformBlockProperties; + +typedef struct VkWriteDescriptorSetInlineUniformBlock { + VkStructureType sType; + const void * pNext; + uint32_t dataSize; + const void * pData; +} VkWriteDescriptorSetInlineUniformBlock; + +typedef struct VkDescriptorPoolInlineUniformBlockCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t maxInlineUniformBlockBindings; +} VkDescriptorPoolInlineUniformBlockCreateInfo; + +typedef struct VkImageFormatListCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t viewFormatCount; + const VkFormat * pViewFormats; +} VkImageFormatListCreateInfo; + +typedef struct VkDescriptorSetVariableDescriptorCountAllocateInfo { + VkStructureType sType; + const void * pNext; + uint32_t descriptorSetCount; + const uint32_t * pDescriptorCounts; +} VkDescriptorSetVariableDescriptorCountAllocateInfo; + +typedef struct VkDescriptorSetVariableDescriptorCountLayoutSupport { + VkStructureType sType; + void * pNext; + uint32_t maxVariableDescriptorCount; +} VkDescriptorSetVariableDescriptorCountLayoutSupport; + +typedef struct VkSubpassBeginInfo { + VkStructureType sType; + const void * pNext; + VkSubpassContents contents; +} VkSubpassBeginInfo; + +typedef struct VkSubpassEndInfo { + VkStructureType sType; + const void * pNext; +} VkSubpassEndInfo; + +typedef struct VkPhysicalDeviceTimelineSemaphoreProperties { + VkStructureType sType; + void * pNext; + uint64_t maxTimelineSemaphoreValueDifference; +} VkPhysicalDeviceTimelineSemaphoreProperties; + +typedef struct VkSemaphoreTypeCreateInfo { + VkStructureType sType; + const void * pNext; + VkSemaphoreType semaphoreType; + uint64_t initialValue; +} VkSemaphoreTypeCreateInfo; + +typedef struct VkTimelineSemaphoreSubmitInfo { + VkStructureType sType; + const void * pNext; + uint32_t waitSemaphoreValueCount; + const uint64_t * pWaitSemaphoreValues; + uint32_t signalSemaphoreValueCount; + const uint64_t * pSignalSemaphoreValues; +} VkTimelineSemaphoreSubmitInfo; + +typedef struct VkSemaphoreSignalInfo { + VkStructureType sType; + const void * pNext; + VkSemaphore semaphore; + uint64_t value; +} VkSemaphoreSignalInfo; + +typedef struct VkBufferDeviceAddressInfo { + VkStructureType sType; + const void * pNext; + VkBuffer buffer; +} VkBufferDeviceAddressInfo; + +typedef struct VkBufferOpaqueCaptureAddressCreateInfo { + VkStructureType sType; + const void * pNext; + uint64_t opaqueCaptureAddress; +} VkBufferOpaqueCaptureAddressCreateInfo; + +typedef struct VkRenderPassAttachmentBeginInfo { + VkStructureType sType; + const void * pNext; + uint32_t attachmentCount; + const VkImageView * pAttachments; +} VkRenderPassAttachmentBeginInfo; + +typedef struct VkAttachmentReferenceStencilLayout { + VkStructureType sType; + void * pNext; + VkImageLayout stencilLayout; +} VkAttachmentReferenceStencilLayout; + +typedef struct VkAttachmentDescriptionStencilLayout { + VkStructureType sType; + void * pNext; + VkImageLayout stencilInitialLayout; + VkImageLayout stencilFinalLayout; +} VkAttachmentDescriptionStencilLayout; + +typedef struct VkPipelineShaderStageRequiredSubgroupSizeCreateInfo { + VkStructureType sType; + void * pNext; + uint32_t requiredSubgroupSize; +} VkPipelineShaderStageRequiredSubgroupSizeCreateInfo; + +typedef struct VkMemoryOpaqueCaptureAddressAllocateInfo { + VkStructureType sType; + const void * pNext; + uint64_t opaqueCaptureAddress; +} VkMemoryOpaqueCaptureAddressAllocateInfo; + +typedef struct VkDeviceMemoryOpaqueCaptureAddressInfo { + VkStructureType sType; + const void * pNext; + VkDeviceMemory memory; +} VkDeviceMemoryOpaqueCaptureAddressInfo; + +typedef struct VkCommandBufferSubmitInfo { + VkStructureType sType; + const void * pNext; + VkCommandBuffer commandBuffer; + uint32_t deviceMask; +} VkCommandBufferSubmitInfo; + +typedef struct VkPipelineRenderingCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t viewMask; + uint32_t colorAttachmentCount; + const VkFormat * pColorAttachmentFormats; + VkFormat depthAttachmentFormat; + VkFormat stencilAttachmentFormat; +} VkPipelineRenderingCreateInfo; + +typedef struct VkRenderingAttachmentInfo { + VkStructureType sType; + const void * pNext; + VkImageView imageView; + VkImageLayout imageLayout; + VkResolveModeFlagBits resolveMode; + VkImageView resolveImageView; + VkImageLayout resolveImageLayout; + VkAttachmentLoadOp loadOp; + VkAttachmentStoreOp storeOp; + VkClearValue clearValue; +} VkRenderingAttachmentInfo; + +typedef uint32_t VkSampleMask; +typedef uint32_t VkBool32; +typedef uint32_t VkFlags; +typedef uint64_t VkFlags64; +typedef uint64_t VkDeviceSize; +typedef uint64_t VkDeviceAddress; +typedef VkFlags VkFramebufferCreateFlags; +typedef VkFlags VkQueryPoolCreateFlags; +typedef VkFlags VkRenderPassCreateFlags; +typedef VkFlags VkSamplerCreateFlags; +typedef VkFlags VkPipelineLayoutCreateFlags; +typedef VkFlags VkPipelineCacheCreateFlags; +typedef VkFlags VkPipelineDepthStencilStateCreateFlags; +typedef VkFlags VkPipelineDynamicStateCreateFlags; +typedef VkFlags VkPipelineColorBlendStateCreateFlags; +typedef VkFlags VkPipelineMultisampleStateCreateFlags; +typedef VkFlags VkPipelineRasterizationStateCreateFlags; +typedef VkFlags VkPipelineViewportStateCreateFlags; +typedef VkFlags VkPipelineTessellationStateCreateFlags; +typedef VkFlags VkPipelineInputAssemblyStateCreateFlags; +typedef VkFlags VkPipelineVertexInputStateCreateFlags; +typedef VkFlags VkPipelineShaderStageCreateFlags; +typedef VkFlags VkDescriptorSetLayoutCreateFlags; +typedef VkFlags VkBufferViewCreateFlags; +typedef VkFlags VkInstanceCreateFlags; +typedef VkFlags VkDeviceCreateFlags; +typedef VkFlags VkDeviceQueueCreateFlags; +typedef VkFlags VkQueueFlags; +typedef VkFlags VkMemoryPropertyFlags; +typedef VkFlags VkMemoryHeapFlags; +typedef VkFlags VkAccessFlags; +typedef VkFlags VkBufferUsageFlags; +typedef VkFlags VkBufferCreateFlags; +typedef VkFlags VkShaderStageFlags; +typedef VkFlags VkImageUsageFlags; +typedef VkFlags VkImageCreateFlags; +typedef VkFlags VkImageViewCreateFlags; +typedef VkFlags VkPipelineCreateFlags; +typedef VkFlags VkColorComponentFlags; +typedef VkFlags VkFenceCreateFlags; +typedef VkFlags VkSemaphoreCreateFlags; +typedef VkFlags VkFormatFeatureFlags; +typedef VkFlags VkQueryControlFlags; +typedef VkFlags VkQueryResultFlags; +typedef VkFlags VkShaderModuleCreateFlags; +typedef VkFlags VkEventCreateFlags; +typedef VkFlags VkCommandPoolCreateFlags; +typedef VkFlags VkCommandPoolResetFlags; +typedef VkFlags VkCommandBufferResetFlags; +typedef VkFlags VkCommandBufferUsageFlags; +typedef VkFlags VkQueryPipelineStatisticFlags; +typedef VkFlags VkMemoryMapFlags; +typedef VkFlags VkImageAspectFlags; +typedef VkFlags VkSparseMemoryBindFlags; +typedef VkFlags VkSparseImageFormatFlags; +typedef VkFlags VkSubpassDescriptionFlags; +typedef VkFlags VkPipelineStageFlags; +typedef VkFlags VkSampleCountFlags; +typedef VkFlags VkAttachmentDescriptionFlags; +typedef VkFlags VkStencilFaceFlags; +typedef VkFlags VkCullModeFlags; +typedef VkFlags VkDescriptorPoolCreateFlags; +typedef VkFlags VkDescriptorPoolResetFlags; +typedef VkFlags VkDependencyFlags; +typedef VkFlags VkSubgroupFeatureFlags; +typedef VkFlags VkPrivateDataSlotCreateFlags; +typedef VkFlags VkDescriptorUpdateTemplateCreateFlags; +typedef VkFlags VkPipelineCreationFeedbackFlags; +typedef VkFlags VkSemaphoreWaitFlags; +typedef VkFlags64 VkAccessFlags2; +typedef VkFlags64 VkPipelineStageFlags2; +typedef VkFlags64 VkFormatFeatureFlags2; +typedef VkFlags VkRenderingFlags; +typedef VkFlags VkCompositeAlphaFlagsKHR; +typedef VkFlags VkSurfaceTransformFlagsKHR; +typedef VkFlags VkSwapchainCreateFlagsKHR; +typedef VkFlags VkPeerMemoryFeatureFlags; +typedef VkFlags VkMemoryAllocateFlags; +typedef VkFlags VkDeviceGroupPresentModeFlagsKHR; +typedef VkFlags VkDebugReportFlagsEXT; +typedef VkFlags VkCommandPoolTrimFlags; +typedef VkFlags VkExternalMemoryHandleTypeFlags; +typedef VkFlags VkExternalMemoryFeatureFlags; +typedef VkFlags VkExternalSemaphoreHandleTypeFlags; +typedef VkFlags VkExternalSemaphoreFeatureFlags; +typedef VkFlags VkSemaphoreImportFlags; +typedef VkFlags VkExternalFenceHandleTypeFlags; +typedef VkFlags VkExternalFenceFeatureFlags; +typedef VkFlags VkFenceImportFlags; +typedef VkFlags VkDescriptorBindingFlags; +typedef VkFlags VkResolveModeFlags; +typedef VkFlags VkToolPurposeFlags; +typedef VkFlags VkSubmitFlags; +typedef VkBool32 (VKAPI_PTR *PFN_vkDebugReportCallbackEXT)( + VkDebugReportFlagsEXT flags, + VkDebugReportObjectTypeEXT objectType, + uint64_t object, + size_t location, + int32_t messageCode, + const char* pLayerPrefix, + const char* pMessage, + void* pUserData); +typedef struct VkDeviceQueueCreateInfo { + VkStructureType sType; + const void * pNext; + VkDeviceQueueCreateFlags flags; + uint32_t queueFamilyIndex; + uint32_t queueCount; + const float * pQueuePriorities; +} VkDeviceQueueCreateInfo; + +typedef struct VkInstanceCreateInfo { + VkStructureType sType; + const void * pNext; + VkInstanceCreateFlags flags; + const VkApplicationInfo * pApplicationInfo; + uint32_t enabledLayerCount; + const char * const* ppEnabledLayerNames; + uint32_t enabledExtensionCount; + const char * const* ppEnabledExtensionNames; +} VkInstanceCreateInfo; + +typedef struct VkQueueFamilyProperties { + VkQueueFlags queueFlags; + uint32_t queueCount; + uint32_t timestampValidBits; + VkExtent3D minImageTransferGranularity; +} VkQueueFamilyProperties; + +typedef struct VkMemoryAllocateInfo { + VkStructureType sType; + const void * pNext; + VkDeviceSize allocationSize; + uint32_t memoryTypeIndex; +} VkMemoryAllocateInfo; + +typedef struct VkMemoryRequirements { + VkDeviceSize size; + VkDeviceSize alignment; + uint32_t memoryTypeBits; +} VkMemoryRequirements; + +typedef struct VkSparseImageFormatProperties { + VkImageAspectFlags aspectMask; + VkExtent3D imageGranularity; + VkSparseImageFormatFlags flags; +} VkSparseImageFormatProperties; + +typedef struct VkSparseImageMemoryRequirements { + VkSparseImageFormatProperties formatProperties; + uint32_t imageMipTailFirstLod; + VkDeviceSize imageMipTailSize; + VkDeviceSize imageMipTailOffset; + VkDeviceSize imageMipTailStride; +} VkSparseImageMemoryRequirements; + +typedef struct VkMemoryType { + VkMemoryPropertyFlags propertyFlags; + uint32_t heapIndex; +} VkMemoryType; + +typedef struct VkMemoryHeap { + VkDeviceSize size; + VkMemoryHeapFlags flags; +} VkMemoryHeap; + +typedef struct VkMappedMemoryRange { + VkStructureType sType; + const void * pNext; + VkDeviceMemory memory; + VkDeviceSize offset; + VkDeviceSize size; +} VkMappedMemoryRange; + +typedef struct VkFormatProperties { + VkFormatFeatureFlags linearTilingFeatures; + VkFormatFeatureFlags optimalTilingFeatures; + VkFormatFeatureFlags bufferFeatures; +} VkFormatProperties; + +typedef struct VkImageFormatProperties { + VkExtent3D maxExtent; + uint32_t maxMipLevels; + uint32_t maxArrayLayers; + VkSampleCountFlags sampleCounts; + VkDeviceSize maxResourceSize; +} VkImageFormatProperties; + +typedef struct VkDescriptorBufferInfo { + VkBuffer buffer; + VkDeviceSize offset; + VkDeviceSize range; +} VkDescriptorBufferInfo; + +typedef struct VkWriteDescriptorSet { + VkStructureType sType; + const void * pNext; + VkDescriptorSet dstSet; + uint32_t dstBinding; + uint32_t dstArrayElement; + uint32_t descriptorCount; + VkDescriptorType descriptorType; + const VkDescriptorImageInfo * pImageInfo; + const VkDescriptorBufferInfo * pBufferInfo; + const VkBufferView * pTexelBufferView; +} VkWriteDescriptorSet; + +typedef struct VkBufferCreateInfo { + VkStructureType sType; + const void * pNext; + VkBufferCreateFlags flags; + VkDeviceSize size; + VkBufferUsageFlags usage; + VkSharingMode sharingMode; + uint32_t queueFamilyIndexCount; + const uint32_t * pQueueFamilyIndices; +} VkBufferCreateInfo; + +typedef struct VkBufferViewCreateInfo { + VkStructureType sType; + const void * pNext; + VkBufferViewCreateFlags flags; + VkBuffer buffer; + VkFormat format; + VkDeviceSize offset; + VkDeviceSize range; +} VkBufferViewCreateInfo; + +typedef struct VkImageSubresource { + VkImageAspectFlags aspectMask; + uint32_t mipLevel; + uint32_t arrayLayer; +} VkImageSubresource; + +typedef struct VkImageSubresourceLayers { + VkImageAspectFlags aspectMask; + uint32_t mipLevel; + uint32_t baseArrayLayer; + uint32_t layerCount; +} VkImageSubresourceLayers; + +typedef struct VkImageSubresourceRange { + VkImageAspectFlags aspectMask; + uint32_t baseMipLevel; + uint32_t levelCount; + uint32_t baseArrayLayer; + uint32_t layerCount; +} VkImageSubresourceRange; + +typedef struct VkMemoryBarrier { + VkStructureType sType; + const void * pNext; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; +} VkMemoryBarrier; + +typedef struct VkBufferMemoryBarrier { + VkStructureType sType; + const void * pNext; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + uint32_t srcQueueFamilyIndex; + uint32_t dstQueueFamilyIndex; + VkBuffer buffer; + VkDeviceSize offset; + VkDeviceSize size; +} VkBufferMemoryBarrier; + +typedef struct VkImageMemoryBarrier { + VkStructureType sType; + const void * pNext; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + VkImageLayout oldLayout; + VkImageLayout newLayout; + uint32_t srcQueueFamilyIndex; + uint32_t dstQueueFamilyIndex; + VkImage image; + VkImageSubresourceRange subresourceRange; +} VkImageMemoryBarrier; + +typedef struct VkImageCreateInfo { + VkStructureType sType; + const void * pNext; + VkImageCreateFlags flags; + VkImageType imageType; + VkFormat format; + VkExtent3D extent; + uint32_t mipLevels; + uint32_t arrayLayers; + VkSampleCountFlagBits samples; + VkImageTiling tiling; + VkImageUsageFlags usage; + VkSharingMode sharingMode; + uint32_t queueFamilyIndexCount; + const uint32_t * pQueueFamilyIndices; + VkImageLayout initialLayout; +} VkImageCreateInfo; + +typedef struct VkSubresourceLayout { + VkDeviceSize offset; + VkDeviceSize size; + VkDeviceSize rowPitch; + VkDeviceSize arrayPitch; + VkDeviceSize depthPitch; +} VkSubresourceLayout; + +typedef struct VkImageViewCreateInfo { + VkStructureType sType; + const void * pNext; + VkImageViewCreateFlags flags; + VkImage image; + VkImageViewType viewType; + VkFormat format; + VkComponentMapping components; + VkImageSubresourceRange subresourceRange; +} VkImageViewCreateInfo; + +typedef struct VkBufferCopy { + VkDeviceSize srcOffset; + VkDeviceSize dstOffset; + VkDeviceSize size; +} VkBufferCopy; + +typedef struct VkSparseMemoryBind { + VkDeviceSize resourceOffset; + VkDeviceSize size; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; + VkSparseMemoryBindFlags flags; +} VkSparseMemoryBind; + +typedef struct VkSparseImageMemoryBind { + VkImageSubresource subresource; + VkOffset3D offset; + VkExtent3D extent; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; + VkSparseMemoryBindFlags flags; +} VkSparseImageMemoryBind; + +typedef struct VkSparseBufferMemoryBindInfo { + VkBuffer buffer; + uint32_t bindCount; + const VkSparseMemoryBind * pBinds; +} VkSparseBufferMemoryBindInfo; + +typedef struct VkSparseImageOpaqueMemoryBindInfo { + VkImage image; + uint32_t bindCount; + const VkSparseMemoryBind * pBinds; +} VkSparseImageOpaqueMemoryBindInfo; + +typedef struct VkSparseImageMemoryBindInfo { + VkImage image; + uint32_t bindCount; + const VkSparseImageMemoryBind * pBinds; +} VkSparseImageMemoryBindInfo; + +typedef struct VkBindSparseInfo { + VkStructureType sType; + const void * pNext; + uint32_t waitSemaphoreCount; + const VkSemaphore * pWaitSemaphores; + uint32_t bufferBindCount; + const VkSparseBufferMemoryBindInfo * pBufferBinds; + uint32_t imageOpaqueBindCount; + const VkSparseImageOpaqueMemoryBindInfo * pImageOpaqueBinds; + uint32_t imageBindCount; + const VkSparseImageMemoryBindInfo * pImageBinds; + uint32_t signalSemaphoreCount; + const VkSemaphore * pSignalSemaphores; +} VkBindSparseInfo; + +typedef struct VkImageCopy { + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageCopy; + +typedef struct VkImageBlit { + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffsets [2]; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffsets [2]; +} VkImageBlit; + +typedef struct VkBufferImageCopy { + VkDeviceSize bufferOffset; + uint32_t bufferRowLength; + uint32_t bufferImageHeight; + VkImageSubresourceLayers imageSubresource; + VkOffset3D imageOffset; + VkExtent3D imageExtent; +} VkBufferImageCopy; + +typedef struct VkImageResolve { + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageResolve; + +typedef struct VkShaderModuleCreateInfo { + VkStructureType sType; + const void * pNext; + VkShaderModuleCreateFlags flags; + size_t codeSize; + const uint32_t * pCode; +} VkShaderModuleCreateInfo; + +typedef struct VkDescriptorSetLayoutBinding { + uint32_t binding; + VkDescriptorType descriptorType; + uint32_t descriptorCount; + VkShaderStageFlags stageFlags; + const VkSampler * pImmutableSamplers; +} VkDescriptorSetLayoutBinding; + +typedef struct VkDescriptorSetLayoutCreateInfo { + VkStructureType sType; + const void * pNext; + VkDescriptorSetLayoutCreateFlags flags; + uint32_t bindingCount; + const VkDescriptorSetLayoutBinding * pBindings; +} VkDescriptorSetLayoutCreateInfo; + +typedef struct VkDescriptorPoolCreateInfo { + VkStructureType sType; + const void * pNext; + VkDescriptorPoolCreateFlags flags; + uint32_t maxSets; + uint32_t poolSizeCount; + const VkDescriptorPoolSize * pPoolSizes; +} VkDescriptorPoolCreateInfo; + +typedef struct VkPipelineShaderStageCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineShaderStageCreateFlags flags; + VkShaderStageFlagBits stage; + VkShaderModule module; + const char * pName; + const VkSpecializationInfo * pSpecializationInfo; +} VkPipelineShaderStageCreateInfo; + +typedef struct VkComputePipelineCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineCreateFlags flags; + VkPipelineShaderStageCreateInfo stage; + VkPipelineLayout layout; + VkPipeline basePipelineHandle; + int32_t basePipelineIndex; +} VkComputePipelineCreateInfo; + +typedef struct VkPipelineVertexInputStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineVertexInputStateCreateFlags flags; + uint32_t vertexBindingDescriptionCount; + const VkVertexInputBindingDescription * pVertexBindingDescriptions; + uint32_t vertexAttributeDescriptionCount; + const VkVertexInputAttributeDescription * pVertexAttributeDescriptions; +} VkPipelineVertexInputStateCreateInfo; + +typedef struct VkPipelineInputAssemblyStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineInputAssemblyStateCreateFlags flags; + VkPrimitiveTopology topology; + VkBool32 primitiveRestartEnable; +} VkPipelineInputAssemblyStateCreateInfo; + +typedef struct VkPipelineTessellationStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineTessellationStateCreateFlags flags; + uint32_t patchControlPoints; +} VkPipelineTessellationStateCreateInfo; + +typedef struct VkPipelineViewportStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineViewportStateCreateFlags flags; + uint32_t viewportCount; + const VkViewport * pViewports; + uint32_t scissorCount; + const VkRect2D * pScissors; +} VkPipelineViewportStateCreateInfo; + +typedef struct VkPipelineRasterizationStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineRasterizationStateCreateFlags flags; + VkBool32 depthClampEnable; + VkBool32 rasterizerDiscardEnable; + VkPolygonMode polygonMode; + VkCullModeFlags cullMode; + VkFrontFace frontFace; + VkBool32 depthBiasEnable; + float depthBiasConstantFactor; + float depthBiasClamp; + float depthBiasSlopeFactor; + float lineWidth; +} VkPipelineRasterizationStateCreateInfo; + +typedef struct VkPipelineMultisampleStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineMultisampleStateCreateFlags flags; + VkSampleCountFlagBits rasterizationSamples; + VkBool32 sampleShadingEnable; + float minSampleShading; + const VkSampleMask * pSampleMask; + VkBool32 alphaToCoverageEnable; + VkBool32 alphaToOneEnable; +} VkPipelineMultisampleStateCreateInfo; + +typedef struct VkPipelineColorBlendAttachmentState { + VkBool32 blendEnable; + VkBlendFactor srcColorBlendFactor; + VkBlendFactor dstColorBlendFactor; + VkBlendOp colorBlendOp; + VkBlendFactor srcAlphaBlendFactor; + VkBlendFactor dstAlphaBlendFactor; + VkBlendOp alphaBlendOp; + VkColorComponentFlags colorWriteMask; +} VkPipelineColorBlendAttachmentState; + +typedef struct VkPipelineColorBlendStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineColorBlendStateCreateFlags flags; + VkBool32 logicOpEnable; + VkLogicOp logicOp; + uint32_t attachmentCount; + const VkPipelineColorBlendAttachmentState * pAttachments; + float blendConstants [4]; +} VkPipelineColorBlendStateCreateInfo; + +typedef struct VkPipelineDynamicStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineDynamicStateCreateFlags flags; + uint32_t dynamicStateCount; + const VkDynamicState * pDynamicStates; +} VkPipelineDynamicStateCreateInfo; + +typedef struct VkPipelineDepthStencilStateCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineDepthStencilStateCreateFlags flags; + VkBool32 depthTestEnable; + VkBool32 depthWriteEnable; + VkCompareOp depthCompareOp; + VkBool32 depthBoundsTestEnable; + VkBool32 stencilTestEnable; + VkStencilOpState front; + VkStencilOpState back; + float minDepthBounds; + float maxDepthBounds; +} VkPipelineDepthStencilStateCreateInfo; + +typedef struct VkGraphicsPipelineCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineCreateFlags flags; + uint32_t stageCount; + const VkPipelineShaderStageCreateInfo * pStages; + const VkPipelineVertexInputStateCreateInfo * pVertexInputState; + const VkPipelineInputAssemblyStateCreateInfo * pInputAssemblyState; + const VkPipelineTessellationStateCreateInfo * pTessellationState; + const VkPipelineViewportStateCreateInfo * pViewportState; + const VkPipelineRasterizationStateCreateInfo * pRasterizationState; + const VkPipelineMultisampleStateCreateInfo * pMultisampleState; + const VkPipelineDepthStencilStateCreateInfo * pDepthStencilState; + const VkPipelineColorBlendStateCreateInfo * pColorBlendState; + const VkPipelineDynamicStateCreateInfo * pDynamicState; + VkPipelineLayout layout; + VkRenderPass renderPass; + uint32_t subpass; + VkPipeline basePipelineHandle; + int32_t basePipelineIndex; +} VkGraphicsPipelineCreateInfo; + +typedef struct VkPipelineCacheCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineCacheCreateFlags flags; + size_t initialDataSize; + const void * pInitialData; +} VkPipelineCacheCreateInfo; + +typedef struct VkPushConstantRange { + VkShaderStageFlags stageFlags; + uint32_t offset; + uint32_t size; +} VkPushConstantRange; + +typedef struct VkPipelineLayoutCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineLayoutCreateFlags flags; + uint32_t setLayoutCount; + const VkDescriptorSetLayout * pSetLayouts; + uint32_t pushConstantRangeCount; + const VkPushConstantRange * pPushConstantRanges; +} VkPipelineLayoutCreateInfo; + +typedef struct VkSamplerCreateInfo { + VkStructureType sType; + const void * pNext; + VkSamplerCreateFlags flags; + VkFilter magFilter; + VkFilter minFilter; + VkSamplerMipmapMode mipmapMode; + VkSamplerAddressMode addressModeU; + VkSamplerAddressMode addressModeV; + VkSamplerAddressMode addressModeW; + float mipLodBias; + VkBool32 anisotropyEnable; + float maxAnisotropy; + VkBool32 compareEnable; + VkCompareOp compareOp; + float minLod; + float maxLod; + VkBorderColor borderColor; + VkBool32 unnormalizedCoordinates; +} VkSamplerCreateInfo; + +typedef struct VkCommandPoolCreateInfo { + VkStructureType sType; + const void * pNext; + VkCommandPoolCreateFlags flags; + uint32_t queueFamilyIndex; +} VkCommandPoolCreateInfo; + +typedef struct VkCommandBufferInheritanceInfo { + VkStructureType sType; + const void * pNext; + VkRenderPass renderPass; + uint32_t subpass; + VkFramebuffer framebuffer; + VkBool32 occlusionQueryEnable; + VkQueryControlFlags queryFlags; + VkQueryPipelineStatisticFlags pipelineStatistics; +} VkCommandBufferInheritanceInfo; + +typedef struct VkCommandBufferBeginInfo { + VkStructureType sType; + const void * pNext; + VkCommandBufferUsageFlags flags; + const VkCommandBufferInheritanceInfo * pInheritanceInfo; +} VkCommandBufferBeginInfo; + +typedef struct VkRenderPassBeginInfo { + VkStructureType sType; + const void * pNext; + VkRenderPass renderPass; + VkFramebuffer framebuffer; + VkRect2D renderArea; + uint32_t clearValueCount; + const VkClearValue * pClearValues; +} VkRenderPassBeginInfo; + +typedef struct VkClearAttachment { + VkImageAspectFlags aspectMask; + uint32_t colorAttachment; + VkClearValue clearValue; +} VkClearAttachment; + +typedef struct VkAttachmentDescription { + VkAttachmentDescriptionFlags flags; + VkFormat format; + VkSampleCountFlagBits samples; + VkAttachmentLoadOp loadOp; + VkAttachmentStoreOp storeOp; + VkAttachmentLoadOp stencilLoadOp; + VkAttachmentStoreOp stencilStoreOp; + VkImageLayout initialLayout; + VkImageLayout finalLayout; +} VkAttachmentDescription; + +typedef struct VkSubpassDescription { + VkSubpassDescriptionFlags flags; + VkPipelineBindPoint pipelineBindPoint; + uint32_t inputAttachmentCount; + const VkAttachmentReference * pInputAttachments; + uint32_t colorAttachmentCount; + const VkAttachmentReference * pColorAttachments; + const VkAttachmentReference * pResolveAttachments; + const VkAttachmentReference * pDepthStencilAttachment; + uint32_t preserveAttachmentCount; + const uint32_t * pPreserveAttachments; +} VkSubpassDescription; + +typedef struct VkSubpassDependency { + uint32_t srcSubpass; + uint32_t dstSubpass; + VkPipelineStageFlags srcStageMask; + VkPipelineStageFlags dstStageMask; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + VkDependencyFlags dependencyFlags; +} VkSubpassDependency; + +typedef struct VkRenderPassCreateInfo { + VkStructureType sType; + const void * pNext; + VkRenderPassCreateFlags flags; + uint32_t attachmentCount; + const VkAttachmentDescription * pAttachments; + uint32_t subpassCount; + const VkSubpassDescription * pSubpasses; + uint32_t dependencyCount; + const VkSubpassDependency * pDependencies; +} VkRenderPassCreateInfo; + +typedef struct VkEventCreateInfo { + VkStructureType sType; + const void * pNext; + VkEventCreateFlags flags; +} VkEventCreateInfo; + +typedef struct VkFenceCreateInfo { + VkStructureType sType; + const void * pNext; + VkFenceCreateFlags flags; +} VkFenceCreateInfo; + +typedef struct VkPhysicalDeviceFeatures { + VkBool32 robustBufferAccess; + VkBool32 fullDrawIndexUint32; + VkBool32 imageCubeArray; + VkBool32 independentBlend; + VkBool32 geometryShader; + VkBool32 tessellationShader; + VkBool32 sampleRateShading; + VkBool32 dualSrcBlend; + VkBool32 logicOp; + VkBool32 multiDrawIndirect; + VkBool32 drawIndirectFirstInstance; + VkBool32 depthClamp; + VkBool32 depthBiasClamp; + VkBool32 fillModeNonSolid; + VkBool32 depthBounds; + VkBool32 wideLines; + VkBool32 largePoints; + VkBool32 alphaToOne; + VkBool32 multiViewport; + VkBool32 samplerAnisotropy; + VkBool32 textureCompressionETC2; + VkBool32 textureCompressionASTC_LDR; + VkBool32 textureCompressionBC; + VkBool32 occlusionQueryPrecise; + VkBool32 pipelineStatisticsQuery; + VkBool32 vertexPipelineStoresAndAtomics; + VkBool32 fragmentStoresAndAtomics; + VkBool32 shaderTessellationAndGeometryPointSize; + VkBool32 shaderImageGatherExtended; + VkBool32 shaderStorageImageExtendedFormats; + VkBool32 shaderStorageImageMultisample; + VkBool32 shaderStorageImageReadWithoutFormat; + VkBool32 shaderStorageImageWriteWithoutFormat; + VkBool32 shaderUniformBufferArrayDynamicIndexing; + VkBool32 shaderSampledImageArrayDynamicIndexing; + VkBool32 shaderStorageBufferArrayDynamicIndexing; + VkBool32 shaderStorageImageArrayDynamicIndexing; + VkBool32 shaderClipDistance; + VkBool32 shaderCullDistance; + VkBool32 shaderFloat64; + VkBool32 shaderInt64; + VkBool32 shaderInt16; + VkBool32 shaderResourceResidency; + VkBool32 shaderResourceMinLod; + VkBool32 sparseBinding; + VkBool32 sparseResidencyBuffer; + VkBool32 sparseResidencyImage2D; + VkBool32 sparseResidencyImage3D; + VkBool32 sparseResidency2Samples; + VkBool32 sparseResidency4Samples; + VkBool32 sparseResidency8Samples; + VkBool32 sparseResidency16Samples; + VkBool32 sparseResidencyAliased; + VkBool32 variableMultisampleRate; + VkBool32 inheritedQueries; +} VkPhysicalDeviceFeatures; + +typedef struct VkPhysicalDeviceSparseProperties { + VkBool32 residencyStandard2DBlockShape; + VkBool32 residencyStandard2DMultisampleBlockShape; + VkBool32 residencyStandard3DBlockShape; + VkBool32 residencyAlignedMipSize; + VkBool32 residencyNonResidentStrict; +} VkPhysicalDeviceSparseProperties; + +typedef struct VkPhysicalDeviceLimits { + uint32_t maxImageDimension1D; + uint32_t maxImageDimension2D; + uint32_t maxImageDimension3D; + uint32_t maxImageDimensionCube; + uint32_t maxImageArrayLayers; + uint32_t maxTexelBufferElements; + uint32_t maxUniformBufferRange; + uint32_t maxStorageBufferRange; + uint32_t maxPushConstantsSize; + uint32_t maxMemoryAllocationCount; + uint32_t maxSamplerAllocationCount; + VkDeviceSize bufferImageGranularity; + VkDeviceSize sparseAddressSpaceSize; + uint32_t maxBoundDescriptorSets; + uint32_t maxPerStageDescriptorSamplers; + uint32_t maxPerStageDescriptorUniformBuffers; + uint32_t maxPerStageDescriptorStorageBuffers; + uint32_t maxPerStageDescriptorSampledImages; + uint32_t maxPerStageDescriptorStorageImages; + uint32_t maxPerStageDescriptorInputAttachments; + uint32_t maxPerStageResources; + uint32_t maxDescriptorSetSamplers; + uint32_t maxDescriptorSetUniformBuffers; + uint32_t maxDescriptorSetUniformBuffersDynamic; + uint32_t maxDescriptorSetStorageBuffers; + uint32_t maxDescriptorSetStorageBuffersDynamic; + uint32_t maxDescriptorSetSampledImages; + uint32_t maxDescriptorSetStorageImages; + uint32_t maxDescriptorSetInputAttachments; + uint32_t maxVertexInputAttributes; + uint32_t maxVertexInputBindings; + uint32_t maxVertexInputAttributeOffset; + uint32_t maxVertexInputBindingStride; + uint32_t maxVertexOutputComponents; + uint32_t maxTessellationGenerationLevel; + uint32_t maxTessellationPatchSize; + uint32_t maxTessellationControlPerVertexInputComponents; + uint32_t maxTessellationControlPerVertexOutputComponents; + uint32_t maxTessellationControlPerPatchOutputComponents; + uint32_t maxTessellationControlTotalOutputComponents; + uint32_t maxTessellationEvaluationInputComponents; + uint32_t maxTessellationEvaluationOutputComponents; + uint32_t maxGeometryShaderInvocations; + uint32_t maxGeometryInputComponents; + uint32_t maxGeometryOutputComponents; + uint32_t maxGeometryOutputVertices; + uint32_t maxGeometryTotalOutputComponents; + uint32_t maxFragmentInputComponents; + uint32_t maxFragmentOutputAttachments; + uint32_t maxFragmentDualSrcAttachments; + uint32_t maxFragmentCombinedOutputResources; + uint32_t maxComputeSharedMemorySize; + uint32_t maxComputeWorkGroupCount [3]; + uint32_t maxComputeWorkGroupInvocations; + uint32_t maxComputeWorkGroupSize [3]; + uint32_t subPixelPrecisionBits; + uint32_t subTexelPrecisionBits; + uint32_t mipmapPrecisionBits; + uint32_t maxDrawIndexedIndexValue; + uint32_t maxDrawIndirectCount; + float maxSamplerLodBias; + float maxSamplerAnisotropy; + uint32_t maxViewports; + uint32_t maxViewportDimensions [2]; + float viewportBoundsRange [2]; + uint32_t viewportSubPixelBits; + size_t minMemoryMapAlignment; + VkDeviceSize minTexelBufferOffsetAlignment; + VkDeviceSize minUniformBufferOffsetAlignment; + VkDeviceSize minStorageBufferOffsetAlignment; + int32_t minTexelOffset; + uint32_t maxTexelOffset; + int32_t minTexelGatherOffset; + uint32_t maxTexelGatherOffset; + float minInterpolationOffset; + float maxInterpolationOffset; + uint32_t subPixelInterpolationOffsetBits; + uint32_t maxFramebufferWidth; + uint32_t maxFramebufferHeight; + uint32_t maxFramebufferLayers; + VkSampleCountFlags framebufferColorSampleCounts; + VkSampleCountFlags framebufferDepthSampleCounts; + VkSampleCountFlags framebufferStencilSampleCounts; + VkSampleCountFlags framebufferNoAttachmentsSampleCounts; + uint32_t maxColorAttachments; + VkSampleCountFlags sampledImageColorSampleCounts; + VkSampleCountFlags sampledImageIntegerSampleCounts; + VkSampleCountFlags sampledImageDepthSampleCounts; + VkSampleCountFlags sampledImageStencilSampleCounts; + VkSampleCountFlags storageImageSampleCounts; + uint32_t maxSampleMaskWords; + VkBool32 timestampComputeAndGraphics; + float timestampPeriod; + uint32_t maxClipDistances; + uint32_t maxCullDistances; + uint32_t maxCombinedClipAndCullDistances; + uint32_t discreteQueuePriorities; + float pointSizeRange [2]; + float lineWidthRange [2]; + float pointSizeGranularity; + float lineWidthGranularity; + VkBool32 strictLines; + VkBool32 standardSampleLocations; + VkDeviceSize optimalBufferCopyOffsetAlignment; + VkDeviceSize optimalBufferCopyRowPitchAlignment; + VkDeviceSize nonCoherentAtomSize; +} VkPhysicalDeviceLimits; + +typedef struct VkSemaphoreCreateInfo { + VkStructureType sType; + const void * pNext; + VkSemaphoreCreateFlags flags; +} VkSemaphoreCreateInfo; + +typedef struct VkQueryPoolCreateInfo { + VkStructureType sType; + const void * pNext; + VkQueryPoolCreateFlags flags; + VkQueryType queryType; + uint32_t queryCount; + VkQueryPipelineStatisticFlags pipelineStatistics; +} VkQueryPoolCreateInfo; + +typedef struct VkFramebufferCreateInfo { + VkStructureType sType; + const void * pNext; + VkFramebufferCreateFlags flags; + VkRenderPass renderPass; + uint32_t attachmentCount; + const VkImageView * pAttachments; + uint32_t width; + uint32_t height; + uint32_t layers; +} VkFramebufferCreateInfo; + +typedef struct VkSubmitInfo { + VkStructureType sType; + const void * pNext; + uint32_t waitSemaphoreCount; + const VkSemaphore * pWaitSemaphores; + const VkPipelineStageFlags * pWaitDstStageMask; + uint32_t commandBufferCount; + const VkCommandBuffer * pCommandBuffers; + uint32_t signalSemaphoreCount; + const VkSemaphore * pSignalSemaphores; +} VkSubmitInfo; + +typedef struct VkSurfaceCapabilitiesKHR { + uint32_t minImageCount; + uint32_t maxImageCount; + VkExtent2D currentExtent; + VkExtent2D minImageExtent; + VkExtent2D maxImageExtent; + uint32_t maxImageArrayLayers; + VkSurfaceTransformFlagsKHR supportedTransforms; + VkSurfaceTransformFlagBitsKHR currentTransform; + VkCompositeAlphaFlagsKHR supportedCompositeAlpha; + VkImageUsageFlags supportedUsageFlags; +} VkSurfaceCapabilitiesKHR; + +typedef struct VkSwapchainCreateInfoKHR { + VkStructureType sType; + const void * pNext; + VkSwapchainCreateFlagsKHR flags; + VkSurfaceKHR surface; + uint32_t minImageCount; + VkFormat imageFormat; + VkColorSpaceKHR imageColorSpace; + VkExtent2D imageExtent; + uint32_t imageArrayLayers; + VkImageUsageFlags imageUsage; + VkSharingMode imageSharingMode; + uint32_t queueFamilyIndexCount; + const uint32_t * pQueueFamilyIndices; + VkSurfaceTransformFlagBitsKHR preTransform; + VkCompositeAlphaFlagBitsKHR compositeAlpha; + VkPresentModeKHR presentMode; + VkBool32 clipped; + VkSwapchainKHR oldSwapchain; +} VkSwapchainCreateInfoKHR; + +typedef struct VkDebugReportCallbackCreateInfoEXT { + VkStructureType sType; + const void * pNext; + VkDebugReportFlagsEXT flags; + PFN_vkDebugReportCallbackEXT pfnCallback; + void * pUserData; +} VkDebugReportCallbackCreateInfoEXT; + +typedef struct VkPrivateDataSlotCreateInfo { + VkStructureType sType; + const void * pNext; + VkPrivateDataSlotCreateFlags flags; +} VkPrivateDataSlotCreateInfo; + +typedef struct VkPhysicalDevicePrivateDataFeatures { + VkStructureType sType; + void * pNext; + VkBool32 privateData; +} VkPhysicalDevicePrivateDataFeatures; + +typedef struct VkPhysicalDeviceFeatures2 { + VkStructureType sType; + void * pNext; + VkPhysicalDeviceFeatures features; +} VkPhysicalDeviceFeatures2; + +typedef struct VkFormatProperties2 { + VkStructureType sType; + void * pNext; + VkFormatProperties formatProperties; +} VkFormatProperties2; + +typedef struct VkImageFormatProperties2 { + VkStructureType sType; + void * pNext; + VkImageFormatProperties imageFormatProperties; +} VkImageFormatProperties2; + +typedef struct VkPhysicalDeviceImageFormatInfo2 { + VkStructureType sType; + const void * pNext; + VkFormat format; + VkImageType type; + VkImageTiling tiling; + VkImageUsageFlags usage; + VkImageCreateFlags flags; +} VkPhysicalDeviceImageFormatInfo2; + +typedef struct VkQueueFamilyProperties2 { + VkStructureType sType; + void * pNext; + VkQueueFamilyProperties queueFamilyProperties; +} VkQueueFamilyProperties2; + +typedef struct VkSparseImageFormatProperties2 { + VkStructureType sType; + void * pNext; + VkSparseImageFormatProperties properties; +} VkSparseImageFormatProperties2; + +typedef struct VkPhysicalDeviceSparseImageFormatInfo2 { + VkStructureType sType; + const void * pNext; + VkFormat format; + VkImageType type; + VkSampleCountFlagBits samples; + VkImageUsageFlags usage; + VkImageTiling tiling; +} VkPhysicalDeviceSparseImageFormatInfo2; + +typedef struct VkPhysicalDeviceVariablePointersFeatures { + VkStructureType sType; + void * pNext; + VkBool32 variablePointersStorageBuffer; + VkBool32 variablePointers; +} VkPhysicalDeviceVariablePointersFeatures; + +typedef struct VkPhysicalDeviceVariablePointersFeatures VkPhysicalDeviceVariablePointerFeatures; + +typedef struct VkExternalMemoryProperties { + VkExternalMemoryFeatureFlags externalMemoryFeatures; + VkExternalMemoryHandleTypeFlags exportFromImportedHandleTypes; + VkExternalMemoryHandleTypeFlags compatibleHandleTypes; +} VkExternalMemoryProperties; + +typedef struct VkExternalImageFormatProperties { + VkStructureType sType; + void * pNext; + VkExternalMemoryProperties externalMemoryProperties; +} VkExternalImageFormatProperties; + +typedef struct VkPhysicalDeviceExternalBufferInfo { + VkStructureType sType; + const void * pNext; + VkBufferCreateFlags flags; + VkBufferUsageFlags usage; + VkExternalMemoryHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalBufferInfo; + +typedef struct VkExternalBufferProperties { + VkStructureType sType; + void * pNext; + VkExternalMemoryProperties externalMemoryProperties; +} VkExternalBufferProperties; + +typedef struct VkPhysicalDeviceIDProperties { + VkStructureType sType; + void * pNext; + uint8_t deviceUUID [ VK_UUID_SIZE ]; + uint8_t driverUUID [ VK_UUID_SIZE ]; + uint8_t deviceLUID [ VK_LUID_SIZE ]; + uint32_t deviceNodeMask; + VkBool32 deviceLUIDValid; +} VkPhysicalDeviceIDProperties; + +typedef struct VkExternalMemoryImageCreateInfo { + VkStructureType sType; + const void * pNext; + VkExternalMemoryHandleTypeFlags handleTypes; +} VkExternalMemoryImageCreateInfo; + +typedef struct VkExternalMemoryBufferCreateInfo { + VkStructureType sType; + const void * pNext; + VkExternalMemoryHandleTypeFlags handleTypes; +} VkExternalMemoryBufferCreateInfo; + +typedef struct VkExportMemoryAllocateInfo { + VkStructureType sType; + const void * pNext; + VkExternalMemoryHandleTypeFlags handleTypes; +} VkExportMemoryAllocateInfo; + +typedef struct VkExternalSemaphoreProperties { + VkStructureType sType; + void * pNext; + VkExternalSemaphoreHandleTypeFlags exportFromImportedHandleTypes; + VkExternalSemaphoreHandleTypeFlags compatibleHandleTypes; + VkExternalSemaphoreFeatureFlags externalSemaphoreFeatures; +} VkExternalSemaphoreProperties; + +typedef struct VkExportSemaphoreCreateInfo { + VkStructureType sType; + const void * pNext; + VkExternalSemaphoreHandleTypeFlags handleTypes; +} VkExportSemaphoreCreateInfo; + +typedef struct VkExternalFenceProperties { + VkStructureType sType; + void * pNext; + VkExternalFenceHandleTypeFlags exportFromImportedHandleTypes; + VkExternalFenceHandleTypeFlags compatibleHandleTypes; + VkExternalFenceFeatureFlags externalFenceFeatures; +} VkExternalFenceProperties; + +typedef struct VkExportFenceCreateInfo { + VkStructureType sType; + const void * pNext; + VkExternalFenceHandleTypeFlags handleTypes; +} VkExportFenceCreateInfo; + +typedef struct VkPhysicalDeviceMultiviewFeatures { + VkStructureType sType; + void * pNext; + VkBool32 multiview; + VkBool32 multiviewGeometryShader; + VkBool32 multiviewTessellationShader; +} VkPhysicalDeviceMultiviewFeatures; + +typedef struct VkPhysicalDeviceGroupProperties { + VkStructureType sType; + void * pNext; + uint32_t physicalDeviceCount; + VkPhysicalDevice physicalDevices [ VK_MAX_DEVICE_GROUP_SIZE ]; + VkBool32 subsetAllocation; +} VkPhysicalDeviceGroupProperties; + +typedef struct VkMemoryAllocateFlagsInfo { + VkStructureType sType; + const void * pNext; + VkMemoryAllocateFlags flags; + uint32_t deviceMask; +} VkMemoryAllocateFlagsInfo; + +typedef struct VkBindBufferMemoryInfo { + VkStructureType sType; + const void * pNext; + VkBuffer buffer; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; +} VkBindBufferMemoryInfo; + +typedef struct VkBindImageMemoryInfo { + VkStructureType sType; + const void * pNext; + VkImage image; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; +} VkBindImageMemoryInfo; + +typedef struct VkDeviceGroupPresentCapabilitiesKHR { + VkStructureType sType; + void * pNext; + uint32_t presentMask [ VK_MAX_DEVICE_GROUP_SIZE ]; + VkDeviceGroupPresentModeFlagsKHR modes; +} VkDeviceGroupPresentCapabilitiesKHR; + +typedef struct VkDeviceGroupSwapchainCreateInfoKHR { + VkStructureType sType; + const void * pNext; + VkDeviceGroupPresentModeFlagsKHR modes; +} VkDeviceGroupSwapchainCreateInfoKHR; + +typedef struct VkDescriptorUpdateTemplateCreateInfo { + VkStructureType sType; + const void * pNext; + VkDescriptorUpdateTemplateCreateFlags flags; + uint32_t descriptorUpdateEntryCount; + const VkDescriptorUpdateTemplateEntry * pDescriptorUpdateEntries; + VkDescriptorUpdateTemplateType templateType; + VkDescriptorSetLayout descriptorSetLayout; + VkPipelineBindPoint pipelineBindPoint; + VkPipelineLayout pipelineLayout; + uint32_t set; +} VkDescriptorUpdateTemplateCreateInfo; + +typedef struct VkInputAttachmentAspectReference { + uint32_t subpass; + uint32_t inputAttachmentIndex; + VkImageAspectFlags aspectMask; +} VkInputAttachmentAspectReference; + +typedef struct VkRenderPassInputAttachmentAspectCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t aspectReferenceCount; + const VkInputAttachmentAspectReference * pAspectReferences; +} VkRenderPassInputAttachmentAspectCreateInfo; + +typedef struct VkPhysicalDevice16BitStorageFeatures { + VkStructureType sType; + void * pNext; + VkBool32 storageBuffer16BitAccess; + VkBool32 uniformAndStorageBuffer16BitAccess; + VkBool32 storagePushConstant16; + VkBool32 storageInputOutput16; +} VkPhysicalDevice16BitStorageFeatures; + +typedef struct VkPhysicalDeviceSubgroupProperties { + VkStructureType sType; + void * pNext; + uint32_t subgroupSize; + VkShaderStageFlags supportedStages; + VkSubgroupFeatureFlags supportedOperations; + VkBool32 quadOperationsInAllStages; +} VkPhysicalDeviceSubgroupProperties; + +typedef struct VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures { + VkStructureType sType; + void * pNext; + VkBool32 shaderSubgroupExtendedTypes; +} VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures; + +typedef struct VkDeviceBufferMemoryRequirements { + VkStructureType sType; + const void * pNext; + const VkBufferCreateInfo * pCreateInfo; +} VkDeviceBufferMemoryRequirements; + +typedef struct VkDeviceImageMemoryRequirements { + VkStructureType sType; + const void * pNext; + const VkImageCreateInfo * pCreateInfo; + VkImageAspectFlagBits planeAspect; +} VkDeviceImageMemoryRequirements; + +typedef struct VkMemoryRequirements2 { + VkStructureType sType; + void * pNext; + VkMemoryRequirements memoryRequirements; +} VkMemoryRequirements2; + +typedef struct VkSparseImageMemoryRequirements2 { + VkStructureType sType; + void * pNext; + VkSparseImageMemoryRequirements memoryRequirements; +} VkSparseImageMemoryRequirements2; + +typedef struct VkMemoryDedicatedRequirements { + VkStructureType sType; + void * pNext; + VkBool32 prefersDedicatedAllocation; + VkBool32 requiresDedicatedAllocation; +} VkMemoryDedicatedRequirements; + +typedef struct VkImageViewUsageCreateInfo { + VkStructureType sType; + const void * pNext; + VkImageUsageFlags usage; +} VkImageViewUsageCreateInfo; + +typedef struct VkSamplerYcbcrConversionCreateInfo { + VkStructureType sType; + const void * pNext; + VkFormat format; + VkSamplerYcbcrModelConversion ycbcrModel; + VkSamplerYcbcrRange ycbcrRange; + VkComponentMapping components; + VkChromaLocation xChromaOffset; + VkChromaLocation yChromaOffset; + VkFilter chromaFilter; + VkBool32 forceExplicitReconstruction; +} VkSamplerYcbcrConversionCreateInfo; + +typedef struct VkPhysicalDeviceSamplerYcbcrConversionFeatures { + VkStructureType sType; + void * pNext; + VkBool32 samplerYcbcrConversion; +} VkPhysicalDeviceSamplerYcbcrConversionFeatures; + +typedef struct VkProtectedSubmitInfo { + VkStructureType sType; + const void * pNext; + VkBool32 protectedSubmit; +} VkProtectedSubmitInfo; + +typedef struct VkPhysicalDeviceProtectedMemoryFeatures { + VkStructureType sType; + void * pNext; + VkBool32 protectedMemory; +} VkPhysicalDeviceProtectedMemoryFeatures; + +typedef struct VkPhysicalDeviceProtectedMemoryProperties { + VkStructureType sType; + void * pNext; + VkBool32 protectedNoFault; +} VkPhysicalDeviceProtectedMemoryProperties; + +typedef struct VkDeviceQueueInfo2 { + VkStructureType sType; + const void * pNext; + VkDeviceQueueCreateFlags flags; + uint32_t queueFamilyIndex; + uint32_t queueIndex; +} VkDeviceQueueInfo2; + +typedef struct VkPhysicalDeviceSamplerFilterMinmaxProperties { + VkStructureType sType; + void * pNext; + VkBool32 filterMinmaxSingleComponentFormats; + VkBool32 filterMinmaxImageComponentMapping; +} VkPhysicalDeviceSamplerFilterMinmaxProperties; + +typedef struct VkPhysicalDeviceInlineUniformBlockFeatures { + VkStructureType sType; + void * pNext; + VkBool32 inlineUniformBlock; + VkBool32 descriptorBindingInlineUniformBlockUpdateAfterBind; +} VkPhysicalDeviceInlineUniformBlockFeatures; + +typedef struct VkPhysicalDeviceMaintenance3Properties { + VkStructureType sType; + void * pNext; + uint32_t maxPerSetDescriptors; + VkDeviceSize maxMemoryAllocationSize; +} VkPhysicalDeviceMaintenance3Properties; + +typedef struct VkPhysicalDeviceMaintenance4Features { + VkStructureType sType; + void * pNext; + VkBool32 maintenance4; +} VkPhysicalDeviceMaintenance4Features; + +typedef struct VkPhysicalDeviceMaintenance4Properties { + VkStructureType sType; + void * pNext; + VkDeviceSize maxBufferSize; +} VkPhysicalDeviceMaintenance4Properties; + +typedef struct VkDescriptorSetLayoutSupport { + VkStructureType sType; + void * pNext; + VkBool32 supported; +} VkDescriptorSetLayoutSupport; + +typedef struct VkPhysicalDeviceShaderDrawParametersFeatures { + VkStructureType sType; + void * pNext; + VkBool32 shaderDrawParameters; +} VkPhysicalDeviceShaderDrawParametersFeatures; + +typedef struct VkPhysicalDeviceShaderDrawParametersFeatures VkPhysicalDeviceShaderDrawParameterFeatures; + +typedef struct VkPhysicalDeviceShaderFloat16Int8Features { + VkStructureType sType; + void * pNext; + VkBool32 shaderFloat16; + VkBool32 shaderInt8; +} VkPhysicalDeviceShaderFloat16Int8Features; + +typedef struct VkPhysicalDeviceFloatControlsProperties { + VkStructureType sType; + void * pNext; + VkShaderFloatControlsIndependence denormBehaviorIndependence; + VkShaderFloatControlsIndependence roundingModeIndependence; + VkBool32 shaderSignedZeroInfNanPreserveFloat16; + VkBool32 shaderSignedZeroInfNanPreserveFloat32; + VkBool32 shaderSignedZeroInfNanPreserveFloat64; + VkBool32 shaderDenormPreserveFloat16; + VkBool32 shaderDenormPreserveFloat32; + VkBool32 shaderDenormPreserveFloat64; + VkBool32 shaderDenormFlushToZeroFloat16; + VkBool32 shaderDenormFlushToZeroFloat32; + VkBool32 shaderDenormFlushToZeroFloat64; + VkBool32 shaderRoundingModeRTEFloat16; + VkBool32 shaderRoundingModeRTEFloat32; + VkBool32 shaderRoundingModeRTEFloat64; + VkBool32 shaderRoundingModeRTZFloat16; + VkBool32 shaderRoundingModeRTZFloat32; + VkBool32 shaderRoundingModeRTZFloat64; +} VkPhysicalDeviceFloatControlsProperties; + +typedef struct VkPhysicalDeviceHostQueryResetFeatures { + VkStructureType sType; + void * pNext; + VkBool32 hostQueryReset; +} VkPhysicalDeviceHostQueryResetFeatures; + +typedef struct VkPhysicalDeviceDescriptorIndexingFeatures { + VkStructureType sType; + void * pNext; + VkBool32 shaderInputAttachmentArrayDynamicIndexing; + VkBool32 shaderUniformTexelBufferArrayDynamicIndexing; + VkBool32 shaderStorageTexelBufferArrayDynamicIndexing; + VkBool32 shaderUniformBufferArrayNonUniformIndexing; + VkBool32 shaderSampledImageArrayNonUniformIndexing; + VkBool32 shaderStorageBufferArrayNonUniformIndexing; + VkBool32 shaderStorageImageArrayNonUniformIndexing; + VkBool32 shaderInputAttachmentArrayNonUniformIndexing; + VkBool32 shaderUniformTexelBufferArrayNonUniformIndexing; + VkBool32 shaderStorageTexelBufferArrayNonUniformIndexing; + VkBool32 descriptorBindingUniformBufferUpdateAfterBind; + VkBool32 descriptorBindingSampledImageUpdateAfterBind; + VkBool32 descriptorBindingStorageImageUpdateAfterBind; + VkBool32 descriptorBindingStorageBufferUpdateAfterBind; + VkBool32 descriptorBindingUniformTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingStorageTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingUpdateUnusedWhilePending; + VkBool32 descriptorBindingPartiallyBound; + VkBool32 descriptorBindingVariableDescriptorCount; + VkBool32 runtimeDescriptorArray; +} VkPhysicalDeviceDescriptorIndexingFeatures; + +typedef struct VkPhysicalDeviceDescriptorIndexingProperties { + VkStructureType sType; + void * pNext; + uint32_t maxUpdateAfterBindDescriptorsInAllPools; + VkBool32 shaderUniformBufferArrayNonUniformIndexingNative; + VkBool32 shaderSampledImageArrayNonUniformIndexingNative; + VkBool32 shaderStorageBufferArrayNonUniformIndexingNative; + VkBool32 shaderStorageImageArrayNonUniformIndexingNative; + VkBool32 shaderInputAttachmentArrayNonUniformIndexingNative; + VkBool32 robustBufferAccessUpdateAfterBind; + VkBool32 quadDivergentImplicitLod; + uint32_t maxPerStageDescriptorUpdateAfterBindSamplers; + uint32_t maxPerStageDescriptorUpdateAfterBindUniformBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindSampledImages; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageImages; + uint32_t maxPerStageDescriptorUpdateAfterBindInputAttachments; + uint32_t maxPerStageUpdateAfterBindResources; + uint32_t maxDescriptorSetUpdateAfterBindSamplers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffers; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindSampledImages; + uint32_t maxDescriptorSetUpdateAfterBindStorageImages; + uint32_t maxDescriptorSetUpdateAfterBindInputAttachments; +} VkPhysicalDeviceDescriptorIndexingProperties; + +typedef struct VkDescriptorSetLayoutBindingFlagsCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t bindingCount; + const VkDescriptorBindingFlags * pBindingFlags; +} VkDescriptorSetLayoutBindingFlagsCreateInfo; + +typedef struct VkAttachmentDescription2 { + VkStructureType sType; + const void * pNext; + VkAttachmentDescriptionFlags flags; + VkFormat format; + VkSampleCountFlagBits samples; + VkAttachmentLoadOp loadOp; + VkAttachmentStoreOp storeOp; + VkAttachmentLoadOp stencilLoadOp; + VkAttachmentStoreOp stencilStoreOp; + VkImageLayout initialLayout; + VkImageLayout finalLayout; +} VkAttachmentDescription2; + +typedef struct VkAttachmentReference2 { + VkStructureType sType; + const void * pNext; + uint32_t attachment; + VkImageLayout layout; + VkImageAspectFlags aspectMask; +} VkAttachmentReference2; + +typedef struct VkSubpassDescription2 { + VkStructureType sType; + const void * pNext; + VkSubpassDescriptionFlags flags; + VkPipelineBindPoint pipelineBindPoint; + uint32_t viewMask; + uint32_t inputAttachmentCount; + const VkAttachmentReference2 * pInputAttachments; + uint32_t colorAttachmentCount; + const VkAttachmentReference2 * pColorAttachments; + const VkAttachmentReference2 * pResolveAttachments; + const VkAttachmentReference2 * pDepthStencilAttachment; + uint32_t preserveAttachmentCount; + const uint32_t * pPreserveAttachments; +} VkSubpassDescription2; + +typedef struct VkSubpassDependency2 { + VkStructureType sType; + const void * pNext; + uint32_t srcSubpass; + uint32_t dstSubpass; + VkPipelineStageFlags srcStageMask; + VkPipelineStageFlags dstStageMask; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + VkDependencyFlags dependencyFlags; + int32_t viewOffset; +} VkSubpassDependency2; + +typedef struct VkRenderPassCreateInfo2 { + VkStructureType sType; + const void * pNext; + VkRenderPassCreateFlags flags; + uint32_t attachmentCount; + const VkAttachmentDescription2 * pAttachments; + uint32_t subpassCount; + const VkSubpassDescription2 * pSubpasses; + uint32_t dependencyCount; + const VkSubpassDependency2 * pDependencies; + uint32_t correlatedViewMaskCount; + const uint32_t * pCorrelatedViewMasks; +} VkRenderPassCreateInfo2; + +typedef struct VkPhysicalDeviceTimelineSemaphoreFeatures { + VkStructureType sType; + void * pNext; + VkBool32 timelineSemaphore; +} VkPhysicalDeviceTimelineSemaphoreFeatures; + +typedef struct VkSemaphoreWaitInfo { + VkStructureType sType; + const void * pNext; + VkSemaphoreWaitFlags flags; + uint32_t semaphoreCount; + const VkSemaphore * pSemaphores; + const uint64_t * pValues; +} VkSemaphoreWaitInfo; + +typedef struct VkPhysicalDevice8BitStorageFeatures { + VkStructureType sType; + void * pNext; + VkBool32 storageBuffer8BitAccess; + VkBool32 uniformAndStorageBuffer8BitAccess; + VkBool32 storagePushConstant8; +} VkPhysicalDevice8BitStorageFeatures; + +typedef struct VkPhysicalDeviceVulkanMemoryModelFeatures { + VkStructureType sType; + void * pNext; + VkBool32 vulkanMemoryModel; + VkBool32 vulkanMemoryModelDeviceScope; + VkBool32 vulkanMemoryModelAvailabilityVisibilityChains; +} VkPhysicalDeviceVulkanMemoryModelFeatures; + +typedef struct VkPhysicalDeviceShaderAtomicInt64Features { + VkStructureType sType; + void * pNext; + VkBool32 shaderBufferInt64Atomics; + VkBool32 shaderSharedInt64Atomics; +} VkPhysicalDeviceShaderAtomicInt64Features; + +typedef struct VkPhysicalDeviceDepthStencilResolveProperties { + VkStructureType sType; + void * pNext; + VkResolveModeFlags supportedDepthResolveModes; + VkResolveModeFlags supportedStencilResolveModes; + VkBool32 independentResolveNone; + VkBool32 independentResolve; +} VkPhysicalDeviceDepthStencilResolveProperties; + +typedef struct VkSubpassDescriptionDepthStencilResolve { + VkStructureType sType; + const void * pNext; + VkResolveModeFlagBits depthResolveMode; + VkResolveModeFlagBits stencilResolveMode; + const VkAttachmentReference2 * pDepthStencilResolveAttachment; +} VkSubpassDescriptionDepthStencilResolve; + +typedef struct VkImageStencilUsageCreateInfo { + VkStructureType sType; + const void * pNext; + VkImageUsageFlags stencilUsage; +} VkImageStencilUsageCreateInfo; + +typedef struct VkPhysicalDeviceScalarBlockLayoutFeatures { + VkStructureType sType; + void * pNext; + VkBool32 scalarBlockLayout; +} VkPhysicalDeviceScalarBlockLayoutFeatures; + +typedef struct VkPhysicalDeviceUniformBufferStandardLayoutFeatures { + VkStructureType sType; + void * pNext; + VkBool32 uniformBufferStandardLayout; +} VkPhysicalDeviceUniformBufferStandardLayoutFeatures; + +typedef struct VkPhysicalDeviceBufferDeviceAddressFeatures { + VkStructureType sType; + void * pNext; + VkBool32 bufferDeviceAddress; + VkBool32 bufferDeviceAddressCaptureReplay; + VkBool32 bufferDeviceAddressMultiDevice; +} VkPhysicalDeviceBufferDeviceAddressFeatures; + +typedef struct VkPhysicalDeviceImagelessFramebufferFeatures { + VkStructureType sType; + void * pNext; + VkBool32 imagelessFramebuffer; +} VkPhysicalDeviceImagelessFramebufferFeatures; + +typedef struct VkFramebufferAttachmentImageInfo { + VkStructureType sType; + const void * pNext; + VkImageCreateFlags flags; + VkImageUsageFlags usage; + uint32_t width; + uint32_t height; + uint32_t layerCount; + uint32_t viewFormatCount; + const VkFormat * pViewFormats; +} VkFramebufferAttachmentImageInfo; + +typedef struct VkPhysicalDeviceTextureCompressionASTCHDRFeatures { + VkStructureType sType; + void * pNext; + VkBool32 textureCompressionASTC_HDR; +} VkPhysicalDeviceTextureCompressionASTCHDRFeatures; + +typedef struct VkPipelineCreationFeedback { + VkPipelineCreationFeedbackFlags flags; + uint64_t duration; +} VkPipelineCreationFeedback; + +typedef struct VkPipelineCreationFeedbackCreateInfo { + VkStructureType sType; + const void * pNext; + VkPipelineCreationFeedback * pPipelineCreationFeedback; + uint32_t pipelineStageCreationFeedbackCount; + VkPipelineCreationFeedback * pPipelineStageCreationFeedbacks; +} VkPipelineCreationFeedbackCreateInfo; + +typedef struct VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures { + VkStructureType sType; + void * pNext; + VkBool32 separateDepthStencilLayouts; +} VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures; + +typedef struct VkPhysicalDeviceShaderDemoteToHelperInvocationFeatures { + VkStructureType sType; + void * pNext; + VkBool32 shaderDemoteToHelperInvocation; +} VkPhysicalDeviceShaderDemoteToHelperInvocationFeatures; + +typedef struct VkPhysicalDeviceTexelBufferAlignmentProperties { + VkStructureType sType; + void * pNext; + VkDeviceSize storageTexelBufferOffsetAlignmentBytes; + VkBool32 storageTexelBufferOffsetSingleTexelAlignment; + VkDeviceSize uniformTexelBufferOffsetAlignmentBytes; + VkBool32 uniformTexelBufferOffsetSingleTexelAlignment; +} VkPhysicalDeviceTexelBufferAlignmentProperties; + +typedef struct VkPhysicalDeviceSubgroupSizeControlFeatures { + VkStructureType sType; + void * pNext; + VkBool32 subgroupSizeControl; + VkBool32 computeFullSubgroups; +} VkPhysicalDeviceSubgroupSizeControlFeatures; + +typedef struct VkPhysicalDeviceSubgroupSizeControlProperties { + VkStructureType sType; + void * pNext; + uint32_t minSubgroupSize; + uint32_t maxSubgroupSize; + uint32_t maxComputeWorkgroupSubgroups; + VkShaderStageFlags requiredSubgroupSizeStages; +} VkPhysicalDeviceSubgroupSizeControlProperties; + +typedef struct VkPhysicalDevicePipelineCreationCacheControlFeatures { + VkStructureType sType; + void * pNext; + VkBool32 pipelineCreationCacheControl; +} VkPhysicalDevicePipelineCreationCacheControlFeatures; + +typedef struct VkPhysicalDeviceVulkan11Features { + VkStructureType sType; + void * pNext; + VkBool32 storageBuffer16BitAccess; + VkBool32 uniformAndStorageBuffer16BitAccess; + VkBool32 storagePushConstant16; + VkBool32 storageInputOutput16; + VkBool32 multiview; + VkBool32 multiviewGeometryShader; + VkBool32 multiviewTessellationShader; + VkBool32 variablePointersStorageBuffer; + VkBool32 variablePointers; + VkBool32 protectedMemory; + VkBool32 samplerYcbcrConversion; + VkBool32 shaderDrawParameters; +} VkPhysicalDeviceVulkan11Features; + +typedef struct VkPhysicalDeviceVulkan11Properties { + VkStructureType sType; + void * pNext; + uint8_t deviceUUID [ VK_UUID_SIZE ]; + uint8_t driverUUID [ VK_UUID_SIZE ]; + uint8_t deviceLUID [ VK_LUID_SIZE ]; + uint32_t deviceNodeMask; + VkBool32 deviceLUIDValid; + uint32_t subgroupSize; + VkShaderStageFlags subgroupSupportedStages; + VkSubgroupFeatureFlags subgroupSupportedOperations; + VkBool32 subgroupQuadOperationsInAllStages; + VkPointClippingBehavior pointClippingBehavior; + uint32_t maxMultiviewViewCount; + uint32_t maxMultiviewInstanceIndex; + VkBool32 protectedNoFault; + uint32_t maxPerSetDescriptors; + VkDeviceSize maxMemoryAllocationSize; +} VkPhysicalDeviceVulkan11Properties; + +typedef struct VkPhysicalDeviceVulkan12Features { + VkStructureType sType; + void * pNext; + VkBool32 samplerMirrorClampToEdge; + VkBool32 drawIndirectCount; + VkBool32 storageBuffer8BitAccess; + VkBool32 uniformAndStorageBuffer8BitAccess; + VkBool32 storagePushConstant8; + VkBool32 shaderBufferInt64Atomics; + VkBool32 shaderSharedInt64Atomics; + VkBool32 shaderFloat16; + VkBool32 shaderInt8; + VkBool32 descriptorIndexing; + VkBool32 shaderInputAttachmentArrayDynamicIndexing; + VkBool32 shaderUniformTexelBufferArrayDynamicIndexing; + VkBool32 shaderStorageTexelBufferArrayDynamicIndexing; + VkBool32 shaderUniformBufferArrayNonUniformIndexing; + VkBool32 shaderSampledImageArrayNonUniformIndexing; + VkBool32 shaderStorageBufferArrayNonUniformIndexing; + VkBool32 shaderStorageImageArrayNonUniformIndexing; + VkBool32 shaderInputAttachmentArrayNonUniformIndexing; + VkBool32 shaderUniformTexelBufferArrayNonUniformIndexing; + VkBool32 shaderStorageTexelBufferArrayNonUniformIndexing; + VkBool32 descriptorBindingUniformBufferUpdateAfterBind; + VkBool32 descriptorBindingSampledImageUpdateAfterBind; + VkBool32 descriptorBindingStorageImageUpdateAfterBind; + VkBool32 descriptorBindingStorageBufferUpdateAfterBind; + VkBool32 descriptorBindingUniformTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingStorageTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingUpdateUnusedWhilePending; + VkBool32 descriptorBindingPartiallyBound; + VkBool32 descriptorBindingVariableDescriptorCount; + VkBool32 runtimeDescriptorArray; + VkBool32 samplerFilterMinmax; + VkBool32 scalarBlockLayout; + VkBool32 imagelessFramebuffer; + VkBool32 uniformBufferStandardLayout; + VkBool32 shaderSubgroupExtendedTypes; + VkBool32 separateDepthStencilLayouts; + VkBool32 hostQueryReset; + VkBool32 timelineSemaphore; + VkBool32 bufferDeviceAddress; + VkBool32 bufferDeviceAddressCaptureReplay; + VkBool32 bufferDeviceAddressMultiDevice; + VkBool32 vulkanMemoryModel; + VkBool32 vulkanMemoryModelDeviceScope; + VkBool32 vulkanMemoryModelAvailabilityVisibilityChains; + VkBool32 shaderOutputViewportIndex; + VkBool32 shaderOutputLayer; + VkBool32 subgroupBroadcastDynamicId; +} VkPhysicalDeviceVulkan12Features; + +typedef struct VkPhysicalDeviceVulkan12Properties { + VkStructureType sType; + void * pNext; + VkDriverId driverID; + char driverName [ VK_MAX_DRIVER_NAME_SIZE ]; + char driverInfo [ VK_MAX_DRIVER_INFO_SIZE ]; + VkConformanceVersion conformanceVersion; + VkShaderFloatControlsIndependence denormBehaviorIndependence; + VkShaderFloatControlsIndependence roundingModeIndependence; + VkBool32 shaderSignedZeroInfNanPreserveFloat16; + VkBool32 shaderSignedZeroInfNanPreserveFloat32; + VkBool32 shaderSignedZeroInfNanPreserveFloat64; + VkBool32 shaderDenormPreserveFloat16; + VkBool32 shaderDenormPreserveFloat32; + VkBool32 shaderDenormPreserveFloat64; + VkBool32 shaderDenormFlushToZeroFloat16; + VkBool32 shaderDenormFlushToZeroFloat32; + VkBool32 shaderDenormFlushToZeroFloat64; + VkBool32 shaderRoundingModeRTEFloat16; + VkBool32 shaderRoundingModeRTEFloat32; + VkBool32 shaderRoundingModeRTEFloat64; + VkBool32 shaderRoundingModeRTZFloat16; + VkBool32 shaderRoundingModeRTZFloat32; + VkBool32 shaderRoundingModeRTZFloat64; + uint32_t maxUpdateAfterBindDescriptorsInAllPools; + VkBool32 shaderUniformBufferArrayNonUniformIndexingNative; + VkBool32 shaderSampledImageArrayNonUniformIndexingNative; + VkBool32 shaderStorageBufferArrayNonUniformIndexingNative; + VkBool32 shaderStorageImageArrayNonUniformIndexingNative; + VkBool32 shaderInputAttachmentArrayNonUniformIndexingNative; + VkBool32 robustBufferAccessUpdateAfterBind; + VkBool32 quadDivergentImplicitLod; + uint32_t maxPerStageDescriptorUpdateAfterBindSamplers; + uint32_t maxPerStageDescriptorUpdateAfterBindUniformBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindSampledImages; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageImages; + uint32_t maxPerStageDescriptorUpdateAfterBindInputAttachments; + uint32_t maxPerStageUpdateAfterBindResources; + uint32_t maxDescriptorSetUpdateAfterBindSamplers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffers; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindSampledImages; + uint32_t maxDescriptorSetUpdateAfterBindStorageImages; + uint32_t maxDescriptorSetUpdateAfterBindInputAttachments; + VkResolveModeFlags supportedDepthResolveModes; + VkResolveModeFlags supportedStencilResolveModes; + VkBool32 independentResolveNone; + VkBool32 independentResolve; + VkBool32 filterMinmaxSingleComponentFormats; + VkBool32 filterMinmaxImageComponentMapping; + uint64_t maxTimelineSemaphoreValueDifference; + VkSampleCountFlags framebufferIntegerColorSampleCounts; +} VkPhysicalDeviceVulkan12Properties; + +typedef struct VkPhysicalDeviceVulkan13Features { + VkStructureType sType; + void * pNext; + VkBool32 robustImageAccess; + VkBool32 inlineUniformBlock; + VkBool32 descriptorBindingInlineUniformBlockUpdateAfterBind; + VkBool32 pipelineCreationCacheControl; + VkBool32 privateData; + VkBool32 shaderDemoteToHelperInvocation; + VkBool32 shaderTerminateInvocation; + VkBool32 subgroupSizeControl; + VkBool32 computeFullSubgroups; + VkBool32 synchronization2; + VkBool32 textureCompressionASTC_HDR; + VkBool32 shaderZeroInitializeWorkgroupMemory; + VkBool32 dynamicRendering; + VkBool32 shaderIntegerDotProduct; + VkBool32 maintenance4; +} VkPhysicalDeviceVulkan13Features; + +typedef struct VkPhysicalDeviceVulkan13Properties { + VkStructureType sType; + void * pNext; + uint32_t minSubgroupSize; + uint32_t maxSubgroupSize; + uint32_t maxComputeWorkgroupSubgroups; + VkShaderStageFlags requiredSubgroupSizeStages; + uint32_t maxInlineUniformBlockSize; + uint32_t maxPerStageDescriptorInlineUniformBlocks; + uint32_t maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks; + uint32_t maxDescriptorSetInlineUniformBlocks; + uint32_t maxDescriptorSetUpdateAfterBindInlineUniformBlocks; + uint32_t maxInlineUniformTotalSize; + VkBool32 integerDotProduct8BitUnsignedAccelerated; + VkBool32 integerDotProduct8BitSignedAccelerated; + VkBool32 integerDotProduct8BitMixedSignednessAccelerated; + VkBool32 integerDotProduct4x8BitPackedUnsignedAccelerated; + VkBool32 integerDotProduct4x8BitPackedSignedAccelerated; + VkBool32 integerDotProduct4x8BitPackedMixedSignednessAccelerated; + VkBool32 integerDotProduct16BitUnsignedAccelerated; + VkBool32 integerDotProduct16BitSignedAccelerated; + VkBool32 integerDotProduct16BitMixedSignednessAccelerated; + VkBool32 integerDotProduct32BitUnsignedAccelerated; + VkBool32 integerDotProduct32BitSignedAccelerated; + VkBool32 integerDotProduct32BitMixedSignednessAccelerated; + VkBool32 integerDotProduct64BitUnsignedAccelerated; + VkBool32 integerDotProduct64BitSignedAccelerated; + VkBool32 integerDotProduct64BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating8BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating8BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating8BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating4x8BitPackedUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating4x8BitPackedSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating4x8BitPackedMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating16BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating16BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating16BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating32BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating32BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating32BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating64BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating64BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating64BitMixedSignednessAccelerated; + VkDeviceSize storageTexelBufferOffsetAlignmentBytes; + VkBool32 storageTexelBufferOffsetSingleTexelAlignment; + VkDeviceSize uniformTexelBufferOffsetAlignmentBytes; + VkBool32 uniformTexelBufferOffsetSingleTexelAlignment; + VkDeviceSize maxBufferSize; +} VkPhysicalDeviceVulkan13Properties; + +typedef struct VkPhysicalDeviceToolProperties { + VkStructureType sType; + void * pNext; + char name [ VK_MAX_EXTENSION_NAME_SIZE ]; + char version [ VK_MAX_EXTENSION_NAME_SIZE ]; + VkToolPurposeFlags purposes; + char description [ VK_MAX_DESCRIPTION_SIZE ]; + char layer [ VK_MAX_EXTENSION_NAME_SIZE ]; +} VkPhysicalDeviceToolProperties; + +typedef struct VkPhysicalDeviceZeroInitializeWorkgroupMemoryFeatures { + VkStructureType sType; + void * pNext; + VkBool32 shaderZeroInitializeWorkgroupMemory; +} VkPhysicalDeviceZeroInitializeWorkgroupMemoryFeatures; + +typedef struct VkPhysicalDeviceImageRobustnessFeatures { + VkStructureType sType; + void * pNext; + VkBool32 robustImageAccess; +} VkPhysicalDeviceImageRobustnessFeatures; + +typedef struct VkBufferCopy2 { + VkStructureType sType; + const void * pNext; + VkDeviceSize srcOffset; + VkDeviceSize dstOffset; + VkDeviceSize size; +} VkBufferCopy2; + +typedef struct VkImageCopy2 { + VkStructureType sType; + const void * pNext; + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageCopy2; + +typedef struct VkImageBlit2 { + VkStructureType sType; + const void * pNext; + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffsets [2]; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffsets [2]; +} VkImageBlit2; + +typedef struct VkBufferImageCopy2 { + VkStructureType sType; + const void * pNext; + VkDeviceSize bufferOffset; + uint32_t bufferRowLength; + uint32_t bufferImageHeight; + VkImageSubresourceLayers imageSubresource; + VkOffset3D imageOffset; + VkExtent3D imageExtent; +} VkBufferImageCopy2; + +typedef struct VkImageResolve2 { + VkStructureType sType; + const void * pNext; + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageResolve2; + +typedef struct VkCopyBufferInfo2 { + VkStructureType sType; + const void * pNext; + VkBuffer srcBuffer; + VkBuffer dstBuffer; + uint32_t regionCount; + const VkBufferCopy2 * pRegions; +} VkCopyBufferInfo2; + +typedef struct VkCopyImageInfo2 { + VkStructureType sType; + const void * pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkImageCopy2 * pRegions; +} VkCopyImageInfo2; + +typedef struct VkBlitImageInfo2 { + VkStructureType sType; + const void * pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkImageBlit2 * pRegions; + VkFilter filter; +} VkBlitImageInfo2; + +typedef struct VkCopyBufferToImageInfo2 { + VkStructureType sType; + const void * pNext; + VkBuffer srcBuffer; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkBufferImageCopy2 * pRegions; +} VkCopyBufferToImageInfo2; + +typedef struct VkCopyImageToBufferInfo2 { + VkStructureType sType; + const void * pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkBuffer dstBuffer; + uint32_t regionCount; + const VkBufferImageCopy2 * pRegions; +} VkCopyImageToBufferInfo2; + +typedef struct VkResolveImageInfo2 { + VkStructureType sType; + const void * pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkImageResolve2 * pRegions; +} VkResolveImageInfo2; + +typedef struct VkPhysicalDeviceShaderTerminateInvocationFeatures { + VkStructureType sType; + void * pNext; + VkBool32 shaderTerminateInvocation; +} VkPhysicalDeviceShaderTerminateInvocationFeatures; + +typedef struct VkMemoryBarrier2 { + VkStructureType sType; + const void * pNext; + VkPipelineStageFlags2 srcStageMask; + VkAccessFlags2 srcAccessMask; + VkPipelineStageFlags2 dstStageMask; + VkAccessFlags2 dstAccessMask; +} VkMemoryBarrier2; + +typedef struct VkImageMemoryBarrier2 { + VkStructureType sType; + const void * pNext; + VkPipelineStageFlags2 srcStageMask; + VkAccessFlags2 srcAccessMask; + VkPipelineStageFlags2 dstStageMask; + VkAccessFlags2 dstAccessMask; + VkImageLayout oldLayout; + VkImageLayout newLayout; + uint32_t srcQueueFamilyIndex; + uint32_t dstQueueFamilyIndex; + VkImage image; + VkImageSubresourceRange subresourceRange; +} VkImageMemoryBarrier2; + +typedef struct VkBufferMemoryBarrier2 { + VkStructureType sType; + const void * pNext; + VkPipelineStageFlags2 srcStageMask; + VkAccessFlags2 srcAccessMask; + VkPipelineStageFlags2 dstStageMask; + VkAccessFlags2 dstAccessMask; + uint32_t srcQueueFamilyIndex; + uint32_t dstQueueFamilyIndex; + VkBuffer buffer; + VkDeviceSize offset; + VkDeviceSize size; +} VkBufferMemoryBarrier2; + +typedef struct VkDependencyInfo { + VkStructureType sType; + const void * pNext; + VkDependencyFlags dependencyFlags; + uint32_t memoryBarrierCount; + const VkMemoryBarrier2 * pMemoryBarriers; + uint32_t bufferMemoryBarrierCount; + const VkBufferMemoryBarrier2 * pBufferMemoryBarriers; + uint32_t imageMemoryBarrierCount; + const VkImageMemoryBarrier2 * pImageMemoryBarriers; +} VkDependencyInfo; + +typedef struct VkSemaphoreSubmitInfo { + VkStructureType sType; + const void * pNext; + VkSemaphore semaphore; + uint64_t value; + VkPipelineStageFlags2 stageMask; + uint32_t deviceIndex; +} VkSemaphoreSubmitInfo; + +typedef struct VkSubmitInfo2 { + VkStructureType sType; + const void * pNext; + VkSubmitFlags flags; + uint32_t waitSemaphoreInfoCount; + const VkSemaphoreSubmitInfo * pWaitSemaphoreInfos; + uint32_t commandBufferInfoCount; + const VkCommandBufferSubmitInfo * pCommandBufferInfos; + uint32_t signalSemaphoreInfoCount; + const VkSemaphoreSubmitInfo * pSignalSemaphoreInfos; +} VkSubmitInfo2; + +typedef struct VkPhysicalDeviceSynchronization2Features { + VkStructureType sType; + void * pNext; + VkBool32 synchronization2; +} VkPhysicalDeviceSynchronization2Features; + +typedef struct VkPhysicalDeviceShaderIntegerDotProductFeatures { + VkStructureType sType; + void * pNext; + VkBool32 shaderIntegerDotProduct; +} VkPhysicalDeviceShaderIntegerDotProductFeatures; + +typedef struct VkPhysicalDeviceShaderIntegerDotProductProperties { + VkStructureType sType; + void * pNext; + VkBool32 integerDotProduct8BitUnsignedAccelerated; + VkBool32 integerDotProduct8BitSignedAccelerated; + VkBool32 integerDotProduct8BitMixedSignednessAccelerated; + VkBool32 integerDotProduct4x8BitPackedUnsignedAccelerated; + VkBool32 integerDotProduct4x8BitPackedSignedAccelerated; + VkBool32 integerDotProduct4x8BitPackedMixedSignednessAccelerated; + VkBool32 integerDotProduct16BitUnsignedAccelerated; + VkBool32 integerDotProduct16BitSignedAccelerated; + VkBool32 integerDotProduct16BitMixedSignednessAccelerated; + VkBool32 integerDotProduct32BitUnsignedAccelerated; + VkBool32 integerDotProduct32BitSignedAccelerated; + VkBool32 integerDotProduct32BitMixedSignednessAccelerated; + VkBool32 integerDotProduct64BitUnsignedAccelerated; + VkBool32 integerDotProduct64BitSignedAccelerated; + VkBool32 integerDotProduct64BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating8BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating8BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating8BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating4x8BitPackedUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating4x8BitPackedSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating4x8BitPackedMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating16BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating16BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating16BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating32BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating32BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating32BitMixedSignednessAccelerated; + VkBool32 integerDotProductAccumulatingSaturating64BitUnsignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating64BitSignedAccelerated; + VkBool32 integerDotProductAccumulatingSaturating64BitMixedSignednessAccelerated; +} VkPhysicalDeviceShaderIntegerDotProductProperties; + +typedef struct VkFormatProperties3 { + VkStructureType sType; + void * pNext; + VkFormatFeatureFlags2 linearTilingFeatures; + VkFormatFeatureFlags2 optimalTilingFeatures; + VkFormatFeatureFlags2 bufferFeatures; +} VkFormatProperties3; + +typedef struct VkRenderingInfo { + VkStructureType sType; + const void * pNext; + VkRenderingFlags flags; + VkRect2D renderArea; + uint32_t layerCount; + uint32_t viewMask; + uint32_t colorAttachmentCount; + const VkRenderingAttachmentInfo * pColorAttachments; + const VkRenderingAttachmentInfo * pDepthAttachment; + const VkRenderingAttachmentInfo * pStencilAttachment; +} VkRenderingInfo; + +typedef struct VkPhysicalDeviceDynamicRenderingFeatures { + VkStructureType sType; + void * pNext; + VkBool32 dynamicRendering; +} VkPhysicalDeviceDynamicRenderingFeatures; + +typedef struct VkCommandBufferInheritanceRenderingInfo { + VkStructureType sType; + const void * pNext; + VkRenderingFlags flags; + uint32_t viewMask; + uint32_t colorAttachmentCount; + const VkFormat * pColorAttachmentFormats; + VkFormat depthAttachmentFormat; + VkFormat stencilAttachmentFormat; + VkSampleCountFlagBits rasterizationSamples; +} VkCommandBufferInheritanceRenderingInfo; + +typedef struct VkPhysicalDeviceProperties { + uint32_t apiVersion; + uint32_t driverVersion; + uint32_t vendorID; + uint32_t deviceID; + VkPhysicalDeviceType deviceType; + char deviceName [ VK_MAX_PHYSICAL_DEVICE_NAME_SIZE ]; + uint8_t pipelineCacheUUID [ VK_UUID_SIZE ]; + VkPhysicalDeviceLimits limits; + VkPhysicalDeviceSparseProperties sparseProperties; +} VkPhysicalDeviceProperties; + +typedef struct VkDeviceCreateInfo { + VkStructureType sType; + const void * pNext; + VkDeviceCreateFlags flags; + uint32_t queueCreateInfoCount; + const VkDeviceQueueCreateInfo * pQueueCreateInfos; + uint32_t enabledLayerCount; + const char * const* ppEnabledLayerNames; + uint32_t enabledExtensionCount; + const char * const* ppEnabledExtensionNames; + const VkPhysicalDeviceFeatures * pEnabledFeatures; +} VkDeviceCreateInfo; + +typedef struct VkPhysicalDeviceMemoryProperties { + uint32_t memoryTypeCount; + VkMemoryType memoryTypes [ VK_MAX_MEMORY_TYPES ]; + uint32_t memoryHeapCount; + VkMemoryHeap memoryHeaps [ VK_MAX_MEMORY_HEAPS ]; +} VkPhysicalDeviceMemoryProperties; + +typedef struct VkPhysicalDeviceProperties2 { + VkStructureType sType; + void * pNext; + VkPhysicalDeviceProperties properties; +} VkPhysicalDeviceProperties2; + +typedef struct VkPhysicalDeviceMemoryProperties2 { + VkStructureType sType; + void * pNext; + VkPhysicalDeviceMemoryProperties memoryProperties; +} VkPhysicalDeviceMemoryProperties2; + +typedef struct VkFramebufferAttachmentsCreateInfo { + VkStructureType sType; + const void * pNext; + uint32_t attachmentImageInfoCount; + const VkFramebufferAttachmentImageInfo * pAttachmentImageInfos; +} VkFramebufferAttachmentsCreateInfo; + + + +#define VK_VERSION_1_0 1 +GLAD_API_CALL int GLAD_VK_VERSION_1_0; +#define VK_VERSION_1_1 1 +GLAD_API_CALL int GLAD_VK_VERSION_1_1; +#define VK_VERSION_1_2 1 +GLAD_API_CALL int GLAD_VK_VERSION_1_2; +#define VK_VERSION_1_3 1 +GLAD_API_CALL int GLAD_VK_VERSION_1_3; +#define VK_EXT_debug_report 1 +GLAD_API_CALL int GLAD_VK_EXT_debug_report; +#define VK_KHR_portability_enumeration 1 +GLAD_API_CALL int GLAD_VK_KHR_portability_enumeration; +#define VK_KHR_surface 1 +GLAD_API_CALL int GLAD_VK_KHR_surface; +#define VK_KHR_swapchain 1 +GLAD_API_CALL int GLAD_VK_KHR_swapchain; + + +typedef VkResult (GLAD_API_PTR *PFN_vkAcquireNextImage2KHR)(VkDevice device, const VkAcquireNextImageInfoKHR * pAcquireInfo, uint32_t * pImageIndex); +typedef VkResult (GLAD_API_PTR *PFN_vkAcquireNextImageKHR)(VkDevice device, VkSwapchainKHR swapchain, uint64_t timeout, VkSemaphore semaphore, VkFence fence, uint32_t * pImageIndex); +typedef VkResult (GLAD_API_PTR *PFN_vkAllocateCommandBuffers)(VkDevice device, const VkCommandBufferAllocateInfo * pAllocateInfo, VkCommandBuffer * pCommandBuffers); +typedef VkResult (GLAD_API_PTR *PFN_vkAllocateDescriptorSets)(VkDevice device, const VkDescriptorSetAllocateInfo * pAllocateInfo, VkDescriptorSet * pDescriptorSets); +typedef VkResult (GLAD_API_PTR *PFN_vkAllocateMemory)(VkDevice device, const VkMemoryAllocateInfo * pAllocateInfo, const VkAllocationCallbacks * pAllocator, VkDeviceMemory * pMemory); +typedef VkResult (GLAD_API_PTR *PFN_vkBeginCommandBuffer)(VkCommandBuffer commandBuffer, const VkCommandBufferBeginInfo * pBeginInfo); +typedef VkResult (GLAD_API_PTR *PFN_vkBindBufferMemory)(VkDevice device, VkBuffer buffer, VkDeviceMemory memory, VkDeviceSize memoryOffset); +typedef VkResult (GLAD_API_PTR *PFN_vkBindBufferMemory2)(VkDevice device, uint32_t bindInfoCount, const VkBindBufferMemoryInfo * pBindInfos); +typedef VkResult (GLAD_API_PTR *PFN_vkBindImageMemory)(VkDevice device, VkImage image, VkDeviceMemory memory, VkDeviceSize memoryOffset); +typedef VkResult (GLAD_API_PTR *PFN_vkBindImageMemory2)(VkDevice device, uint32_t bindInfoCount, const VkBindImageMemoryInfo * pBindInfos); +typedef void (GLAD_API_PTR *PFN_vkCmdBeginQuery)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t query, VkQueryControlFlags flags); +typedef void (GLAD_API_PTR *PFN_vkCmdBeginRenderPass)(VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo * pRenderPassBegin, VkSubpassContents contents); +typedef void (GLAD_API_PTR *PFN_vkCmdBeginRenderPass2)(VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo * pRenderPassBegin, const VkSubpassBeginInfo * pSubpassBeginInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdBeginRendering)(VkCommandBuffer commandBuffer, const VkRenderingInfo * pRenderingInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdBindDescriptorSets)(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipelineLayout layout, uint32_t firstSet, uint32_t descriptorSetCount, const VkDescriptorSet * pDescriptorSets, uint32_t dynamicOffsetCount, const uint32_t * pDynamicOffsets); +typedef void (GLAD_API_PTR *PFN_vkCmdBindIndexBuffer)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkIndexType indexType); +typedef void (GLAD_API_PTR *PFN_vkCmdBindPipeline)(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipeline pipeline); +typedef void (GLAD_API_PTR *PFN_vkCmdBindVertexBuffers)(VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer * pBuffers, const VkDeviceSize * pOffsets); +typedef void (GLAD_API_PTR *PFN_vkCmdBindVertexBuffers2)(VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer * pBuffers, const VkDeviceSize * pOffsets, const VkDeviceSize * pSizes, const VkDeviceSize * pStrides); +typedef void (GLAD_API_PTR *PFN_vkCmdBlitImage)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageBlit * pRegions, VkFilter filter); +typedef void (GLAD_API_PTR *PFN_vkCmdBlitImage2)(VkCommandBuffer commandBuffer, const VkBlitImageInfo2 * pBlitImageInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdClearAttachments)(VkCommandBuffer commandBuffer, uint32_t attachmentCount, const VkClearAttachment * pAttachments, uint32_t rectCount, const VkClearRect * pRects); +typedef void (GLAD_API_PTR *PFN_vkCmdClearColorImage)(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout imageLayout, const VkClearColorValue * pColor, uint32_t rangeCount, const VkImageSubresourceRange * pRanges); +typedef void (GLAD_API_PTR *PFN_vkCmdClearDepthStencilImage)(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout imageLayout, const VkClearDepthStencilValue * pDepthStencil, uint32_t rangeCount, const VkImageSubresourceRange * pRanges); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyBuffer)(VkCommandBuffer commandBuffer, VkBuffer srcBuffer, VkBuffer dstBuffer, uint32_t regionCount, const VkBufferCopy * pRegions); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyBuffer2)(VkCommandBuffer commandBuffer, const VkCopyBufferInfo2 * pCopyBufferInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyBufferToImage)(VkCommandBuffer commandBuffer, VkBuffer srcBuffer, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkBufferImageCopy * pRegions); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyBufferToImage2)(VkCommandBuffer commandBuffer, const VkCopyBufferToImageInfo2 * pCopyBufferToImageInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyImage)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageCopy * pRegions); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyImage2)(VkCommandBuffer commandBuffer, const VkCopyImageInfo2 * pCopyImageInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyImageToBuffer)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkBuffer dstBuffer, uint32_t regionCount, const VkBufferImageCopy * pRegions); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyImageToBuffer2)(VkCommandBuffer commandBuffer, const VkCopyImageToBufferInfo2 * pCopyImageToBufferInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdCopyQueryPoolResults)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount, VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize stride, VkQueryResultFlags flags); +typedef void (GLAD_API_PTR *PFN_vkCmdDispatch)(VkCommandBuffer commandBuffer, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ); +typedef void (GLAD_API_PTR *PFN_vkCmdDispatchBase)(VkCommandBuffer commandBuffer, uint32_t baseGroupX, uint32_t baseGroupY, uint32_t baseGroupZ, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ); +typedef void (GLAD_API_PTR *PFN_vkCmdDispatchIndirect)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset); +typedef void (GLAD_API_PTR *PFN_vkCmdDraw)(VkCommandBuffer commandBuffer, uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance); +typedef void (GLAD_API_PTR *PFN_vkCmdDrawIndexed)(VkCommandBuffer commandBuffer, uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance); +typedef void (GLAD_API_PTR *PFN_vkCmdDrawIndexedIndirect)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride); +typedef void (GLAD_API_PTR *PFN_vkCmdDrawIndexedIndirectCount)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); +typedef void (GLAD_API_PTR *PFN_vkCmdDrawIndirect)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride); +typedef void (GLAD_API_PTR *PFN_vkCmdDrawIndirectCount)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); +typedef void (GLAD_API_PTR *PFN_vkCmdEndQuery)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t query); +typedef void (GLAD_API_PTR *PFN_vkCmdEndRenderPass)(VkCommandBuffer commandBuffer); +typedef void (GLAD_API_PTR *PFN_vkCmdEndRenderPass2)(VkCommandBuffer commandBuffer, const VkSubpassEndInfo * pSubpassEndInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdEndRendering)(VkCommandBuffer commandBuffer); +typedef void (GLAD_API_PTR *PFN_vkCmdExecuteCommands)(VkCommandBuffer commandBuffer, uint32_t commandBufferCount, const VkCommandBuffer * pCommandBuffers); +typedef void (GLAD_API_PTR *PFN_vkCmdFillBuffer)(VkCommandBuffer commandBuffer, VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize size, uint32_t data); +typedef void (GLAD_API_PTR *PFN_vkCmdNextSubpass)(VkCommandBuffer commandBuffer, VkSubpassContents contents); +typedef void (GLAD_API_PTR *PFN_vkCmdNextSubpass2)(VkCommandBuffer commandBuffer, const VkSubpassBeginInfo * pSubpassBeginInfo, const VkSubpassEndInfo * pSubpassEndInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdPipelineBarrier)(VkCommandBuffer commandBuffer, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, VkDependencyFlags dependencyFlags, uint32_t memoryBarrierCount, const VkMemoryBarrier * pMemoryBarriers, uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier * pBufferMemoryBarriers, uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier * pImageMemoryBarriers); +typedef void (GLAD_API_PTR *PFN_vkCmdPipelineBarrier2)(VkCommandBuffer commandBuffer, const VkDependencyInfo * pDependencyInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdPushConstants)(VkCommandBuffer commandBuffer, VkPipelineLayout layout, VkShaderStageFlags stageFlags, uint32_t offset, uint32_t size, const void * pValues); +typedef void (GLAD_API_PTR *PFN_vkCmdResetEvent)(VkCommandBuffer commandBuffer, VkEvent event, VkPipelineStageFlags stageMask); +typedef void (GLAD_API_PTR *PFN_vkCmdResetEvent2)(VkCommandBuffer commandBuffer, VkEvent event, VkPipelineStageFlags2 stageMask); +typedef void (GLAD_API_PTR *PFN_vkCmdResetQueryPool)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount); +typedef void (GLAD_API_PTR *PFN_vkCmdResolveImage)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageResolve * pRegions); +typedef void (GLAD_API_PTR *PFN_vkCmdResolveImage2)(VkCommandBuffer commandBuffer, const VkResolveImageInfo2 * pResolveImageInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdSetBlendConstants)(VkCommandBuffer commandBuffer, const float blendConstants [4]); +typedef void (GLAD_API_PTR *PFN_vkCmdSetCullMode)(VkCommandBuffer commandBuffer, VkCullModeFlags cullMode); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDepthBias)(VkCommandBuffer commandBuffer, float depthBiasConstantFactor, float depthBiasClamp, float depthBiasSlopeFactor); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDepthBiasEnable)(VkCommandBuffer commandBuffer, VkBool32 depthBiasEnable); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDepthBounds)(VkCommandBuffer commandBuffer, float minDepthBounds, float maxDepthBounds); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDepthBoundsTestEnable)(VkCommandBuffer commandBuffer, VkBool32 depthBoundsTestEnable); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDepthCompareOp)(VkCommandBuffer commandBuffer, VkCompareOp depthCompareOp); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDepthTestEnable)(VkCommandBuffer commandBuffer, VkBool32 depthTestEnable); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDepthWriteEnable)(VkCommandBuffer commandBuffer, VkBool32 depthWriteEnable); +typedef void (GLAD_API_PTR *PFN_vkCmdSetDeviceMask)(VkCommandBuffer commandBuffer, uint32_t deviceMask); +typedef void (GLAD_API_PTR *PFN_vkCmdSetEvent)(VkCommandBuffer commandBuffer, VkEvent event, VkPipelineStageFlags stageMask); +typedef void (GLAD_API_PTR *PFN_vkCmdSetEvent2)(VkCommandBuffer commandBuffer, VkEvent event, const VkDependencyInfo * pDependencyInfo); +typedef void (GLAD_API_PTR *PFN_vkCmdSetFrontFace)(VkCommandBuffer commandBuffer, VkFrontFace frontFace); +typedef void (GLAD_API_PTR *PFN_vkCmdSetLineWidth)(VkCommandBuffer commandBuffer, float lineWidth); +typedef void (GLAD_API_PTR *PFN_vkCmdSetPrimitiveRestartEnable)(VkCommandBuffer commandBuffer, VkBool32 primitiveRestartEnable); +typedef void (GLAD_API_PTR *PFN_vkCmdSetPrimitiveTopology)(VkCommandBuffer commandBuffer, VkPrimitiveTopology primitiveTopology); +typedef void (GLAD_API_PTR *PFN_vkCmdSetRasterizerDiscardEnable)(VkCommandBuffer commandBuffer, VkBool32 rasterizerDiscardEnable); +typedef void (GLAD_API_PTR *PFN_vkCmdSetScissor)(VkCommandBuffer commandBuffer, uint32_t firstScissor, uint32_t scissorCount, const VkRect2D * pScissors); +typedef void (GLAD_API_PTR *PFN_vkCmdSetScissorWithCount)(VkCommandBuffer commandBuffer, uint32_t scissorCount, const VkRect2D * pScissors); +typedef void (GLAD_API_PTR *PFN_vkCmdSetStencilCompareMask)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, uint32_t compareMask); +typedef void (GLAD_API_PTR *PFN_vkCmdSetStencilOp)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, VkStencilOp failOp, VkStencilOp passOp, VkStencilOp depthFailOp, VkCompareOp compareOp); +typedef void (GLAD_API_PTR *PFN_vkCmdSetStencilReference)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, uint32_t reference); +typedef void (GLAD_API_PTR *PFN_vkCmdSetStencilTestEnable)(VkCommandBuffer commandBuffer, VkBool32 stencilTestEnable); +typedef void (GLAD_API_PTR *PFN_vkCmdSetStencilWriteMask)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, uint32_t writeMask); +typedef void (GLAD_API_PTR *PFN_vkCmdSetViewport)(VkCommandBuffer commandBuffer, uint32_t firstViewport, uint32_t viewportCount, const VkViewport * pViewports); +typedef void (GLAD_API_PTR *PFN_vkCmdSetViewportWithCount)(VkCommandBuffer commandBuffer, uint32_t viewportCount, const VkViewport * pViewports); +typedef void (GLAD_API_PTR *PFN_vkCmdUpdateBuffer)(VkCommandBuffer commandBuffer, VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize dataSize, const void * pData); +typedef void (GLAD_API_PTR *PFN_vkCmdWaitEvents)(VkCommandBuffer commandBuffer, uint32_t eventCount, const VkEvent * pEvents, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, uint32_t memoryBarrierCount, const VkMemoryBarrier * pMemoryBarriers, uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier * pBufferMemoryBarriers, uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier * pImageMemoryBarriers); +typedef void (GLAD_API_PTR *PFN_vkCmdWaitEvents2)(VkCommandBuffer commandBuffer, uint32_t eventCount, const VkEvent * pEvents, const VkDependencyInfo * pDependencyInfos); +typedef void (GLAD_API_PTR *PFN_vkCmdWriteTimestamp)(VkCommandBuffer commandBuffer, VkPipelineStageFlagBits pipelineStage, VkQueryPool queryPool, uint32_t query); +typedef void (GLAD_API_PTR *PFN_vkCmdWriteTimestamp2)(VkCommandBuffer commandBuffer, VkPipelineStageFlags2 stage, VkQueryPool queryPool, uint32_t query); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateBuffer)(VkDevice device, const VkBufferCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkBuffer * pBuffer); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateBufferView)(VkDevice device, const VkBufferViewCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkBufferView * pView); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateCommandPool)(VkDevice device, const VkCommandPoolCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkCommandPool * pCommandPool); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateComputePipelines)(VkDevice device, VkPipelineCache pipelineCache, uint32_t createInfoCount, const VkComputePipelineCreateInfo * pCreateInfos, const VkAllocationCallbacks * pAllocator, VkPipeline * pPipelines); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateDebugReportCallbackEXT)(VkInstance instance, const VkDebugReportCallbackCreateInfoEXT * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkDebugReportCallbackEXT * pCallback); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateDescriptorPool)(VkDevice device, const VkDescriptorPoolCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkDescriptorPool * pDescriptorPool); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateDescriptorSetLayout)(VkDevice device, const VkDescriptorSetLayoutCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkDescriptorSetLayout * pSetLayout); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateDescriptorUpdateTemplate)(VkDevice device, const VkDescriptorUpdateTemplateCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkDescriptorUpdateTemplate * pDescriptorUpdateTemplate); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateDevice)(VkPhysicalDevice physicalDevice, const VkDeviceCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkDevice * pDevice); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateEvent)(VkDevice device, const VkEventCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkEvent * pEvent); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateFence)(VkDevice device, const VkFenceCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkFence * pFence); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateFramebuffer)(VkDevice device, const VkFramebufferCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkFramebuffer * pFramebuffer); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateGraphicsPipelines)(VkDevice device, VkPipelineCache pipelineCache, uint32_t createInfoCount, const VkGraphicsPipelineCreateInfo * pCreateInfos, const VkAllocationCallbacks * pAllocator, VkPipeline * pPipelines); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateImage)(VkDevice device, const VkImageCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkImage * pImage); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateImageView)(VkDevice device, const VkImageViewCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkImageView * pView); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateInstance)(const VkInstanceCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkInstance * pInstance); +typedef VkResult (GLAD_API_PTR *PFN_vkCreatePipelineCache)(VkDevice device, const VkPipelineCacheCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkPipelineCache * pPipelineCache); +typedef VkResult (GLAD_API_PTR *PFN_vkCreatePipelineLayout)(VkDevice device, const VkPipelineLayoutCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkPipelineLayout * pPipelineLayout); +typedef VkResult (GLAD_API_PTR *PFN_vkCreatePrivateDataSlot)(VkDevice device, const VkPrivateDataSlotCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkPrivateDataSlot * pPrivateDataSlot); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateQueryPool)(VkDevice device, const VkQueryPoolCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkQueryPool * pQueryPool); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateRenderPass)(VkDevice device, const VkRenderPassCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkRenderPass * pRenderPass); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateRenderPass2)(VkDevice device, const VkRenderPassCreateInfo2 * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkRenderPass * pRenderPass); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateSampler)(VkDevice device, const VkSamplerCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkSampler * pSampler); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateSamplerYcbcrConversion)(VkDevice device, const VkSamplerYcbcrConversionCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkSamplerYcbcrConversion * pYcbcrConversion); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateSemaphore)(VkDevice device, const VkSemaphoreCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkSemaphore * pSemaphore); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateShaderModule)(VkDevice device, const VkShaderModuleCreateInfo * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkShaderModule * pShaderModule); +typedef VkResult (GLAD_API_PTR *PFN_vkCreateSwapchainKHR)(VkDevice device, const VkSwapchainCreateInfoKHR * pCreateInfo, const VkAllocationCallbacks * pAllocator, VkSwapchainKHR * pSwapchain); +typedef void (GLAD_API_PTR *PFN_vkDebugReportMessageEXT)(VkInstance instance, VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char * pLayerPrefix, const char * pMessage); +typedef void (GLAD_API_PTR *PFN_vkDestroyBuffer)(VkDevice device, VkBuffer buffer, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyBufferView)(VkDevice device, VkBufferView bufferView, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyCommandPool)(VkDevice device, VkCommandPool commandPool, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyDebugReportCallbackEXT)(VkInstance instance, VkDebugReportCallbackEXT callback, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyDescriptorPool)(VkDevice device, VkDescriptorPool descriptorPool, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyDescriptorSetLayout)(VkDevice device, VkDescriptorSetLayout descriptorSetLayout, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyDescriptorUpdateTemplate)(VkDevice device, VkDescriptorUpdateTemplate descriptorUpdateTemplate, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyDevice)(VkDevice device, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyEvent)(VkDevice device, VkEvent event, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyFence)(VkDevice device, VkFence fence, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyFramebuffer)(VkDevice device, VkFramebuffer framebuffer, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyImage)(VkDevice device, VkImage image, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyImageView)(VkDevice device, VkImageView imageView, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyInstance)(VkInstance instance, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyPipeline)(VkDevice device, VkPipeline pipeline, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyPipelineCache)(VkDevice device, VkPipelineCache pipelineCache, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyPipelineLayout)(VkDevice device, VkPipelineLayout pipelineLayout, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyPrivateDataSlot)(VkDevice device, VkPrivateDataSlot privateDataSlot, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyQueryPool)(VkDevice device, VkQueryPool queryPool, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyRenderPass)(VkDevice device, VkRenderPass renderPass, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroySampler)(VkDevice device, VkSampler sampler, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroySamplerYcbcrConversion)(VkDevice device, VkSamplerYcbcrConversion ycbcrConversion, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroySemaphore)(VkDevice device, VkSemaphore semaphore, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroyShaderModule)(VkDevice device, VkShaderModule shaderModule, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroySurfaceKHR)(VkInstance instance, VkSurfaceKHR surface, const VkAllocationCallbacks * pAllocator); +typedef void (GLAD_API_PTR *PFN_vkDestroySwapchainKHR)(VkDevice device, VkSwapchainKHR swapchain, const VkAllocationCallbacks * pAllocator); +typedef VkResult (GLAD_API_PTR *PFN_vkDeviceWaitIdle)(VkDevice device); +typedef VkResult (GLAD_API_PTR *PFN_vkEndCommandBuffer)(VkCommandBuffer commandBuffer); +typedef VkResult (GLAD_API_PTR *PFN_vkEnumerateDeviceExtensionProperties)(VkPhysicalDevice physicalDevice, const char * pLayerName, uint32_t * pPropertyCount, VkExtensionProperties * pProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkEnumerateDeviceLayerProperties)(VkPhysicalDevice physicalDevice, uint32_t * pPropertyCount, VkLayerProperties * pProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkEnumerateInstanceExtensionProperties)(const char * pLayerName, uint32_t * pPropertyCount, VkExtensionProperties * pProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkEnumerateInstanceLayerProperties)(uint32_t * pPropertyCount, VkLayerProperties * pProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkEnumerateInstanceVersion)(uint32_t * pApiVersion); +typedef VkResult (GLAD_API_PTR *PFN_vkEnumeratePhysicalDeviceGroups)(VkInstance instance, uint32_t * pPhysicalDeviceGroupCount, VkPhysicalDeviceGroupProperties * pPhysicalDeviceGroupProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkEnumeratePhysicalDevices)(VkInstance instance, uint32_t * pPhysicalDeviceCount, VkPhysicalDevice * pPhysicalDevices); +typedef VkResult (GLAD_API_PTR *PFN_vkFlushMappedMemoryRanges)(VkDevice device, uint32_t memoryRangeCount, const VkMappedMemoryRange * pMemoryRanges); +typedef void (GLAD_API_PTR *PFN_vkFreeCommandBuffers)(VkDevice device, VkCommandPool commandPool, uint32_t commandBufferCount, const VkCommandBuffer * pCommandBuffers); +typedef VkResult (GLAD_API_PTR *PFN_vkFreeDescriptorSets)(VkDevice device, VkDescriptorPool descriptorPool, uint32_t descriptorSetCount, const VkDescriptorSet * pDescriptorSets); +typedef void (GLAD_API_PTR *PFN_vkFreeMemory)(VkDevice device, VkDeviceMemory memory, const VkAllocationCallbacks * pAllocator); +typedef VkDeviceAddress (GLAD_API_PTR *PFN_vkGetBufferDeviceAddress)(VkDevice device, const VkBufferDeviceAddressInfo * pInfo); +typedef void (GLAD_API_PTR *PFN_vkGetBufferMemoryRequirements)(VkDevice device, VkBuffer buffer, VkMemoryRequirements * pMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetBufferMemoryRequirements2)(VkDevice device, const VkBufferMemoryRequirementsInfo2 * pInfo, VkMemoryRequirements2 * pMemoryRequirements); +typedef uint64_t (GLAD_API_PTR *PFN_vkGetBufferOpaqueCaptureAddress)(VkDevice device, const VkBufferDeviceAddressInfo * pInfo); +typedef void (GLAD_API_PTR *PFN_vkGetDescriptorSetLayoutSupport)(VkDevice device, const VkDescriptorSetLayoutCreateInfo * pCreateInfo, VkDescriptorSetLayoutSupport * pSupport); +typedef void (GLAD_API_PTR *PFN_vkGetDeviceBufferMemoryRequirements)(VkDevice device, const VkDeviceBufferMemoryRequirements * pInfo, VkMemoryRequirements2 * pMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetDeviceGroupPeerMemoryFeatures)(VkDevice device, uint32_t heapIndex, uint32_t localDeviceIndex, uint32_t remoteDeviceIndex, VkPeerMemoryFeatureFlags * pPeerMemoryFeatures); +typedef VkResult (GLAD_API_PTR *PFN_vkGetDeviceGroupPresentCapabilitiesKHR)(VkDevice device, VkDeviceGroupPresentCapabilitiesKHR * pDeviceGroupPresentCapabilities); +typedef VkResult (GLAD_API_PTR *PFN_vkGetDeviceGroupSurfacePresentModesKHR)(VkDevice device, VkSurfaceKHR surface, VkDeviceGroupPresentModeFlagsKHR * pModes); +typedef void (GLAD_API_PTR *PFN_vkGetDeviceImageMemoryRequirements)(VkDevice device, const VkDeviceImageMemoryRequirements * pInfo, VkMemoryRequirements2 * pMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetDeviceImageSparseMemoryRequirements)(VkDevice device, const VkDeviceImageMemoryRequirements * pInfo, uint32_t * pSparseMemoryRequirementCount, VkSparseImageMemoryRequirements2 * pSparseMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetDeviceMemoryCommitment)(VkDevice device, VkDeviceMemory memory, VkDeviceSize * pCommittedMemoryInBytes); +typedef uint64_t (GLAD_API_PTR *PFN_vkGetDeviceMemoryOpaqueCaptureAddress)(VkDevice device, const VkDeviceMemoryOpaqueCaptureAddressInfo * pInfo); +typedef PFN_vkVoidFunction (GLAD_API_PTR *PFN_vkGetDeviceProcAddr)(VkDevice device, const char * pName); +typedef void (GLAD_API_PTR *PFN_vkGetDeviceQueue)(VkDevice device, uint32_t queueFamilyIndex, uint32_t queueIndex, VkQueue * pQueue); +typedef void (GLAD_API_PTR *PFN_vkGetDeviceQueue2)(VkDevice device, const VkDeviceQueueInfo2 * pQueueInfo, VkQueue * pQueue); +typedef VkResult (GLAD_API_PTR *PFN_vkGetEventStatus)(VkDevice device, VkEvent event); +typedef VkResult (GLAD_API_PTR *PFN_vkGetFenceStatus)(VkDevice device, VkFence fence); +typedef void (GLAD_API_PTR *PFN_vkGetImageMemoryRequirements)(VkDevice device, VkImage image, VkMemoryRequirements * pMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetImageMemoryRequirements2)(VkDevice device, const VkImageMemoryRequirementsInfo2 * pInfo, VkMemoryRequirements2 * pMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetImageSparseMemoryRequirements)(VkDevice device, VkImage image, uint32_t * pSparseMemoryRequirementCount, VkSparseImageMemoryRequirements * pSparseMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetImageSparseMemoryRequirements2)(VkDevice device, const VkImageSparseMemoryRequirementsInfo2 * pInfo, uint32_t * pSparseMemoryRequirementCount, VkSparseImageMemoryRequirements2 * pSparseMemoryRequirements); +typedef void (GLAD_API_PTR *PFN_vkGetImageSubresourceLayout)(VkDevice device, VkImage image, const VkImageSubresource * pSubresource, VkSubresourceLayout * pLayout); +typedef PFN_vkVoidFunction (GLAD_API_PTR *PFN_vkGetInstanceProcAddr)(VkInstance instance, const char * pName); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceExternalBufferProperties)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalBufferInfo * pExternalBufferInfo, VkExternalBufferProperties * pExternalBufferProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceExternalFenceProperties)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalFenceInfo * pExternalFenceInfo, VkExternalFenceProperties * pExternalFenceProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceExternalSemaphoreProperties)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalSemaphoreInfo * pExternalSemaphoreInfo, VkExternalSemaphoreProperties * pExternalSemaphoreProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceFeatures)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceFeatures * pFeatures); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceFeatures2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceFeatures2 * pFeatures); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceFormatProperties)(VkPhysicalDevice physicalDevice, VkFormat format, VkFormatProperties * pFormatProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceFormatProperties2)(VkPhysicalDevice physicalDevice, VkFormat format, VkFormatProperties2 * pFormatProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceImageFormatProperties)(VkPhysicalDevice physicalDevice, VkFormat format, VkImageType type, VkImageTiling tiling, VkImageUsageFlags usage, VkImageCreateFlags flags, VkImageFormatProperties * pImageFormatProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceImageFormatProperties2)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceImageFormatInfo2 * pImageFormatInfo, VkImageFormatProperties2 * pImageFormatProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceMemoryProperties)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceMemoryProperties * pMemoryProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceMemoryProperties2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceMemoryProperties2 * pMemoryProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDevicePresentRectanglesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t * pRectCount, VkRect2D * pRects); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceProperties)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties * pProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceProperties2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties2 * pProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceQueueFamilyProperties)(VkPhysicalDevice physicalDevice, uint32_t * pQueueFamilyPropertyCount, VkQueueFamilyProperties * pQueueFamilyProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceQueueFamilyProperties2)(VkPhysicalDevice physicalDevice, uint32_t * pQueueFamilyPropertyCount, VkQueueFamilyProperties2 * pQueueFamilyProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceSparseImageFormatProperties)(VkPhysicalDevice physicalDevice, VkFormat format, VkImageType type, VkSampleCountFlagBits samples, VkImageUsageFlags usage, VkImageTiling tiling, uint32_t * pPropertyCount, VkSparseImageFormatProperties * pProperties); +typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceSparseImageFormatProperties2)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceSparseImageFormatInfo2 * pFormatInfo, uint32_t * pPropertyCount, VkSparseImageFormatProperties2 * pProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, VkSurfaceCapabilitiesKHR * pSurfaceCapabilities); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceSurfaceFormatsKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t * pSurfaceFormatCount, VkSurfaceFormatKHR * pSurfaceFormats); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceSurfacePresentModesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t * pPresentModeCount, VkPresentModeKHR * pPresentModes); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceSurfaceSupportKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, VkSurfaceKHR surface, VkBool32 * pSupported); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceToolProperties)(VkPhysicalDevice physicalDevice, uint32_t * pToolCount, VkPhysicalDeviceToolProperties * pToolProperties); +typedef VkResult (GLAD_API_PTR *PFN_vkGetPipelineCacheData)(VkDevice device, VkPipelineCache pipelineCache, size_t * pDataSize, void * pData); +typedef void (GLAD_API_PTR *PFN_vkGetPrivateData)(VkDevice device, VkObjectType objectType, uint64_t objectHandle, VkPrivateDataSlot privateDataSlot, uint64_t * pData); +typedef VkResult (GLAD_API_PTR *PFN_vkGetQueryPoolResults)(VkDevice device, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount, size_t dataSize, void * pData, VkDeviceSize stride, VkQueryResultFlags flags); +typedef void (GLAD_API_PTR *PFN_vkGetRenderAreaGranularity)(VkDevice device, VkRenderPass renderPass, VkExtent2D * pGranularity); +typedef VkResult (GLAD_API_PTR *PFN_vkGetSemaphoreCounterValue)(VkDevice device, VkSemaphore semaphore, uint64_t * pValue); +typedef VkResult (GLAD_API_PTR *PFN_vkGetSwapchainImagesKHR)(VkDevice device, VkSwapchainKHR swapchain, uint32_t * pSwapchainImageCount, VkImage * pSwapchainImages); +typedef VkResult (GLAD_API_PTR *PFN_vkInvalidateMappedMemoryRanges)(VkDevice device, uint32_t memoryRangeCount, const VkMappedMemoryRange * pMemoryRanges); +typedef VkResult (GLAD_API_PTR *PFN_vkMapMemory)(VkDevice device, VkDeviceMemory memory, VkDeviceSize offset, VkDeviceSize size, VkMemoryMapFlags flags, void ** ppData); +typedef VkResult (GLAD_API_PTR *PFN_vkMergePipelineCaches)(VkDevice device, VkPipelineCache dstCache, uint32_t srcCacheCount, const VkPipelineCache * pSrcCaches); +typedef VkResult (GLAD_API_PTR *PFN_vkQueueBindSparse)(VkQueue queue, uint32_t bindInfoCount, const VkBindSparseInfo * pBindInfo, VkFence fence); +typedef VkResult (GLAD_API_PTR *PFN_vkQueuePresentKHR)(VkQueue queue, const VkPresentInfoKHR * pPresentInfo); +typedef VkResult (GLAD_API_PTR *PFN_vkQueueSubmit)(VkQueue queue, uint32_t submitCount, const VkSubmitInfo * pSubmits, VkFence fence); +typedef VkResult (GLAD_API_PTR *PFN_vkQueueSubmit2)(VkQueue queue, uint32_t submitCount, const VkSubmitInfo2 * pSubmits, VkFence fence); +typedef VkResult (GLAD_API_PTR *PFN_vkQueueWaitIdle)(VkQueue queue); +typedef VkResult (GLAD_API_PTR *PFN_vkResetCommandBuffer)(VkCommandBuffer commandBuffer, VkCommandBufferResetFlags flags); +typedef VkResult (GLAD_API_PTR *PFN_vkResetCommandPool)(VkDevice device, VkCommandPool commandPool, VkCommandPoolResetFlags flags); +typedef VkResult (GLAD_API_PTR *PFN_vkResetDescriptorPool)(VkDevice device, VkDescriptorPool descriptorPool, VkDescriptorPoolResetFlags flags); +typedef VkResult (GLAD_API_PTR *PFN_vkResetEvent)(VkDevice device, VkEvent event); +typedef VkResult (GLAD_API_PTR *PFN_vkResetFences)(VkDevice device, uint32_t fenceCount, const VkFence * pFences); +typedef void (GLAD_API_PTR *PFN_vkResetQueryPool)(VkDevice device, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount); +typedef VkResult (GLAD_API_PTR *PFN_vkSetEvent)(VkDevice device, VkEvent event); +typedef VkResult (GLAD_API_PTR *PFN_vkSetPrivateData)(VkDevice device, VkObjectType objectType, uint64_t objectHandle, VkPrivateDataSlot privateDataSlot, uint64_t data); +typedef VkResult (GLAD_API_PTR *PFN_vkSignalSemaphore)(VkDevice device, const VkSemaphoreSignalInfo * pSignalInfo); +typedef void (GLAD_API_PTR *PFN_vkTrimCommandPool)(VkDevice device, VkCommandPool commandPool, VkCommandPoolTrimFlags flags); +typedef void (GLAD_API_PTR *PFN_vkUnmapMemory)(VkDevice device, VkDeviceMemory memory); +typedef void (GLAD_API_PTR *PFN_vkUpdateDescriptorSetWithTemplate)(VkDevice device, VkDescriptorSet descriptorSet, VkDescriptorUpdateTemplate descriptorUpdateTemplate, const void * pData); +typedef void (GLAD_API_PTR *PFN_vkUpdateDescriptorSets)(VkDevice device, uint32_t descriptorWriteCount, const VkWriteDescriptorSet * pDescriptorWrites, uint32_t descriptorCopyCount, const VkCopyDescriptorSet * pDescriptorCopies); +typedef VkResult (GLAD_API_PTR *PFN_vkWaitForFences)(VkDevice device, uint32_t fenceCount, const VkFence * pFences, VkBool32 waitAll, uint64_t timeout); +typedef VkResult (GLAD_API_PTR *PFN_vkWaitSemaphores)(VkDevice device, const VkSemaphoreWaitInfo * pWaitInfo, uint64_t timeout); + +GLAD_API_CALL PFN_vkAcquireNextImage2KHR glad_vkAcquireNextImage2KHR; +#define vkAcquireNextImage2KHR glad_vkAcquireNextImage2KHR +GLAD_API_CALL PFN_vkAcquireNextImageKHR glad_vkAcquireNextImageKHR; +#define vkAcquireNextImageKHR glad_vkAcquireNextImageKHR +GLAD_API_CALL PFN_vkAllocateCommandBuffers glad_vkAllocateCommandBuffers; +#define vkAllocateCommandBuffers glad_vkAllocateCommandBuffers +GLAD_API_CALL PFN_vkAllocateDescriptorSets glad_vkAllocateDescriptorSets; +#define vkAllocateDescriptorSets glad_vkAllocateDescriptorSets +GLAD_API_CALL PFN_vkAllocateMemory glad_vkAllocateMemory; +#define vkAllocateMemory glad_vkAllocateMemory +GLAD_API_CALL PFN_vkBeginCommandBuffer glad_vkBeginCommandBuffer; +#define vkBeginCommandBuffer glad_vkBeginCommandBuffer +GLAD_API_CALL PFN_vkBindBufferMemory glad_vkBindBufferMemory; +#define vkBindBufferMemory glad_vkBindBufferMemory +GLAD_API_CALL PFN_vkBindBufferMemory2 glad_vkBindBufferMemory2; +#define vkBindBufferMemory2 glad_vkBindBufferMemory2 +GLAD_API_CALL PFN_vkBindImageMemory glad_vkBindImageMemory; +#define vkBindImageMemory glad_vkBindImageMemory +GLAD_API_CALL PFN_vkBindImageMemory2 glad_vkBindImageMemory2; +#define vkBindImageMemory2 glad_vkBindImageMemory2 +GLAD_API_CALL PFN_vkCmdBeginQuery glad_vkCmdBeginQuery; +#define vkCmdBeginQuery glad_vkCmdBeginQuery +GLAD_API_CALL PFN_vkCmdBeginRenderPass glad_vkCmdBeginRenderPass; +#define vkCmdBeginRenderPass glad_vkCmdBeginRenderPass +GLAD_API_CALL PFN_vkCmdBeginRenderPass2 glad_vkCmdBeginRenderPass2; +#define vkCmdBeginRenderPass2 glad_vkCmdBeginRenderPass2 +GLAD_API_CALL PFN_vkCmdBeginRendering glad_vkCmdBeginRendering; +#define vkCmdBeginRendering glad_vkCmdBeginRendering +GLAD_API_CALL PFN_vkCmdBindDescriptorSets glad_vkCmdBindDescriptorSets; +#define vkCmdBindDescriptorSets glad_vkCmdBindDescriptorSets +GLAD_API_CALL PFN_vkCmdBindIndexBuffer glad_vkCmdBindIndexBuffer; +#define vkCmdBindIndexBuffer glad_vkCmdBindIndexBuffer +GLAD_API_CALL PFN_vkCmdBindPipeline glad_vkCmdBindPipeline; +#define vkCmdBindPipeline glad_vkCmdBindPipeline +GLAD_API_CALL PFN_vkCmdBindVertexBuffers glad_vkCmdBindVertexBuffers; +#define vkCmdBindVertexBuffers glad_vkCmdBindVertexBuffers +GLAD_API_CALL PFN_vkCmdBindVertexBuffers2 glad_vkCmdBindVertexBuffers2; +#define vkCmdBindVertexBuffers2 glad_vkCmdBindVertexBuffers2 +GLAD_API_CALL PFN_vkCmdBlitImage glad_vkCmdBlitImage; +#define vkCmdBlitImage glad_vkCmdBlitImage +GLAD_API_CALL PFN_vkCmdBlitImage2 glad_vkCmdBlitImage2; +#define vkCmdBlitImage2 glad_vkCmdBlitImage2 +GLAD_API_CALL PFN_vkCmdClearAttachments glad_vkCmdClearAttachments; +#define vkCmdClearAttachments glad_vkCmdClearAttachments +GLAD_API_CALL PFN_vkCmdClearColorImage glad_vkCmdClearColorImage; +#define vkCmdClearColorImage glad_vkCmdClearColorImage +GLAD_API_CALL PFN_vkCmdClearDepthStencilImage glad_vkCmdClearDepthStencilImage; +#define vkCmdClearDepthStencilImage glad_vkCmdClearDepthStencilImage +GLAD_API_CALL PFN_vkCmdCopyBuffer glad_vkCmdCopyBuffer; +#define vkCmdCopyBuffer glad_vkCmdCopyBuffer +GLAD_API_CALL PFN_vkCmdCopyBuffer2 glad_vkCmdCopyBuffer2; +#define vkCmdCopyBuffer2 glad_vkCmdCopyBuffer2 +GLAD_API_CALL PFN_vkCmdCopyBufferToImage glad_vkCmdCopyBufferToImage; +#define vkCmdCopyBufferToImage glad_vkCmdCopyBufferToImage +GLAD_API_CALL PFN_vkCmdCopyBufferToImage2 glad_vkCmdCopyBufferToImage2; +#define vkCmdCopyBufferToImage2 glad_vkCmdCopyBufferToImage2 +GLAD_API_CALL PFN_vkCmdCopyImage glad_vkCmdCopyImage; +#define vkCmdCopyImage glad_vkCmdCopyImage +GLAD_API_CALL PFN_vkCmdCopyImage2 glad_vkCmdCopyImage2; +#define vkCmdCopyImage2 glad_vkCmdCopyImage2 +GLAD_API_CALL PFN_vkCmdCopyImageToBuffer glad_vkCmdCopyImageToBuffer; +#define vkCmdCopyImageToBuffer glad_vkCmdCopyImageToBuffer +GLAD_API_CALL PFN_vkCmdCopyImageToBuffer2 glad_vkCmdCopyImageToBuffer2; +#define vkCmdCopyImageToBuffer2 glad_vkCmdCopyImageToBuffer2 +GLAD_API_CALL PFN_vkCmdCopyQueryPoolResults glad_vkCmdCopyQueryPoolResults; +#define vkCmdCopyQueryPoolResults glad_vkCmdCopyQueryPoolResults +GLAD_API_CALL PFN_vkCmdDispatch glad_vkCmdDispatch; +#define vkCmdDispatch glad_vkCmdDispatch +GLAD_API_CALL PFN_vkCmdDispatchBase glad_vkCmdDispatchBase; +#define vkCmdDispatchBase glad_vkCmdDispatchBase +GLAD_API_CALL PFN_vkCmdDispatchIndirect glad_vkCmdDispatchIndirect; +#define vkCmdDispatchIndirect glad_vkCmdDispatchIndirect +GLAD_API_CALL PFN_vkCmdDraw glad_vkCmdDraw; +#define vkCmdDraw glad_vkCmdDraw +GLAD_API_CALL PFN_vkCmdDrawIndexed glad_vkCmdDrawIndexed; +#define vkCmdDrawIndexed glad_vkCmdDrawIndexed +GLAD_API_CALL PFN_vkCmdDrawIndexedIndirect glad_vkCmdDrawIndexedIndirect; +#define vkCmdDrawIndexedIndirect glad_vkCmdDrawIndexedIndirect +GLAD_API_CALL PFN_vkCmdDrawIndexedIndirectCount glad_vkCmdDrawIndexedIndirectCount; +#define vkCmdDrawIndexedIndirectCount glad_vkCmdDrawIndexedIndirectCount +GLAD_API_CALL PFN_vkCmdDrawIndirect glad_vkCmdDrawIndirect; +#define vkCmdDrawIndirect glad_vkCmdDrawIndirect +GLAD_API_CALL PFN_vkCmdDrawIndirectCount glad_vkCmdDrawIndirectCount; +#define vkCmdDrawIndirectCount glad_vkCmdDrawIndirectCount +GLAD_API_CALL PFN_vkCmdEndQuery glad_vkCmdEndQuery; +#define vkCmdEndQuery glad_vkCmdEndQuery +GLAD_API_CALL PFN_vkCmdEndRenderPass glad_vkCmdEndRenderPass; +#define vkCmdEndRenderPass glad_vkCmdEndRenderPass +GLAD_API_CALL PFN_vkCmdEndRenderPass2 glad_vkCmdEndRenderPass2; +#define vkCmdEndRenderPass2 glad_vkCmdEndRenderPass2 +GLAD_API_CALL PFN_vkCmdEndRendering glad_vkCmdEndRendering; +#define vkCmdEndRendering glad_vkCmdEndRendering +GLAD_API_CALL PFN_vkCmdExecuteCommands glad_vkCmdExecuteCommands; +#define vkCmdExecuteCommands glad_vkCmdExecuteCommands +GLAD_API_CALL PFN_vkCmdFillBuffer glad_vkCmdFillBuffer; +#define vkCmdFillBuffer glad_vkCmdFillBuffer +GLAD_API_CALL PFN_vkCmdNextSubpass glad_vkCmdNextSubpass; +#define vkCmdNextSubpass glad_vkCmdNextSubpass +GLAD_API_CALL PFN_vkCmdNextSubpass2 glad_vkCmdNextSubpass2; +#define vkCmdNextSubpass2 glad_vkCmdNextSubpass2 +GLAD_API_CALL PFN_vkCmdPipelineBarrier glad_vkCmdPipelineBarrier; +#define vkCmdPipelineBarrier glad_vkCmdPipelineBarrier +GLAD_API_CALL PFN_vkCmdPipelineBarrier2 glad_vkCmdPipelineBarrier2; +#define vkCmdPipelineBarrier2 glad_vkCmdPipelineBarrier2 +GLAD_API_CALL PFN_vkCmdPushConstants glad_vkCmdPushConstants; +#define vkCmdPushConstants glad_vkCmdPushConstants +GLAD_API_CALL PFN_vkCmdResetEvent glad_vkCmdResetEvent; +#define vkCmdResetEvent glad_vkCmdResetEvent +GLAD_API_CALL PFN_vkCmdResetEvent2 glad_vkCmdResetEvent2; +#define vkCmdResetEvent2 glad_vkCmdResetEvent2 +GLAD_API_CALL PFN_vkCmdResetQueryPool glad_vkCmdResetQueryPool; +#define vkCmdResetQueryPool glad_vkCmdResetQueryPool +GLAD_API_CALL PFN_vkCmdResolveImage glad_vkCmdResolveImage; +#define vkCmdResolveImage glad_vkCmdResolveImage +GLAD_API_CALL PFN_vkCmdResolveImage2 glad_vkCmdResolveImage2; +#define vkCmdResolveImage2 glad_vkCmdResolveImage2 +GLAD_API_CALL PFN_vkCmdSetBlendConstants glad_vkCmdSetBlendConstants; +#define vkCmdSetBlendConstants glad_vkCmdSetBlendConstants +GLAD_API_CALL PFN_vkCmdSetCullMode glad_vkCmdSetCullMode; +#define vkCmdSetCullMode glad_vkCmdSetCullMode +GLAD_API_CALL PFN_vkCmdSetDepthBias glad_vkCmdSetDepthBias; +#define vkCmdSetDepthBias glad_vkCmdSetDepthBias +GLAD_API_CALL PFN_vkCmdSetDepthBiasEnable glad_vkCmdSetDepthBiasEnable; +#define vkCmdSetDepthBiasEnable glad_vkCmdSetDepthBiasEnable +GLAD_API_CALL PFN_vkCmdSetDepthBounds glad_vkCmdSetDepthBounds; +#define vkCmdSetDepthBounds glad_vkCmdSetDepthBounds +GLAD_API_CALL PFN_vkCmdSetDepthBoundsTestEnable glad_vkCmdSetDepthBoundsTestEnable; +#define vkCmdSetDepthBoundsTestEnable glad_vkCmdSetDepthBoundsTestEnable +GLAD_API_CALL PFN_vkCmdSetDepthCompareOp glad_vkCmdSetDepthCompareOp; +#define vkCmdSetDepthCompareOp glad_vkCmdSetDepthCompareOp +GLAD_API_CALL PFN_vkCmdSetDepthTestEnable glad_vkCmdSetDepthTestEnable; +#define vkCmdSetDepthTestEnable glad_vkCmdSetDepthTestEnable +GLAD_API_CALL PFN_vkCmdSetDepthWriteEnable glad_vkCmdSetDepthWriteEnable; +#define vkCmdSetDepthWriteEnable glad_vkCmdSetDepthWriteEnable +GLAD_API_CALL PFN_vkCmdSetDeviceMask glad_vkCmdSetDeviceMask; +#define vkCmdSetDeviceMask glad_vkCmdSetDeviceMask +GLAD_API_CALL PFN_vkCmdSetEvent glad_vkCmdSetEvent; +#define vkCmdSetEvent glad_vkCmdSetEvent +GLAD_API_CALL PFN_vkCmdSetEvent2 glad_vkCmdSetEvent2; +#define vkCmdSetEvent2 glad_vkCmdSetEvent2 +GLAD_API_CALL PFN_vkCmdSetFrontFace glad_vkCmdSetFrontFace; +#define vkCmdSetFrontFace glad_vkCmdSetFrontFace +GLAD_API_CALL PFN_vkCmdSetLineWidth glad_vkCmdSetLineWidth; +#define vkCmdSetLineWidth glad_vkCmdSetLineWidth +GLAD_API_CALL PFN_vkCmdSetPrimitiveRestartEnable glad_vkCmdSetPrimitiveRestartEnable; +#define vkCmdSetPrimitiveRestartEnable glad_vkCmdSetPrimitiveRestartEnable +GLAD_API_CALL PFN_vkCmdSetPrimitiveTopology glad_vkCmdSetPrimitiveTopology; +#define vkCmdSetPrimitiveTopology glad_vkCmdSetPrimitiveTopology +GLAD_API_CALL PFN_vkCmdSetRasterizerDiscardEnable glad_vkCmdSetRasterizerDiscardEnable; +#define vkCmdSetRasterizerDiscardEnable glad_vkCmdSetRasterizerDiscardEnable +GLAD_API_CALL PFN_vkCmdSetScissor glad_vkCmdSetScissor; +#define vkCmdSetScissor glad_vkCmdSetScissor +GLAD_API_CALL PFN_vkCmdSetScissorWithCount glad_vkCmdSetScissorWithCount; +#define vkCmdSetScissorWithCount glad_vkCmdSetScissorWithCount +GLAD_API_CALL PFN_vkCmdSetStencilCompareMask glad_vkCmdSetStencilCompareMask; +#define vkCmdSetStencilCompareMask glad_vkCmdSetStencilCompareMask +GLAD_API_CALL PFN_vkCmdSetStencilOp glad_vkCmdSetStencilOp; +#define vkCmdSetStencilOp glad_vkCmdSetStencilOp +GLAD_API_CALL PFN_vkCmdSetStencilReference glad_vkCmdSetStencilReference; +#define vkCmdSetStencilReference glad_vkCmdSetStencilReference +GLAD_API_CALL PFN_vkCmdSetStencilTestEnable glad_vkCmdSetStencilTestEnable; +#define vkCmdSetStencilTestEnable glad_vkCmdSetStencilTestEnable +GLAD_API_CALL PFN_vkCmdSetStencilWriteMask glad_vkCmdSetStencilWriteMask; +#define vkCmdSetStencilWriteMask glad_vkCmdSetStencilWriteMask +GLAD_API_CALL PFN_vkCmdSetViewport glad_vkCmdSetViewport; +#define vkCmdSetViewport glad_vkCmdSetViewport +GLAD_API_CALL PFN_vkCmdSetViewportWithCount glad_vkCmdSetViewportWithCount; +#define vkCmdSetViewportWithCount glad_vkCmdSetViewportWithCount +GLAD_API_CALL PFN_vkCmdUpdateBuffer glad_vkCmdUpdateBuffer; +#define vkCmdUpdateBuffer glad_vkCmdUpdateBuffer +GLAD_API_CALL PFN_vkCmdWaitEvents glad_vkCmdWaitEvents; +#define vkCmdWaitEvents glad_vkCmdWaitEvents +GLAD_API_CALL PFN_vkCmdWaitEvents2 glad_vkCmdWaitEvents2; +#define vkCmdWaitEvents2 glad_vkCmdWaitEvents2 +GLAD_API_CALL PFN_vkCmdWriteTimestamp glad_vkCmdWriteTimestamp; +#define vkCmdWriteTimestamp glad_vkCmdWriteTimestamp +GLAD_API_CALL PFN_vkCmdWriteTimestamp2 glad_vkCmdWriteTimestamp2; +#define vkCmdWriteTimestamp2 glad_vkCmdWriteTimestamp2 +GLAD_API_CALL PFN_vkCreateBuffer glad_vkCreateBuffer; +#define vkCreateBuffer glad_vkCreateBuffer +GLAD_API_CALL PFN_vkCreateBufferView glad_vkCreateBufferView; +#define vkCreateBufferView glad_vkCreateBufferView +GLAD_API_CALL PFN_vkCreateCommandPool glad_vkCreateCommandPool; +#define vkCreateCommandPool glad_vkCreateCommandPool +GLAD_API_CALL PFN_vkCreateComputePipelines glad_vkCreateComputePipelines; +#define vkCreateComputePipelines glad_vkCreateComputePipelines +GLAD_API_CALL PFN_vkCreateDebugReportCallbackEXT glad_vkCreateDebugReportCallbackEXT; +#define vkCreateDebugReportCallbackEXT glad_vkCreateDebugReportCallbackEXT +GLAD_API_CALL PFN_vkCreateDescriptorPool glad_vkCreateDescriptorPool; +#define vkCreateDescriptorPool glad_vkCreateDescriptorPool +GLAD_API_CALL PFN_vkCreateDescriptorSetLayout glad_vkCreateDescriptorSetLayout; +#define vkCreateDescriptorSetLayout glad_vkCreateDescriptorSetLayout +GLAD_API_CALL PFN_vkCreateDescriptorUpdateTemplate glad_vkCreateDescriptorUpdateTemplate; +#define vkCreateDescriptorUpdateTemplate glad_vkCreateDescriptorUpdateTemplate +GLAD_API_CALL PFN_vkCreateDevice glad_vkCreateDevice; +#define vkCreateDevice glad_vkCreateDevice +GLAD_API_CALL PFN_vkCreateEvent glad_vkCreateEvent; +#define vkCreateEvent glad_vkCreateEvent +GLAD_API_CALL PFN_vkCreateFence glad_vkCreateFence; +#define vkCreateFence glad_vkCreateFence +GLAD_API_CALL PFN_vkCreateFramebuffer glad_vkCreateFramebuffer; +#define vkCreateFramebuffer glad_vkCreateFramebuffer +GLAD_API_CALL PFN_vkCreateGraphicsPipelines glad_vkCreateGraphicsPipelines; +#define vkCreateGraphicsPipelines glad_vkCreateGraphicsPipelines +GLAD_API_CALL PFN_vkCreateImage glad_vkCreateImage; +#define vkCreateImage glad_vkCreateImage +GLAD_API_CALL PFN_vkCreateImageView glad_vkCreateImageView; +#define vkCreateImageView glad_vkCreateImageView +GLAD_API_CALL PFN_vkCreateInstance glad_vkCreateInstance; +#define vkCreateInstance glad_vkCreateInstance +GLAD_API_CALL PFN_vkCreatePipelineCache glad_vkCreatePipelineCache; +#define vkCreatePipelineCache glad_vkCreatePipelineCache +GLAD_API_CALL PFN_vkCreatePipelineLayout glad_vkCreatePipelineLayout; +#define vkCreatePipelineLayout glad_vkCreatePipelineLayout +GLAD_API_CALL PFN_vkCreatePrivateDataSlot glad_vkCreatePrivateDataSlot; +#define vkCreatePrivateDataSlot glad_vkCreatePrivateDataSlot +GLAD_API_CALL PFN_vkCreateQueryPool glad_vkCreateQueryPool; +#define vkCreateQueryPool glad_vkCreateQueryPool +GLAD_API_CALL PFN_vkCreateRenderPass glad_vkCreateRenderPass; +#define vkCreateRenderPass glad_vkCreateRenderPass +GLAD_API_CALL PFN_vkCreateRenderPass2 glad_vkCreateRenderPass2; +#define vkCreateRenderPass2 glad_vkCreateRenderPass2 +GLAD_API_CALL PFN_vkCreateSampler glad_vkCreateSampler; +#define vkCreateSampler glad_vkCreateSampler +GLAD_API_CALL PFN_vkCreateSamplerYcbcrConversion glad_vkCreateSamplerYcbcrConversion; +#define vkCreateSamplerYcbcrConversion glad_vkCreateSamplerYcbcrConversion +GLAD_API_CALL PFN_vkCreateSemaphore glad_vkCreateSemaphore; +#define vkCreateSemaphore glad_vkCreateSemaphore +GLAD_API_CALL PFN_vkCreateShaderModule glad_vkCreateShaderModule; +#define vkCreateShaderModule glad_vkCreateShaderModule +GLAD_API_CALL PFN_vkCreateSwapchainKHR glad_vkCreateSwapchainKHR; +#define vkCreateSwapchainKHR glad_vkCreateSwapchainKHR +GLAD_API_CALL PFN_vkDebugReportMessageEXT glad_vkDebugReportMessageEXT; +#define vkDebugReportMessageEXT glad_vkDebugReportMessageEXT +GLAD_API_CALL PFN_vkDestroyBuffer glad_vkDestroyBuffer; +#define vkDestroyBuffer glad_vkDestroyBuffer +GLAD_API_CALL PFN_vkDestroyBufferView glad_vkDestroyBufferView; +#define vkDestroyBufferView glad_vkDestroyBufferView +GLAD_API_CALL PFN_vkDestroyCommandPool glad_vkDestroyCommandPool; +#define vkDestroyCommandPool glad_vkDestroyCommandPool +GLAD_API_CALL PFN_vkDestroyDebugReportCallbackEXT glad_vkDestroyDebugReportCallbackEXT; +#define vkDestroyDebugReportCallbackEXT glad_vkDestroyDebugReportCallbackEXT +GLAD_API_CALL PFN_vkDestroyDescriptorPool glad_vkDestroyDescriptorPool; +#define vkDestroyDescriptorPool glad_vkDestroyDescriptorPool +GLAD_API_CALL PFN_vkDestroyDescriptorSetLayout glad_vkDestroyDescriptorSetLayout; +#define vkDestroyDescriptorSetLayout glad_vkDestroyDescriptorSetLayout +GLAD_API_CALL PFN_vkDestroyDescriptorUpdateTemplate glad_vkDestroyDescriptorUpdateTemplate; +#define vkDestroyDescriptorUpdateTemplate glad_vkDestroyDescriptorUpdateTemplate +GLAD_API_CALL PFN_vkDestroyDevice glad_vkDestroyDevice; +#define vkDestroyDevice glad_vkDestroyDevice +GLAD_API_CALL PFN_vkDestroyEvent glad_vkDestroyEvent; +#define vkDestroyEvent glad_vkDestroyEvent +GLAD_API_CALL PFN_vkDestroyFence glad_vkDestroyFence; +#define vkDestroyFence glad_vkDestroyFence +GLAD_API_CALL PFN_vkDestroyFramebuffer glad_vkDestroyFramebuffer; +#define vkDestroyFramebuffer glad_vkDestroyFramebuffer +GLAD_API_CALL PFN_vkDestroyImage glad_vkDestroyImage; +#define vkDestroyImage glad_vkDestroyImage +GLAD_API_CALL PFN_vkDestroyImageView glad_vkDestroyImageView; +#define vkDestroyImageView glad_vkDestroyImageView +GLAD_API_CALL PFN_vkDestroyInstance glad_vkDestroyInstance; +#define vkDestroyInstance glad_vkDestroyInstance +GLAD_API_CALL PFN_vkDestroyPipeline glad_vkDestroyPipeline; +#define vkDestroyPipeline glad_vkDestroyPipeline +GLAD_API_CALL PFN_vkDestroyPipelineCache glad_vkDestroyPipelineCache; +#define vkDestroyPipelineCache glad_vkDestroyPipelineCache +GLAD_API_CALL PFN_vkDestroyPipelineLayout glad_vkDestroyPipelineLayout; +#define vkDestroyPipelineLayout glad_vkDestroyPipelineLayout +GLAD_API_CALL PFN_vkDestroyPrivateDataSlot glad_vkDestroyPrivateDataSlot; +#define vkDestroyPrivateDataSlot glad_vkDestroyPrivateDataSlot +GLAD_API_CALL PFN_vkDestroyQueryPool glad_vkDestroyQueryPool; +#define vkDestroyQueryPool glad_vkDestroyQueryPool +GLAD_API_CALL PFN_vkDestroyRenderPass glad_vkDestroyRenderPass; +#define vkDestroyRenderPass glad_vkDestroyRenderPass +GLAD_API_CALL PFN_vkDestroySampler glad_vkDestroySampler; +#define vkDestroySampler glad_vkDestroySampler +GLAD_API_CALL PFN_vkDestroySamplerYcbcrConversion glad_vkDestroySamplerYcbcrConversion; +#define vkDestroySamplerYcbcrConversion glad_vkDestroySamplerYcbcrConversion +GLAD_API_CALL PFN_vkDestroySemaphore glad_vkDestroySemaphore; +#define vkDestroySemaphore glad_vkDestroySemaphore +GLAD_API_CALL PFN_vkDestroyShaderModule glad_vkDestroyShaderModule; +#define vkDestroyShaderModule glad_vkDestroyShaderModule +GLAD_API_CALL PFN_vkDestroySurfaceKHR glad_vkDestroySurfaceKHR; +#define vkDestroySurfaceKHR glad_vkDestroySurfaceKHR +GLAD_API_CALL PFN_vkDestroySwapchainKHR glad_vkDestroySwapchainKHR; +#define vkDestroySwapchainKHR glad_vkDestroySwapchainKHR +GLAD_API_CALL PFN_vkDeviceWaitIdle glad_vkDeviceWaitIdle; +#define vkDeviceWaitIdle glad_vkDeviceWaitIdle +GLAD_API_CALL PFN_vkEndCommandBuffer glad_vkEndCommandBuffer; +#define vkEndCommandBuffer glad_vkEndCommandBuffer +GLAD_API_CALL PFN_vkEnumerateDeviceExtensionProperties glad_vkEnumerateDeviceExtensionProperties; +#define vkEnumerateDeviceExtensionProperties glad_vkEnumerateDeviceExtensionProperties +GLAD_API_CALL PFN_vkEnumerateDeviceLayerProperties glad_vkEnumerateDeviceLayerProperties; +#define vkEnumerateDeviceLayerProperties glad_vkEnumerateDeviceLayerProperties +GLAD_API_CALL PFN_vkEnumerateInstanceExtensionProperties glad_vkEnumerateInstanceExtensionProperties; +#define vkEnumerateInstanceExtensionProperties glad_vkEnumerateInstanceExtensionProperties +GLAD_API_CALL PFN_vkEnumerateInstanceLayerProperties glad_vkEnumerateInstanceLayerProperties; +#define vkEnumerateInstanceLayerProperties glad_vkEnumerateInstanceLayerProperties +GLAD_API_CALL PFN_vkEnumerateInstanceVersion glad_vkEnumerateInstanceVersion; +#define vkEnumerateInstanceVersion glad_vkEnumerateInstanceVersion +GLAD_API_CALL PFN_vkEnumeratePhysicalDeviceGroups glad_vkEnumeratePhysicalDeviceGroups; +#define vkEnumeratePhysicalDeviceGroups glad_vkEnumeratePhysicalDeviceGroups +GLAD_API_CALL PFN_vkEnumeratePhysicalDevices glad_vkEnumeratePhysicalDevices; +#define vkEnumeratePhysicalDevices glad_vkEnumeratePhysicalDevices +GLAD_API_CALL PFN_vkFlushMappedMemoryRanges glad_vkFlushMappedMemoryRanges; +#define vkFlushMappedMemoryRanges glad_vkFlushMappedMemoryRanges +GLAD_API_CALL PFN_vkFreeCommandBuffers glad_vkFreeCommandBuffers; +#define vkFreeCommandBuffers glad_vkFreeCommandBuffers +GLAD_API_CALL PFN_vkFreeDescriptorSets glad_vkFreeDescriptorSets; +#define vkFreeDescriptorSets glad_vkFreeDescriptorSets +GLAD_API_CALL PFN_vkFreeMemory glad_vkFreeMemory; +#define vkFreeMemory glad_vkFreeMemory +GLAD_API_CALL PFN_vkGetBufferDeviceAddress glad_vkGetBufferDeviceAddress; +#define vkGetBufferDeviceAddress glad_vkGetBufferDeviceAddress +GLAD_API_CALL PFN_vkGetBufferMemoryRequirements glad_vkGetBufferMemoryRequirements; +#define vkGetBufferMemoryRequirements glad_vkGetBufferMemoryRequirements +GLAD_API_CALL PFN_vkGetBufferMemoryRequirements2 glad_vkGetBufferMemoryRequirements2; +#define vkGetBufferMemoryRequirements2 glad_vkGetBufferMemoryRequirements2 +GLAD_API_CALL PFN_vkGetBufferOpaqueCaptureAddress glad_vkGetBufferOpaqueCaptureAddress; +#define vkGetBufferOpaqueCaptureAddress glad_vkGetBufferOpaqueCaptureAddress +GLAD_API_CALL PFN_vkGetDescriptorSetLayoutSupport glad_vkGetDescriptorSetLayoutSupport; +#define vkGetDescriptorSetLayoutSupport glad_vkGetDescriptorSetLayoutSupport +GLAD_API_CALL PFN_vkGetDeviceBufferMemoryRequirements glad_vkGetDeviceBufferMemoryRequirements; +#define vkGetDeviceBufferMemoryRequirements glad_vkGetDeviceBufferMemoryRequirements +GLAD_API_CALL PFN_vkGetDeviceGroupPeerMemoryFeatures glad_vkGetDeviceGroupPeerMemoryFeatures; +#define vkGetDeviceGroupPeerMemoryFeatures glad_vkGetDeviceGroupPeerMemoryFeatures +GLAD_API_CALL PFN_vkGetDeviceGroupPresentCapabilitiesKHR glad_vkGetDeviceGroupPresentCapabilitiesKHR; +#define vkGetDeviceGroupPresentCapabilitiesKHR glad_vkGetDeviceGroupPresentCapabilitiesKHR +GLAD_API_CALL PFN_vkGetDeviceGroupSurfacePresentModesKHR glad_vkGetDeviceGroupSurfacePresentModesKHR; +#define vkGetDeviceGroupSurfacePresentModesKHR glad_vkGetDeviceGroupSurfacePresentModesKHR +GLAD_API_CALL PFN_vkGetDeviceImageMemoryRequirements glad_vkGetDeviceImageMemoryRequirements; +#define vkGetDeviceImageMemoryRequirements glad_vkGetDeviceImageMemoryRequirements +GLAD_API_CALL PFN_vkGetDeviceImageSparseMemoryRequirements glad_vkGetDeviceImageSparseMemoryRequirements; +#define vkGetDeviceImageSparseMemoryRequirements glad_vkGetDeviceImageSparseMemoryRequirements +GLAD_API_CALL PFN_vkGetDeviceMemoryCommitment glad_vkGetDeviceMemoryCommitment; +#define vkGetDeviceMemoryCommitment glad_vkGetDeviceMemoryCommitment +GLAD_API_CALL PFN_vkGetDeviceMemoryOpaqueCaptureAddress glad_vkGetDeviceMemoryOpaqueCaptureAddress; +#define vkGetDeviceMemoryOpaqueCaptureAddress glad_vkGetDeviceMemoryOpaqueCaptureAddress +GLAD_API_CALL PFN_vkGetDeviceProcAddr glad_vkGetDeviceProcAddr; +#define vkGetDeviceProcAddr glad_vkGetDeviceProcAddr +GLAD_API_CALL PFN_vkGetDeviceQueue glad_vkGetDeviceQueue; +#define vkGetDeviceQueue glad_vkGetDeviceQueue +GLAD_API_CALL PFN_vkGetDeviceQueue2 glad_vkGetDeviceQueue2; +#define vkGetDeviceQueue2 glad_vkGetDeviceQueue2 +GLAD_API_CALL PFN_vkGetEventStatus glad_vkGetEventStatus; +#define vkGetEventStatus glad_vkGetEventStatus +GLAD_API_CALL PFN_vkGetFenceStatus glad_vkGetFenceStatus; +#define vkGetFenceStatus glad_vkGetFenceStatus +GLAD_API_CALL PFN_vkGetImageMemoryRequirements glad_vkGetImageMemoryRequirements; +#define vkGetImageMemoryRequirements glad_vkGetImageMemoryRequirements +GLAD_API_CALL PFN_vkGetImageMemoryRequirements2 glad_vkGetImageMemoryRequirements2; +#define vkGetImageMemoryRequirements2 glad_vkGetImageMemoryRequirements2 +GLAD_API_CALL PFN_vkGetImageSparseMemoryRequirements glad_vkGetImageSparseMemoryRequirements; +#define vkGetImageSparseMemoryRequirements glad_vkGetImageSparseMemoryRequirements +GLAD_API_CALL PFN_vkGetImageSparseMemoryRequirements2 glad_vkGetImageSparseMemoryRequirements2; +#define vkGetImageSparseMemoryRequirements2 glad_vkGetImageSparseMemoryRequirements2 +GLAD_API_CALL PFN_vkGetImageSubresourceLayout glad_vkGetImageSubresourceLayout; +#define vkGetImageSubresourceLayout glad_vkGetImageSubresourceLayout +GLAD_API_CALL PFN_vkGetInstanceProcAddr glad_vkGetInstanceProcAddr; +#define vkGetInstanceProcAddr glad_vkGetInstanceProcAddr +GLAD_API_CALL PFN_vkGetPhysicalDeviceExternalBufferProperties glad_vkGetPhysicalDeviceExternalBufferProperties; +#define vkGetPhysicalDeviceExternalBufferProperties glad_vkGetPhysicalDeviceExternalBufferProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceExternalFenceProperties glad_vkGetPhysicalDeviceExternalFenceProperties; +#define vkGetPhysicalDeviceExternalFenceProperties glad_vkGetPhysicalDeviceExternalFenceProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceExternalSemaphoreProperties glad_vkGetPhysicalDeviceExternalSemaphoreProperties; +#define vkGetPhysicalDeviceExternalSemaphoreProperties glad_vkGetPhysicalDeviceExternalSemaphoreProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceFeatures glad_vkGetPhysicalDeviceFeatures; +#define vkGetPhysicalDeviceFeatures glad_vkGetPhysicalDeviceFeatures +GLAD_API_CALL PFN_vkGetPhysicalDeviceFeatures2 glad_vkGetPhysicalDeviceFeatures2; +#define vkGetPhysicalDeviceFeatures2 glad_vkGetPhysicalDeviceFeatures2 +GLAD_API_CALL PFN_vkGetPhysicalDeviceFormatProperties glad_vkGetPhysicalDeviceFormatProperties; +#define vkGetPhysicalDeviceFormatProperties glad_vkGetPhysicalDeviceFormatProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceFormatProperties2 glad_vkGetPhysicalDeviceFormatProperties2; +#define vkGetPhysicalDeviceFormatProperties2 glad_vkGetPhysicalDeviceFormatProperties2 +GLAD_API_CALL PFN_vkGetPhysicalDeviceImageFormatProperties glad_vkGetPhysicalDeviceImageFormatProperties; +#define vkGetPhysicalDeviceImageFormatProperties glad_vkGetPhysicalDeviceImageFormatProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceImageFormatProperties2 glad_vkGetPhysicalDeviceImageFormatProperties2; +#define vkGetPhysicalDeviceImageFormatProperties2 glad_vkGetPhysicalDeviceImageFormatProperties2 +GLAD_API_CALL PFN_vkGetPhysicalDeviceMemoryProperties glad_vkGetPhysicalDeviceMemoryProperties; +#define vkGetPhysicalDeviceMemoryProperties glad_vkGetPhysicalDeviceMemoryProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceMemoryProperties2 glad_vkGetPhysicalDeviceMemoryProperties2; +#define vkGetPhysicalDeviceMemoryProperties2 glad_vkGetPhysicalDeviceMemoryProperties2 +GLAD_API_CALL PFN_vkGetPhysicalDevicePresentRectanglesKHR glad_vkGetPhysicalDevicePresentRectanglesKHR; +#define vkGetPhysicalDevicePresentRectanglesKHR glad_vkGetPhysicalDevicePresentRectanglesKHR +GLAD_API_CALL PFN_vkGetPhysicalDeviceProperties glad_vkGetPhysicalDeviceProperties; +#define vkGetPhysicalDeviceProperties glad_vkGetPhysicalDeviceProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceProperties2 glad_vkGetPhysicalDeviceProperties2; +#define vkGetPhysicalDeviceProperties2 glad_vkGetPhysicalDeviceProperties2 +GLAD_API_CALL PFN_vkGetPhysicalDeviceQueueFamilyProperties glad_vkGetPhysicalDeviceQueueFamilyProperties; +#define vkGetPhysicalDeviceQueueFamilyProperties glad_vkGetPhysicalDeviceQueueFamilyProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceQueueFamilyProperties2 glad_vkGetPhysicalDeviceQueueFamilyProperties2; +#define vkGetPhysicalDeviceQueueFamilyProperties2 glad_vkGetPhysicalDeviceQueueFamilyProperties2 +GLAD_API_CALL PFN_vkGetPhysicalDeviceSparseImageFormatProperties glad_vkGetPhysicalDeviceSparseImageFormatProperties; +#define vkGetPhysicalDeviceSparseImageFormatProperties glad_vkGetPhysicalDeviceSparseImageFormatProperties +GLAD_API_CALL PFN_vkGetPhysicalDeviceSparseImageFormatProperties2 glad_vkGetPhysicalDeviceSparseImageFormatProperties2; +#define vkGetPhysicalDeviceSparseImageFormatProperties2 glad_vkGetPhysicalDeviceSparseImageFormatProperties2 +GLAD_API_CALL PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR glad_vkGetPhysicalDeviceSurfaceCapabilitiesKHR; +#define vkGetPhysicalDeviceSurfaceCapabilitiesKHR glad_vkGetPhysicalDeviceSurfaceCapabilitiesKHR +GLAD_API_CALL PFN_vkGetPhysicalDeviceSurfaceFormatsKHR glad_vkGetPhysicalDeviceSurfaceFormatsKHR; +#define vkGetPhysicalDeviceSurfaceFormatsKHR glad_vkGetPhysicalDeviceSurfaceFormatsKHR +GLAD_API_CALL PFN_vkGetPhysicalDeviceSurfacePresentModesKHR glad_vkGetPhysicalDeviceSurfacePresentModesKHR; +#define vkGetPhysicalDeviceSurfacePresentModesKHR glad_vkGetPhysicalDeviceSurfacePresentModesKHR +GLAD_API_CALL PFN_vkGetPhysicalDeviceSurfaceSupportKHR glad_vkGetPhysicalDeviceSurfaceSupportKHR; +#define vkGetPhysicalDeviceSurfaceSupportKHR glad_vkGetPhysicalDeviceSurfaceSupportKHR +GLAD_API_CALL PFN_vkGetPhysicalDeviceToolProperties glad_vkGetPhysicalDeviceToolProperties; +#define vkGetPhysicalDeviceToolProperties glad_vkGetPhysicalDeviceToolProperties +GLAD_API_CALL PFN_vkGetPipelineCacheData glad_vkGetPipelineCacheData; +#define vkGetPipelineCacheData glad_vkGetPipelineCacheData +GLAD_API_CALL PFN_vkGetPrivateData glad_vkGetPrivateData; +#define vkGetPrivateData glad_vkGetPrivateData +GLAD_API_CALL PFN_vkGetQueryPoolResults glad_vkGetQueryPoolResults; +#define vkGetQueryPoolResults glad_vkGetQueryPoolResults +GLAD_API_CALL PFN_vkGetRenderAreaGranularity glad_vkGetRenderAreaGranularity; +#define vkGetRenderAreaGranularity glad_vkGetRenderAreaGranularity +GLAD_API_CALL PFN_vkGetSemaphoreCounterValue glad_vkGetSemaphoreCounterValue; +#define vkGetSemaphoreCounterValue glad_vkGetSemaphoreCounterValue +GLAD_API_CALL PFN_vkGetSwapchainImagesKHR glad_vkGetSwapchainImagesKHR; +#define vkGetSwapchainImagesKHR glad_vkGetSwapchainImagesKHR +GLAD_API_CALL PFN_vkInvalidateMappedMemoryRanges glad_vkInvalidateMappedMemoryRanges; +#define vkInvalidateMappedMemoryRanges glad_vkInvalidateMappedMemoryRanges +GLAD_API_CALL PFN_vkMapMemory glad_vkMapMemory; +#define vkMapMemory glad_vkMapMemory +GLAD_API_CALL PFN_vkMergePipelineCaches glad_vkMergePipelineCaches; +#define vkMergePipelineCaches glad_vkMergePipelineCaches +GLAD_API_CALL PFN_vkQueueBindSparse glad_vkQueueBindSparse; +#define vkQueueBindSparse glad_vkQueueBindSparse +GLAD_API_CALL PFN_vkQueuePresentKHR glad_vkQueuePresentKHR; +#define vkQueuePresentKHR glad_vkQueuePresentKHR +GLAD_API_CALL PFN_vkQueueSubmit glad_vkQueueSubmit; +#define vkQueueSubmit glad_vkQueueSubmit +GLAD_API_CALL PFN_vkQueueSubmit2 glad_vkQueueSubmit2; +#define vkQueueSubmit2 glad_vkQueueSubmit2 +GLAD_API_CALL PFN_vkQueueWaitIdle glad_vkQueueWaitIdle; +#define vkQueueWaitIdle glad_vkQueueWaitIdle +GLAD_API_CALL PFN_vkResetCommandBuffer glad_vkResetCommandBuffer; +#define vkResetCommandBuffer glad_vkResetCommandBuffer +GLAD_API_CALL PFN_vkResetCommandPool glad_vkResetCommandPool; +#define vkResetCommandPool glad_vkResetCommandPool +GLAD_API_CALL PFN_vkResetDescriptorPool glad_vkResetDescriptorPool; +#define vkResetDescriptorPool glad_vkResetDescriptorPool +GLAD_API_CALL PFN_vkResetEvent glad_vkResetEvent; +#define vkResetEvent glad_vkResetEvent +GLAD_API_CALL PFN_vkResetFences glad_vkResetFences; +#define vkResetFences glad_vkResetFences +GLAD_API_CALL PFN_vkResetQueryPool glad_vkResetQueryPool; +#define vkResetQueryPool glad_vkResetQueryPool +GLAD_API_CALL PFN_vkSetEvent glad_vkSetEvent; +#define vkSetEvent glad_vkSetEvent +GLAD_API_CALL PFN_vkSetPrivateData glad_vkSetPrivateData; +#define vkSetPrivateData glad_vkSetPrivateData +GLAD_API_CALL PFN_vkSignalSemaphore glad_vkSignalSemaphore; +#define vkSignalSemaphore glad_vkSignalSemaphore +GLAD_API_CALL PFN_vkTrimCommandPool glad_vkTrimCommandPool; +#define vkTrimCommandPool glad_vkTrimCommandPool +GLAD_API_CALL PFN_vkUnmapMemory glad_vkUnmapMemory; +#define vkUnmapMemory glad_vkUnmapMemory +GLAD_API_CALL PFN_vkUpdateDescriptorSetWithTemplate glad_vkUpdateDescriptorSetWithTemplate; +#define vkUpdateDescriptorSetWithTemplate glad_vkUpdateDescriptorSetWithTemplate +GLAD_API_CALL PFN_vkUpdateDescriptorSets glad_vkUpdateDescriptorSets; +#define vkUpdateDescriptorSets glad_vkUpdateDescriptorSets +GLAD_API_CALL PFN_vkWaitForFences glad_vkWaitForFences; +#define vkWaitForFences glad_vkWaitForFences +GLAD_API_CALL PFN_vkWaitSemaphores glad_vkWaitSemaphores; +#define vkWaitSemaphores glad_vkWaitSemaphores + + + + + +GLAD_API_CALL int gladLoadVulkanUserPtr( VkPhysicalDevice physical_device, GLADuserptrloadfunc load, void *userptr); +GLAD_API_CALL int gladLoadVulkan( VkPhysicalDevice physical_device, GLADloadfunc load); + + + +#ifdef __cplusplus +} +#endif +#endif + +/* Source */ +#ifdef GLAD_VULKAN_IMPLEMENTATION +#include +#include +#include + +#ifndef GLAD_IMPL_UTIL_C_ +#define GLAD_IMPL_UTIL_C_ + +#ifdef _MSC_VER +#define GLAD_IMPL_UTIL_SSCANF sscanf_s +#else +#define GLAD_IMPL_UTIL_SSCANF sscanf +#endif + +#endif /* GLAD_IMPL_UTIL_C_ */ + +#ifdef __cplusplus +extern "C" { +#endif + + + +int GLAD_VK_VERSION_1_0 = 0; +int GLAD_VK_VERSION_1_1 = 0; +int GLAD_VK_VERSION_1_2 = 0; +int GLAD_VK_VERSION_1_3 = 0; +int GLAD_VK_EXT_debug_report = 0; +int GLAD_VK_KHR_portability_enumeration = 0; +int GLAD_VK_KHR_surface = 0; +int GLAD_VK_KHR_swapchain = 0; + + + +PFN_vkAcquireNextImage2KHR glad_vkAcquireNextImage2KHR = NULL; +PFN_vkAcquireNextImageKHR glad_vkAcquireNextImageKHR = NULL; +PFN_vkAllocateCommandBuffers glad_vkAllocateCommandBuffers = NULL; +PFN_vkAllocateDescriptorSets glad_vkAllocateDescriptorSets = NULL; +PFN_vkAllocateMemory glad_vkAllocateMemory = NULL; +PFN_vkBeginCommandBuffer glad_vkBeginCommandBuffer = NULL; +PFN_vkBindBufferMemory glad_vkBindBufferMemory = NULL; +PFN_vkBindBufferMemory2 glad_vkBindBufferMemory2 = NULL; +PFN_vkBindImageMemory glad_vkBindImageMemory = NULL; +PFN_vkBindImageMemory2 glad_vkBindImageMemory2 = NULL; +PFN_vkCmdBeginQuery glad_vkCmdBeginQuery = NULL; +PFN_vkCmdBeginRenderPass glad_vkCmdBeginRenderPass = NULL; +PFN_vkCmdBeginRenderPass2 glad_vkCmdBeginRenderPass2 = NULL; +PFN_vkCmdBeginRendering glad_vkCmdBeginRendering = NULL; +PFN_vkCmdBindDescriptorSets glad_vkCmdBindDescriptorSets = NULL; +PFN_vkCmdBindIndexBuffer glad_vkCmdBindIndexBuffer = NULL; +PFN_vkCmdBindPipeline glad_vkCmdBindPipeline = NULL; +PFN_vkCmdBindVertexBuffers glad_vkCmdBindVertexBuffers = NULL; +PFN_vkCmdBindVertexBuffers2 glad_vkCmdBindVertexBuffers2 = NULL; +PFN_vkCmdBlitImage glad_vkCmdBlitImage = NULL; +PFN_vkCmdBlitImage2 glad_vkCmdBlitImage2 = NULL; +PFN_vkCmdClearAttachments glad_vkCmdClearAttachments = NULL; +PFN_vkCmdClearColorImage glad_vkCmdClearColorImage = NULL; +PFN_vkCmdClearDepthStencilImage glad_vkCmdClearDepthStencilImage = NULL; +PFN_vkCmdCopyBuffer glad_vkCmdCopyBuffer = NULL; +PFN_vkCmdCopyBuffer2 glad_vkCmdCopyBuffer2 = NULL; +PFN_vkCmdCopyBufferToImage glad_vkCmdCopyBufferToImage = NULL; +PFN_vkCmdCopyBufferToImage2 glad_vkCmdCopyBufferToImage2 = NULL; +PFN_vkCmdCopyImage glad_vkCmdCopyImage = NULL; +PFN_vkCmdCopyImage2 glad_vkCmdCopyImage2 = NULL; +PFN_vkCmdCopyImageToBuffer glad_vkCmdCopyImageToBuffer = NULL; +PFN_vkCmdCopyImageToBuffer2 glad_vkCmdCopyImageToBuffer2 = NULL; +PFN_vkCmdCopyQueryPoolResults glad_vkCmdCopyQueryPoolResults = NULL; +PFN_vkCmdDispatch glad_vkCmdDispatch = NULL; +PFN_vkCmdDispatchBase glad_vkCmdDispatchBase = NULL; +PFN_vkCmdDispatchIndirect glad_vkCmdDispatchIndirect = NULL; +PFN_vkCmdDraw glad_vkCmdDraw = NULL; +PFN_vkCmdDrawIndexed glad_vkCmdDrawIndexed = NULL; +PFN_vkCmdDrawIndexedIndirect glad_vkCmdDrawIndexedIndirect = NULL; +PFN_vkCmdDrawIndexedIndirectCount glad_vkCmdDrawIndexedIndirectCount = NULL; +PFN_vkCmdDrawIndirect glad_vkCmdDrawIndirect = NULL; +PFN_vkCmdDrawIndirectCount glad_vkCmdDrawIndirectCount = NULL; +PFN_vkCmdEndQuery glad_vkCmdEndQuery = NULL; +PFN_vkCmdEndRenderPass glad_vkCmdEndRenderPass = NULL; +PFN_vkCmdEndRenderPass2 glad_vkCmdEndRenderPass2 = NULL; +PFN_vkCmdEndRendering glad_vkCmdEndRendering = NULL; +PFN_vkCmdExecuteCommands glad_vkCmdExecuteCommands = NULL; +PFN_vkCmdFillBuffer glad_vkCmdFillBuffer = NULL; +PFN_vkCmdNextSubpass glad_vkCmdNextSubpass = NULL; +PFN_vkCmdNextSubpass2 glad_vkCmdNextSubpass2 = NULL; +PFN_vkCmdPipelineBarrier glad_vkCmdPipelineBarrier = NULL; +PFN_vkCmdPipelineBarrier2 glad_vkCmdPipelineBarrier2 = NULL; +PFN_vkCmdPushConstants glad_vkCmdPushConstants = NULL; +PFN_vkCmdResetEvent glad_vkCmdResetEvent = NULL; +PFN_vkCmdResetEvent2 glad_vkCmdResetEvent2 = NULL; +PFN_vkCmdResetQueryPool glad_vkCmdResetQueryPool = NULL; +PFN_vkCmdResolveImage glad_vkCmdResolveImage = NULL; +PFN_vkCmdResolveImage2 glad_vkCmdResolveImage2 = NULL; +PFN_vkCmdSetBlendConstants glad_vkCmdSetBlendConstants = NULL; +PFN_vkCmdSetCullMode glad_vkCmdSetCullMode = NULL; +PFN_vkCmdSetDepthBias glad_vkCmdSetDepthBias = NULL; +PFN_vkCmdSetDepthBiasEnable glad_vkCmdSetDepthBiasEnable = NULL; +PFN_vkCmdSetDepthBounds glad_vkCmdSetDepthBounds = NULL; +PFN_vkCmdSetDepthBoundsTestEnable glad_vkCmdSetDepthBoundsTestEnable = NULL; +PFN_vkCmdSetDepthCompareOp glad_vkCmdSetDepthCompareOp = NULL; +PFN_vkCmdSetDepthTestEnable glad_vkCmdSetDepthTestEnable = NULL; +PFN_vkCmdSetDepthWriteEnable glad_vkCmdSetDepthWriteEnable = NULL; +PFN_vkCmdSetDeviceMask glad_vkCmdSetDeviceMask = NULL; +PFN_vkCmdSetEvent glad_vkCmdSetEvent = NULL; +PFN_vkCmdSetEvent2 glad_vkCmdSetEvent2 = NULL; +PFN_vkCmdSetFrontFace glad_vkCmdSetFrontFace = NULL; +PFN_vkCmdSetLineWidth glad_vkCmdSetLineWidth = NULL; +PFN_vkCmdSetPrimitiveRestartEnable glad_vkCmdSetPrimitiveRestartEnable = NULL; +PFN_vkCmdSetPrimitiveTopology glad_vkCmdSetPrimitiveTopology = NULL; +PFN_vkCmdSetRasterizerDiscardEnable glad_vkCmdSetRasterizerDiscardEnable = NULL; +PFN_vkCmdSetScissor glad_vkCmdSetScissor = NULL; +PFN_vkCmdSetScissorWithCount glad_vkCmdSetScissorWithCount = NULL; +PFN_vkCmdSetStencilCompareMask glad_vkCmdSetStencilCompareMask = NULL; +PFN_vkCmdSetStencilOp glad_vkCmdSetStencilOp = NULL; +PFN_vkCmdSetStencilReference glad_vkCmdSetStencilReference = NULL; +PFN_vkCmdSetStencilTestEnable glad_vkCmdSetStencilTestEnable = NULL; +PFN_vkCmdSetStencilWriteMask glad_vkCmdSetStencilWriteMask = NULL; +PFN_vkCmdSetViewport glad_vkCmdSetViewport = NULL; +PFN_vkCmdSetViewportWithCount glad_vkCmdSetViewportWithCount = NULL; +PFN_vkCmdUpdateBuffer glad_vkCmdUpdateBuffer = NULL; +PFN_vkCmdWaitEvents glad_vkCmdWaitEvents = NULL; +PFN_vkCmdWaitEvents2 glad_vkCmdWaitEvents2 = NULL; +PFN_vkCmdWriteTimestamp glad_vkCmdWriteTimestamp = NULL; +PFN_vkCmdWriteTimestamp2 glad_vkCmdWriteTimestamp2 = NULL; +PFN_vkCreateBuffer glad_vkCreateBuffer = NULL; +PFN_vkCreateBufferView glad_vkCreateBufferView = NULL; +PFN_vkCreateCommandPool glad_vkCreateCommandPool = NULL; +PFN_vkCreateComputePipelines glad_vkCreateComputePipelines = NULL; +PFN_vkCreateDebugReportCallbackEXT glad_vkCreateDebugReportCallbackEXT = NULL; +PFN_vkCreateDescriptorPool glad_vkCreateDescriptorPool = NULL; +PFN_vkCreateDescriptorSetLayout glad_vkCreateDescriptorSetLayout = NULL; +PFN_vkCreateDescriptorUpdateTemplate glad_vkCreateDescriptorUpdateTemplate = NULL; +PFN_vkCreateDevice glad_vkCreateDevice = NULL; +PFN_vkCreateEvent glad_vkCreateEvent = NULL; +PFN_vkCreateFence glad_vkCreateFence = NULL; +PFN_vkCreateFramebuffer glad_vkCreateFramebuffer = NULL; +PFN_vkCreateGraphicsPipelines glad_vkCreateGraphicsPipelines = NULL; +PFN_vkCreateImage glad_vkCreateImage = NULL; +PFN_vkCreateImageView glad_vkCreateImageView = NULL; +PFN_vkCreateInstance glad_vkCreateInstance = NULL; +PFN_vkCreatePipelineCache glad_vkCreatePipelineCache = NULL; +PFN_vkCreatePipelineLayout glad_vkCreatePipelineLayout = NULL; +PFN_vkCreatePrivateDataSlot glad_vkCreatePrivateDataSlot = NULL; +PFN_vkCreateQueryPool glad_vkCreateQueryPool = NULL; +PFN_vkCreateRenderPass glad_vkCreateRenderPass = NULL; +PFN_vkCreateRenderPass2 glad_vkCreateRenderPass2 = NULL; +PFN_vkCreateSampler glad_vkCreateSampler = NULL; +PFN_vkCreateSamplerYcbcrConversion glad_vkCreateSamplerYcbcrConversion = NULL; +PFN_vkCreateSemaphore glad_vkCreateSemaphore = NULL; +PFN_vkCreateShaderModule glad_vkCreateShaderModule = NULL; +PFN_vkCreateSwapchainKHR glad_vkCreateSwapchainKHR = NULL; +PFN_vkDebugReportMessageEXT glad_vkDebugReportMessageEXT = NULL; +PFN_vkDestroyBuffer glad_vkDestroyBuffer = NULL; +PFN_vkDestroyBufferView glad_vkDestroyBufferView = NULL; +PFN_vkDestroyCommandPool glad_vkDestroyCommandPool = NULL; +PFN_vkDestroyDebugReportCallbackEXT glad_vkDestroyDebugReportCallbackEXT = NULL; +PFN_vkDestroyDescriptorPool glad_vkDestroyDescriptorPool = NULL; +PFN_vkDestroyDescriptorSetLayout glad_vkDestroyDescriptorSetLayout = NULL; +PFN_vkDestroyDescriptorUpdateTemplate glad_vkDestroyDescriptorUpdateTemplate = NULL; +PFN_vkDestroyDevice glad_vkDestroyDevice = NULL; +PFN_vkDestroyEvent glad_vkDestroyEvent = NULL; +PFN_vkDestroyFence glad_vkDestroyFence = NULL; +PFN_vkDestroyFramebuffer glad_vkDestroyFramebuffer = NULL; +PFN_vkDestroyImage glad_vkDestroyImage = NULL; +PFN_vkDestroyImageView glad_vkDestroyImageView = NULL; +PFN_vkDestroyInstance glad_vkDestroyInstance = NULL; +PFN_vkDestroyPipeline glad_vkDestroyPipeline = NULL; +PFN_vkDestroyPipelineCache glad_vkDestroyPipelineCache = NULL; +PFN_vkDestroyPipelineLayout glad_vkDestroyPipelineLayout = NULL; +PFN_vkDestroyPrivateDataSlot glad_vkDestroyPrivateDataSlot = NULL; +PFN_vkDestroyQueryPool glad_vkDestroyQueryPool = NULL; +PFN_vkDestroyRenderPass glad_vkDestroyRenderPass = NULL; +PFN_vkDestroySampler glad_vkDestroySampler = NULL; +PFN_vkDestroySamplerYcbcrConversion glad_vkDestroySamplerYcbcrConversion = NULL; +PFN_vkDestroySemaphore glad_vkDestroySemaphore = NULL; +PFN_vkDestroyShaderModule glad_vkDestroyShaderModule = NULL; +PFN_vkDestroySurfaceKHR glad_vkDestroySurfaceKHR = NULL; +PFN_vkDestroySwapchainKHR glad_vkDestroySwapchainKHR = NULL; +PFN_vkDeviceWaitIdle glad_vkDeviceWaitIdle = NULL; +PFN_vkEndCommandBuffer glad_vkEndCommandBuffer = NULL; +PFN_vkEnumerateDeviceExtensionProperties glad_vkEnumerateDeviceExtensionProperties = NULL; +PFN_vkEnumerateDeviceLayerProperties glad_vkEnumerateDeviceLayerProperties = NULL; +PFN_vkEnumerateInstanceExtensionProperties glad_vkEnumerateInstanceExtensionProperties = NULL; +PFN_vkEnumerateInstanceLayerProperties glad_vkEnumerateInstanceLayerProperties = NULL; +PFN_vkEnumerateInstanceVersion glad_vkEnumerateInstanceVersion = NULL; +PFN_vkEnumeratePhysicalDeviceGroups glad_vkEnumeratePhysicalDeviceGroups = NULL; +PFN_vkEnumeratePhysicalDevices glad_vkEnumeratePhysicalDevices = NULL; +PFN_vkFlushMappedMemoryRanges glad_vkFlushMappedMemoryRanges = NULL; +PFN_vkFreeCommandBuffers glad_vkFreeCommandBuffers = NULL; +PFN_vkFreeDescriptorSets glad_vkFreeDescriptorSets = NULL; +PFN_vkFreeMemory glad_vkFreeMemory = NULL; +PFN_vkGetBufferDeviceAddress glad_vkGetBufferDeviceAddress = NULL; +PFN_vkGetBufferMemoryRequirements glad_vkGetBufferMemoryRequirements = NULL; +PFN_vkGetBufferMemoryRequirements2 glad_vkGetBufferMemoryRequirements2 = NULL; +PFN_vkGetBufferOpaqueCaptureAddress glad_vkGetBufferOpaqueCaptureAddress = NULL; +PFN_vkGetDescriptorSetLayoutSupport glad_vkGetDescriptorSetLayoutSupport = NULL; +PFN_vkGetDeviceBufferMemoryRequirements glad_vkGetDeviceBufferMemoryRequirements = NULL; +PFN_vkGetDeviceGroupPeerMemoryFeatures glad_vkGetDeviceGroupPeerMemoryFeatures = NULL; +PFN_vkGetDeviceGroupPresentCapabilitiesKHR glad_vkGetDeviceGroupPresentCapabilitiesKHR = NULL; +PFN_vkGetDeviceGroupSurfacePresentModesKHR glad_vkGetDeviceGroupSurfacePresentModesKHR = NULL; +PFN_vkGetDeviceImageMemoryRequirements glad_vkGetDeviceImageMemoryRequirements = NULL; +PFN_vkGetDeviceImageSparseMemoryRequirements glad_vkGetDeviceImageSparseMemoryRequirements = NULL; +PFN_vkGetDeviceMemoryCommitment glad_vkGetDeviceMemoryCommitment = NULL; +PFN_vkGetDeviceMemoryOpaqueCaptureAddress glad_vkGetDeviceMemoryOpaqueCaptureAddress = NULL; +PFN_vkGetDeviceProcAddr glad_vkGetDeviceProcAddr = NULL; +PFN_vkGetDeviceQueue glad_vkGetDeviceQueue = NULL; +PFN_vkGetDeviceQueue2 glad_vkGetDeviceQueue2 = NULL; +PFN_vkGetEventStatus glad_vkGetEventStatus = NULL; +PFN_vkGetFenceStatus glad_vkGetFenceStatus = NULL; +PFN_vkGetImageMemoryRequirements glad_vkGetImageMemoryRequirements = NULL; +PFN_vkGetImageMemoryRequirements2 glad_vkGetImageMemoryRequirements2 = NULL; +PFN_vkGetImageSparseMemoryRequirements glad_vkGetImageSparseMemoryRequirements = NULL; +PFN_vkGetImageSparseMemoryRequirements2 glad_vkGetImageSparseMemoryRequirements2 = NULL; +PFN_vkGetImageSubresourceLayout glad_vkGetImageSubresourceLayout = NULL; +PFN_vkGetInstanceProcAddr glad_vkGetInstanceProcAddr = NULL; +PFN_vkGetPhysicalDeviceExternalBufferProperties glad_vkGetPhysicalDeviceExternalBufferProperties = NULL; +PFN_vkGetPhysicalDeviceExternalFenceProperties glad_vkGetPhysicalDeviceExternalFenceProperties = NULL; +PFN_vkGetPhysicalDeviceExternalSemaphoreProperties glad_vkGetPhysicalDeviceExternalSemaphoreProperties = NULL; +PFN_vkGetPhysicalDeviceFeatures glad_vkGetPhysicalDeviceFeatures = NULL; +PFN_vkGetPhysicalDeviceFeatures2 glad_vkGetPhysicalDeviceFeatures2 = NULL; +PFN_vkGetPhysicalDeviceFormatProperties glad_vkGetPhysicalDeviceFormatProperties = NULL; +PFN_vkGetPhysicalDeviceFormatProperties2 glad_vkGetPhysicalDeviceFormatProperties2 = NULL; +PFN_vkGetPhysicalDeviceImageFormatProperties glad_vkGetPhysicalDeviceImageFormatProperties = NULL; +PFN_vkGetPhysicalDeviceImageFormatProperties2 glad_vkGetPhysicalDeviceImageFormatProperties2 = NULL; +PFN_vkGetPhysicalDeviceMemoryProperties glad_vkGetPhysicalDeviceMemoryProperties = NULL; +PFN_vkGetPhysicalDeviceMemoryProperties2 glad_vkGetPhysicalDeviceMemoryProperties2 = NULL; +PFN_vkGetPhysicalDevicePresentRectanglesKHR glad_vkGetPhysicalDevicePresentRectanglesKHR = NULL; +PFN_vkGetPhysicalDeviceProperties glad_vkGetPhysicalDeviceProperties = NULL; +PFN_vkGetPhysicalDeviceProperties2 glad_vkGetPhysicalDeviceProperties2 = NULL; +PFN_vkGetPhysicalDeviceQueueFamilyProperties glad_vkGetPhysicalDeviceQueueFamilyProperties = NULL; +PFN_vkGetPhysicalDeviceQueueFamilyProperties2 glad_vkGetPhysicalDeviceQueueFamilyProperties2 = NULL; +PFN_vkGetPhysicalDeviceSparseImageFormatProperties glad_vkGetPhysicalDeviceSparseImageFormatProperties = NULL; +PFN_vkGetPhysicalDeviceSparseImageFormatProperties2 glad_vkGetPhysicalDeviceSparseImageFormatProperties2 = NULL; +PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR glad_vkGetPhysicalDeviceSurfaceCapabilitiesKHR = NULL; +PFN_vkGetPhysicalDeviceSurfaceFormatsKHR glad_vkGetPhysicalDeviceSurfaceFormatsKHR = NULL; +PFN_vkGetPhysicalDeviceSurfacePresentModesKHR glad_vkGetPhysicalDeviceSurfacePresentModesKHR = NULL; +PFN_vkGetPhysicalDeviceSurfaceSupportKHR glad_vkGetPhysicalDeviceSurfaceSupportKHR = NULL; +PFN_vkGetPhysicalDeviceToolProperties glad_vkGetPhysicalDeviceToolProperties = NULL; +PFN_vkGetPipelineCacheData glad_vkGetPipelineCacheData = NULL; +PFN_vkGetPrivateData glad_vkGetPrivateData = NULL; +PFN_vkGetQueryPoolResults glad_vkGetQueryPoolResults = NULL; +PFN_vkGetRenderAreaGranularity glad_vkGetRenderAreaGranularity = NULL; +PFN_vkGetSemaphoreCounterValue glad_vkGetSemaphoreCounterValue = NULL; +PFN_vkGetSwapchainImagesKHR glad_vkGetSwapchainImagesKHR = NULL; +PFN_vkInvalidateMappedMemoryRanges glad_vkInvalidateMappedMemoryRanges = NULL; +PFN_vkMapMemory glad_vkMapMemory = NULL; +PFN_vkMergePipelineCaches glad_vkMergePipelineCaches = NULL; +PFN_vkQueueBindSparse glad_vkQueueBindSparse = NULL; +PFN_vkQueuePresentKHR glad_vkQueuePresentKHR = NULL; +PFN_vkQueueSubmit glad_vkQueueSubmit = NULL; +PFN_vkQueueSubmit2 glad_vkQueueSubmit2 = NULL; +PFN_vkQueueWaitIdle glad_vkQueueWaitIdle = NULL; +PFN_vkResetCommandBuffer glad_vkResetCommandBuffer = NULL; +PFN_vkResetCommandPool glad_vkResetCommandPool = NULL; +PFN_vkResetDescriptorPool glad_vkResetDescriptorPool = NULL; +PFN_vkResetEvent glad_vkResetEvent = NULL; +PFN_vkResetFences glad_vkResetFences = NULL; +PFN_vkResetQueryPool glad_vkResetQueryPool = NULL; +PFN_vkSetEvent glad_vkSetEvent = NULL; +PFN_vkSetPrivateData glad_vkSetPrivateData = NULL; +PFN_vkSignalSemaphore glad_vkSignalSemaphore = NULL; +PFN_vkTrimCommandPool glad_vkTrimCommandPool = NULL; +PFN_vkUnmapMemory glad_vkUnmapMemory = NULL; +PFN_vkUpdateDescriptorSetWithTemplate glad_vkUpdateDescriptorSetWithTemplate = NULL; +PFN_vkUpdateDescriptorSets glad_vkUpdateDescriptorSets = NULL; +PFN_vkWaitForFences glad_vkWaitForFences = NULL; +PFN_vkWaitSemaphores glad_vkWaitSemaphores = NULL; + + +static void glad_vk_load_VK_VERSION_1_0( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_VK_VERSION_1_0) return; + glad_vkAllocateCommandBuffers = (PFN_vkAllocateCommandBuffers) load(userptr, "vkAllocateCommandBuffers"); + glad_vkAllocateDescriptorSets = (PFN_vkAllocateDescriptorSets) load(userptr, "vkAllocateDescriptorSets"); + glad_vkAllocateMemory = (PFN_vkAllocateMemory) load(userptr, "vkAllocateMemory"); + glad_vkBeginCommandBuffer = (PFN_vkBeginCommandBuffer) load(userptr, "vkBeginCommandBuffer"); + glad_vkBindBufferMemory = (PFN_vkBindBufferMemory) load(userptr, "vkBindBufferMemory"); + glad_vkBindImageMemory = (PFN_vkBindImageMemory) load(userptr, "vkBindImageMemory"); + glad_vkCmdBeginQuery = (PFN_vkCmdBeginQuery) load(userptr, "vkCmdBeginQuery"); + glad_vkCmdBeginRenderPass = (PFN_vkCmdBeginRenderPass) load(userptr, "vkCmdBeginRenderPass"); + glad_vkCmdBindDescriptorSets = (PFN_vkCmdBindDescriptorSets) load(userptr, "vkCmdBindDescriptorSets"); + glad_vkCmdBindIndexBuffer = (PFN_vkCmdBindIndexBuffer) load(userptr, "vkCmdBindIndexBuffer"); + glad_vkCmdBindPipeline = (PFN_vkCmdBindPipeline) load(userptr, "vkCmdBindPipeline"); + glad_vkCmdBindVertexBuffers = (PFN_vkCmdBindVertexBuffers) load(userptr, "vkCmdBindVertexBuffers"); + glad_vkCmdBlitImage = (PFN_vkCmdBlitImage) load(userptr, "vkCmdBlitImage"); + glad_vkCmdClearAttachments = (PFN_vkCmdClearAttachments) load(userptr, "vkCmdClearAttachments"); + glad_vkCmdClearColorImage = (PFN_vkCmdClearColorImage) load(userptr, "vkCmdClearColorImage"); + glad_vkCmdClearDepthStencilImage = (PFN_vkCmdClearDepthStencilImage) load(userptr, "vkCmdClearDepthStencilImage"); + glad_vkCmdCopyBuffer = (PFN_vkCmdCopyBuffer) load(userptr, "vkCmdCopyBuffer"); + glad_vkCmdCopyBufferToImage = (PFN_vkCmdCopyBufferToImage) load(userptr, "vkCmdCopyBufferToImage"); + glad_vkCmdCopyImage = (PFN_vkCmdCopyImage) load(userptr, "vkCmdCopyImage"); + glad_vkCmdCopyImageToBuffer = (PFN_vkCmdCopyImageToBuffer) load(userptr, "vkCmdCopyImageToBuffer"); + glad_vkCmdCopyQueryPoolResults = (PFN_vkCmdCopyQueryPoolResults) load(userptr, "vkCmdCopyQueryPoolResults"); + glad_vkCmdDispatch = (PFN_vkCmdDispatch) load(userptr, "vkCmdDispatch"); + glad_vkCmdDispatchIndirect = (PFN_vkCmdDispatchIndirect) load(userptr, "vkCmdDispatchIndirect"); + glad_vkCmdDraw = (PFN_vkCmdDraw) load(userptr, "vkCmdDraw"); + glad_vkCmdDrawIndexed = (PFN_vkCmdDrawIndexed) load(userptr, "vkCmdDrawIndexed"); + glad_vkCmdDrawIndexedIndirect = (PFN_vkCmdDrawIndexedIndirect) load(userptr, "vkCmdDrawIndexedIndirect"); + glad_vkCmdDrawIndirect = (PFN_vkCmdDrawIndirect) load(userptr, "vkCmdDrawIndirect"); + glad_vkCmdEndQuery = (PFN_vkCmdEndQuery) load(userptr, "vkCmdEndQuery"); + glad_vkCmdEndRenderPass = (PFN_vkCmdEndRenderPass) load(userptr, "vkCmdEndRenderPass"); + glad_vkCmdExecuteCommands = (PFN_vkCmdExecuteCommands) load(userptr, "vkCmdExecuteCommands"); + glad_vkCmdFillBuffer = (PFN_vkCmdFillBuffer) load(userptr, "vkCmdFillBuffer"); + glad_vkCmdNextSubpass = (PFN_vkCmdNextSubpass) load(userptr, "vkCmdNextSubpass"); + glad_vkCmdPipelineBarrier = (PFN_vkCmdPipelineBarrier) load(userptr, "vkCmdPipelineBarrier"); + glad_vkCmdPushConstants = (PFN_vkCmdPushConstants) load(userptr, "vkCmdPushConstants"); + glad_vkCmdResetEvent = (PFN_vkCmdResetEvent) load(userptr, "vkCmdResetEvent"); + glad_vkCmdResetQueryPool = (PFN_vkCmdResetQueryPool) load(userptr, "vkCmdResetQueryPool"); + glad_vkCmdResolveImage = (PFN_vkCmdResolveImage) load(userptr, "vkCmdResolveImage"); + glad_vkCmdSetBlendConstants = (PFN_vkCmdSetBlendConstants) load(userptr, "vkCmdSetBlendConstants"); + glad_vkCmdSetDepthBias = (PFN_vkCmdSetDepthBias) load(userptr, "vkCmdSetDepthBias"); + glad_vkCmdSetDepthBounds = (PFN_vkCmdSetDepthBounds) load(userptr, "vkCmdSetDepthBounds"); + glad_vkCmdSetEvent = (PFN_vkCmdSetEvent) load(userptr, "vkCmdSetEvent"); + glad_vkCmdSetLineWidth = (PFN_vkCmdSetLineWidth) load(userptr, "vkCmdSetLineWidth"); + glad_vkCmdSetScissor = (PFN_vkCmdSetScissor) load(userptr, "vkCmdSetScissor"); + glad_vkCmdSetStencilCompareMask = (PFN_vkCmdSetStencilCompareMask) load(userptr, "vkCmdSetStencilCompareMask"); + glad_vkCmdSetStencilReference = (PFN_vkCmdSetStencilReference) load(userptr, "vkCmdSetStencilReference"); + glad_vkCmdSetStencilWriteMask = (PFN_vkCmdSetStencilWriteMask) load(userptr, "vkCmdSetStencilWriteMask"); + glad_vkCmdSetViewport = (PFN_vkCmdSetViewport) load(userptr, "vkCmdSetViewport"); + glad_vkCmdUpdateBuffer = (PFN_vkCmdUpdateBuffer) load(userptr, "vkCmdUpdateBuffer"); + glad_vkCmdWaitEvents = (PFN_vkCmdWaitEvents) load(userptr, "vkCmdWaitEvents"); + glad_vkCmdWriteTimestamp = (PFN_vkCmdWriteTimestamp) load(userptr, "vkCmdWriteTimestamp"); + glad_vkCreateBuffer = (PFN_vkCreateBuffer) load(userptr, "vkCreateBuffer"); + glad_vkCreateBufferView = (PFN_vkCreateBufferView) load(userptr, "vkCreateBufferView"); + glad_vkCreateCommandPool = (PFN_vkCreateCommandPool) load(userptr, "vkCreateCommandPool"); + glad_vkCreateComputePipelines = (PFN_vkCreateComputePipelines) load(userptr, "vkCreateComputePipelines"); + glad_vkCreateDescriptorPool = (PFN_vkCreateDescriptorPool) load(userptr, "vkCreateDescriptorPool"); + glad_vkCreateDescriptorSetLayout = (PFN_vkCreateDescriptorSetLayout) load(userptr, "vkCreateDescriptorSetLayout"); + glad_vkCreateDevice = (PFN_vkCreateDevice) load(userptr, "vkCreateDevice"); + glad_vkCreateEvent = (PFN_vkCreateEvent) load(userptr, "vkCreateEvent"); + glad_vkCreateFence = (PFN_vkCreateFence) load(userptr, "vkCreateFence"); + glad_vkCreateFramebuffer = (PFN_vkCreateFramebuffer) load(userptr, "vkCreateFramebuffer"); + glad_vkCreateGraphicsPipelines = (PFN_vkCreateGraphicsPipelines) load(userptr, "vkCreateGraphicsPipelines"); + glad_vkCreateImage = (PFN_vkCreateImage) load(userptr, "vkCreateImage"); + glad_vkCreateImageView = (PFN_vkCreateImageView) load(userptr, "vkCreateImageView"); + glad_vkCreateInstance = (PFN_vkCreateInstance) load(userptr, "vkCreateInstance"); + glad_vkCreatePipelineCache = (PFN_vkCreatePipelineCache) load(userptr, "vkCreatePipelineCache"); + glad_vkCreatePipelineLayout = (PFN_vkCreatePipelineLayout) load(userptr, "vkCreatePipelineLayout"); + glad_vkCreateQueryPool = (PFN_vkCreateQueryPool) load(userptr, "vkCreateQueryPool"); + glad_vkCreateRenderPass = (PFN_vkCreateRenderPass) load(userptr, "vkCreateRenderPass"); + glad_vkCreateSampler = (PFN_vkCreateSampler) load(userptr, "vkCreateSampler"); + glad_vkCreateSemaphore = (PFN_vkCreateSemaphore) load(userptr, "vkCreateSemaphore"); + glad_vkCreateShaderModule = (PFN_vkCreateShaderModule) load(userptr, "vkCreateShaderModule"); + glad_vkDestroyBuffer = (PFN_vkDestroyBuffer) load(userptr, "vkDestroyBuffer"); + glad_vkDestroyBufferView = (PFN_vkDestroyBufferView) load(userptr, "vkDestroyBufferView"); + glad_vkDestroyCommandPool = (PFN_vkDestroyCommandPool) load(userptr, "vkDestroyCommandPool"); + glad_vkDestroyDescriptorPool = (PFN_vkDestroyDescriptorPool) load(userptr, "vkDestroyDescriptorPool"); + glad_vkDestroyDescriptorSetLayout = (PFN_vkDestroyDescriptorSetLayout) load(userptr, "vkDestroyDescriptorSetLayout"); + glad_vkDestroyDevice = (PFN_vkDestroyDevice) load(userptr, "vkDestroyDevice"); + glad_vkDestroyEvent = (PFN_vkDestroyEvent) load(userptr, "vkDestroyEvent"); + glad_vkDestroyFence = (PFN_vkDestroyFence) load(userptr, "vkDestroyFence"); + glad_vkDestroyFramebuffer = (PFN_vkDestroyFramebuffer) load(userptr, "vkDestroyFramebuffer"); + glad_vkDestroyImage = (PFN_vkDestroyImage) load(userptr, "vkDestroyImage"); + glad_vkDestroyImageView = (PFN_vkDestroyImageView) load(userptr, "vkDestroyImageView"); + glad_vkDestroyInstance = (PFN_vkDestroyInstance) load(userptr, "vkDestroyInstance"); + glad_vkDestroyPipeline = (PFN_vkDestroyPipeline) load(userptr, "vkDestroyPipeline"); + glad_vkDestroyPipelineCache = (PFN_vkDestroyPipelineCache) load(userptr, "vkDestroyPipelineCache"); + glad_vkDestroyPipelineLayout = (PFN_vkDestroyPipelineLayout) load(userptr, "vkDestroyPipelineLayout"); + glad_vkDestroyQueryPool = (PFN_vkDestroyQueryPool) load(userptr, "vkDestroyQueryPool"); + glad_vkDestroyRenderPass = (PFN_vkDestroyRenderPass) load(userptr, "vkDestroyRenderPass"); + glad_vkDestroySampler = (PFN_vkDestroySampler) load(userptr, "vkDestroySampler"); + glad_vkDestroySemaphore = (PFN_vkDestroySemaphore) load(userptr, "vkDestroySemaphore"); + glad_vkDestroyShaderModule = (PFN_vkDestroyShaderModule) load(userptr, "vkDestroyShaderModule"); + glad_vkDeviceWaitIdle = (PFN_vkDeviceWaitIdle) load(userptr, "vkDeviceWaitIdle"); + glad_vkEndCommandBuffer = (PFN_vkEndCommandBuffer) load(userptr, "vkEndCommandBuffer"); + glad_vkEnumerateDeviceExtensionProperties = (PFN_vkEnumerateDeviceExtensionProperties) load(userptr, "vkEnumerateDeviceExtensionProperties"); + glad_vkEnumerateDeviceLayerProperties = (PFN_vkEnumerateDeviceLayerProperties) load(userptr, "vkEnumerateDeviceLayerProperties"); + glad_vkEnumerateInstanceExtensionProperties = (PFN_vkEnumerateInstanceExtensionProperties) load(userptr, "vkEnumerateInstanceExtensionProperties"); + glad_vkEnumerateInstanceLayerProperties = (PFN_vkEnumerateInstanceLayerProperties) load(userptr, "vkEnumerateInstanceLayerProperties"); + glad_vkEnumeratePhysicalDevices = (PFN_vkEnumeratePhysicalDevices) load(userptr, "vkEnumeratePhysicalDevices"); + glad_vkFlushMappedMemoryRanges = (PFN_vkFlushMappedMemoryRanges) load(userptr, "vkFlushMappedMemoryRanges"); + glad_vkFreeCommandBuffers = (PFN_vkFreeCommandBuffers) load(userptr, "vkFreeCommandBuffers"); + glad_vkFreeDescriptorSets = (PFN_vkFreeDescriptorSets) load(userptr, "vkFreeDescriptorSets"); + glad_vkFreeMemory = (PFN_vkFreeMemory) load(userptr, "vkFreeMemory"); + glad_vkGetBufferMemoryRequirements = (PFN_vkGetBufferMemoryRequirements) load(userptr, "vkGetBufferMemoryRequirements"); + glad_vkGetDeviceMemoryCommitment = (PFN_vkGetDeviceMemoryCommitment) load(userptr, "vkGetDeviceMemoryCommitment"); + glad_vkGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr) load(userptr, "vkGetDeviceProcAddr"); + glad_vkGetDeviceQueue = (PFN_vkGetDeviceQueue) load(userptr, "vkGetDeviceQueue"); + glad_vkGetEventStatus = (PFN_vkGetEventStatus) load(userptr, "vkGetEventStatus"); + glad_vkGetFenceStatus = (PFN_vkGetFenceStatus) load(userptr, "vkGetFenceStatus"); + glad_vkGetImageMemoryRequirements = (PFN_vkGetImageMemoryRequirements) load(userptr, "vkGetImageMemoryRequirements"); + glad_vkGetImageSparseMemoryRequirements = (PFN_vkGetImageSparseMemoryRequirements) load(userptr, "vkGetImageSparseMemoryRequirements"); + glad_vkGetImageSubresourceLayout = (PFN_vkGetImageSubresourceLayout) load(userptr, "vkGetImageSubresourceLayout"); + glad_vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr) load(userptr, "vkGetInstanceProcAddr"); + glad_vkGetPhysicalDeviceFeatures = (PFN_vkGetPhysicalDeviceFeatures) load(userptr, "vkGetPhysicalDeviceFeatures"); + glad_vkGetPhysicalDeviceFormatProperties = (PFN_vkGetPhysicalDeviceFormatProperties) load(userptr, "vkGetPhysicalDeviceFormatProperties"); + glad_vkGetPhysicalDeviceImageFormatProperties = (PFN_vkGetPhysicalDeviceImageFormatProperties) load(userptr, "vkGetPhysicalDeviceImageFormatProperties"); + glad_vkGetPhysicalDeviceMemoryProperties = (PFN_vkGetPhysicalDeviceMemoryProperties) load(userptr, "vkGetPhysicalDeviceMemoryProperties"); + glad_vkGetPhysicalDeviceProperties = (PFN_vkGetPhysicalDeviceProperties) load(userptr, "vkGetPhysicalDeviceProperties"); + glad_vkGetPhysicalDeviceQueueFamilyProperties = (PFN_vkGetPhysicalDeviceQueueFamilyProperties) load(userptr, "vkGetPhysicalDeviceQueueFamilyProperties"); + glad_vkGetPhysicalDeviceSparseImageFormatProperties = (PFN_vkGetPhysicalDeviceSparseImageFormatProperties) load(userptr, "vkGetPhysicalDeviceSparseImageFormatProperties"); + glad_vkGetPipelineCacheData = (PFN_vkGetPipelineCacheData) load(userptr, "vkGetPipelineCacheData"); + glad_vkGetQueryPoolResults = (PFN_vkGetQueryPoolResults) load(userptr, "vkGetQueryPoolResults"); + glad_vkGetRenderAreaGranularity = (PFN_vkGetRenderAreaGranularity) load(userptr, "vkGetRenderAreaGranularity"); + glad_vkInvalidateMappedMemoryRanges = (PFN_vkInvalidateMappedMemoryRanges) load(userptr, "vkInvalidateMappedMemoryRanges"); + glad_vkMapMemory = (PFN_vkMapMemory) load(userptr, "vkMapMemory"); + glad_vkMergePipelineCaches = (PFN_vkMergePipelineCaches) load(userptr, "vkMergePipelineCaches"); + glad_vkQueueBindSparse = (PFN_vkQueueBindSparse) load(userptr, "vkQueueBindSparse"); + glad_vkQueueSubmit = (PFN_vkQueueSubmit) load(userptr, "vkQueueSubmit"); + glad_vkQueueWaitIdle = (PFN_vkQueueWaitIdle) load(userptr, "vkQueueWaitIdle"); + glad_vkResetCommandBuffer = (PFN_vkResetCommandBuffer) load(userptr, "vkResetCommandBuffer"); + glad_vkResetCommandPool = (PFN_vkResetCommandPool) load(userptr, "vkResetCommandPool"); + glad_vkResetDescriptorPool = (PFN_vkResetDescriptorPool) load(userptr, "vkResetDescriptorPool"); + glad_vkResetEvent = (PFN_vkResetEvent) load(userptr, "vkResetEvent"); + glad_vkResetFences = (PFN_vkResetFences) load(userptr, "vkResetFences"); + glad_vkSetEvent = (PFN_vkSetEvent) load(userptr, "vkSetEvent"); + glad_vkUnmapMemory = (PFN_vkUnmapMemory) load(userptr, "vkUnmapMemory"); + glad_vkUpdateDescriptorSets = (PFN_vkUpdateDescriptorSets) load(userptr, "vkUpdateDescriptorSets"); + glad_vkWaitForFences = (PFN_vkWaitForFences) load(userptr, "vkWaitForFences"); +} +static void glad_vk_load_VK_VERSION_1_1( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_VK_VERSION_1_1) return; + glad_vkBindBufferMemory2 = (PFN_vkBindBufferMemory2) load(userptr, "vkBindBufferMemory2"); + glad_vkBindImageMemory2 = (PFN_vkBindImageMemory2) load(userptr, "vkBindImageMemory2"); + glad_vkCmdDispatchBase = (PFN_vkCmdDispatchBase) load(userptr, "vkCmdDispatchBase"); + glad_vkCmdSetDeviceMask = (PFN_vkCmdSetDeviceMask) load(userptr, "vkCmdSetDeviceMask"); + glad_vkCreateDescriptorUpdateTemplate = (PFN_vkCreateDescriptorUpdateTemplate) load(userptr, "vkCreateDescriptorUpdateTemplate"); + glad_vkCreateSamplerYcbcrConversion = (PFN_vkCreateSamplerYcbcrConversion) load(userptr, "vkCreateSamplerYcbcrConversion"); + glad_vkDestroyDescriptorUpdateTemplate = (PFN_vkDestroyDescriptorUpdateTemplate) load(userptr, "vkDestroyDescriptorUpdateTemplate"); + glad_vkDestroySamplerYcbcrConversion = (PFN_vkDestroySamplerYcbcrConversion) load(userptr, "vkDestroySamplerYcbcrConversion"); + glad_vkEnumerateInstanceVersion = (PFN_vkEnumerateInstanceVersion) load(userptr, "vkEnumerateInstanceVersion"); + glad_vkEnumeratePhysicalDeviceGroups = (PFN_vkEnumeratePhysicalDeviceGroups) load(userptr, "vkEnumeratePhysicalDeviceGroups"); + glad_vkGetBufferMemoryRequirements2 = (PFN_vkGetBufferMemoryRequirements2) load(userptr, "vkGetBufferMemoryRequirements2"); + glad_vkGetDescriptorSetLayoutSupport = (PFN_vkGetDescriptorSetLayoutSupport) load(userptr, "vkGetDescriptorSetLayoutSupport"); + glad_vkGetDeviceGroupPeerMemoryFeatures = (PFN_vkGetDeviceGroupPeerMemoryFeatures) load(userptr, "vkGetDeviceGroupPeerMemoryFeatures"); + glad_vkGetDeviceQueue2 = (PFN_vkGetDeviceQueue2) load(userptr, "vkGetDeviceQueue2"); + glad_vkGetImageMemoryRequirements2 = (PFN_vkGetImageMemoryRequirements2) load(userptr, "vkGetImageMemoryRequirements2"); + glad_vkGetImageSparseMemoryRequirements2 = (PFN_vkGetImageSparseMemoryRequirements2) load(userptr, "vkGetImageSparseMemoryRequirements2"); + glad_vkGetPhysicalDeviceExternalBufferProperties = (PFN_vkGetPhysicalDeviceExternalBufferProperties) load(userptr, "vkGetPhysicalDeviceExternalBufferProperties"); + glad_vkGetPhysicalDeviceExternalFenceProperties = (PFN_vkGetPhysicalDeviceExternalFenceProperties) load(userptr, "vkGetPhysicalDeviceExternalFenceProperties"); + glad_vkGetPhysicalDeviceExternalSemaphoreProperties = (PFN_vkGetPhysicalDeviceExternalSemaphoreProperties) load(userptr, "vkGetPhysicalDeviceExternalSemaphoreProperties"); + glad_vkGetPhysicalDeviceFeatures2 = (PFN_vkGetPhysicalDeviceFeatures2) load(userptr, "vkGetPhysicalDeviceFeatures2"); + glad_vkGetPhysicalDeviceFormatProperties2 = (PFN_vkGetPhysicalDeviceFormatProperties2) load(userptr, "vkGetPhysicalDeviceFormatProperties2"); + glad_vkGetPhysicalDeviceImageFormatProperties2 = (PFN_vkGetPhysicalDeviceImageFormatProperties2) load(userptr, "vkGetPhysicalDeviceImageFormatProperties2"); + glad_vkGetPhysicalDeviceMemoryProperties2 = (PFN_vkGetPhysicalDeviceMemoryProperties2) load(userptr, "vkGetPhysicalDeviceMemoryProperties2"); + glad_vkGetPhysicalDeviceProperties2 = (PFN_vkGetPhysicalDeviceProperties2) load(userptr, "vkGetPhysicalDeviceProperties2"); + glad_vkGetPhysicalDeviceQueueFamilyProperties2 = (PFN_vkGetPhysicalDeviceQueueFamilyProperties2) load(userptr, "vkGetPhysicalDeviceQueueFamilyProperties2"); + glad_vkGetPhysicalDeviceSparseImageFormatProperties2 = (PFN_vkGetPhysicalDeviceSparseImageFormatProperties2) load(userptr, "vkGetPhysicalDeviceSparseImageFormatProperties2"); + glad_vkTrimCommandPool = (PFN_vkTrimCommandPool) load(userptr, "vkTrimCommandPool"); + glad_vkUpdateDescriptorSetWithTemplate = (PFN_vkUpdateDescriptorSetWithTemplate) load(userptr, "vkUpdateDescriptorSetWithTemplate"); +} +static void glad_vk_load_VK_VERSION_1_2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_VK_VERSION_1_2) return; + glad_vkCmdBeginRenderPass2 = (PFN_vkCmdBeginRenderPass2) load(userptr, "vkCmdBeginRenderPass2"); + glad_vkCmdDrawIndexedIndirectCount = (PFN_vkCmdDrawIndexedIndirectCount) load(userptr, "vkCmdDrawIndexedIndirectCount"); + glad_vkCmdDrawIndirectCount = (PFN_vkCmdDrawIndirectCount) load(userptr, "vkCmdDrawIndirectCount"); + glad_vkCmdEndRenderPass2 = (PFN_vkCmdEndRenderPass2) load(userptr, "vkCmdEndRenderPass2"); + glad_vkCmdNextSubpass2 = (PFN_vkCmdNextSubpass2) load(userptr, "vkCmdNextSubpass2"); + glad_vkCreateRenderPass2 = (PFN_vkCreateRenderPass2) load(userptr, "vkCreateRenderPass2"); + glad_vkGetBufferDeviceAddress = (PFN_vkGetBufferDeviceAddress) load(userptr, "vkGetBufferDeviceAddress"); + glad_vkGetBufferOpaqueCaptureAddress = (PFN_vkGetBufferOpaqueCaptureAddress) load(userptr, "vkGetBufferOpaqueCaptureAddress"); + glad_vkGetDeviceMemoryOpaqueCaptureAddress = (PFN_vkGetDeviceMemoryOpaqueCaptureAddress) load(userptr, "vkGetDeviceMemoryOpaqueCaptureAddress"); + glad_vkGetSemaphoreCounterValue = (PFN_vkGetSemaphoreCounterValue) load(userptr, "vkGetSemaphoreCounterValue"); + glad_vkResetQueryPool = (PFN_vkResetQueryPool) load(userptr, "vkResetQueryPool"); + glad_vkSignalSemaphore = (PFN_vkSignalSemaphore) load(userptr, "vkSignalSemaphore"); + glad_vkWaitSemaphores = (PFN_vkWaitSemaphores) load(userptr, "vkWaitSemaphores"); +} +static void glad_vk_load_VK_VERSION_1_3( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_VK_VERSION_1_3) return; + glad_vkCmdBeginRendering = (PFN_vkCmdBeginRendering) load(userptr, "vkCmdBeginRendering"); + glad_vkCmdBindVertexBuffers2 = (PFN_vkCmdBindVertexBuffers2) load(userptr, "vkCmdBindVertexBuffers2"); + glad_vkCmdBlitImage2 = (PFN_vkCmdBlitImage2) load(userptr, "vkCmdBlitImage2"); + glad_vkCmdCopyBuffer2 = (PFN_vkCmdCopyBuffer2) load(userptr, "vkCmdCopyBuffer2"); + glad_vkCmdCopyBufferToImage2 = (PFN_vkCmdCopyBufferToImage2) load(userptr, "vkCmdCopyBufferToImage2"); + glad_vkCmdCopyImage2 = (PFN_vkCmdCopyImage2) load(userptr, "vkCmdCopyImage2"); + glad_vkCmdCopyImageToBuffer2 = (PFN_vkCmdCopyImageToBuffer2) load(userptr, "vkCmdCopyImageToBuffer2"); + glad_vkCmdEndRendering = (PFN_vkCmdEndRendering) load(userptr, "vkCmdEndRendering"); + glad_vkCmdPipelineBarrier2 = (PFN_vkCmdPipelineBarrier2) load(userptr, "vkCmdPipelineBarrier2"); + glad_vkCmdResetEvent2 = (PFN_vkCmdResetEvent2) load(userptr, "vkCmdResetEvent2"); + glad_vkCmdResolveImage2 = (PFN_vkCmdResolveImage2) load(userptr, "vkCmdResolveImage2"); + glad_vkCmdSetCullMode = (PFN_vkCmdSetCullMode) load(userptr, "vkCmdSetCullMode"); + glad_vkCmdSetDepthBiasEnable = (PFN_vkCmdSetDepthBiasEnable) load(userptr, "vkCmdSetDepthBiasEnable"); + glad_vkCmdSetDepthBoundsTestEnable = (PFN_vkCmdSetDepthBoundsTestEnable) load(userptr, "vkCmdSetDepthBoundsTestEnable"); + glad_vkCmdSetDepthCompareOp = (PFN_vkCmdSetDepthCompareOp) load(userptr, "vkCmdSetDepthCompareOp"); + glad_vkCmdSetDepthTestEnable = (PFN_vkCmdSetDepthTestEnable) load(userptr, "vkCmdSetDepthTestEnable"); + glad_vkCmdSetDepthWriteEnable = (PFN_vkCmdSetDepthWriteEnable) load(userptr, "vkCmdSetDepthWriteEnable"); + glad_vkCmdSetEvent2 = (PFN_vkCmdSetEvent2) load(userptr, "vkCmdSetEvent2"); + glad_vkCmdSetFrontFace = (PFN_vkCmdSetFrontFace) load(userptr, "vkCmdSetFrontFace"); + glad_vkCmdSetPrimitiveRestartEnable = (PFN_vkCmdSetPrimitiveRestartEnable) load(userptr, "vkCmdSetPrimitiveRestartEnable"); + glad_vkCmdSetPrimitiveTopology = (PFN_vkCmdSetPrimitiveTopology) load(userptr, "vkCmdSetPrimitiveTopology"); + glad_vkCmdSetRasterizerDiscardEnable = (PFN_vkCmdSetRasterizerDiscardEnable) load(userptr, "vkCmdSetRasterizerDiscardEnable"); + glad_vkCmdSetScissorWithCount = (PFN_vkCmdSetScissorWithCount) load(userptr, "vkCmdSetScissorWithCount"); + glad_vkCmdSetStencilOp = (PFN_vkCmdSetStencilOp) load(userptr, "vkCmdSetStencilOp"); + glad_vkCmdSetStencilTestEnable = (PFN_vkCmdSetStencilTestEnable) load(userptr, "vkCmdSetStencilTestEnable"); + glad_vkCmdSetViewportWithCount = (PFN_vkCmdSetViewportWithCount) load(userptr, "vkCmdSetViewportWithCount"); + glad_vkCmdWaitEvents2 = (PFN_vkCmdWaitEvents2) load(userptr, "vkCmdWaitEvents2"); + glad_vkCmdWriteTimestamp2 = (PFN_vkCmdWriteTimestamp2) load(userptr, "vkCmdWriteTimestamp2"); + glad_vkCreatePrivateDataSlot = (PFN_vkCreatePrivateDataSlot) load(userptr, "vkCreatePrivateDataSlot"); + glad_vkDestroyPrivateDataSlot = (PFN_vkDestroyPrivateDataSlot) load(userptr, "vkDestroyPrivateDataSlot"); + glad_vkGetDeviceBufferMemoryRequirements = (PFN_vkGetDeviceBufferMemoryRequirements) load(userptr, "vkGetDeviceBufferMemoryRequirements"); + glad_vkGetDeviceImageMemoryRequirements = (PFN_vkGetDeviceImageMemoryRequirements) load(userptr, "vkGetDeviceImageMemoryRequirements"); + glad_vkGetDeviceImageSparseMemoryRequirements = (PFN_vkGetDeviceImageSparseMemoryRequirements) load(userptr, "vkGetDeviceImageSparseMemoryRequirements"); + glad_vkGetPhysicalDeviceToolProperties = (PFN_vkGetPhysicalDeviceToolProperties) load(userptr, "vkGetPhysicalDeviceToolProperties"); + glad_vkGetPrivateData = (PFN_vkGetPrivateData) load(userptr, "vkGetPrivateData"); + glad_vkQueueSubmit2 = (PFN_vkQueueSubmit2) load(userptr, "vkQueueSubmit2"); + glad_vkSetPrivateData = (PFN_vkSetPrivateData) load(userptr, "vkSetPrivateData"); +} +static void glad_vk_load_VK_EXT_debug_report( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_VK_EXT_debug_report) return; + glad_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT) load(userptr, "vkCreateDebugReportCallbackEXT"); + glad_vkDebugReportMessageEXT = (PFN_vkDebugReportMessageEXT) load(userptr, "vkDebugReportMessageEXT"); + glad_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT) load(userptr, "vkDestroyDebugReportCallbackEXT"); +} +static void glad_vk_load_VK_KHR_surface( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_VK_KHR_surface) return; + glad_vkDestroySurfaceKHR = (PFN_vkDestroySurfaceKHR) load(userptr, "vkDestroySurfaceKHR"); + glad_vkGetPhysicalDeviceSurfaceCapabilitiesKHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR) load(userptr, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR"); + glad_vkGetPhysicalDeviceSurfaceFormatsKHR = (PFN_vkGetPhysicalDeviceSurfaceFormatsKHR) load(userptr, "vkGetPhysicalDeviceSurfaceFormatsKHR"); + glad_vkGetPhysicalDeviceSurfacePresentModesKHR = (PFN_vkGetPhysicalDeviceSurfacePresentModesKHR) load(userptr, "vkGetPhysicalDeviceSurfacePresentModesKHR"); + glad_vkGetPhysicalDeviceSurfaceSupportKHR = (PFN_vkGetPhysicalDeviceSurfaceSupportKHR) load(userptr, "vkGetPhysicalDeviceSurfaceSupportKHR"); +} +static void glad_vk_load_VK_KHR_swapchain( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_VK_KHR_swapchain) return; + glad_vkAcquireNextImage2KHR = (PFN_vkAcquireNextImage2KHR) load(userptr, "vkAcquireNextImage2KHR"); + glad_vkAcquireNextImageKHR = (PFN_vkAcquireNextImageKHR) load(userptr, "vkAcquireNextImageKHR"); + glad_vkCreateSwapchainKHR = (PFN_vkCreateSwapchainKHR) load(userptr, "vkCreateSwapchainKHR"); + glad_vkDestroySwapchainKHR = (PFN_vkDestroySwapchainKHR) load(userptr, "vkDestroySwapchainKHR"); + glad_vkGetDeviceGroupPresentCapabilitiesKHR = (PFN_vkGetDeviceGroupPresentCapabilitiesKHR) load(userptr, "vkGetDeviceGroupPresentCapabilitiesKHR"); + glad_vkGetDeviceGroupSurfacePresentModesKHR = (PFN_vkGetDeviceGroupSurfacePresentModesKHR) load(userptr, "vkGetDeviceGroupSurfacePresentModesKHR"); + glad_vkGetPhysicalDevicePresentRectanglesKHR = (PFN_vkGetPhysicalDevicePresentRectanglesKHR) load(userptr, "vkGetPhysicalDevicePresentRectanglesKHR"); + glad_vkGetSwapchainImagesKHR = (PFN_vkGetSwapchainImagesKHR) load(userptr, "vkGetSwapchainImagesKHR"); + glad_vkQueuePresentKHR = (PFN_vkQueuePresentKHR) load(userptr, "vkQueuePresentKHR"); +} + + + +static int glad_vk_get_extensions( VkPhysicalDevice physical_device, uint32_t *out_extension_count, char ***out_extensions) { + uint32_t i; + uint32_t instance_extension_count = 0; + uint32_t device_extension_count = 0; + uint32_t max_extension_count = 0; + uint32_t total_extension_count = 0; + char **extensions = NULL; + VkExtensionProperties *ext_properties = NULL; + VkResult result; + + if (glad_vkEnumerateInstanceExtensionProperties == NULL || (physical_device != NULL && glad_vkEnumerateDeviceExtensionProperties == NULL)) { + return 0; + } + + result = glad_vkEnumerateInstanceExtensionProperties(NULL, &instance_extension_count, NULL); + if (result != VK_SUCCESS) { + return 0; + } + + if (physical_device != NULL) { + result = glad_vkEnumerateDeviceExtensionProperties(physical_device, NULL, &device_extension_count, NULL); + if (result != VK_SUCCESS) { + return 0; + } + } + + total_extension_count = instance_extension_count + device_extension_count; + if (total_extension_count <= 0) { + return 0; + } + + max_extension_count = instance_extension_count > device_extension_count + ? instance_extension_count : device_extension_count; + + ext_properties = (VkExtensionProperties*) malloc(max_extension_count * sizeof(VkExtensionProperties)); + if (ext_properties == NULL) { + goto glad_vk_get_extensions_error; + } + + result = glad_vkEnumerateInstanceExtensionProperties(NULL, &instance_extension_count, ext_properties); + if (result != VK_SUCCESS) { + goto glad_vk_get_extensions_error; + } + + extensions = (char**) calloc(total_extension_count, sizeof(char*)); + if (extensions == NULL) { + goto glad_vk_get_extensions_error; + } + + for (i = 0; i < instance_extension_count; ++i) { + VkExtensionProperties ext = ext_properties[i]; + + size_t extension_name_length = strlen(ext.extensionName) + 1; + extensions[i] = (char*) malloc(extension_name_length * sizeof(char)); + if (extensions[i] == NULL) { + goto glad_vk_get_extensions_error; + } + memcpy(extensions[i], ext.extensionName, extension_name_length * sizeof(char)); + } + + if (physical_device != NULL) { + result = glad_vkEnumerateDeviceExtensionProperties(physical_device, NULL, &device_extension_count, ext_properties); + if (result != VK_SUCCESS) { + goto glad_vk_get_extensions_error; + } + + for (i = 0; i < device_extension_count; ++i) { + VkExtensionProperties ext = ext_properties[i]; + + size_t extension_name_length = strlen(ext.extensionName) + 1; + extensions[instance_extension_count + i] = (char*) malloc(extension_name_length * sizeof(char)); + if (extensions[instance_extension_count + i] == NULL) { + goto glad_vk_get_extensions_error; + } + memcpy(extensions[instance_extension_count + i], ext.extensionName, extension_name_length * sizeof(char)); + } + } + + free((void*) ext_properties); + + *out_extension_count = total_extension_count; + *out_extensions = extensions; + + return 1; + +glad_vk_get_extensions_error: + free((void*) ext_properties); + if (extensions != NULL) { + for (i = 0; i < total_extension_count; ++i) { + free((void*) extensions[i]); + } + free(extensions); + } + return 0; +} + +static void glad_vk_free_extensions(uint32_t extension_count, char **extensions) { + uint32_t i; + + for(i = 0; i < extension_count ; ++i) { + free((void*) (extensions[i])); + } + + free((void*) extensions); +} + +static int glad_vk_has_extension(const char *name, uint32_t extension_count, char **extensions) { + uint32_t i; + + for (i = 0; i < extension_count; ++i) { + if(extensions[i] != NULL && strcmp(name, extensions[i]) == 0) { + return 1; + } + } + + return 0; +} + +static GLADapiproc glad_vk_get_proc_from_userptr(void *userptr, const char* name) { + return (GLAD_GNUC_EXTENSION (GLADapiproc (*)(const char *name)) userptr)(name); +} + +static int glad_vk_find_extensions_vulkan( VkPhysicalDevice physical_device) { + uint32_t extension_count = 0; + char **extensions = NULL; + if (!glad_vk_get_extensions(physical_device, &extension_count, &extensions)) return 0; + + GLAD_VK_EXT_debug_report = glad_vk_has_extension("VK_EXT_debug_report", extension_count, extensions); + GLAD_VK_KHR_portability_enumeration = glad_vk_has_extension("VK_KHR_portability_enumeration", extension_count, extensions); + GLAD_VK_KHR_surface = glad_vk_has_extension("VK_KHR_surface", extension_count, extensions); + GLAD_VK_KHR_swapchain = glad_vk_has_extension("VK_KHR_swapchain", extension_count, extensions); + + (void) glad_vk_has_extension; + + glad_vk_free_extensions(extension_count, extensions); + + return 1; +} + +static int glad_vk_find_core_vulkan( VkPhysicalDevice physical_device) { + int major = 1; + int minor = 0; + +#ifdef VK_VERSION_1_1 + if (glad_vkEnumerateInstanceVersion != NULL) { + uint32_t version; + VkResult result; + + result = glad_vkEnumerateInstanceVersion(&version); + if (result == VK_SUCCESS) { + major = (int) VK_VERSION_MAJOR(version); + minor = (int) VK_VERSION_MINOR(version); + } + } +#endif + + if (physical_device != NULL && glad_vkGetPhysicalDeviceProperties != NULL) { + VkPhysicalDeviceProperties properties; + glad_vkGetPhysicalDeviceProperties(physical_device, &properties); + + major = (int) VK_VERSION_MAJOR(properties.apiVersion); + minor = (int) VK_VERSION_MINOR(properties.apiVersion); + } + + GLAD_VK_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_VK_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_VK_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_VK_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + + return GLAD_MAKE_VERSION(major, minor); +} + +int gladLoadVulkanUserPtr( VkPhysicalDevice physical_device, GLADuserptrloadfunc load, void *userptr) { + int version; + +#ifdef VK_VERSION_1_1 + glad_vkEnumerateInstanceVersion = (PFN_vkEnumerateInstanceVersion) load(userptr, "vkEnumerateInstanceVersion"); +#endif + version = glad_vk_find_core_vulkan( physical_device); + if (!version) { + return 0; + } + + glad_vk_load_VK_VERSION_1_0(load, userptr); + glad_vk_load_VK_VERSION_1_1(load, userptr); + glad_vk_load_VK_VERSION_1_2(load, userptr); + glad_vk_load_VK_VERSION_1_3(load, userptr); + + if (!glad_vk_find_extensions_vulkan( physical_device)) return 0; + glad_vk_load_VK_EXT_debug_report(load, userptr); + glad_vk_load_VK_KHR_surface(load, userptr); + glad_vk_load_VK_KHR_swapchain(load, userptr); + + + return version; +} + + +int gladLoadVulkan( VkPhysicalDevice physical_device, GLADloadfunc load) { + return gladLoadVulkanUserPtr( physical_device, glad_vk_get_proc_from_userptr, GLAD_GNUC_EXTENSION (void*) load); +} + + + + + + +#ifdef __cplusplus +} +#endif + +#endif /* GLAD_VULKAN_IMPLEMENTATION */ + diff --git a/dependencies/glfw-3.4/deps/linmath.h b/dependencies/glfw-3.4/deps/linmath.h new file mode 100644 index 0000000..5c80265 --- /dev/null +++ b/dependencies/glfw-3.4/deps/linmath.h @@ -0,0 +1,606 @@ +#ifndef LINMATH_H +#define LINMATH_H + +#include +#include +#include + +/* 2021-03-21 Camilla Löwy + * - Replaced double constants with float equivalents + */ + +#ifdef LINMATH_NO_INLINE +#define LINMATH_H_FUNC static +#else +#define LINMATH_H_FUNC static inline +#endif + +#define LINMATH_H_DEFINE_VEC(n) \ +typedef float vec##n[n]; \ +LINMATH_H_FUNC void vec##n##_add(vec##n r, vec##n const a, vec##n const b) \ +{ \ + int i; \ + for(i=0; ib[i] ? a[i] : b[i]; \ +} \ +LINMATH_H_FUNC void vec##n##_dup(vec##n r, vec##n const src) \ +{ \ + int i; \ + for(i=0; i 1e-4) { + vec3_norm(u, u); + mat4x4 T; + mat4x4_from_vec3_mul_outer(T, u, u); + + mat4x4 S = { + { 0, u[2], -u[1], 0}, + {-u[2], 0, u[0], 0}, + { u[1], -u[0], 0, 0}, + { 0, 0, 0, 0} + }; + mat4x4_scale(S, S, s); + + mat4x4 C; + mat4x4_identity(C); + mat4x4_sub(C, C, T); + + mat4x4_scale(C, C, c); + + mat4x4_add(T, T, C); + mat4x4_add(T, T, S); + + T[3][3] = 1.f; + mat4x4_mul(R, M, T); + } else { + mat4x4_dup(R, M); + } +} +LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + {1.f, 0.f, 0.f, 0.f}, + {0.f, c, s, 0.f}, + {0.f, -s, c, 0.f}, + {0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + { c, 0.f, -s, 0.f}, + { 0.f, 1.f, 0.f, 0.f}, + { s, 0.f, c, 0.f}, + { 0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + { c, s, 0.f, 0.f}, + { -s, c, 0.f, 0.f}, + { 0.f, 0.f, 1.f, 0.f}, + { 0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M) +{ + float s[6]; + float c[6]; + s[0] = M[0][0]*M[1][1] - M[1][0]*M[0][1]; + s[1] = M[0][0]*M[1][2] - M[1][0]*M[0][2]; + s[2] = M[0][0]*M[1][3] - M[1][0]*M[0][3]; + s[3] = M[0][1]*M[1][2] - M[1][1]*M[0][2]; + s[4] = M[0][1]*M[1][3] - M[1][1]*M[0][3]; + s[5] = M[0][2]*M[1][3] - M[1][2]*M[0][3]; + + c[0] = M[2][0]*M[3][1] - M[3][0]*M[2][1]; + c[1] = M[2][0]*M[3][2] - M[3][0]*M[2][2]; + c[2] = M[2][0]*M[3][3] - M[3][0]*M[2][3]; + c[3] = M[2][1]*M[3][2] - M[3][1]*M[2][2]; + c[4] = M[2][1]*M[3][3] - M[3][1]*M[2][3]; + c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3]; + + /* Assumes it is invertible */ + float idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] ); + + T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet; + T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet; + T[0][2] = ( M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet; + T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet; + + T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet; + T[1][1] = ( M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet; + T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet; + T[1][3] = ( M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet; + + T[2][0] = ( M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet; + T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet; + T[2][2] = ( M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet; + T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet; + + T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet; + T[3][1] = ( M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet; + T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet; + T[3][3] = ( M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet; +} +LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M) +{ + mat4x4_dup(R, M); + float s = 1.f; + vec3 h; + + vec3_norm(R[2], R[2]); + + s = vec3_mul_inner(R[1], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[1], R[1], h); + vec3_norm(R[1], R[1]); + + s = vec3_mul_inner(R[0], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[0], R[0], h); + + s = vec3_mul_inner(R[0], R[1]); + vec3_scale(h, R[1], s); + vec3_sub(R[0], R[0], h); + vec3_norm(R[0], R[0]); +} + +LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) +{ + M[0][0] = 2.f*n/(r-l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f*n/(t-b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][0] = (r+l)/(r-l); + M[2][1] = (t+b)/(t-b); + M[2][2] = -(f+n)/(f-n); + M[2][3] = -1.f; + + M[3][2] = -2.f*(f*n)/(f-n); + M[3][0] = M[3][1] = M[3][3] = 0.f; +} +LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) +{ + M[0][0] = 2.f/(r-l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f/(t-b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][2] = -2.f/(f-n); + M[2][0] = M[2][1] = M[2][3] = 0.f; + + M[3][0] = -(r+l)/(r-l); + M[3][1] = -(t+b)/(t-b); + M[3][2] = -(f+n)/(f-n); + M[3][3] = 1.f; +} +LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) +{ + /* NOTE: Degrees are an unhandy unit to work with. + * linmath.h uses radians for everything! */ + float const a = 1.f / tanf(y_fov / 2.f); + + m[0][0] = a / aspect; + m[0][1] = 0.f; + m[0][2] = 0.f; + m[0][3] = 0.f; + + m[1][0] = 0.f; + m[1][1] = a; + m[1][2] = 0.f; + m[1][3] = 0.f; + + m[2][0] = 0.f; + m[2][1] = 0.f; + m[2][2] = -((f + n) / (f - n)); + m[2][3] = -1.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = -((2.f * f * n) / (f - n)); + m[3][3] = 0.f; +} +LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center, vec3 const up) +{ + /* Adapted from Android's OpenGL Matrix.java. */ + /* See the OpenGL GLUT documentation for gluLookAt for a description */ + /* of the algorithm. We implement it in a straightforward way: */ + + /* TODO: The negation of of can be spared by swapping the order of + * operands in the following cross products in the right way. */ + vec3 f; + vec3_sub(f, center, eye); + vec3_norm(f, f); + + vec3 s; + vec3_mul_cross(s, f, up); + vec3_norm(s, s); + + vec3 t; + vec3_mul_cross(t, s, f); + + m[0][0] = s[0]; + m[0][1] = t[0]; + m[0][2] = -f[0]; + m[0][3] = 0.f; + + m[1][0] = s[1]; + m[1][1] = t[1]; + m[1][2] = -f[1]; + m[1][3] = 0.f; + + m[2][0] = s[2]; + m[2][1] = t[2]; + m[2][2] = -f[2]; + m[2][3] = 0.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = 0.f; + m[3][3] = 1.f; + + mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]); +} + +typedef float quat[4]; +#define quat_add vec4_add +#define quat_sub vec4_sub +#define quat_norm vec4_norm +#define quat_scale vec4_scale +#define quat_mul_inner vec4_mul_inner + +LINMATH_H_FUNC void quat_identity(quat q) +{ + q[0] = q[1] = q[2] = 0.f; + q[3] = 1.f; +} +LINMATH_H_FUNC void quat_mul(quat r, quat const p, quat const q) +{ + vec3 w; + vec3_mul_cross(r, p, q); + vec3_scale(w, p, q[3]); + vec3_add(r, r, w); + vec3_scale(w, q, p[3]); + vec3_add(r, r, w); + r[3] = p[3]*q[3] - vec3_mul_inner(p, q); +} +LINMATH_H_FUNC void quat_conj(quat r, quat const q) +{ + int i; + for(i=0; i<3; ++i) + r[i] = -q[i]; + r[3] = q[3]; +} +LINMATH_H_FUNC void quat_rotate(quat r, float angle, vec3 const axis) { + vec3 axis_norm; + vec3_norm(axis_norm, axis); + float s = sinf(angle / 2); + float c = cosf(angle / 2); + vec3_scale(r, axis_norm, s); + r[3] = c; +} +LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat const q, vec3 const v) +{ +/* + * Method by Fabian 'ryg' Giessen (of Farbrausch) +t = 2 * cross(q.xyz, v) +v' = v + q.w * t + cross(q.xyz, t) + */ + vec3 t; + vec3 q_xyz = {q[0], q[1], q[2]}; + vec3 u = {q[0], q[1], q[2]}; + + vec3_mul_cross(t, q_xyz, v); + vec3_scale(t, t, 2); + + vec3_mul_cross(u, q_xyz, t); + vec3_scale(t, t, q[3]); + + vec3_add(r, v, t); + vec3_add(r, r, u); +} +LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat const q) +{ + float a = q[3]; + float b = q[0]; + float c = q[1]; + float d = q[2]; + float a2 = a*a; + float b2 = b*b; + float c2 = c*c; + float d2 = d*d; + + M[0][0] = a2 + b2 - c2 - d2; + M[0][1] = 2.f*(b*c + a*d); + M[0][2] = 2.f*(b*d - a*c); + M[0][3] = 0.f; + + M[1][0] = 2*(b*c - a*d); + M[1][1] = a2 - b2 + c2 - d2; + M[1][2] = 2.f*(c*d + a*b); + M[1][3] = 0.f; + + M[2][0] = 2.f*(b*d + a*c); + M[2][1] = 2.f*(c*d - a*b); + M[2][2] = a2 - b2 - c2 + d2; + M[2][3] = 0.f; + + M[3][0] = M[3][1] = M[3][2] = 0.f; + M[3][3] = 1.f; +} + +LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 const M, quat const q) +{ +/* XXX: The way this is written only works for orthogonal matrices. */ +/* TODO: Take care of non-orthogonal case. */ + quat_mul_vec3(R[0], q, M[0]); + quat_mul_vec3(R[1], q, M[1]); + quat_mul_vec3(R[2], q, M[2]); + + R[3][0] = R[3][1] = R[3][2] = 0.f; + R[0][3] = M[0][3]; + R[1][3] = M[1][3]; + R[2][3] = M[2][3]; + R[3][3] = M[3][3]; // typically 1.0, but here we make it general +} +LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M) +{ + float r=0.f; + int i; + + int perm[] = { 0, 1, 2, 0, 1 }; + int *p = perm; + + for(i = 0; i<3; i++) { + float m = M[i][i]; + if( m < r ) + continue; + m = r; + p = &perm[i]; + } + + r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]] ); + + if(r < 1e-6) { + q[0] = 1.f; + q[1] = q[2] = q[3] = 0.f; + return; + } + + q[0] = r/2.f; + q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]])/(2.f*r); + q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]])/(2.f*r); + q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]])/(2.f*r); +} + +LINMATH_H_FUNC void mat4x4_arcball(mat4x4 R, mat4x4 const M, vec2 const _a, vec2 const _b, float s) +{ + vec2 a; memcpy(a, _a, sizeof(a)); + vec2 b; memcpy(b, _b, sizeof(b)); + + float z_a = 0.f; + float z_b = 0.f; + + if(vec2_len(a) < 1.f) { + z_a = sqrtf(1.f - vec2_mul_inner(a, a)); + } else { + vec2_norm(a, a); + } + + if(vec2_len(b) < 1.f) { + z_b = sqrtf(1.f - vec2_mul_inner(b, b)); + } else { + vec2_norm(b, b); + } + + vec3 a_ = {a[0], a[1], z_a}; + vec3 b_ = {b[0], b[1], z_b}; + + vec3 c_; + vec3_mul_cross(c_, a_, b_); + + float const angle = acos(vec3_mul_inner(a_, b_)) * s; + mat4x4_rotate(R, M, c_[0], c_[1], c_[2], angle); +} +#endif diff --git a/dependencies/glfw-3.4/deps/mingw/_mingw_dxhelper.h b/dependencies/glfw-3.4/deps/mingw/_mingw_dxhelper.h new file mode 100644 index 0000000..849e291 --- /dev/null +++ b/dependencies/glfw-3.4/deps/mingw/_mingw_dxhelper.h @@ -0,0 +1,117 @@ +/** + * This file has no copyright assigned and is placed in the Public Domain. + * This file is part of the mingw-w64 runtime package. + * No warranty is given; refer to the file DISCLAIMER within this package. + */ + +#if defined(_MSC_VER) && !defined(_MSC_EXTENSIONS) +#define NONAMELESSUNION 1 +#endif +#if defined(NONAMELESSSTRUCT) && \ + !defined(NONAMELESSUNION) +#define NONAMELESSUNION 1 +#endif +#if defined(NONAMELESSUNION) && \ + !defined(NONAMELESSSTRUCT) +#define NONAMELESSSTRUCT 1 +#endif +#if !defined(__GNU_EXTENSION) +#if defined(__GNUC__) || defined(__GNUG__) +#define __GNU_EXTENSION __extension__ +#else +#define __GNU_EXTENSION +#endif +#endif /* __extension__ */ + +#ifndef __ANONYMOUS_DEFINED +#define __ANONYMOUS_DEFINED +#if defined(__GNUC__) || defined(__GNUG__) +#define _ANONYMOUS_UNION __extension__ +#define _ANONYMOUS_STRUCT __extension__ +#else +#define _ANONYMOUS_UNION +#define _ANONYMOUS_STRUCT +#endif +#ifndef NONAMELESSUNION +#define _UNION_NAME(x) +#define _STRUCT_NAME(x) +#else /* NONAMELESSUNION */ +#define _UNION_NAME(x) x +#define _STRUCT_NAME(x) x +#endif +#endif /* __ANONYMOUS_DEFINED */ + +#ifndef DUMMYUNIONNAME +# ifdef NONAMELESSUNION +# define DUMMYUNIONNAME u +# define DUMMYUNIONNAME1 u1 /* Wine uses this variant */ +# define DUMMYUNIONNAME2 u2 +# define DUMMYUNIONNAME3 u3 +# define DUMMYUNIONNAME4 u4 +# define DUMMYUNIONNAME5 u5 +# define DUMMYUNIONNAME6 u6 +# define DUMMYUNIONNAME7 u7 +# define DUMMYUNIONNAME8 u8 +# define DUMMYUNIONNAME9 u9 +# else /* NONAMELESSUNION */ +# define DUMMYUNIONNAME +# define DUMMYUNIONNAME1 /* Wine uses this variant */ +# define DUMMYUNIONNAME2 +# define DUMMYUNIONNAME3 +# define DUMMYUNIONNAME4 +# define DUMMYUNIONNAME5 +# define DUMMYUNIONNAME6 +# define DUMMYUNIONNAME7 +# define DUMMYUNIONNAME8 +# define DUMMYUNIONNAME9 +# endif +#endif /* DUMMYUNIONNAME */ + +#if !defined(DUMMYUNIONNAME1) /* MinGW does not define this one */ +# ifdef NONAMELESSUNION +# define DUMMYUNIONNAME1 u1 /* Wine uses this variant */ +# else +# define DUMMYUNIONNAME1 /* Wine uses this variant */ +# endif +#endif /* DUMMYUNIONNAME1 */ + +#ifndef DUMMYSTRUCTNAME +# ifdef NONAMELESSUNION +# define DUMMYSTRUCTNAME s +# define DUMMYSTRUCTNAME1 s1 /* Wine uses this variant */ +# define DUMMYSTRUCTNAME2 s2 +# define DUMMYSTRUCTNAME3 s3 +# define DUMMYSTRUCTNAME4 s4 +# define DUMMYSTRUCTNAME5 s5 +# else +# define DUMMYSTRUCTNAME +# define DUMMYSTRUCTNAME1 /* Wine uses this variant */ +# define DUMMYSTRUCTNAME2 +# define DUMMYSTRUCTNAME3 +# define DUMMYSTRUCTNAME4 +# define DUMMYSTRUCTNAME5 +# endif +#endif /* DUMMYSTRUCTNAME */ + +/* These are for compatibility with the Wine source tree */ + +#ifndef WINELIB_NAME_AW +# ifdef __MINGW_NAME_AW +# define WINELIB_NAME_AW __MINGW_NAME_AW +# else +# ifdef UNICODE +# define WINELIB_NAME_AW(func) func##W +# else +# define WINELIB_NAME_AW(func) func##A +# endif +# endif +#endif /* WINELIB_NAME_AW */ + +#ifndef DECL_WINELIB_TYPE_AW +# ifdef __MINGW_TYPEDEF_AW +# define DECL_WINELIB_TYPE_AW __MINGW_TYPEDEF_AW +# else +# define DECL_WINELIB_TYPE_AW(type) typedef WINELIB_NAME_AW(type) type; +# endif +#endif /* DECL_WINELIB_TYPE_AW */ + diff --git a/dependencies/glfw-3.4/deps/mingw/dinput.h b/dependencies/glfw-3.4/deps/mingw/dinput.h new file mode 100644 index 0000000..b575480 --- /dev/null +++ b/dependencies/glfw-3.4/deps/mingw/dinput.h @@ -0,0 +1,2467 @@ +/* + * Copyright (C) the Wine project + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +#ifndef __DINPUT_INCLUDED__ +#define __DINPUT_INCLUDED__ + +#define COM_NO_WINDOWS_H +#include +#include <_mingw_dxhelper.h> + +#ifndef DIRECTINPUT_VERSION +#define DIRECTINPUT_VERSION 0x0800 +#endif + +/* Classes */ +DEFINE_GUID(CLSID_DirectInput, 0x25E609E0,0xB259,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(CLSID_DirectInputDevice, 0x25E609E1,0xB259,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); + +DEFINE_GUID(CLSID_DirectInput8, 0x25E609E4,0xB259,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(CLSID_DirectInputDevice8, 0x25E609E5,0xB259,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); + +/* Interfaces */ +DEFINE_GUID(IID_IDirectInputA, 0x89521360,0xAA8A,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInputW, 0x89521361,0xAA8A,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInput2A, 0x5944E662,0xAA8A,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInput2W, 0x5944E663,0xAA8A,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInput7A, 0x9A4CB684,0x236D,0x11D3,0x8E,0x9D,0x00,0xC0,0x4F,0x68,0x44,0xAE); +DEFINE_GUID(IID_IDirectInput7W, 0x9A4CB685,0x236D,0x11D3,0x8E,0x9D,0x00,0xC0,0x4F,0x68,0x44,0xAE); +DEFINE_GUID(IID_IDirectInput8A, 0xBF798030,0x483A,0x4DA2,0xAA,0x99,0x5D,0x64,0xED,0x36,0x97,0x00); +DEFINE_GUID(IID_IDirectInput8W, 0xBF798031,0x483A,0x4DA2,0xAA,0x99,0x5D,0x64,0xED,0x36,0x97,0x00); +DEFINE_GUID(IID_IDirectInputDeviceA, 0x5944E680,0xC92E,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInputDeviceW, 0x5944E681,0xC92E,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInputDevice2A, 0x5944E682,0xC92E,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInputDevice2W, 0x5944E683,0xC92E,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(IID_IDirectInputDevice7A, 0x57D7C6BC,0x2356,0x11D3,0x8E,0x9D,0x00,0xC0,0x4F,0x68,0x44,0xAE); +DEFINE_GUID(IID_IDirectInputDevice7W, 0x57D7C6BD,0x2356,0x11D3,0x8E,0x9D,0x00,0xC0,0x4F,0x68,0x44,0xAE); +DEFINE_GUID(IID_IDirectInputDevice8A, 0x54D41080,0xDC15,0x4833,0xA4,0x1B,0x74,0x8F,0x73,0xA3,0x81,0x79); +DEFINE_GUID(IID_IDirectInputDevice8W, 0x54D41081,0xDC15,0x4833,0xA4,0x1B,0x74,0x8F,0x73,0xA3,0x81,0x79); +DEFINE_GUID(IID_IDirectInputEffect, 0xE7E1F7C0,0x88D2,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); + +/* Predefined object types */ +DEFINE_GUID(GUID_XAxis, 0xA36D02E0,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_YAxis, 0xA36D02E1,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_ZAxis, 0xA36D02E2,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_RxAxis,0xA36D02F4,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_RyAxis,0xA36D02F5,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_RzAxis,0xA36D02E3,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_Slider,0xA36D02E4,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_Button,0xA36D02F0,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_Key, 0x55728220,0xD33C,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_POV, 0xA36D02F2,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_Unknown,0xA36D02F3,0xC9F3,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); + +/* Predefined product GUIDs */ +DEFINE_GUID(GUID_SysMouse, 0x6F1D2B60,0xD5A0,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_SysKeyboard, 0x6F1D2B61,0xD5A0,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_Joystick, 0x6F1D2B70,0xD5A0,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_SysMouseEm, 0x6F1D2B80,0xD5A0,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_SysMouseEm2, 0x6F1D2B81,0xD5A0,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_SysKeyboardEm, 0x6F1D2B82,0xD5A0,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); +DEFINE_GUID(GUID_SysKeyboardEm2,0x6F1D2B83,0xD5A0,0x11CF,0xBF,0xC7,0x44,0x45,0x53,0x54,0x00,0x00); + +/* predefined forcefeedback effects */ +DEFINE_GUID(GUID_ConstantForce, 0x13541C20,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_RampForce, 0x13541C21,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_Square, 0x13541C22,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_Sine, 0x13541C23,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_Triangle, 0x13541C24,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_SawtoothUp, 0x13541C25,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_SawtoothDown, 0x13541C26,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_Spring, 0x13541C27,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_Damper, 0x13541C28,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_Inertia, 0x13541C29,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_Friction, 0x13541C2A,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); +DEFINE_GUID(GUID_CustomForce, 0x13541C2B,0x8E33,0x11D0,0x9A,0xD0,0x00,0xA0,0xC9,0xA0,0x6E,0x35); + +typedef struct IDirectInputA *LPDIRECTINPUTA; +typedef struct IDirectInputW *LPDIRECTINPUTW; +typedef struct IDirectInput2A *LPDIRECTINPUT2A; +typedef struct IDirectInput2W *LPDIRECTINPUT2W; +typedef struct IDirectInput7A *LPDIRECTINPUT7A; +typedef struct IDirectInput7W *LPDIRECTINPUT7W; +#if DIRECTINPUT_VERSION >= 0x0800 +typedef struct IDirectInput8A *LPDIRECTINPUT8A; +typedef struct IDirectInput8W *LPDIRECTINPUT8W; +#endif /* DI8 */ +typedef struct IDirectInputDeviceA *LPDIRECTINPUTDEVICEA; +typedef struct IDirectInputDeviceW *LPDIRECTINPUTDEVICEW; +#if DIRECTINPUT_VERSION >= 0x0500 +typedef struct IDirectInputDevice2A *LPDIRECTINPUTDEVICE2A; +typedef struct IDirectInputDevice2W *LPDIRECTINPUTDEVICE2W; +#endif /* DI5 */ +#if DIRECTINPUT_VERSION >= 0x0700 +typedef struct IDirectInputDevice7A *LPDIRECTINPUTDEVICE7A; +typedef struct IDirectInputDevice7W *LPDIRECTINPUTDEVICE7W; +#endif /* DI7 */ +#if DIRECTINPUT_VERSION >= 0x0800 +typedef struct IDirectInputDevice8A *LPDIRECTINPUTDEVICE8A; +typedef struct IDirectInputDevice8W *LPDIRECTINPUTDEVICE8W; +#endif /* DI8 */ +#if DIRECTINPUT_VERSION >= 0x0500 +typedef struct IDirectInputEffect *LPDIRECTINPUTEFFECT; +#endif /* DI5 */ +typedef struct SysKeyboardA *LPSYSKEYBOARDA; +typedef struct SysMouseA *LPSYSMOUSEA; + +#define IID_IDirectInput WINELIB_NAME_AW(IID_IDirectInput) +#define IDirectInput WINELIB_NAME_AW(IDirectInput) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUT) +#define IID_IDirectInput2 WINELIB_NAME_AW(IID_IDirectInput2) +#define IDirectInput2 WINELIB_NAME_AW(IDirectInput2) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUT2) +#define IID_IDirectInput7 WINELIB_NAME_AW(IID_IDirectInput7) +#define IDirectInput7 WINELIB_NAME_AW(IDirectInput7) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUT7) +#if DIRECTINPUT_VERSION >= 0x0800 +#define IID_IDirectInput8 WINELIB_NAME_AW(IID_IDirectInput8) +#define IDirectInput8 WINELIB_NAME_AW(IDirectInput8) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUT8) +#endif /* DI8 */ +#define IID_IDirectInputDevice WINELIB_NAME_AW(IID_IDirectInputDevice) +#define IDirectInputDevice WINELIB_NAME_AW(IDirectInputDevice) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUTDEVICE) +#if DIRECTINPUT_VERSION >= 0x0500 +#define IID_IDirectInputDevice2 WINELIB_NAME_AW(IID_IDirectInputDevice2) +#define IDirectInputDevice2 WINELIB_NAME_AW(IDirectInputDevice2) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUTDEVICE2) +#endif /* DI5 */ +#if DIRECTINPUT_VERSION >= 0x0700 +#define IID_IDirectInputDevice7 WINELIB_NAME_AW(IID_IDirectInputDevice7) +#define IDirectInputDevice7 WINELIB_NAME_AW(IDirectInputDevice7) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUTDEVICE7) +#endif /* DI7 */ +#if DIRECTINPUT_VERSION >= 0x0800 +#define IID_IDirectInputDevice8 WINELIB_NAME_AW(IID_IDirectInputDevice8) +#define IDirectInputDevice8 WINELIB_NAME_AW(IDirectInputDevice8) +DECL_WINELIB_TYPE_AW(LPDIRECTINPUTDEVICE8) +#endif /* DI8 */ + +#define DI_OK S_OK +#define DI_NOTATTACHED S_FALSE +#define DI_BUFFEROVERFLOW S_FALSE +#define DI_PROPNOEFFECT S_FALSE +#define DI_NOEFFECT S_FALSE +#define DI_POLLEDDEVICE ((HRESULT)0x00000002L) +#define DI_DOWNLOADSKIPPED ((HRESULT)0x00000003L) +#define DI_EFFECTRESTARTED ((HRESULT)0x00000004L) +#define DI_TRUNCATED ((HRESULT)0x00000008L) +#define DI_SETTINGSNOTSAVED ((HRESULT)0x0000000BL) +#define DI_TRUNCATEDANDRESTARTED ((HRESULT)0x0000000CL) +#define DI_WRITEPROTECT ((HRESULT)0x00000013L) + +#define DIERR_OLDDIRECTINPUTVERSION \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_OLD_WIN_VERSION) +#define DIERR_BETADIRECTINPUTVERSION \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_RMODE_APP) +#define DIERR_BADDRIVERVER \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_BAD_DRIVER_LEVEL) +#define DIERR_DEVICENOTREG REGDB_E_CLASSNOTREG +#define DIERR_NOTFOUND \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_FILE_NOT_FOUND) +#define DIERR_OBJECTNOTFOUND \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_FILE_NOT_FOUND) +#define DIERR_INVALIDPARAM E_INVALIDARG +#define DIERR_NOINTERFACE E_NOINTERFACE +#define DIERR_GENERIC E_FAIL +#define DIERR_OUTOFMEMORY E_OUTOFMEMORY +#define DIERR_UNSUPPORTED E_NOTIMPL +#define DIERR_NOTINITIALIZED \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_NOT_READY) +#define DIERR_ALREADYINITIALIZED \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_ALREADY_INITIALIZED) +#define DIERR_NOAGGREGATION CLASS_E_NOAGGREGATION +#define DIERR_OTHERAPPHASPRIO E_ACCESSDENIED +#define DIERR_INPUTLOST \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_READ_FAULT) +#define DIERR_ACQUIRED \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_BUSY) +#define DIERR_NOTACQUIRED \ + MAKE_HRESULT(SEVERITY_ERROR, FACILITY_WIN32, ERROR_INVALID_ACCESS) +#define DIERR_READONLY E_ACCESSDENIED +#define DIERR_HANDLEEXISTS E_ACCESSDENIED +#ifndef E_PENDING +#define E_PENDING 0x8000000AL +#endif +#define DIERR_INSUFFICIENTPRIVS 0x80040200L +#define DIERR_DEVICEFULL 0x80040201L +#define DIERR_MOREDATA 0x80040202L +#define DIERR_NOTDOWNLOADED 0x80040203L +#define DIERR_HASEFFECTS 0x80040204L +#define DIERR_NOTEXCLUSIVEACQUIRED 0x80040205L +#define DIERR_INCOMPLETEEFFECT 0x80040206L +#define DIERR_NOTBUFFERED 0x80040207L +#define DIERR_EFFECTPLAYING 0x80040208L +#define DIERR_UNPLUGGED 0x80040209L +#define DIERR_REPORTFULL 0x8004020AL +#define DIERR_MAPFILEFAIL 0x8004020BL + +#define DIENUM_STOP 0 +#define DIENUM_CONTINUE 1 + +#define DIEDFL_ALLDEVICES 0x00000000 +#define DIEDFL_ATTACHEDONLY 0x00000001 +#define DIEDFL_FORCEFEEDBACK 0x00000100 +#define DIEDFL_INCLUDEALIASES 0x00010000 +#define DIEDFL_INCLUDEPHANTOMS 0x00020000 +#define DIEDFL_INCLUDEHIDDEN 0x00040000 + +#define DIDEVTYPE_DEVICE 1 +#define DIDEVTYPE_MOUSE 2 +#define DIDEVTYPE_KEYBOARD 3 +#define DIDEVTYPE_JOYSTICK 4 +#define DIDEVTYPE_HID 0x00010000 + +#define DI8DEVCLASS_ALL 0 +#define DI8DEVCLASS_DEVICE 1 +#define DI8DEVCLASS_POINTER 2 +#define DI8DEVCLASS_KEYBOARD 3 +#define DI8DEVCLASS_GAMECTRL 4 + +#define DI8DEVTYPE_DEVICE 0x11 +#define DI8DEVTYPE_MOUSE 0x12 +#define DI8DEVTYPE_KEYBOARD 0x13 +#define DI8DEVTYPE_JOYSTICK 0x14 +#define DI8DEVTYPE_GAMEPAD 0x15 +#define DI8DEVTYPE_DRIVING 0x16 +#define DI8DEVTYPE_FLIGHT 0x17 +#define DI8DEVTYPE_1STPERSON 0x18 +#define DI8DEVTYPE_DEVICECTRL 0x19 +#define DI8DEVTYPE_SCREENPOINTER 0x1A +#define DI8DEVTYPE_REMOTE 0x1B +#define DI8DEVTYPE_SUPPLEMENTAL 0x1C + +#define DIDEVTYPEMOUSE_UNKNOWN 1 +#define DIDEVTYPEMOUSE_TRADITIONAL 2 +#define DIDEVTYPEMOUSE_FINGERSTICK 3 +#define DIDEVTYPEMOUSE_TOUCHPAD 4 +#define DIDEVTYPEMOUSE_TRACKBALL 5 + +#define DIDEVTYPEKEYBOARD_UNKNOWN 0 +#define DIDEVTYPEKEYBOARD_PCXT 1 +#define DIDEVTYPEKEYBOARD_OLIVETTI 2 +#define DIDEVTYPEKEYBOARD_PCAT 3 +#define DIDEVTYPEKEYBOARD_PCENH 4 +#define DIDEVTYPEKEYBOARD_NOKIA1050 5 +#define DIDEVTYPEKEYBOARD_NOKIA9140 6 +#define DIDEVTYPEKEYBOARD_NEC98 7 +#define DIDEVTYPEKEYBOARD_NEC98LAPTOP 8 +#define DIDEVTYPEKEYBOARD_NEC98106 9 +#define DIDEVTYPEKEYBOARD_JAPAN106 10 +#define DIDEVTYPEKEYBOARD_JAPANAX 11 +#define DIDEVTYPEKEYBOARD_J3100 12 + +#define DIDEVTYPEJOYSTICK_UNKNOWN 1 +#define DIDEVTYPEJOYSTICK_TRADITIONAL 2 +#define DIDEVTYPEJOYSTICK_FLIGHTSTICK 3 +#define DIDEVTYPEJOYSTICK_GAMEPAD 4 +#define DIDEVTYPEJOYSTICK_RUDDER 5 +#define DIDEVTYPEJOYSTICK_WHEEL 6 +#define DIDEVTYPEJOYSTICK_HEADTRACKER 7 + +#define DI8DEVTYPEMOUSE_UNKNOWN 1 +#define DI8DEVTYPEMOUSE_TRADITIONAL 2 +#define DI8DEVTYPEMOUSE_FINGERSTICK 3 +#define DI8DEVTYPEMOUSE_TOUCHPAD 4 +#define DI8DEVTYPEMOUSE_TRACKBALL 5 +#define DI8DEVTYPEMOUSE_ABSOLUTE 6 + +#define DI8DEVTYPEKEYBOARD_UNKNOWN 0 +#define DI8DEVTYPEKEYBOARD_PCXT 1 +#define DI8DEVTYPEKEYBOARD_OLIVETTI 2 +#define DI8DEVTYPEKEYBOARD_PCAT 3 +#define DI8DEVTYPEKEYBOARD_PCENH 4 +#define DI8DEVTYPEKEYBOARD_NOKIA1050 5 +#define DI8DEVTYPEKEYBOARD_NOKIA9140 6 +#define DI8DEVTYPEKEYBOARD_NEC98 7 +#define DI8DEVTYPEKEYBOARD_NEC98LAPTOP 8 +#define DI8DEVTYPEKEYBOARD_NEC98106 9 +#define DI8DEVTYPEKEYBOARD_JAPAN106 10 +#define DI8DEVTYPEKEYBOARD_JAPANAX 11 +#define DI8DEVTYPEKEYBOARD_J3100 12 + +#define DI8DEVTYPE_LIMITEDGAMESUBTYPE 1 + +#define DI8DEVTYPEJOYSTICK_LIMITED DI8DEVTYPE_LIMITEDGAMESUBTYPE +#define DI8DEVTYPEJOYSTICK_STANDARD 2 + +#define DI8DEVTYPEGAMEPAD_LIMITED DI8DEVTYPE_LIMITEDGAMESUBTYPE +#define DI8DEVTYPEGAMEPAD_STANDARD 2 +#define DI8DEVTYPEGAMEPAD_TILT 3 + +#define DI8DEVTYPEDRIVING_LIMITED DI8DEVTYPE_LIMITEDGAMESUBTYPE +#define DI8DEVTYPEDRIVING_COMBINEDPEDALS 2 +#define DI8DEVTYPEDRIVING_DUALPEDALS 3 +#define DI8DEVTYPEDRIVING_THREEPEDALS 4 +#define DI8DEVTYPEDRIVING_HANDHELD 5 + +#define DI8DEVTYPEFLIGHT_LIMITED DI8DEVTYPE_LIMITEDGAMESUBTYPE +#define DI8DEVTYPEFLIGHT_STICK 2 +#define DI8DEVTYPEFLIGHT_YOKE 3 +#define DI8DEVTYPEFLIGHT_RC 4 + +#define DI8DEVTYPE1STPERSON_LIMITED DI8DEVTYPE_LIMITEDGAMESUBTYPE +#define DI8DEVTYPE1STPERSON_UNKNOWN 2 +#define DI8DEVTYPE1STPERSON_SIXDOF 3 +#define DI8DEVTYPE1STPERSON_SHOOTER 4 + +#define DI8DEVTYPESCREENPTR_UNKNOWN 2 +#define DI8DEVTYPESCREENPTR_LIGHTGUN 3 +#define DI8DEVTYPESCREENPTR_LIGHTPEN 4 +#define DI8DEVTYPESCREENPTR_TOUCH 5 + +#define DI8DEVTYPEREMOTE_UNKNOWN 2 + +#define DI8DEVTYPEDEVICECTRL_UNKNOWN 2 +#define DI8DEVTYPEDEVICECTRL_COMMSSELECTION 3 +#define DI8DEVTYPEDEVICECTRL_COMMSSELECTION_HARDWIRED 4 + +#define DI8DEVTYPESUPPLEMENTAL_UNKNOWN 2 +#define DI8DEVTYPESUPPLEMENTAL_2NDHANDCONTROLLER 3 +#define DI8DEVTYPESUPPLEMENTAL_HEADTRACKER 4 +#define DI8DEVTYPESUPPLEMENTAL_HANDTRACKER 5 +#define DI8DEVTYPESUPPLEMENTAL_SHIFTSTICKGATE 6 +#define DI8DEVTYPESUPPLEMENTAL_SHIFTER 7 +#define DI8DEVTYPESUPPLEMENTAL_THROTTLE 8 +#define DI8DEVTYPESUPPLEMENTAL_SPLITTHROTTLE 9 +#define DI8DEVTYPESUPPLEMENTAL_COMBINEDPEDALS 10 +#define DI8DEVTYPESUPPLEMENTAL_DUALPEDALS 11 +#define DI8DEVTYPESUPPLEMENTAL_THREEPEDALS 12 +#define DI8DEVTYPESUPPLEMENTAL_RUDDERPEDALS 13 + +#define GET_DIDEVICE_TYPE(dwDevType) LOBYTE(dwDevType) +#define GET_DIDEVICE_SUBTYPE(dwDevType) HIBYTE(dwDevType) + +typedef struct DIDEVICEOBJECTINSTANCE_DX3A { + DWORD dwSize; + GUID guidType; + DWORD dwOfs; + DWORD dwType; + DWORD dwFlags; + CHAR tszName[MAX_PATH]; +} DIDEVICEOBJECTINSTANCE_DX3A, *LPDIDEVICEOBJECTINSTANCE_DX3A; +typedef const DIDEVICEOBJECTINSTANCE_DX3A *LPCDIDEVICEOBJECTINSTANCE_DX3A; +typedef struct DIDEVICEOBJECTINSTANCE_DX3W { + DWORD dwSize; + GUID guidType; + DWORD dwOfs; + DWORD dwType; + DWORD dwFlags; + WCHAR tszName[MAX_PATH]; +} DIDEVICEOBJECTINSTANCE_DX3W, *LPDIDEVICEOBJECTINSTANCE_DX3W; +typedef const DIDEVICEOBJECTINSTANCE_DX3W *LPCDIDEVICEOBJECTINSTANCE_DX3W; + +DECL_WINELIB_TYPE_AW(DIDEVICEOBJECTINSTANCE_DX3) +DECL_WINELIB_TYPE_AW(LPDIDEVICEOBJECTINSTANCE_DX3) +DECL_WINELIB_TYPE_AW(LPCDIDEVICEOBJECTINSTANCE_DX3) + +typedef struct DIDEVICEOBJECTINSTANCEA { + DWORD dwSize; + GUID guidType; + DWORD dwOfs; + DWORD dwType; + DWORD dwFlags; + CHAR tszName[MAX_PATH]; +#if(DIRECTINPUT_VERSION >= 0x0500) + DWORD dwFFMaxForce; + DWORD dwFFForceResolution; + WORD wCollectionNumber; + WORD wDesignatorIndex; + WORD wUsagePage; + WORD wUsage; + DWORD dwDimension; + WORD wExponent; + WORD wReserved; +#endif /* DIRECTINPUT_VERSION >= 0x0500 */ +} DIDEVICEOBJECTINSTANCEA, *LPDIDEVICEOBJECTINSTANCEA; +typedef const DIDEVICEOBJECTINSTANCEA *LPCDIDEVICEOBJECTINSTANCEA; + +typedef struct DIDEVICEOBJECTINSTANCEW { + DWORD dwSize; + GUID guidType; + DWORD dwOfs; + DWORD dwType; + DWORD dwFlags; + WCHAR tszName[MAX_PATH]; +#if(DIRECTINPUT_VERSION >= 0x0500) + DWORD dwFFMaxForce; + DWORD dwFFForceResolution; + WORD wCollectionNumber; + WORD wDesignatorIndex; + WORD wUsagePage; + WORD wUsage; + DWORD dwDimension; + WORD wExponent; + WORD wReserved; +#endif /* DIRECTINPUT_VERSION >= 0x0500 */ +} DIDEVICEOBJECTINSTANCEW, *LPDIDEVICEOBJECTINSTANCEW; +typedef const DIDEVICEOBJECTINSTANCEW *LPCDIDEVICEOBJECTINSTANCEW; + +DECL_WINELIB_TYPE_AW(DIDEVICEOBJECTINSTANCE) +DECL_WINELIB_TYPE_AW(LPDIDEVICEOBJECTINSTANCE) +DECL_WINELIB_TYPE_AW(LPCDIDEVICEOBJECTINSTANCE) + +typedef struct DIDEVICEINSTANCE_DX3A { + DWORD dwSize; + GUID guidInstance; + GUID guidProduct; + DWORD dwDevType; + CHAR tszInstanceName[MAX_PATH]; + CHAR tszProductName[MAX_PATH]; +} DIDEVICEINSTANCE_DX3A, *LPDIDEVICEINSTANCE_DX3A; +typedef const DIDEVICEINSTANCE_DX3A *LPCDIDEVICEINSTANCE_DX3A; +typedef struct DIDEVICEINSTANCE_DX3W { + DWORD dwSize; + GUID guidInstance; + GUID guidProduct; + DWORD dwDevType; + WCHAR tszInstanceName[MAX_PATH]; + WCHAR tszProductName[MAX_PATH]; +} DIDEVICEINSTANCE_DX3W, *LPDIDEVICEINSTANCE_DX3W; +typedef const DIDEVICEINSTANCE_DX3W *LPCDIDEVICEINSTANCE_DX3W; + +DECL_WINELIB_TYPE_AW(DIDEVICEINSTANCE_DX3) +DECL_WINELIB_TYPE_AW(LPDIDEVICEINSTANCE_DX3) +DECL_WINELIB_TYPE_AW(LPCDIDEVICEINSTANCE_DX3) + +typedef struct DIDEVICEINSTANCEA { + DWORD dwSize; + GUID guidInstance; + GUID guidProduct; + DWORD dwDevType; + CHAR tszInstanceName[MAX_PATH]; + CHAR tszProductName[MAX_PATH]; +#if(DIRECTINPUT_VERSION >= 0x0500) + GUID guidFFDriver; + WORD wUsagePage; + WORD wUsage; +#endif /* DIRECTINPUT_VERSION >= 0x0500 */ +} DIDEVICEINSTANCEA, *LPDIDEVICEINSTANCEA; +typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA; + +typedef struct DIDEVICEINSTANCEW { + DWORD dwSize; + GUID guidInstance; + GUID guidProduct; + DWORD dwDevType; + WCHAR tszInstanceName[MAX_PATH]; + WCHAR tszProductName[MAX_PATH]; +#if(DIRECTINPUT_VERSION >= 0x0500) + GUID guidFFDriver; + WORD wUsagePage; + WORD wUsage; +#endif /* DIRECTINPUT_VERSION >= 0x0500 */ +} DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW; +typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW; + +DECL_WINELIB_TYPE_AW(DIDEVICEINSTANCE) +DECL_WINELIB_TYPE_AW(LPDIDEVICEINSTANCE) +DECL_WINELIB_TYPE_AW(LPCDIDEVICEINSTANCE) + +typedef BOOL (CALLBACK *LPDIENUMDEVICESCALLBACKA)(LPCDIDEVICEINSTANCEA,LPVOID); +typedef BOOL (CALLBACK *LPDIENUMDEVICESCALLBACKW)(LPCDIDEVICEINSTANCEW,LPVOID); +DECL_WINELIB_TYPE_AW(LPDIENUMDEVICESCALLBACK) + +#define DIEDBS_MAPPEDPRI1 0x00000001 +#define DIEDBS_MAPPEDPRI2 0x00000002 +#define DIEDBS_RECENTDEVICE 0x00000010 +#define DIEDBS_NEWDEVICE 0x00000020 + +#define DIEDBSFL_ATTACHEDONLY 0x00000000 +#define DIEDBSFL_THISUSER 0x00000010 +#define DIEDBSFL_FORCEFEEDBACK DIEDFL_FORCEFEEDBACK +#define DIEDBSFL_AVAILABLEDEVICES 0x00001000 +#define DIEDBSFL_MULTIMICEKEYBOARDS 0x00002000 +#define DIEDBSFL_NONGAMINGDEVICES 0x00004000 +#define DIEDBSFL_VALID 0x00007110 + +#if DIRECTINPUT_VERSION >= 0x0800 +typedef BOOL (CALLBACK *LPDIENUMDEVICESBYSEMANTICSCBA)(LPCDIDEVICEINSTANCEA,LPDIRECTINPUTDEVICE8A,DWORD,DWORD,LPVOID); +typedef BOOL (CALLBACK *LPDIENUMDEVICESBYSEMANTICSCBW)(LPCDIDEVICEINSTANCEW,LPDIRECTINPUTDEVICE8W,DWORD,DWORD,LPVOID); +DECL_WINELIB_TYPE_AW(LPDIENUMDEVICESBYSEMANTICSCB) +#endif + +typedef BOOL (CALLBACK *LPDICONFIGUREDEVICESCALLBACK)(LPUNKNOWN,LPVOID); + +typedef BOOL (CALLBACK *LPDIENUMDEVICEOBJECTSCALLBACKA)(LPCDIDEVICEOBJECTINSTANCEA,LPVOID); +typedef BOOL (CALLBACK *LPDIENUMDEVICEOBJECTSCALLBACKW)(LPCDIDEVICEOBJECTINSTANCEW,LPVOID); +DECL_WINELIB_TYPE_AW(LPDIENUMDEVICEOBJECTSCALLBACK) + +#if DIRECTINPUT_VERSION >= 0x0500 +typedef BOOL (CALLBACK *LPDIENUMCREATEDEFFECTOBJECTSCALLBACK)(LPDIRECTINPUTEFFECT, LPVOID); +#endif + +#define DIK_ESCAPE 0x01 +#define DIK_1 0x02 +#define DIK_2 0x03 +#define DIK_3 0x04 +#define DIK_4 0x05 +#define DIK_5 0x06 +#define DIK_6 0x07 +#define DIK_7 0x08 +#define DIK_8 0x09 +#define DIK_9 0x0A +#define DIK_0 0x0B +#define DIK_MINUS 0x0C /* - on main keyboard */ +#define DIK_EQUALS 0x0D +#define DIK_BACK 0x0E /* backspace */ +#define DIK_TAB 0x0F +#define DIK_Q 0x10 +#define DIK_W 0x11 +#define DIK_E 0x12 +#define DIK_R 0x13 +#define DIK_T 0x14 +#define DIK_Y 0x15 +#define DIK_U 0x16 +#define DIK_I 0x17 +#define DIK_O 0x18 +#define DIK_P 0x19 +#define DIK_LBRACKET 0x1A +#define DIK_RBRACKET 0x1B +#define DIK_RETURN 0x1C /* Enter on main keyboard */ +#define DIK_LCONTROL 0x1D +#define DIK_A 0x1E +#define DIK_S 0x1F +#define DIK_D 0x20 +#define DIK_F 0x21 +#define DIK_G 0x22 +#define DIK_H 0x23 +#define DIK_J 0x24 +#define DIK_K 0x25 +#define DIK_L 0x26 +#define DIK_SEMICOLON 0x27 +#define DIK_APOSTROPHE 0x28 +#define DIK_GRAVE 0x29 /* accent grave */ +#define DIK_LSHIFT 0x2A +#define DIK_BACKSLASH 0x2B +#define DIK_Z 0x2C +#define DIK_X 0x2D +#define DIK_C 0x2E +#define DIK_V 0x2F +#define DIK_B 0x30 +#define DIK_N 0x31 +#define DIK_M 0x32 +#define DIK_COMMA 0x33 +#define DIK_PERIOD 0x34 /* . on main keyboard */ +#define DIK_SLASH 0x35 /* / on main keyboard */ +#define DIK_RSHIFT 0x36 +#define DIK_MULTIPLY 0x37 /* * on numeric keypad */ +#define DIK_LMENU 0x38 /* left Alt */ +#define DIK_SPACE 0x39 +#define DIK_CAPITAL 0x3A +#define DIK_F1 0x3B +#define DIK_F2 0x3C +#define DIK_F3 0x3D +#define DIK_F4 0x3E +#define DIK_F5 0x3F +#define DIK_F6 0x40 +#define DIK_F7 0x41 +#define DIK_F8 0x42 +#define DIK_F9 0x43 +#define DIK_F10 0x44 +#define DIK_NUMLOCK 0x45 +#define DIK_SCROLL 0x46 /* Scroll Lock */ +#define DIK_NUMPAD7 0x47 +#define DIK_NUMPAD8 0x48 +#define DIK_NUMPAD9 0x49 +#define DIK_SUBTRACT 0x4A /* - on numeric keypad */ +#define DIK_NUMPAD4 0x4B +#define DIK_NUMPAD5 0x4C +#define DIK_NUMPAD6 0x4D +#define DIK_ADD 0x4E /* + on numeric keypad */ +#define DIK_NUMPAD1 0x4F +#define DIK_NUMPAD2 0x50 +#define DIK_NUMPAD3 0x51 +#define DIK_NUMPAD0 0x52 +#define DIK_DECIMAL 0x53 /* . on numeric keypad */ +#define DIK_OEM_102 0x56 /* < > | on UK/Germany keyboards */ +#define DIK_F11 0x57 +#define DIK_F12 0x58 +#define DIK_F13 0x64 /* (NEC PC98) */ +#define DIK_F14 0x65 /* (NEC PC98) */ +#define DIK_F15 0x66 /* (NEC PC98) */ +#define DIK_KANA 0x70 /* (Japanese keyboard) */ +#define DIK_ABNT_C1 0x73 /* / ? on Portugese (Brazilian) keyboards */ +#define DIK_CONVERT 0x79 /* (Japanese keyboard) */ +#define DIK_NOCONVERT 0x7B /* (Japanese keyboard) */ +#define DIK_YEN 0x7D /* (Japanese keyboard) */ +#define DIK_ABNT_C2 0x7E /* Numpad . on Portugese (Brazilian) keyboards */ +#define DIK_NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */ +#define DIK_CIRCUMFLEX 0x90 /* (Japanese keyboard) */ +#define DIK_AT 0x91 /* (NEC PC98) */ +#define DIK_COLON 0x92 /* (NEC PC98) */ +#define DIK_UNDERLINE 0x93 /* (NEC PC98) */ +#define DIK_KANJI 0x94 /* (Japanese keyboard) */ +#define DIK_STOP 0x95 /* (NEC PC98) */ +#define DIK_AX 0x96 /* (Japan AX) */ +#define DIK_UNLABELED 0x97 /* (J3100) */ +#define DIK_NEXTTRACK 0x99 /* Next Track */ +#define DIK_NUMPADENTER 0x9C /* Enter on numeric keypad */ +#define DIK_RCONTROL 0x9D +#define DIK_MUTE 0xA0 /* Mute */ +#define DIK_CALCULATOR 0xA1 /* Calculator */ +#define DIK_PLAYPAUSE 0xA2 /* Play / Pause */ +#define DIK_MEDIASTOP 0xA4 /* Media Stop */ +#define DIK_VOLUMEDOWN 0xAE /* Volume - */ +#define DIK_VOLUMEUP 0xB0 /* Volume + */ +#define DIK_WEBHOME 0xB2 /* Web home */ +#define DIK_NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */ +#define DIK_DIVIDE 0xB5 /* / on numeric keypad */ +#define DIK_SYSRQ 0xB7 +#define DIK_RMENU 0xB8 /* right Alt */ +#define DIK_PAUSE 0xC5 /* Pause */ +#define DIK_HOME 0xC7 /* Home on arrow keypad */ +#define DIK_UP 0xC8 /* UpArrow on arrow keypad */ +#define DIK_PRIOR 0xC9 /* PgUp on arrow keypad */ +#define DIK_LEFT 0xCB /* LeftArrow on arrow keypad */ +#define DIK_RIGHT 0xCD /* RightArrow on arrow keypad */ +#define DIK_END 0xCF /* End on arrow keypad */ +#define DIK_DOWN 0xD0 /* DownArrow on arrow keypad */ +#define DIK_NEXT 0xD1 /* PgDn on arrow keypad */ +#define DIK_INSERT 0xD2 /* Insert on arrow keypad */ +#define DIK_DELETE 0xD3 /* Delete on arrow keypad */ +#define DIK_LWIN 0xDB /* Left Windows key */ +#define DIK_RWIN 0xDC /* Right Windows key */ +#define DIK_APPS 0xDD /* AppMenu key */ +#define DIK_POWER 0xDE +#define DIK_SLEEP 0xDF +#define DIK_WAKE 0xE3 /* System Wake */ +#define DIK_WEBSEARCH 0xE5 /* Web Search */ +#define DIK_WEBFAVORITES 0xE6 /* Web Favorites */ +#define DIK_WEBREFRESH 0xE7 /* Web Refresh */ +#define DIK_WEBSTOP 0xE8 /* Web Stop */ +#define DIK_WEBFORWARD 0xE9 /* Web Forward */ +#define DIK_WEBBACK 0xEA /* Web Back */ +#define DIK_MYCOMPUTER 0xEB /* My Computer */ +#define DIK_MAIL 0xEC /* Mail */ +#define DIK_MEDIASELECT 0xED /* Media Select */ + +#define DIK_BACKSPACE DIK_BACK /* backspace */ +#define DIK_NUMPADSTAR DIK_MULTIPLY /* * on numeric keypad */ +#define DIK_LALT DIK_LMENU /* left Alt */ +#define DIK_CAPSLOCK DIK_CAPITAL /* CapsLock */ +#define DIK_NUMPADMINUS DIK_SUBTRACT /* - on numeric keypad */ +#define DIK_NUMPADPLUS DIK_ADD /* + on numeric keypad */ +#define DIK_NUMPADPERIOD DIK_DECIMAL /* . on numeric keypad */ +#define DIK_NUMPADSLASH DIK_DIVIDE /* / on numeric keypad */ +#define DIK_RALT DIK_RMENU /* right Alt */ +#define DIK_UPARROW DIK_UP /* UpArrow on arrow keypad */ +#define DIK_PGUP DIK_PRIOR /* PgUp on arrow keypad */ +#define DIK_LEFTARROW DIK_LEFT /* LeftArrow on arrow keypad */ +#define DIK_RIGHTARROW DIK_RIGHT /* RightArrow on arrow keypad */ +#define DIK_DOWNARROW DIK_DOWN /* DownArrow on arrow keypad */ +#define DIK_PGDN DIK_NEXT /* PgDn on arrow keypad */ + +#define DIDFT_ALL 0x00000000 +#define DIDFT_RELAXIS 0x00000001 +#define DIDFT_ABSAXIS 0x00000002 +#define DIDFT_AXIS 0x00000003 +#define DIDFT_PSHBUTTON 0x00000004 +#define DIDFT_TGLBUTTON 0x00000008 +#define DIDFT_BUTTON 0x0000000C +#define DIDFT_POV 0x00000010 +#define DIDFT_COLLECTION 0x00000040 +#define DIDFT_NODATA 0x00000080 +#define DIDFT_ANYINSTANCE 0x00FFFF00 +#define DIDFT_INSTANCEMASK DIDFT_ANYINSTANCE +#define DIDFT_MAKEINSTANCE(n) ((WORD)(n) << 8) +#define DIDFT_GETTYPE(n) LOBYTE(n) +#define DIDFT_GETINSTANCE(n) LOWORD((n) >> 8) +#define DIDFT_FFACTUATOR 0x01000000 +#define DIDFT_FFEFFECTTRIGGER 0x02000000 +#if DIRECTINPUT_VERSION >= 0x050a +#define DIDFT_OUTPUT 0x10000000 +#define DIDFT_VENDORDEFINED 0x04000000 +#define DIDFT_ALIAS 0x08000000 +#endif /* DI5a */ +#ifndef DIDFT_OPTIONAL +#define DIDFT_OPTIONAL 0x80000000 +#endif +#define DIDFT_ENUMCOLLECTION(n) ((WORD)(n) << 8) +#define DIDFT_NOCOLLECTION 0x00FFFF00 + +#define DIDF_ABSAXIS 0x00000001 +#define DIDF_RELAXIS 0x00000002 + +#define DIGDD_PEEK 0x00000001 + +#define DISEQUENCE_COMPARE(dwSq1,cmp,dwSq2) ((int)((dwSq1) - (dwSq2)) cmp 0) + +typedef struct DIDEVICEOBJECTDATA_DX3 { + DWORD dwOfs; + DWORD dwData; + DWORD dwTimeStamp; + DWORD dwSequence; +} DIDEVICEOBJECTDATA_DX3,*LPDIDEVICEOBJECTDATA_DX3; +typedef const DIDEVICEOBJECTDATA_DX3 *LPCDIDEVICEOBJECTDATA_DX3; + +typedef struct DIDEVICEOBJECTDATA { + DWORD dwOfs; + DWORD dwData; + DWORD dwTimeStamp; + DWORD dwSequence; +#if(DIRECTINPUT_VERSION >= 0x0800) + UINT_PTR uAppData; +#endif /* DIRECTINPUT_VERSION >= 0x0800 */ +} DIDEVICEOBJECTDATA, *LPDIDEVICEOBJECTDATA; +typedef const DIDEVICEOBJECTDATA *LPCDIDEVICEOBJECTDATA; + +typedef struct _DIOBJECTDATAFORMAT { + const GUID *pguid; + DWORD dwOfs; + DWORD dwType; + DWORD dwFlags; +} DIOBJECTDATAFORMAT, *LPDIOBJECTDATAFORMAT; +typedef const DIOBJECTDATAFORMAT *LPCDIOBJECTDATAFORMAT; + +typedef struct _DIDATAFORMAT { + DWORD dwSize; + DWORD dwObjSize; + DWORD dwFlags; + DWORD dwDataSize; + DWORD dwNumObjs; + LPDIOBJECTDATAFORMAT rgodf; +} DIDATAFORMAT, *LPDIDATAFORMAT; +typedef const DIDATAFORMAT *LPCDIDATAFORMAT; + +#if DIRECTINPUT_VERSION >= 0x0500 +#define DIDOI_FFACTUATOR 0x00000001 +#define DIDOI_FFEFFECTTRIGGER 0x00000002 +#define DIDOI_POLLED 0x00008000 +#define DIDOI_ASPECTPOSITION 0x00000100 +#define DIDOI_ASPECTVELOCITY 0x00000200 +#define DIDOI_ASPECTACCEL 0x00000300 +#define DIDOI_ASPECTFORCE 0x00000400 +#define DIDOI_ASPECTMASK 0x00000F00 +#endif /* DI5 */ +#if DIRECTINPUT_VERSION >= 0x050a +#define DIDOI_GUIDISUSAGE 0x00010000 +#endif /* DI5a */ + +typedef struct DIPROPHEADER { + DWORD dwSize; + DWORD dwHeaderSize; + DWORD dwObj; + DWORD dwHow; +} DIPROPHEADER,*LPDIPROPHEADER; +typedef const DIPROPHEADER *LPCDIPROPHEADER; + +#define DIPH_DEVICE 0 +#define DIPH_BYOFFSET 1 +#define DIPH_BYID 2 +#if DIRECTINPUT_VERSION >= 0x050a +#define DIPH_BYUSAGE 3 + +#define DIMAKEUSAGEDWORD(UsagePage, Usage) (DWORD)MAKELONG(Usage, UsagePage) +#endif /* DI5a */ + +typedef struct DIPROPDWORD { + DIPROPHEADER diph; + DWORD dwData; +} DIPROPDWORD, *LPDIPROPDWORD; +typedef const DIPROPDWORD *LPCDIPROPDWORD; + +typedef struct DIPROPRANGE { + DIPROPHEADER diph; + LONG lMin; + LONG lMax; +} DIPROPRANGE, *LPDIPROPRANGE; +typedef const DIPROPRANGE *LPCDIPROPRANGE; + +#define DIPROPRANGE_NOMIN ((LONG)0x80000000) +#define DIPROPRANGE_NOMAX ((LONG)0x7FFFFFFF) + +#if DIRECTINPUT_VERSION >= 0x050a +typedef struct DIPROPCAL { + DIPROPHEADER diph; + LONG lMin; + LONG lCenter; + LONG lMax; +} DIPROPCAL, *LPDIPROPCAL; +typedef const DIPROPCAL *LPCDIPROPCAL; + +typedef struct DIPROPCALPOV { + DIPROPHEADER diph; + LONG lMin[5]; + LONG lMax[5]; +} DIPROPCALPOV, *LPDIPROPCALPOV; +typedef const DIPROPCALPOV *LPCDIPROPCALPOV; + +typedef struct DIPROPGUIDANDPATH { + DIPROPHEADER diph; + GUID guidClass; + WCHAR wszPath[MAX_PATH]; +} DIPROPGUIDANDPATH, *LPDIPROPGUIDANDPATH; +typedef const DIPROPGUIDANDPATH *LPCDIPROPGUIDANDPATH; + +typedef struct DIPROPSTRING { + DIPROPHEADER diph; + WCHAR wsz[MAX_PATH]; +} DIPROPSTRING, *LPDIPROPSTRING; +typedef const DIPROPSTRING *LPCDIPROPSTRING; +#endif /* DI5a */ + +#if DIRECTINPUT_VERSION >= 0x0800 +typedef struct DIPROPPOINTER { + DIPROPHEADER diph; + UINT_PTR uData; +} DIPROPPOINTER, *LPDIPROPPOINTER; +typedef const DIPROPPOINTER *LPCDIPROPPOINTER; +#endif /* DI8 */ + +/* special property GUIDs */ +#ifdef __cplusplus +#define MAKEDIPROP(prop) (*(const GUID *)(prop)) +#else +#define MAKEDIPROP(prop) ((REFGUID)(prop)) +#endif +#define DIPROP_BUFFERSIZE MAKEDIPROP(1) +#define DIPROP_AXISMODE MAKEDIPROP(2) + +#define DIPROPAXISMODE_ABS 0 +#define DIPROPAXISMODE_REL 1 + +#define DIPROP_GRANULARITY MAKEDIPROP(3) +#define DIPROP_RANGE MAKEDIPROP(4) +#define DIPROP_DEADZONE MAKEDIPROP(5) +#define DIPROP_SATURATION MAKEDIPROP(6) +#define DIPROP_FFGAIN MAKEDIPROP(7) +#define DIPROP_FFLOAD MAKEDIPROP(8) +#define DIPROP_AUTOCENTER MAKEDIPROP(9) + +#define DIPROPAUTOCENTER_OFF 0 +#define DIPROPAUTOCENTER_ON 1 + +#define DIPROP_CALIBRATIONMODE MAKEDIPROP(10) + +#define DIPROPCALIBRATIONMODE_COOKED 0 +#define DIPROPCALIBRATIONMODE_RAW 1 + +#if DIRECTINPUT_VERSION >= 0x050a +#define DIPROP_CALIBRATION MAKEDIPROP(11) +#define DIPROP_GUIDANDPATH MAKEDIPROP(12) +#define DIPROP_INSTANCENAME MAKEDIPROP(13) +#define DIPROP_PRODUCTNAME MAKEDIPROP(14) +#endif + +#if DIRECTINPUT_VERSION >= 0x5B2 +#define DIPROP_JOYSTICKID MAKEDIPROP(15) +#define DIPROP_GETPORTDISPLAYNAME MAKEDIPROP(16) +#endif + +#if DIRECTINPUT_VERSION >= 0x0700 +#define DIPROP_PHYSICALRANGE MAKEDIPROP(18) +#define DIPROP_LOGICALRANGE MAKEDIPROP(19) +#endif + +#if(DIRECTINPUT_VERSION >= 0x0800) +#define DIPROP_KEYNAME MAKEDIPROP(20) +#define DIPROP_CPOINTS MAKEDIPROP(21) +#define DIPROP_APPDATA MAKEDIPROP(22) +#define DIPROP_SCANCODE MAKEDIPROP(23) +#define DIPROP_VIDPID MAKEDIPROP(24) +#define DIPROP_USERNAME MAKEDIPROP(25) +#define DIPROP_TYPENAME MAKEDIPROP(26) + +#define MAXCPOINTSNUM 8 + +typedef struct _CPOINT { + LONG lP; + DWORD dwLog; +} CPOINT, *PCPOINT; + +typedef struct DIPROPCPOINTS { + DIPROPHEADER diph; + DWORD dwCPointsNum; + CPOINT cp[MAXCPOINTSNUM]; +} DIPROPCPOINTS, *LPDIPROPCPOINTS; +typedef const DIPROPCPOINTS *LPCDIPROPCPOINTS; +#endif /* DI8 */ + + +typedef struct DIDEVCAPS_DX3 { + DWORD dwSize; + DWORD dwFlags; + DWORD dwDevType; + DWORD dwAxes; + DWORD dwButtons; + DWORD dwPOVs; +} DIDEVCAPS_DX3, *LPDIDEVCAPS_DX3; + +typedef struct DIDEVCAPS { + DWORD dwSize; + DWORD dwFlags; + DWORD dwDevType; + DWORD dwAxes; + DWORD dwButtons; + DWORD dwPOVs; +#if(DIRECTINPUT_VERSION >= 0x0500) + DWORD dwFFSamplePeriod; + DWORD dwFFMinTimeResolution; + DWORD dwFirmwareRevision; + DWORD dwHardwareRevision; + DWORD dwFFDriverVersion; +#endif /* DIRECTINPUT_VERSION >= 0x0500 */ +} DIDEVCAPS,*LPDIDEVCAPS; + +#define DIDC_ATTACHED 0x00000001 +#define DIDC_POLLEDDEVICE 0x00000002 +#define DIDC_EMULATED 0x00000004 +#define DIDC_POLLEDDATAFORMAT 0x00000008 +#define DIDC_FORCEFEEDBACK 0x00000100 +#define DIDC_FFATTACK 0x00000200 +#define DIDC_FFFADE 0x00000400 +#define DIDC_SATURATION 0x00000800 +#define DIDC_POSNEGCOEFFICIENTS 0x00001000 +#define DIDC_POSNEGSATURATION 0x00002000 +#define DIDC_DEADBAND 0x00004000 +#define DIDC_STARTDELAY 0x00008000 +#define DIDC_ALIAS 0x00010000 +#define DIDC_PHANTOM 0x00020000 +#define DIDC_HIDDEN 0x00040000 + + +/* SetCooperativeLevel dwFlags */ +#define DISCL_EXCLUSIVE 0x00000001 +#define DISCL_NONEXCLUSIVE 0x00000002 +#define DISCL_FOREGROUND 0x00000004 +#define DISCL_BACKGROUND 0x00000008 +#define DISCL_NOWINKEY 0x00000010 + +#if (DIRECTINPUT_VERSION >= 0x0500) +/* Device FF flags */ +#define DISFFC_RESET 0x00000001 +#define DISFFC_STOPALL 0x00000002 +#define DISFFC_PAUSE 0x00000004 +#define DISFFC_CONTINUE 0x00000008 +#define DISFFC_SETACTUATORSON 0x00000010 +#define DISFFC_SETACTUATORSOFF 0x00000020 + +#define DIGFFS_EMPTY 0x00000001 +#define DIGFFS_STOPPED 0x00000002 +#define DIGFFS_PAUSED 0x00000004 +#define DIGFFS_ACTUATORSON 0x00000010 +#define DIGFFS_ACTUATORSOFF 0x00000020 +#define DIGFFS_POWERON 0x00000040 +#define DIGFFS_POWEROFF 0x00000080 +#define DIGFFS_SAFETYSWITCHON 0x00000100 +#define DIGFFS_SAFETYSWITCHOFF 0x00000200 +#define DIGFFS_USERFFSWITCHON 0x00000400 +#define DIGFFS_USERFFSWITCHOFF 0x00000800 +#define DIGFFS_DEVICELOST 0x80000000 + +/* Effect flags */ +#define DIEFT_ALL 0x00000000 + +#define DIEFT_CONSTANTFORCE 0x00000001 +#define DIEFT_RAMPFORCE 0x00000002 +#define DIEFT_PERIODIC 0x00000003 +#define DIEFT_CONDITION 0x00000004 +#define DIEFT_CUSTOMFORCE 0x00000005 +#define DIEFT_HARDWARE 0x000000FF +#define DIEFT_FFATTACK 0x00000200 +#define DIEFT_FFFADE 0x00000400 +#define DIEFT_SATURATION 0x00000800 +#define DIEFT_POSNEGCOEFFICIENTS 0x00001000 +#define DIEFT_POSNEGSATURATION 0x00002000 +#define DIEFT_DEADBAND 0x00004000 +#define DIEFT_STARTDELAY 0x00008000 +#define DIEFT_GETTYPE(n) LOBYTE(n) + +#define DIEFF_OBJECTIDS 0x00000001 +#define DIEFF_OBJECTOFFSETS 0x00000002 +#define DIEFF_CARTESIAN 0x00000010 +#define DIEFF_POLAR 0x00000020 +#define DIEFF_SPHERICAL 0x00000040 + +#define DIEP_DURATION 0x00000001 +#define DIEP_SAMPLEPERIOD 0x00000002 +#define DIEP_GAIN 0x00000004 +#define DIEP_TRIGGERBUTTON 0x00000008 +#define DIEP_TRIGGERREPEATINTERVAL 0x00000010 +#define DIEP_AXES 0x00000020 +#define DIEP_DIRECTION 0x00000040 +#define DIEP_ENVELOPE 0x00000080 +#define DIEP_TYPESPECIFICPARAMS 0x00000100 +#if(DIRECTINPUT_VERSION >= 0x0600) +#define DIEP_STARTDELAY 0x00000200 +#define DIEP_ALLPARAMS_DX5 0x000001FF +#define DIEP_ALLPARAMS 0x000003FF +#else +#define DIEP_ALLPARAMS 0x000001FF +#endif /* DIRECTINPUT_VERSION >= 0x0600 */ +#define DIEP_START 0x20000000 +#define DIEP_NORESTART 0x40000000 +#define DIEP_NODOWNLOAD 0x80000000 +#define DIEB_NOTRIGGER 0xFFFFFFFF + +#define DIES_SOLO 0x00000001 +#define DIES_NODOWNLOAD 0x80000000 + +#define DIEGES_PLAYING 0x00000001 +#define DIEGES_EMULATED 0x00000002 + +#define DI_DEGREES 100 +#define DI_FFNOMINALMAX 10000 +#define DI_SECONDS 1000000 + +typedef struct DICONSTANTFORCE { + LONG lMagnitude; +} DICONSTANTFORCE, *LPDICONSTANTFORCE; +typedef const DICONSTANTFORCE *LPCDICONSTANTFORCE; + +typedef struct DIRAMPFORCE { + LONG lStart; + LONG lEnd; +} DIRAMPFORCE, *LPDIRAMPFORCE; +typedef const DIRAMPFORCE *LPCDIRAMPFORCE; + +typedef struct DIPERIODIC { + DWORD dwMagnitude; + LONG lOffset; + DWORD dwPhase; + DWORD dwPeriod; +} DIPERIODIC, *LPDIPERIODIC; +typedef const DIPERIODIC *LPCDIPERIODIC; + +typedef struct DICONDITION { + LONG lOffset; + LONG lPositiveCoefficient; + LONG lNegativeCoefficient; + DWORD dwPositiveSaturation; + DWORD dwNegativeSaturation; + LONG lDeadBand; +} DICONDITION, *LPDICONDITION; +typedef const DICONDITION *LPCDICONDITION; + +typedef struct DICUSTOMFORCE { + DWORD cChannels; + DWORD dwSamplePeriod; + DWORD cSamples; + LPLONG rglForceData; +} DICUSTOMFORCE, *LPDICUSTOMFORCE; +typedef const DICUSTOMFORCE *LPCDICUSTOMFORCE; + +typedef struct DIENVELOPE { + DWORD dwSize; + DWORD dwAttackLevel; + DWORD dwAttackTime; + DWORD dwFadeLevel; + DWORD dwFadeTime; +} DIENVELOPE, *LPDIENVELOPE; +typedef const DIENVELOPE *LPCDIENVELOPE; + +typedef struct DIEFFECT_DX5 { + DWORD dwSize; + DWORD dwFlags; + DWORD dwDuration; + DWORD dwSamplePeriod; + DWORD dwGain; + DWORD dwTriggerButton; + DWORD dwTriggerRepeatInterval; + DWORD cAxes; + LPDWORD rgdwAxes; + LPLONG rglDirection; + LPDIENVELOPE lpEnvelope; + DWORD cbTypeSpecificParams; + LPVOID lpvTypeSpecificParams; +} DIEFFECT_DX5, *LPDIEFFECT_DX5; +typedef const DIEFFECT_DX5 *LPCDIEFFECT_DX5; + +typedef struct DIEFFECT { + DWORD dwSize; + DWORD dwFlags; + DWORD dwDuration; + DWORD dwSamplePeriod; + DWORD dwGain; + DWORD dwTriggerButton; + DWORD dwTriggerRepeatInterval; + DWORD cAxes; + LPDWORD rgdwAxes; + LPLONG rglDirection; + LPDIENVELOPE lpEnvelope; + DWORD cbTypeSpecificParams; + LPVOID lpvTypeSpecificParams; +#if(DIRECTINPUT_VERSION >= 0x0600) + DWORD dwStartDelay; +#endif /* DIRECTINPUT_VERSION >= 0x0600 */ +} DIEFFECT, *LPDIEFFECT; +typedef const DIEFFECT *LPCDIEFFECT; +typedef DIEFFECT DIEFFECT_DX6; +typedef LPDIEFFECT LPDIEFFECT_DX6; + +typedef struct DIEFFECTINFOA { + DWORD dwSize; + GUID guid; + DWORD dwEffType; + DWORD dwStaticParams; + DWORD dwDynamicParams; + CHAR tszName[MAX_PATH]; +} DIEFFECTINFOA, *LPDIEFFECTINFOA; +typedef const DIEFFECTINFOA *LPCDIEFFECTINFOA; + +typedef struct DIEFFECTINFOW { + DWORD dwSize; + GUID guid; + DWORD dwEffType; + DWORD dwStaticParams; + DWORD dwDynamicParams; + WCHAR tszName[MAX_PATH]; +} DIEFFECTINFOW, *LPDIEFFECTINFOW; +typedef const DIEFFECTINFOW *LPCDIEFFECTINFOW; + +DECL_WINELIB_TYPE_AW(DIEFFECTINFO) +DECL_WINELIB_TYPE_AW(LPDIEFFECTINFO) +DECL_WINELIB_TYPE_AW(LPCDIEFFECTINFO) + +typedef BOOL (CALLBACK *LPDIENUMEFFECTSCALLBACKA)(LPCDIEFFECTINFOA, LPVOID); +typedef BOOL (CALLBACK *LPDIENUMEFFECTSCALLBACKW)(LPCDIEFFECTINFOW, LPVOID); + +typedef struct DIEFFESCAPE { + DWORD dwSize; + DWORD dwCommand; + LPVOID lpvInBuffer; + DWORD cbInBuffer; + LPVOID lpvOutBuffer; + DWORD cbOutBuffer; +} DIEFFESCAPE, *LPDIEFFESCAPE; + +typedef struct DIJOYSTATE { + LONG lX; + LONG lY; + LONG lZ; + LONG lRx; + LONG lRy; + LONG lRz; + LONG rglSlider[2]; + DWORD rgdwPOV[4]; + BYTE rgbButtons[32]; +} DIJOYSTATE, *LPDIJOYSTATE; + +typedef struct DIJOYSTATE2 { + LONG lX; + LONG lY; + LONG lZ; + LONG lRx; + LONG lRy; + LONG lRz; + LONG rglSlider[2]; + DWORD rgdwPOV[4]; + BYTE rgbButtons[128]; + LONG lVX; /* 'v' as in velocity */ + LONG lVY; + LONG lVZ; + LONG lVRx; + LONG lVRy; + LONG lVRz; + LONG rglVSlider[2]; + LONG lAX; /* 'a' as in acceleration */ + LONG lAY; + LONG lAZ; + LONG lARx; + LONG lARy; + LONG lARz; + LONG rglASlider[2]; + LONG lFX; /* 'f' as in force */ + LONG lFY; + LONG lFZ; + LONG lFRx; /* 'fr' as in rotational force aka torque */ + LONG lFRy; + LONG lFRz; + LONG rglFSlider[2]; +} DIJOYSTATE2, *LPDIJOYSTATE2; + +#define DIJOFS_X FIELD_OFFSET(DIJOYSTATE, lX) +#define DIJOFS_Y FIELD_OFFSET(DIJOYSTATE, lY) +#define DIJOFS_Z FIELD_OFFSET(DIJOYSTATE, lZ) +#define DIJOFS_RX FIELD_OFFSET(DIJOYSTATE, lRx) +#define DIJOFS_RY FIELD_OFFSET(DIJOYSTATE, lRy) +#define DIJOFS_RZ FIELD_OFFSET(DIJOYSTATE, lRz) +#define DIJOFS_SLIDER(n) (FIELD_OFFSET(DIJOYSTATE, rglSlider) + \ + (n) * sizeof(LONG)) +#define DIJOFS_POV(n) (FIELD_OFFSET(DIJOYSTATE, rgdwPOV) + \ + (n) * sizeof(DWORD)) +#define DIJOFS_BUTTON(n) (FIELD_OFFSET(DIJOYSTATE, rgbButtons) + (n)) +#define DIJOFS_BUTTON0 DIJOFS_BUTTON(0) +#define DIJOFS_BUTTON1 DIJOFS_BUTTON(1) +#define DIJOFS_BUTTON2 DIJOFS_BUTTON(2) +#define DIJOFS_BUTTON3 DIJOFS_BUTTON(3) +#define DIJOFS_BUTTON4 DIJOFS_BUTTON(4) +#define DIJOFS_BUTTON5 DIJOFS_BUTTON(5) +#define DIJOFS_BUTTON6 DIJOFS_BUTTON(6) +#define DIJOFS_BUTTON7 DIJOFS_BUTTON(7) +#define DIJOFS_BUTTON8 DIJOFS_BUTTON(8) +#define DIJOFS_BUTTON9 DIJOFS_BUTTON(9) +#define DIJOFS_BUTTON10 DIJOFS_BUTTON(10) +#define DIJOFS_BUTTON11 DIJOFS_BUTTON(11) +#define DIJOFS_BUTTON12 DIJOFS_BUTTON(12) +#define DIJOFS_BUTTON13 DIJOFS_BUTTON(13) +#define DIJOFS_BUTTON14 DIJOFS_BUTTON(14) +#define DIJOFS_BUTTON15 DIJOFS_BUTTON(15) +#define DIJOFS_BUTTON16 DIJOFS_BUTTON(16) +#define DIJOFS_BUTTON17 DIJOFS_BUTTON(17) +#define DIJOFS_BUTTON18 DIJOFS_BUTTON(18) +#define DIJOFS_BUTTON19 DIJOFS_BUTTON(19) +#define DIJOFS_BUTTON20 DIJOFS_BUTTON(20) +#define DIJOFS_BUTTON21 DIJOFS_BUTTON(21) +#define DIJOFS_BUTTON22 DIJOFS_BUTTON(22) +#define DIJOFS_BUTTON23 DIJOFS_BUTTON(23) +#define DIJOFS_BUTTON24 DIJOFS_BUTTON(24) +#define DIJOFS_BUTTON25 DIJOFS_BUTTON(25) +#define DIJOFS_BUTTON26 DIJOFS_BUTTON(26) +#define DIJOFS_BUTTON27 DIJOFS_BUTTON(27) +#define DIJOFS_BUTTON28 DIJOFS_BUTTON(28) +#define DIJOFS_BUTTON29 DIJOFS_BUTTON(29) +#define DIJOFS_BUTTON30 DIJOFS_BUTTON(30) +#define DIJOFS_BUTTON31 DIJOFS_BUTTON(31) +#endif /* DIRECTINPUT_VERSION >= 0x0500 */ + +/* DInput 7 structures, types */ +#if(DIRECTINPUT_VERSION >= 0x0700) +typedef struct DIFILEEFFECT { + DWORD dwSize; + GUID GuidEffect; + LPCDIEFFECT lpDiEffect; + CHAR szFriendlyName[MAX_PATH]; +} DIFILEEFFECT, *LPDIFILEEFFECT; + +typedef const DIFILEEFFECT *LPCDIFILEEFFECT; +typedef BOOL (CALLBACK *LPDIENUMEFFECTSINFILECALLBACK)(LPCDIFILEEFFECT , LPVOID); +#endif /* DIRECTINPUT_VERSION >= 0x0700 */ + +/* DInput 8 structures and types */ +#if DIRECTINPUT_VERSION >= 0x0800 +typedef struct _DIACTIONA { + UINT_PTR uAppData; + DWORD dwSemantic; + DWORD dwFlags; + __GNU_EXTENSION union { + LPCSTR lptszActionName; + UINT uResIdString; + } DUMMYUNIONNAME; + GUID guidInstance; + DWORD dwObjID; + DWORD dwHow; +} DIACTIONA, *LPDIACTIONA; +typedef const DIACTIONA *LPCDIACTIONA; + +typedef struct _DIACTIONW { + UINT_PTR uAppData; + DWORD dwSemantic; + DWORD dwFlags; + __GNU_EXTENSION union { + LPCWSTR lptszActionName; + UINT uResIdString; + } DUMMYUNIONNAME; + GUID guidInstance; + DWORD dwObjID; + DWORD dwHow; +} DIACTIONW, *LPDIACTIONW; +typedef const DIACTIONW *LPCDIACTIONW; + +DECL_WINELIB_TYPE_AW(DIACTION) +DECL_WINELIB_TYPE_AW(LPDIACTION) +DECL_WINELIB_TYPE_AW(LPCDIACTION) + +#define DIA_FORCEFEEDBACK 0x00000001 +#define DIA_APPMAPPED 0x00000002 +#define DIA_APPNOMAP 0x00000004 +#define DIA_NORANGE 0x00000008 +#define DIA_APPFIXED 0x00000010 + +#define DIAH_UNMAPPED 0x00000000 +#define DIAH_USERCONFIG 0x00000001 +#define DIAH_APPREQUESTED 0x00000002 +#define DIAH_HWAPP 0x00000004 +#define DIAH_HWDEFAULT 0x00000008 +#define DIAH_DEFAULT 0x00000020 +#define DIAH_ERROR 0x80000000 + +typedef struct _DIACTIONFORMATA { + DWORD dwSize; + DWORD dwActionSize; + DWORD dwDataSize; + DWORD dwNumActions; + LPDIACTIONA rgoAction; + GUID guidActionMap; + DWORD dwGenre; + DWORD dwBufferSize; + LONG lAxisMin; + LONG lAxisMax; + HINSTANCE hInstString; + FILETIME ftTimeStamp; + DWORD dwCRC; + CHAR tszActionMap[MAX_PATH]; +} DIACTIONFORMATA, *LPDIACTIONFORMATA; +typedef const DIACTIONFORMATA *LPCDIACTIONFORMATA; + +typedef struct _DIACTIONFORMATW { + DWORD dwSize; + DWORD dwActionSize; + DWORD dwDataSize; + DWORD dwNumActions; + LPDIACTIONW rgoAction; + GUID guidActionMap; + DWORD dwGenre; + DWORD dwBufferSize; + LONG lAxisMin; + LONG lAxisMax; + HINSTANCE hInstString; + FILETIME ftTimeStamp; + DWORD dwCRC; + WCHAR tszActionMap[MAX_PATH]; +} DIACTIONFORMATW, *LPDIACTIONFORMATW; +typedef const DIACTIONFORMATW *LPCDIACTIONFORMATW; + +DECL_WINELIB_TYPE_AW(DIACTIONFORMAT) +DECL_WINELIB_TYPE_AW(LPDIACTIONFORMAT) +DECL_WINELIB_TYPE_AW(LPCDIACTIONFORMAT) + +#define DIAFTS_NEWDEVICELOW 0xFFFFFFFF +#define DIAFTS_NEWDEVICEHIGH 0xFFFFFFFF +#define DIAFTS_UNUSEDDEVICELOW 0x00000000 +#define DIAFTS_UNUSEDDEVICEHIGH 0x00000000 + +#define DIDBAM_DEFAULT 0x00000000 +#define DIDBAM_PRESERVE 0x00000001 +#define DIDBAM_INITIALIZE 0x00000002 +#define DIDBAM_HWDEFAULTS 0x00000004 + +#define DIDSAM_DEFAULT 0x00000000 +#define DIDSAM_NOUSER 0x00000001 +#define DIDSAM_FORCESAVE 0x00000002 + +#define DICD_DEFAULT 0x00000000 +#define DICD_EDIT 0x00000001 + +#ifndef D3DCOLOR_DEFINED +typedef DWORD D3DCOLOR; +#define D3DCOLOR_DEFINED +#endif + +typedef struct _DICOLORSET { + DWORD dwSize; + D3DCOLOR cTextFore; + D3DCOLOR cTextHighlight; + D3DCOLOR cCalloutLine; + D3DCOLOR cCalloutHighlight; + D3DCOLOR cBorder; + D3DCOLOR cControlFill; + D3DCOLOR cHighlightFill; + D3DCOLOR cAreaFill; +} DICOLORSET, *LPDICOLORSET; +typedef const DICOLORSET *LPCDICOLORSET; + +typedef struct _DICONFIGUREDEVICESPARAMSA { + DWORD dwSize; + DWORD dwcUsers; + LPSTR lptszUserNames; + DWORD dwcFormats; + LPDIACTIONFORMATA lprgFormats; + HWND hwnd; + DICOLORSET dics; + LPUNKNOWN lpUnkDDSTarget; +} DICONFIGUREDEVICESPARAMSA, *LPDICONFIGUREDEVICESPARAMSA; +typedef const DICONFIGUREDEVICESPARAMSA *LPCDICONFIGUREDEVICESPARAMSA; + +typedef struct _DICONFIGUREDEVICESPARAMSW { + DWORD dwSize; + DWORD dwcUsers; + LPWSTR lptszUserNames; + DWORD dwcFormats; + LPDIACTIONFORMATW lprgFormats; + HWND hwnd; + DICOLORSET dics; + LPUNKNOWN lpUnkDDSTarget; +} DICONFIGUREDEVICESPARAMSW, *LPDICONFIGUREDEVICESPARAMSW; +typedef const DICONFIGUREDEVICESPARAMSW *LPCDICONFIGUREDEVICESPARAMSW; + +DECL_WINELIB_TYPE_AW(DICONFIGUREDEVICESPARAMS) +DECL_WINELIB_TYPE_AW(LPDICONFIGUREDEVICESPARAMS) +DECL_WINELIB_TYPE_AW(LPCDICONFIGUREDEVICESPARAMS) + +#define DIDIFT_CONFIGURATION 0x00000001 +#define DIDIFT_OVERLAY 0x00000002 + +#define DIDAL_CENTERED 0x00000000 +#define DIDAL_LEFTALIGNED 0x00000001 +#define DIDAL_RIGHTALIGNED 0x00000002 +#define DIDAL_MIDDLE 0x00000000 +#define DIDAL_TOPALIGNED 0x00000004 +#define DIDAL_BOTTOMALIGNED 0x00000008 + +typedef struct _DIDEVICEIMAGEINFOA { + CHAR tszImagePath[MAX_PATH]; + DWORD dwFlags; + DWORD dwViewID; + RECT rcOverlay; + DWORD dwObjID; + DWORD dwcValidPts; + POINT rgptCalloutLine[5]; + RECT rcCalloutRect; + DWORD dwTextAlign; +} DIDEVICEIMAGEINFOA, *LPDIDEVICEIMAGEINFOA; +typedef const DIDEVICEIMAGEINFOA *LPCDIDEVICEIMAGEINFOA; + +typedef struct _DIDEVICEIMAGEINFOW { + WCHAR tszImagePath[MAX_PATH]; + DWORD dwFlags; + DWORD dwViewID; + RECT rcOverlay; + DWORD dwObjID; + DWORD dwcValidPts; + POINT rgptCalloutLine[5]; + RECT rcCalloutRect; + DWORD dwTextAlign; +} DIDEVICEIMAGEINFOW, *LPDIDEVICEIMAGEINFOW; +typedef const DIDEVICEIMAGEINFOW *LPCDIDEVICEIMAGEINFOW; + +DECL_WINELIB_TYPE_AW(DIDEVICEIMAGEINFO) +DECL_WINELIB_TYPE_AW(LPDIDEVICEIMAGEINFO) +DECL_WINELIB_TYPE_AW(LPCDIDEVICEIMAGEINFO) + +typedef struct _DIDEVICEIMAGEINFOHEADERA { + DWORD dwSize; + DWORD dwSizeImageInfo; + DWORD dwcViews; + DWORD dwcButtons; + DWORD dwcAxes; + DWORD dwcPOVs; + DWORD dwBufferSize; + DWORD dwBufferUsed; + LPDIDEVICEIMAGEINFOA lprgImageInfoArray; +} DIDEVICEIMAGEINFOHEADERA, *LPDIDEVICEIMAGEINFOHEADERA; +typedef const DIDEVICEIMAGEINFOHEADERA *LPCDIDEVICEIMAGEINFOHEADERA; + +typedef struct _DIDEVICEIMAGEINFOHEADERW { + DWORD dwSize; + DWORD dwSizeImageInfo; + DWORD dwcViews; + DWORD dwcButtons; + DWORD dwcAxes; + DWORD dwcPOVs; + DWORD dwBufferSize; + DWORD dwBufferUsed; + LPDIDEVICEIMAGEINFOW lprgImageInfoArray; +} DIDEVICEIMAGEINFOHEADERW, *LPDIDEVICEIMAGEINFOHEADERW; +typedef const DIDEVICEIMAGEINFOHEADERW *LPCDIDEVICEIMAGEINFOHEADERW; + +DECL_WINELIB_TYPE_AW(DIDEVICEIMAGEINFOHEADER) +DECL_WINELIB_TYPE_AW(LPDIDEVICEIMAGEINFOHEADER) +DECL_WINELIB_TYPE_AW(LPCDIDEVICEIMAGEINFOHEADER) + +#endif /* DI8 */ + + +/***************************************************************************** + * IDirectInputEffect interface + */ +#if (DIRECTINPUT_VERSION >= 0x0500) +#undef INTERFACE +#define INTERFACE IDirectInputEffect +DECLARE_INTERFACE_(IDirectInputEffect,IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputEffect methods ***/ + STDMETHOD(Initialize)(THIS_ HINSTANCE, DWORD, REFGUID) PURE; + STDMETHOD(GetEffectGuid)(THIS_ LPGUID) PURE; + STDMETHOD(GetParameters)(THIS_ LPDIEFFECT, DWORD) PURE; + STDMETHOD(SetParameters)(THIS_ LPCDIEFFECT, DWORD) PURE; + STDMETHOD(Start)(THIS_ DWORD, DWORD) PURE; + STDMETHOD(Stop)(THIS) PURE; + STDMETHOD(GetEffectStatus)(THIS_ LPDWORD) PURE; + STDMETHOD(Download)(THIS) PURE; + STDMETHOD(Unload)(THIS) PURE; + STDMETHOD(Escape)(THIS_ LPDIEFFESCAPE) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInputEffect_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInputEffect_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInputEffect_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInputEffect methods ***/ +#define IDirectInputEffect_Initialize(p,a,b,c) (p)->lpVtbl->Initialize(p,a,b,c) +#define IDirectInputEffect_GetEffectGuid(p,a) (p)->lpVtbl->GetEffectGuid(p,a) +#define IDirectInputEffect_GetParameters(p,a,b) (p)->lpVtbl->GetParameters(p,a,b) +#define IDirectInputEffect_SetParameters(p,a,b) (p)->lpVtbl->SetParameters(p,a,b) +#define IDirectInputEffect_Start(p,a,b) (p)->lpVtbl->Start(p,a,b) +#define IDirectInputEffect_Stop(p) (p)->lpVtbl->Stop(p) +#define IDirectInputEffect_GetEffectStatus(p,a) (p)->lpVtbl->GetEffectStatus(p,a) +#define IDirectInputEffect_Download(p) (p)->lpVtbl->Download(p) +#define IDirectInputEffect_Unload(p) (p)->lpVtbl->Unload(p) +#define IDirectInputEffect_Escape(p,a) (p)->lpVtbl->Escape(p,a) +#else +/*** IUnknown methods ***/ +#define IDirectInputEffect_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInputEffect_AddRef(p) (p)->AddRef() +#define IDirectInputEffect_Release(p) (p)->Release() +/*** IDirectInputEffect methods ***/ +#define IDirectInputEffect_Initialize(p,a,b,c) (p)->Initialize(a,b,c) +#define IDirectInputEffect_GetEffectGuid(p,a) (p)->GetEffectGuid(a) +#define IDirectInputEffect_GetParameters(p,a,b) (p)->GetParameters(a,b) +#define IDirectInputEffect_SetParameters(p,a,b) (p)->SetParameters(a,b) +#define IDirectInputEffect_Start(p,a,b) (p)->Start(a,b) +#define IDirectInputEffect_Stop(p) (p)->Stop() +#define IDirectInputEffect_GetEffectStatus(p,a) (p)->GetEffectStatus(a) +#define IDirectInputEffect_Download(p) (p)->Download() +#define IDirectInputEffect_Unload(p) (p)->Unload() +#define IDirectInputEffect_Escape(p,a) (p)->Escape(a) +#endif + +#endif /* DI5 */ + + +/***************************************************************************** + * IDirectInputDeviceA interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDeviceA +DECLARE_INTERFACE_(IDirectInputDeviceA,IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceA methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEA pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEA pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; +}; + +/***************************************************************************** + * IDirectInputDeviceW interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDeviceW +DECLARE_INTERFACE_(IDirectInputDeviceW,IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceW methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEW pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEW pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInputDevice_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInputDevice_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInputDevice_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice_GetCapabilities(p,a) (p)->lpVtbl->GetCapabilities(p,a) +#define IDirectInputDevice_EnumObjects(p,a,b,c) (p)->lpVtbl->EnumObjects(p,a,b,c) +#define IDirectInputDevice_GetProperty(p,a,b) (p)->lpVtbl->GetProperty(p,a,b) +#define IDirectInputDevice_SetProperty(p,a,b) (p)->lpVtbl->SetProperty(p,a,b) +#define IDirectInputDevice_Acquire(p) (p)->lpVtbl->Acquire(p) +#define IDirectInputDevice_Unacquire(p) (p)->lpVtbl->Unacquire(p) +#define IDirectInputDevice_GetDeviceState(p,a,b) (p)->lpVtbl->GetDeviceState(p,a,b) +#define IDirectInputDevice_GetDeviceData(p,a,b,c,d) (p)->lpVtbl->GetDeviceData(p,a,b,c,d) +#define IDirectInputDevice_SetDataFormat(p,a) (p)->lpVtbl->SetDataFormat(p,a) +#define IDirectInputDevice_SetEventNotification(p,a) (p)->lpVtbl->SetEventNotification(p,a) +#define IDirectInputDevice_SetCooperativeLevel(p,a,b) (p)->lpVtbl->SetCooperativeLevel(p,a,b) +#define IDirectInputDevice_GetObjectInfo(p,a,b,c) (p)->lpVtbl->GetObjectInfo(p,a,b,c) +#define IDirectInputDevice_GetDeviceInfo(p,a) (p)->lpVtbl->GetDeviceInfo(p,a) +#define IDirectInputDevice_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInputDevice_Initialize(p,a,b,c) (p)->lpVtbl->Initialize(p,a,b,c) +#else +/*** IUnknown methods ***/ +#define IDirectInputDevice_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInputDevice_AddRef(p) (p)->AddRef() +#define IDirectInputDevice_Release(p) (p)->Release() +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice_GetCapabilities(p,a) (p)->GetCapabilities(a) +#define IDirectInputDevice_EnumObjects(p,a,b,c) (p)->EnumObjects(a,b,c) +#define IDirectInputDevice_GetProperty(p,a,b) (p)->GetProperty(a,b) +#define IDirectInputDevice_SetProperty(p,a,b) (p)->SetProperty(a,b) +#define IDirectInputDevice_Acquire(p) (p)->Acquire() +#define IDirectInputDevice_Unacquire(p) (p)->Unacquire() +#define IDirectInputDevice_GetDeviceState(p,a,b) (p)->GetDeviceState(a,b) +#define IDirectInputDevice_GetDeviceData(p,a,b,c,d) (p)->GetDeviceData(a,b,c,d) +#define IDirectInputDevice_SetDataFormat(p,a) (p)->SetDataFormat(a) +#define IDirectInputDevice_SetEventNotification(p,a) (p)->SetEventNotification(a) +#define IDirectInputDevice_SetCooperativeLevel(p,a,b) (p)->SetCooperativeLevel(a,b) +#define IDirectInputDevice_GetObjectInfo(p,a,b,c) (p)->GetObjectInfo(a,b,c) +#define IDirectInputDevice_GetDeviceInfo(p,a) (p)->GetDeviceInfo(a) +#define IDirectInputDevice_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInputDevice_Initialize(p,a,b,c) (p)->Initialize(a,b,c) +#endif + + +#if (DIRECTINPUT_VERSION >= 0x0500) +/***************************************************************************** + * IDirectInputDevice2A interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDevice2A +DECLARE_INTERFACE_(IDirectInputDevice2A,IDirectInputDeviceA) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceA methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEA pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEA pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; + /*** IDirectInputDevice2A methods ***/ + STDMETHOD(CreateEffect)(THIS_ REFGUID rguid, LPCDIEFFECT lpeff, LPDIRECTINPUTEFFECT *ppdeff, LPUNKNOWN punkOuter) PURE; + STDMETHOD(EnumEffects)(THIS_ LPDIENUMEFFECTSCALLBACKA lpCallback, LPVOID pvRef, DWORD dwEffType) PURE; + STDMETHOD(GetEffectInfo)(THIS_ LPDIEFFECTINFOA pdei, REFGUID rguid) PURE; + STDMETHOD(GetForceFeedbackState)(THIS_ LPDWORD pdwOut) PURE; + STDMETHOD(SendForceFeedbackCommand)(THIS_ DWORD dwFlags) PURE; + STDMETHOD(EnumCreatedEffectObjects)(THIS_ LPDIENUMCREATEDEFFECTOBJECTSCALLBACK lpCallback, LPVOID pvRef, DWORD fl) PURE; + STDMETHOD(Escape)(THIS_ LPDIEFFESCAPE pesc) PURE; + STDMETHOD(Poll)(THIS) PURE; + STDMETHOD(SendDeviceData)(THIS_ DWORD cbObjectData, LPCDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD fl) PURE; +}; + +/***************************************************************************** + * IDirectInputDevice2W interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDevice2W +DECLARE_INTERFACE_(IDirectInputDevice2W,IDirectInputDeviceW) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceW methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEW pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEW pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; + /*** IDirectInputDevice2W methods ***/ + STDMETHOD(CreateEffect)(THIS_ REFGUID rguid, LPCDIEFFECT lpeff, LPDIRECTINPUTEFFECT *ppdeff, LPUNKNOWN punkOuter) PURE; + STDMETHOD(EnumEffects)(THIS_ LPDIENUMEFFECTSCALLBACKW lpCallback, LPVOID pvRef, DWORD dwEffType) PURE; + STDMETHOD(GetEffectInfo)(THIS_ LPDIEFFECTINFOW pdei, REFGUID rguid) PURE; + STDMETHOD(GetForceFeedbackState)(THIS_ LPDWORD pdwOut) PURE; + STDMETHOD(SendForceFeedbackCommand)(THIS_ DWORD dwFlags) PURE; + STDMETHOD(EnumCreatedEffectObjects)(THIS_ LPDIENUMCREATEDEFFECTOBJECTSCALLBACK lpCallback, LPVOID pvRef, DWORD fl) PURE; + STDMETHOD(Escape)(THIS_ LPDIEFFESCAPE pesc) PURE; + STDMETHOD(Poll)(THIS) PURE; + STDMETHOD(SendDeviceData)(THIS_ DWORD cbObjectData, LPCDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD fl) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInputDevice2_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInputDevice2_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInputDevice2_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice2_GetCapabilities(p,a) (p)->lpVtbl->GetCapabilities(p,a) +#define IDirectInputDevice2_EnumObjects(p,a,b,c) (p)->lpVtbl->EnumObjects(p,a,b,c) +#define IDirectInputDevice2_GetProperty(p,a,b) (p)->lpVtbl->GetProperty(p,a,b) +#define IDirectInputDevice2_SetProperty(p,a,b) (p)->lpVtbl->SetProperty(p,a,b) +#define IDirectInputDevice2_Acquire(p) (p)->lpVtbl->Acquire(p) +#define IDirectInputDevice2_Unacquire(p) (p)->lpVtbl->Unacquire(p) +#define IDirectInputDevice2_GetDeviceState(p,a,b) (p)->lpVtbl->GetDeviceState(p,a,b) +#define IDirectInputDevice2_GetDeviceData(p,a,b,c,d) (p)->lpVtbl->GetDeviceData(p,a,b,c,d) +#define IDirectInputDevice2_SetDataFormat(p,a) (p)->lpVtbl->SetDataFormat(p,a) +#define IDirectInputDevice2_SetEventNotification(p,a) (p)->lpVtbl->SetEventNotification(p,a) +#define IDirectInputDevice2_SetCooperativeLevel(p,a,b) (p)->lpVtbl->SetCooperativeLevel(p,a,b) +#define IDirectInputDevice2_GetObjectInfo(p,a,b,c) (p)->lpVtbl->GetObjectInfo(p,a,b,c) +#define IDirectInputDevice2_GetDeviceInfo(p,a) (p)->lpVtbl->GetDeviceInfo(p,a) +#define IDirectInputDevice2_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInputDevice2_Initialize(p,a,b,c) (p)->lpVtbl->Initialize(p,a,b,c) +/*** IDirectInputDevice2 methods ***/ +#define IDirectInputDevice2_CreateEffect(p,a,b,c,d) (p)->lpVtbl->CreateEffect(p,a,b,c,d) +#define IDirectInputDevice2_EnumEffects(p,a,b,c) (p)->lpVtbl->EnumEffects(p,a,b,c) +#define IDirectInputDevice2_GetEffectInfo(p,a,b) (p)->lpVtbl->GetEffectInfo(p,a,b) +#define IDirectInputDevice2_GetForceFeedbackState(p,a) (p)->lpVtbl->GetForceFeedbackState(p,a) +#define IDirectInputDevice2_SendForceFeedbackCommand(p,a) (p)->lpVtbl->SendForceFeedbackCommand(p,a) +#define IDirectInputDevice2_EnumCreatedEffectObjects(p,a,b,c) (p)->lpVtbl->EnumCreatedEffectObjects(p,a,b,c) +#define IDirectInputDevice2_Escape(p,a) (p)->lpVtbl->Escape(p,a) +#define IDirectInputDevice2_Poll(p) (p)->lpVtbl->Poll(p) +#define IDirectInputDevice2_SendDeviceData(p,a,b,c,d) (p)->lpVtbl->SendDeviceData(p,a,b,c,d) +#else +/*** IUnknown methods ***/ +#define IDirectInputDevice2_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInputDevice2_AddRef(p) (p)->AddRef() +#define IDirectInputDevice2_Release(p) (p)->Release() +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice2_GetCapabilities(p,a) (p)->GetCapabilities(a) +#define IDirectInputDevice2_EnumObjects(p,a,b,c) (p)->EnumObjects(a,b,c) +#define IDirectInputDevice2_GetProperty(p,a,b) (p)->GetProperty(a,b) +#define IDirectInputDevice2_SetProperty(p,a,b) (p)->SetProperty(a,b) +#define IDirectInputDevice2_Acquire(p) (p)->Acquire() +#define IDirectInputDevice2_Unacquire(p) (p)->Unacquire() +#define IDirectInputDevice2_GetDeviceState(p,a,b) (p)->GetDeviceState(a,b) +#define IDirectInputDevice2_GetDeviceData(p,a,b,c,d) (p)->GetDeviceData(a,b,c,d) +#define IDirectInputDevice2_SetDataFormat(p,a) (p)->SetDataFormat(a) +#define IDirectInputDevice2_SetEventNotification(p,a) (p)->SetEventNotification(a) +#define IDirectInputDevice2_SetCooperativeLevel(p,a,b) (p)->SetCooperativeLevel(a,b) +#define IDirectInputDevice2_GetObjectInfo(p,a,b,c) (p)->GetObjectInfo(a,b,c) +#define IDirectInputDevice2_GetDeviceInfo(p,a) (p)->GetDeviceInfo(a) +#define IDirectInputDevice2_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInputDevice2_Initialize(p,a,b,c) (p)->Initialize(a,b,c) +/*** IDirectInputDevice2 methods ***/ +#define IDirectInputDevice2_CreateEffect(p,a,b,c,d) (p)->CreateEffect(a,b,c,d) +#define IDirectInputDevice2_EnumEffects(p,a,b,c) (p)->EnumEffects(a,b,c) +#define IDirectInputDevice2_GetEffectInfo(p,a,b) (p)->GetEffectInfo(a,b) +#define IDirectInputDevice2_GetForceFeedbackState(p,a) (p)->GetForceFeedbackState(a) +#define IDirectInputDevice2_SendForceFeedbackCommand(p,a) (p)->SendForceFeedbackCommand(a) +#define IDirectInputDevice2_EnumCreatedEffectObjects(p,a,b,c) (p)->EnumCreatedEffectObjects(a,b,c) +#define IDirectInputDevice2_Escape(p,a) (p)->Escape(a) +#define IDirectInputDevice2_Poll(p) (p)->Poll() +#define IDirectInputDevice2_SendDeviceData(p,a,b,c,d) (p)->SendDeviceData(a,b,c,d) +#endif +#endif /* DI5 */ + +#if DIRECTINPUT_VERSION >= 0x0700 +/***************************************************************************** + * IDirectInputDevice7A interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDevice7A +DECLARE_INTERFACE_(IDirectInputDevice7A,IDirectInputDevice2A) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceA methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEA pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEA pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; + /*** IDirectInputDevice2A methods ***/ + STDMETHOD(CreateEffect)(THIS_ REFGUID rguid, LPCDIEFFECT lpeff, LPDIRECTINPUTEFFECT *ppdeff, LPUNKNOWN punkOuter) PURE; + STDMETHOD(EnumEffects)(THIS_ LPDIENUMEFFECTSCALLBACKA lpCallback, LPVOID pvRef, DWORD dwEffType) PURE; + STDMETHOD(GetEffectInfo)(THIS_ LPDIEFFECTINFOA pdei, REFGUID rguid) PURE; + STDMETHOD(GetForceFeedbackState)(THIS_ LPDWORD pdwOut) PURE; + STDMETHOD(SendForceFeedbackCommand)(THIS_ DWORD dwFlags) PURE; + STDMETHOD(EnumCreatedEffectObjects)(THIS_ LPDIENUMCREATEDEFFECTOBJECTSCALLBACK lpCallback, LPVOID pvRef, DWORD fl) PURE; + STDMETHOD(Escape)(THIS_ LPDIEFFESCAPE pesc) PURE; + STDMETHOD(Poll)(THIS) PURE; + STDMETHOD(SendDeviceData)(THIS_ DWORD cbObjectData, LPCDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD fl) PURE; + /*** IDirectInputDevice7A methods ***/ + STDMETHOD(EnumEffectsInFile)(THIS_ LPCSTR lpszFileName,LPDIENUMEFFECTSINFILECALLBACK pec,LPVOID pvRef,DWORD dwFlags) PURE; + STDMETHOD(WriteEffectToFile)(THIS_ LPCSTR lpszFileName,DWORD dwEntries,LPDIFILEEFFECT rgDiFileEft,DWORD dwFlags) PURE; +}; + +/***************************************************************************** + * IDirectInputDevice7W interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDevice7W +DECLARE_INTERFACE_(IDirectInputDevice7W,IDirectInputDevice2W) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceW methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEW pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEW pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; + /*** IDirectInputDevice2W methods ***/ + STDMETHOD(CreateEffect)(THIS_ REFGUID rguid, LPCDIEFFECT lpeff, LPDIRECTINPUTEFFECT *ppdeff, LPUNKNOWN punkOuter) PURE; + STDMETHOD(EnumEffects)(THIS_ LPDIENUMEFFECTSCALLBACKW lpCallback, LPVOID pvRef, DWORD dwEffType) PURE; + STDMETHOD(GetEffectInfo)(THIS_ LPDIEFFECTINFOW pdei, REFGUID rguid) PURE; + STDMETHOD(GetForceFeedbackState)(THIS_ LPDWORD pdwOut) PURE; + STDMETHOD(SendForceFeedbackCommand)(THIS_ DWORD dwFlags) PURE; + STDMETHOD(EnumCreatedEffectObjects)(THIS_ LPDIENUMCREATEDEFFECTOBJECTSCALLBACK lpCallback, LPVOID pvRef, DWORD fl) PURE; + STDMETHOD(Escape)(THIS_ LPDIEFFESCAPE pesc) PURE; + STDMETHOD(Poll)(THIS) PURE; + STDMETHOD(SendDeviceData)(THIS_ DWORD cbObjectData, LPCDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD fl) PURE; + /*** IDirectInputDevice7W methods ***/ + STDMETHOD(EnumEffectsInFile)(THIS_ LPCWSTR lpszFileName,LPDIENUMEFFECTSINFILECALLBACK pec,LPVOID pvRef,DWORD dwFlags) PURE; + STDMETHOD(WriteEffectToFile)(THIS_ LPCWSTR lpszFileName,DWORD dwEntries,LPDIFILEEFFECT rgDiFileEft,DWORD dwFlags) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInputDevice7_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInputDevice7_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInputDevice7_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice7_GetCapabilities(p,a) (p)->lpVtbl->GetCapabilities(p,a) +#define IDirectInputDevice7_EnumObjects(p,a,b,c) (p)->lpVtbl->EnumObjects(p,a,b,c) +#define IDirectInputDevice7_GetProperty(p,a,b) (p)->lpVtbl->GetProperty(p,a,b) +#define IDirectInputDevice7_SetProperty(p,a,b) (p)->lpVtbl->SetProperty(p,a,b) +#define IDirectInputDevice7_Acquire(p) (p)->lpVtbl->Acquire(p) +#define IDirectInputDevice7_Unacquire(p) (p)->lpVtbl->Unacquire(p) +#define IDirectInputDevice7_GetDeviceState(p,a,b) (p)->lpVtbl->GetDeviceState(p,a,b) +#define IDirectInputDevice7_GetDeviceData(p,a,b,c,d) (p)->lpVtbl->GetDeviceData(p,a,b,c,d) +#define IDirectInputDevice7_SetDataFormat(p,a) (p)->lpVtbl->SetDataFormat(p,a) +#define IDirectInputDevice7_SetEventNotification(p,a) (p)->lpVtbl->SetEventNotification(p,a) +#define IDirectInputDevice7_SetCooperativeLevel(p,a,b) (p)->lpVtbl->SetCooperativeLevel(p,a,b) +#define IDirectInputDevice7_GetObjectInfo(p,a,b,c) (p)->lpVtbl->GetObjectInfo(p,a,b,c) +#define IDirectInputDevice7_GetDeviceInfo(p,a) (p)->lpVtbl->GetDeviceInfo(p,a) +#define IDirectInputDevice7_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInputDevice7_Initialize(p,a,b,c) (p)->lpVtbl->Initialize(p,a,b,c) +/*** IDirectInputDevice2 methods ***/ +#define IDirectInputDevice7_CreateEffect(p,a,b,c,d) (p)->lpVtbl->CreateEffect(p,a,b,c,d) +#define IDirectInputDevice7_EnumEffects(p,a,b,c) (p)->lpVtbl->EnumEffects(p,a,b,c) +#define IDirectInputDevice7_GetEffectInfo(p,a,b) (p)->lpVtbl->GetEffectInfo(p,a,b) +#define IDirectInputDevice7_GetForceFeedbackState(p,a) (p)->lpVtbl->GetForceFeedbackState(p,a) +#define IDirectInputDevice7_SendForceFeedbackCommand(p,a) (p)->lpVtbl->SendForceFeedbackCommand(p,a) +#define IDirectInputDevice7_EnumCreatedEffectObjects(p,a,b,c) (p)->lpVtbl->EnumCreatedEffectObjects(p,a,b,c) +#define IDirectInputDevice7_Escape(p,a) (p)->lpVtbl->Escape(p,a) +#define IDirectInputDevice7_Poll(p) (p)->lpVtbl->Poll(p) +#define IDirectInputDevice7_SendDeviceData(p,a,b,c,d) (p)->lpVtbl->SendDeviceData(p,a,b,c,d) +/*** IDirectInputDevice7 methods ***/ +#define IDirectInputDevice7_EnumEffectsInFile(p,a,b,c,d) (p)->lpVtbl->EnumEffectsInFile(p,a,b,c,d) +#define IDirectInputDevice7_WriteEffectToFile(p,a,b,c,d) (p)->lpVtbl->WriteEffectToFile(p,a,b,c,d) +#else +/*** IUnknown methods ***/ +#define IDirectInputDevice7_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInputDevice7_AddRef(p) (p)->AddRef() +#define IDirectInputDevice7_Release(p) (p)->Release() +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice7_GetCapabilities(p,a) (p)->GetCapabilities(a) +#define IDirectInputDevice7_EnumObjects(p,a,b,c) (p)->EnumObjects(a,b,c) +#define IDirectInputDevice7_GetProperty(p,a,b) (p)->GetProperty(a,b) +#define IDirectInputDevice7_SetProperty(p,a,b) (p)->SetProperty(a,b) +#define IDirectInputDevice7_Acquire(p) (p)->Acquire() +#define IDirectInputDevice7_Unacquire(p) (p)->Unacquire() +#define IDirectInputDevice7_GetDeviceState(p,a,b) (p)->GetDeviceState(a,b) +#define IDirectInputDevice7_GetDeviceData(p,a,b,c,d) (p)->GetDeviceData(a,b,c,d) +#define IDirectInputDevice7_SetDataFormat(p,a) (p)->SetDataFormat(a) +#define IDirectInputDevice7_SetEventNotification(p,a) (p)->SetEventNotification(a) +#define IDirectInputDevice7_SetCooperativeLevel(p,a,b) (p)->SetCooperativeLevel(a,b) +#define IDirectInputDevice7_GetObjectInfo(p,a,b,c) (p)->GetObjectInfo(a,b,c) +#define IDirectInputDevice7_GetDeviceInfo(p,a) (p)->GetDeviceInfo(a) +#define IDirectInputDevice7_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInputDevice7_Initialize(p,a,b,c) (p)->Initialize(a,b,c) +/*** IDirectInputDevice2 methods ***/ +#define IDirectInputDevice7_CreateEffect(p,a,b,c,d) (p)->CreateEffect(a,b,c,d) +#define IDirectInputDevice7_EnumEffects(p,a,b,c) (p)->EnumEffects(a,b,c) +#define IDirectInputDevice7_GetEffectInfo(p,a,b) (p)->GetEffectInfo(a,b) +#define IDirectInputDevice7_GetForceFeedbackState(p,a) (p)->GetForceFeedbackState(a) +#define IDirectInputDevice7_SendForceFeedbackCommand(p,a) (p)->SendForceFeedbackCommand(a) +#define IDirectInputDevice7_EnumCreatedEffectObjects(p,a,b,c) (p)->EnumCreatedEffectObjects(a,b,c) +#define IDirectInputDevice7_Escape(p,a) (p)->Escape(a) +#define IDirectInputDevice7_Poll(p) (p)->Poll() +#define IDirectInputDevice7_SendDeviceData(p,a,b,c,d) (p)->SendDeviceData(a,b,c,d) +/*** IDirectInputDevice7 methods ***/ +#define IDirectInputDevice7_EnumEffectsInFile(p,a,b,c,d) (p)->EnumEffectsInFile(a,b,c,d) +#define IDirectInputDevice7_WriteEffectToFile(p,a,b,c,d) (p)->WriteEffectToFile(a,b,c,d) +#endif + +#endif /* DI7 */ + +#if DIRECTINPUT_VERSION >= 0x0800 +/***************************************************************************** + * IDirectInputDevice8A interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDevice8A +DECLARE_INTERFACE_(IDirectInputDevice8A,IDirectInputDevice7A) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceA methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEA pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEA pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; + /*** IDirectInputDevice2A methods ***/ + STDMETHOD(CreateEffect)(THIS_ REFGUID rguid, LPCDIEFFECT lpeff, LPDIRECTINPUTEFFECT *ppdeff, LPUNKNOWN punkOuter) PURE; + STDMETHOD(EnumEffects)(THIS_ LPDIENUMEFFECTSCALLBACKA lpCallback, LPVOID pvRef, DWORD dwEffType) PURE; + STDMETHOD(GetEffectInfo)(THIS_ LPDIEFFECTINFOA pdei, REFGUID rguid) PURE; + STDMETHOD(GetForceFeedbackState)(THIS_ LPDWORD pdwOut) PURE; + STDMETHOD(SendForceFeedbackCommand)(THIS_ DWORD dwFlags) PURE; + STDMETHOD(EnumCreatedEffectObjects)(THIS_ LPDIENUMCREATEDEFFECTOBJECTSCALLBACK lpCallback, LPVOID pvRef, DWORD fl) PURE; + STDMETHOD(Escape)(THIS_ LPDIEFFESCAPE pesc) PURE; + STDMETHOD(Poll)(THIS) PURE; + STDMETHOD(SendDeviceData)(THIS_ DWORD cbObjectData, LPCDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD fl) PURE; + /*** IDirectInputDevice7A methods ***/ + STDMETHOD(EnumEffectsInFile)(THIS_ LPCSTR lpszFileName,LPDIENUMEFFECTSINFILECALLBACK pec,LPVOID pvRef,DWORD dwFlags) PURE; + STDMETHOD(WriteEffectToFile)(THIS_ LPCSTR lpszFileName,DWORD dwEntries,LPDIFILEEFFECT rgDiFileEft,DWORD dwFlags) PURE; + /*** IDirectInputDevice8A methods ***/ + STDMETHOD(BuildActionMap)(THIS_ LPDIACTIONFORMATA lpdiaf, LPCSTR lpszUserName, DWORD dwFlags) PURE; + STDMETHOD(SetActionMap)(THIS_ LPDIACTIONFORMATA lpdiaf, LPCSTR lpszUserName, DWORD dwFlags) PURE; + STDMETHOD(GetImageInfo)(THIS_ LPDIDEVICEIMAGEINFOHEADERA lpdiDevImageInfoHeader) PURE; +}; + +/***************************************************************************** + * IDirectInputDevice8W interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputDevice8W +DECLARE_INTERFACE_(IDirectInputDevice8W,IDirectInputDevice7W) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputDeviceW methods ***/ + STDMETHOD(GetCapabilities)(THIS_ LPDIDEVCAPS lpDIDevCaps) PURE; + STDMETHOD(EnumObjects)(THIS_ LPDIENUMDEVICEOBJECTSCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetProperty)(THIS_ REFGUID rguidProp, LPDIPROPHEADER pdiph) PURE; + STDMETHOD(SetProperty)(THIS_ REFGUID rguidProp, LPCDIPROPHEADER pdiph) PURE; + STDMETHOD(Acquire)(THIS) PURE; + STDMETHOD(Unacquire)(THIS) PURE; + STDMETHOD(GetDeviceState)(THIS_ DWORD cbData, LPVOID lpvData) PURE; + STDMETHOD(GetDeviceData)(THIS_ DWORD cbObjectData, LPDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD dwFlags) PURE; + STDMETHOD(SetDataFormat)(THIS_ LPCDIDATAFORMAT lpdf) PURE; + STDMETHOD(SetEventNotification)(THIS_ HANDLE hEvent) PURE; + STDMETHOD(SetCooperativeLevel)(THIS_ HWND hwnd, DWORD dwFlags) PURE; + STDMETHOD(GetObjectInfo)(THIS_ LPDIDEVICEOBJECTINSTANCEW pdidoi, DWORD dwObj, DWORD dwHow) PURE; + STDMETHOD(GetDeviceInfo)(THIS_ LPDIDEVICEINSTANCEW pdidi) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion, REFGUID rguid) PURE; + /*** IDirectInputDevice2W methods ***/ + STDMETHOD(CreateEffect)(THIS_ REFGUID rguid, LPCDIEFFECT lpeff, LPDIRECTINPUTEFFECT *ppdeff, LPUNKNOWN punkOuter) PURE; + STDMETHOD(EnumEffects)(THIS_ LPDIENUMEFFECTSCALLBACKW lpCallback, LPVOID pvRef, DWORD dwEffType) PURE; + STDMETHOD(GetEffectInfo)(THIS_ LPDIEFFECTINFOW pdei, REFGUID rguid) PURE; + STDMETHOD(GetForceFeedbackState)(THIS_ LPDWORD pdwOut) PURE; + STDMETHOD(SendForceFeedbackCommand)(THIS_ DWORD dwFlags) PURE; + STDMETHOD(EnumCreatedEffectObjects)(THIS_ LPDIENUMCREATEDEFFECTOBJECTSCALLBACK lpCallback, LPVOID pvRef, DWORD fl) PURE; + STDMETHOD(Escape)(THIS_ LPDIEFFESCAPE pesc) PURE; + STDMETHOD(Poll)(THIS) PURE; + STDMETHOD(SendDeviceData)(THIS_ DWORD cbObjectData, LPCDIDEVICEOBJECTDATA rgdod, LPDWORD pdwInOut, DWORD fl) PURE; + /*** IDirectInputDevice7W methods ***/ + STDMETHOD(EnumEffectsInFile)(THIS_ LPCWSTR lpszFileName,LPDIENUMEFFECTSINFILECALLBACK pec,LPVOID pvRef,DWORD dwFlags) PURE; + STDMETHOD(WriteEffectToFile)(THIS_ LPCWSTR lpszFileName,DWORD dwEntries,LPDIFILEEFFECT rgDiFileEft,DWORD dwFlags) PURE; + /*** IDirectInputDevice8W methods ***/ + STDMETHOD(BuildActionMap)(THIS_ LPDIACTIONFORMATW lpdiaf, LPCWSTR lpszUserName, DWORD dwFlags) PURE; + STDMETHOD(SetActionMap)(THIS_ LPDIACTIONFORMATW lpdiaf, LPCWSTR lpszUserName, DWORD dwFlags) PURE; + STDMETHOD(GetImageInfo)(THIS_ LPDIDEVICEIMAGEINFOHEADERW lpdiDevImageInfoHeader) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInputDevice8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInputDevice8_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInputDevice8_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice8_GetCapabilities(p,a) (p)->lpVtbl->GetCapabilities(p,a) +#define IDirectInputDevice8_EnumObjects(p,a,b,c) (p)->lpVtbl->EnumObjects(p,a,b,c) +#define IDirectInputDevice8_GetProperty(p,a,b) (p)->lpVtbl->GetProperty(p,a,b) +#define IDirectInputDevice8_SetProperty(p,a,b) (p)->lpVtbl->SetProperty(p,a,b) +#define IDirectInputDevice8_Acquire(p) (p)->lpVtbl->Acquire(p) +#define IDirectInputDevice8_Unacquire(p) (p)->lpVtbl->Unacquire(p) +#define IDirectInputDevice8_GetDeviceState(p,a,b) (p)->lpVtbl->GetDeviceState(p,a,b) +#define IDirectInputDevice8_GetDeviceData(p,a,b,c,d) (p)->lpVtbl->GetDeviceData(p,a,b,c,d) +#define IDirectInputDevice8_SetDataFormat(p,a) (p)->lpVtbl->SetDataFormat(p,a) +#define IDirectInputDevice8_SetEventNotification(p,a) (p)->lpVtbl->SetEventNotification(p,a) +#define IDirectInputDevice8_SetCooperativeLevel(p,a,b) (p)->lpVtbl->SetCooperativeLevel(p,a,b) +#define IDirectInputDevice8_GetObjectInfo(p,a,b,c) (p)->lpVtbl->GetObjectInfo(p,a,b,c) +#define IDirectInputDevice8_GetDeviceInfo(p,a) (p)->lpVtbl->GetDeviceInfo(p,a) +#define IDirectInputDevice8_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInputDevice8_Initialize(p,a,b,c) (p)->lpVtbl->Initialize(p,a,b,c) +/*** IDirectInputDevice2 methods ***/ +#define IDirectInputDevice8_CreateEffect(p,a,b,c,d) (p)->lpVtbl->CreateEffect(p,a,b,c,d) +#define IDirectInputDevice8_EnumEffects(p,a,b,c) (p)->lpVtbl->EnumEffects(p,a,b,c) +#define IDirectInputDevice8_GetEffectInfo(p,a,b) (p)->lpVtbl->GetEffectInfo(p,a,b) +#define IDirectInputDevice8_GetForceFeedbackState(p,a) (p)->lpVtbl->GetForceFeedbackState(p,a) +#define IDirectInputDevice8_SendForceFeedbackCommand(p,a) (p)->lpVtbl->SendForceFeedbackCommand(p,a) +#define IDirectInputDevice8_EnumCreatedEffectObjects(p,a,b,c) (p)->lpVtbl->EnumCreatedEffectObjects(p,a,b,c) +#define IDirectInputDevice8_Escape(p,a) (p)->lpVtbl->Escape(p,a) +#define IDirectInputDevice8_Poll(p) (p)->lpVtbl->Poll(p) +#define IDirectInputDevice8_SendDeviceData(p,a,b,c,d) (p)->lpVtbl->SendDeviceData(p,a,b,c,d) +/*** IDirectInputDevice7 methods ***/ +#define IDirectInputDevice8_EnumEffectsInFile(p,a,b,c,d) (p)->lpVtbl->EnumEffectsInFile(p,a,b,c,d) +#define IDirectInputDevice8_WriteEffectToFile(p,a,b,c,d) (p)->lpVtbl->WriteEffectToFile(p,a,b,c,d) +/*** IDirectInputDevice8 methods ***/ +#define IDirectInputDevice8_BuildActionMap(p,a,b,c) (p)->lpVtbl->BuildActionMap(p,a,b,c) +#define IDirectInputDevice8_SetActionMap(p,a,b,c) (p)->lpVtbl->SetActionMap(p,a,b,c) +#define IDirectInputDevice8_GetImageInfo(p,a) (p)->lpVtbl->GetImageInfo(p,a) +#else +/*** IUnknown methods ***/ +#define IDirectInputDevice8_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInputDevice8_AddRef(p) (p)->AddRef() +#define IDirectInputDevice8_Release(p) (p)->Release() +/*** IDirectInputDevice methods ***/ +#define IDirectInputDevice8_GetCapabilities(p,a) (p)->GetCapabilities(a) +#define IDirectInputDevice8_EnumObjects(p,a,b,c) (p)->EnumObjects(a,b,c) +#define IDirectInputDevice8_GetProperty(p,a,b) (p)->GetProperty(a,b) +#define IDirectInputDevice8_SetProperty(p,a,b) (p)->SetProperty(a,b) +#define IDirectInputDevice8_Acquire(p) (p)->Acquire() +#define IDirectInputDevice8_Unacquire(p) (p)->Unacquire() +#define IDirectInputDevice8_GetDeviceState(p,a,b) (p)->GetDeviceState(a,b) +#define IDirectInputDevice8_GetDeviceData(p,a,b,c,d) (p)->GetDeviceData(a,b,c,d) +#define IDirectInputDevice8_SetDataFormat(p,a) (p)->SetDataFormat(a) +#define IDirectInputDevice8_SetEventNotification(p,a) (p)->SetEventNotification(a) +#define IDirectInputDevice8_SetCooperativeLevel(p,a,b) (p)->SetCooperativeLevel(a,b) +#define IDirectInputDevice8_GetObjectInfo(p,a,b,c) (p)->GetObjectInfo(a,b,c) +#define IDirectInputDevice8_GetDeviceInfo(p,a) (p)->GetDeviceInfo(a) +#define IDirectInputDevice8_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInputDevice8_Initialize(p,a,b,c) (p)->Initialize(a,b,c) +/*** IDirectInputDevice2 methods ***/ +#define IDirectInputDevice8_CreateEffect(p,a,b,c,d) (p)->CreateEffect(a,b,c,d) +#define IDirectInputDevice8_EnumEffects(p,a,b,c) (p)->EnumEffects(a,b,c) +#define IDirectInputDevice8_GetEffectInfo(p,a,b) (p)->GetEffectInfo(a,b) +#define IDirectInputDevice8_GetForceFeedbackState(p,a) (p)->GetForceFeedbackState(a) +#define IDirectInputDevice8_SendForceFeedbackCommand(p,a) (p)->SendForceFeedbackCommand(a) +#define IDirectInputDevice8_EnumCreatedEffectObjects(p,a,b,c) (p)->EnumCreatedEffectObjects(a,b,c) +#define IDirectInputDevice8_Escape(p,a) (p)->Escape(a) +#define IDirectInputDevice8_Poll(p) (p)->Poll() +#define IDirectInputDevice8_SendDeviceData(p,a,b,c,d) (p)->SendDeviceData(a,b,c,d) +/*** IDirectInputDevice7 methods ***/ +#define IDirectInputDevice8_EnumEffectsInFile(p,a,b,c,d) (p)->EnumEffectsInFile(a,b,c,d) +#define IDirectInputDevice8_WriteEffectToFile(p,a,b,c,d) (p)->WriteEffectToFile(a,b,c,d) +/*** IDirectInputDevice8 methods ***/ +#define IDirectInputDevice8_BuildActionMap(p,a,b,c) (p)->BuildActionMap(a,b,c) +#define IDirectInputDevice8_SetActionMap(p,a,b,c) (p)->SetActionMap(a,b,c) +#define IDirectInputDevice8_GetImageInfo(p,a) (p)->GetImageInfo(a) +#endif + +#endif /* DI8 */ + +/* "Standard" Mouse report... */ +typedef struct DIMOUSESTATE { + LONG lX; + LONG lY; + LONG lZ; + BYTE rgbButtons[4]; +} DIMOUSESTATE; + +#if DIRECTINPUT_VERSION >= 0x0700 +/* "Standard" Mouse report for DInput 7... */ +typedef struct DIMOUSESTATE2 { + LONG lX; + LONG lY; + LONG lZ; + BYTE rgbButtons[8]; +} DIMOUSESTATE2; +#endif /* DI7 */ + +#define DIMOFS_X FIELD_OFFSET(DIMOUSESTATE, lX) +#define DIMOFS_Y FIELD_OFFSET(DIMOUSESTATE, lY) +#define DIMOFS_Z FIELD_OFFSET(DIMOUSESTATE, lZ) +#define DIMOFS_BUTTON0 (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 0) +#define DIMOFS_BUTTON1 (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 1) +#define DIMOFS_BUTTON2 (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 2) +#define DIMOFS_BUTTON3 (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 3) +#if DIRECTINPUT_VERSION >= 0x0700 +#define DIMOFS_BUTTON4 (FIELD_OFFSET(DIMOUSESTATE2, rgbButtons) + 4) +#define DIMOFS_BUTTON5 (FIELD_OFFSET(DIMOUSESTATE2, rgbButtons) + 5) +#define DIMOFS_BUTTON6 (FIELD_OFFSET(DIMOUSESTATE2, rgbButtons) + 6) +#define DIMOFS_BUTTON7 (FIELD_OFFSET(DIMOUSESTATE2, rgbButtons) + 7) +#endif /* DI7 */ + +#ifdef __cplusplus +extern "C" { +#endif +extern const DIDATAFORMAT c_dfDIMouse; +#if DIRECTINPUT_VERSION >= 0x0700 +extern const DIDATAFORMAT c_dfDIMouse2; /* DX 7 */ +#endif /* DI7 */ +extern const DIDATAFORMAT c_dfDIKeyboard; +#if DIRECTINPUT_VERSION >= 0x0500 +extern const DIDATAFORMAT c_dfDIJoystick; +extern const DIDATAFORMAT c_dfDIJoystick2; +#endif /* DI5 */ +#ifdef __cplusplus +}; +#endif + +/***************************************************************************** + * IDirectInputA interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputA +DECLARE_INTERFACE_(IDirectInputA,IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputA methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICEA *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; +}; + +/***************************************************************************** + * IDirectInputW interface + */ +#undef INTERFACE +#define INTERFACE IDirectInputW +DECLARE_INTERFACE_(IDirectInputW,IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputW methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICEW *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInput_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInput_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInput_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInput methods ***/ +#define IDirectInput_CreateDevice(p,a,b,c) (p)->lpVtbl->CreateDevice(p,a,b,c) +#define IDirectInput_EnumDevices(p,a,b,c,d) (p)->lpVtbl->EnumDevices(p,a,b,c,d) +#define IDirectInput_GetDeviceStatus(p,a) (p)->lpVtbl->GetDeviceStatus(p,a) +#define IDirectInput_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInput_Initialize(p,a,b) (p)->lpVtbl->Initialize(p,a,b) +#else +/*** IUnknown methods ***/ +#define IDirectInput_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInput_AddRef(p) (p)->AddRef() +#define IDirectInput_Release(p) (p)->Release() +/*** IDirectInput methods ***/ +#define IDirectInput_CreateDevice(p,a,b,c) (p)->CreateDevice(a,b,c) +#define IDirectInput_EnumDevices(p,a,b,c,d) (p)->EnumDevices(a,b,c,d) +#define IDirectInput_GetDeviceStatus(p,a) (p)->GetDeviceStatus(a) +#define IDirectInput_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInput_Initialize(p,a,b) (p)->Initialize(a,b) +#endif + +/***************************************************************************** + * IDirectInput2A interface + */ +#undef INTERFACE +#define INTERFACE IDirectInput2A +DECLARE_INTERFACE_(IDirectInput2A,IDirectInputA) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputA methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICEA *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; + /*** IDirectInput2A methods ***/ + STDMETHOD(FindDevice)(THIS_ REFGUID rguid, LPCSTR pszName, LPGUID pguidInstance) PURE; +}; + +/***************************************************************************** + * IDirectInput2W interface + */ +#undef INTERFACE +#define INTERFACE IDirectInput2W +DECLARE_INTERFACE_(IDirectInput2W,IDirectInputW) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputW methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICEW *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; + /*** IDirectInput2W methods ***/ + STDMETHOD(FindDevice)(THIS_ REFGUID rguid, LPCWSTR pszName, LPGUID pguidInstance) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInput2_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInput2_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInput2_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInput methods ***/ +#define IDirectInput2_CreateDevice(p,a,b,c) (p)->lpVtbl->CreateDevice(p,a,b,c) +#define IDirectInput2_EnumDevices(p,a,b,c,d) (p)->lpVtbl->EnumDevices(p,a,b,c,d) +#define IDirectInput2_GetDeviceStatus(p,a) (p)->lpVtbl->GetDeviceStatus(p,a) +#define IDirectInput2_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInput2_Initialize(p,a,b) (p)->lpVtbl->Initialize(p,a,b) +/*** IDirectInput2 methods ***/ +#define IDirectInput2_FindDevice(p,a,b,c) (p)->lpVtbl->FindDevice(p,a,b,c) +#else +/*** IUnknown methods ***/ +#define IDirectInput2_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInput2_AddRef(p) (p)->AddRef() +#define IDirectInput2_Release(p) (p)->Release() +/*** IDirectInput methods ***/ +#define IDirectInput2_CreateDevice(p,a,b,c) (p)->CreateDevice(a,b,c) +#define IDirectInput2_EnumDevices(p,a,b,c,d) (p)->EnumDevices(a,b,c,d) +#define IDirectInput2_GetDeviceStatus(p,a) (p)->GetDeviceStatus(a) +#define IDirectInput2_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInput2_Initialize(p,a,b) (p)->Initialize(a,b) +/*** IDirectInput2 methods ***/ +#define IDirectInput2_FindDevice(p,a,b,c) (p)->FindDevice(a,b,c) +#endif + +/***************************************************************************** + * IDirectInput7A interface + */ +#undef INTERFACE +#define INTERFACE IDirectInput7A +DECLARE_INTERFACE_(IDirectInput7A,IDirectInput2A) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputA methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICEA *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; + /*** IDirectInput2A methods ***/ + STDMETHOD(FindDevice)(THIS_ REFGUID rguid, LPCSTR pszName, LPGUID pguidInstance) PURE; + /*** IDirectInput7A methods ***/ + STDMETHOD(CreateDeviceEx)(THIS_ REFGUID rguid, REFIID riid, LPVOID *pvOut, LPUNKNOWN lpUnknownOuter) PURE; +}; + +/***************************************************************************** + * IDirectInput7W interface + */ +#undef INTERFACE +#define INTERFACE IDirectInput7W +DECLARE_INTERFACE_(IDirectInput7W,IDirectInput2W) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInputW methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICEW *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; + /*** IDirectInput2W methods ***/ + STDMETHOD(FindDevice)(THIS_ REFGUID rguid, LPCWSTR pszName, LPGUID pguidInstance) PURE; + /*** IDirectInput7W methods ***/ + STDMETHOD(CreateDeviceEx)(THIS_ REFGUID rguid, REFIID riid, LPVOID *pvOut, LPUNKNOWN lpUnknownOuter) PURE; +}; + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInput7_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInput7_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInput7_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInput methods ***/ +#define IDirectInput7_CreateDevice(p,a,b,c) (p)->lpVtbl->CreateDevice(p,a,b,c) +#define IDirectInput7_EnumDevices(p,a,b,c,d) (p)->lpVtbl->EnumDevices(p,a,b,c,d) +#define IDirectInput7_GetDeviceStatus(p,a) (p)->lpVtbl->GetDeviceStatus(p,a) +#define IDirectInput7_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInput7_Initialize(p,a,b) (p)->lpVtbl->Initialize(p,a,b) +/*** IDirectInput2 methods ***/ +#define IDirectInput7_FindDevice(p,a,b,c) (p)->lpVtbl->FindDevice(p,a,b,c) +/*** IDirectInput7 methods ***/ +#define IDirectInput7_CreateDeviceEx(p,a,b,c,d) (p)->lpVtbl->CreateDeviceEx(p,a,b,c,d) +#else +/*** IUnknown methods ***/ +#define IDirectInput7_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInput7_AddRef(p) (p)->AddRef() +#define IDirectInput7_Release(p) (p)->Release() +/*** IDirectInput methods ***/ +#define IDirectInput7_CreateDevice(p,a,b,c) (p)->CreateDevice(a,b,c) +#define IDirectInput7_EnumDevices(p,a,b,c,d) (p)->EnumDevices(a,b,c,d) +#define IDirectInput7_GetDeviceStatus(p,a) (p)->GetDeviceStatus(a) +#define IDirectInput7_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInput7_Initialize(p,a,b) (p)->Initialize(a,b) +/*** IDirectInput2 methods ***/ +#define IDirectInput7_FindDevice(p,a,b,c) (p)->FindDevice(a,b,c) +/*** IDirectInput7 methods ***/ +#define IDirectInput7_CreateDeviceEx(p,a,b,c,d) (p)->CreateDeviceEx(a,b,c,d) +#endif + + +#if DIRECTINPUT_VERSION >= 0x0800 +/***************************************************************************** + * IDirectInput8A interface + */ +#undef INTERFACE +#define INTERFACE IDirectInput8A +DECLARE_INTERFACE_(IDirectInput8A,IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInput8A methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICE8A *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; + STDMETHOD(FindDevice)(THIS_ REFGUID rguid, LPCSTR pszName, LPGUID pguidInstance) PURE; + STDMETHOD(EnumDevicesBySemantics)(THIS_ LPCSTR ptszUserName, LPDIACTIONFORMATA lpdiActionFormat, LPDIENUMDEVICESBYSEMANTICSCBA lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(ConfigureDevices)(THIS_ LPDICONFIGUREDEVICESCALLBACK lpdiCallback, LPDICONFIGUREDEVICESPARAMSA lpdiCDParams, DWORD dwFlags, LPVOID pvRefData) PURE; +}; + +/***************************************************************************** + * IDirectInput8W interface + */ +#undef INTERFACE +#define INTERFACE IDirectInput8W +DECLARE_INTERFACE_(IDirectInput8W,IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + /*** IDirectInput8W methods ***/ + STDMETHOD(CreateDevice)(THIS_ REFGUID rguid, LPDIRECTINPUTDEVICE8W *lplpDirectInputDevice, LPUNKNOWN pUnkOuter) PURE; + STDMETHOD(EnumDevices)(THIS_ DWORD dwDevType, LPDIENUMDEVICESCALLBACKW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(GetDeviceStatus)(THIS_ REFGUID rguidInstance) PURE; + STDMETHOD(RunControlPanel)(THIS_ HWND hwndOwner, DWORD dwFlags) PURE; + STDMETHOD(Initialize)(THIS_ HINSTANCE hinst, DWORD dwVersion) PURE; + STDMETHOD(FindDevice)(THIS_ REFGUID rguid, LPCWSTR pszName, LPGUID pguidInstance) PURE; + STDMETHOD(EnumDevicesBySemantics)(THIS_ LPCWSTR ptszUserName, LPDIACTIONFORMATW lpdiActionFormat, LPDIENUMDEVICESBYSEMANTICSCBW lpCallback, LPVOID pvRef, DWORD dwFlags) PURE; + STDMETHOD(ConfigureDevices)(THIS_ LPDICONFIGUREDEVICESCALLBACK lpdiCallback, LPDICONFIGUREDEVICESPARAMSW lpdiCDParams, DWORD dwFlags, LPVOID pvRefData) PURE; +}; +#undef INTERFACE + +#if !defined(__cplusplus) || defined(CINTERFACE) +/*** IUnknown methods ***/ +#define IDirectInput8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirectInput8_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirectInput8_Release(p) (p)->lpVtbl->Release(p) +/*** IDirectInput8 methods ***/ +#define IDirectInput8_CreateDevice(p,a,b,c) (p)->lpVtbl->CreateDevice(p,a,b,c) +#define IDirectInput8_EnumDevices(p,a,b,c,d) (p)->lpVtbl->EnumDevices(p,a,b,c,d) +#define IDirectInput8_GetDeviceStatus(p,a) (p)->lpVtbl->GetDeviceStatus(p,a) +#define IDirectInput8_RunControlPanel(p,a,b) (p)->lpVtbl->RunControlPanel(p,a,b) +#define IDirectInput8_Initialize(p,a,b) (p)->lpVtbl->Initialize(p,a,b) +#define IDirectInput8_FindDevice(p,a,b,c) (p)->lpVtbl->FindDevice(p,a,b,c) +#define IDirectInput8_EnumDevicesBySemantics(p,a,b,c,d,e) (p)->lpVtbl->EnumDevicesBySemantics(p,a,b,c,d,e) +#define IDirectInput8_ConfigureDevices(p,a,b,c,d) (p)->lpVtbl->ConfigureDevices(p,a,b,c,d) +#else +/*** IUnknown methods ***/ +#define IDirectInput8_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirectInput8_AddRef(p) (p)->AddRef() +#define IDirectInput8_Release(p) (p)->Release() +/*** IDirectInput8 methods ***/ +#define IDirectInput8_CreateDevice(p,a,b,c) (p)->CreateDevice(a,b,c) +#define IDirectInput8_EnumDevices(p,a,b,c,d) (p)->EnumDevices(a,b,c,d) +#define IDirectInput8_GetDeviceStatus(p,a) (p)->GetDeviceStatus(a) +#define IDirectInput8_RunControlPanel(p,a,b) (p)->RunControlPanel(a,b) +#define IDirectInput8_Initialize(p,a,b) (p)->Initialize(a,b) +#define IDirectInput8_FindDevice(p,a,b,c) (p)->FindDevice(a,b,c) +#define IDirectInput8_EnumDevicesBySemantics(p,a,b,c,d,e) (p)->EnumDevicesBySemantics(a,b,c,d,e) +#define IDirectInput8_ConfigureDevices(p,a,b,c,d) (p)->ConfigureDevices(a,b,c,d) +#endif + +#endif /* DI8 */ + +/* Export functions */ + +#ifdef __cplusplus +extern "C" { +#endif + +#if DIRECTINPUT_VERSION >= 0x0800 +HRESULT WINAPI DirectInput8Create(HINSTANCE,DWORD,REFIID,LPVOID *,LPUNKNOWN); +#else /* DI < 8 */ +HRESULT WINAPI DirectInputCreateA(HINSTANCE,DWORD,LPDIRECTINPUTA *,LPUNKNOWN); +HRESULT WINAPI DirectInputCreateW(HINSTANCE,DWORD,LPDIRECTINPUTW *,LPUNKNOWN); +#define DirectInputCreate WINELIB_NAME_AW(DirectInputCreate) + +HRESULT WINAPI DirectInputCreateEx(HINSTANCE,DWORD,REFIID,LPVOID *,LPUNKNOWN); +#endif /* DI8 */ + +#ifdef __cplusplus +}; +#endif + +#endif /* __DINPUT_INCLUDED__ */ diff --git a/dependencies/glfw-3.4/deps/mingw/xinput.h b/dependencies/glfw-3.4/deps/mingw/xinput.h new file mode 100644 index 0000000..d3ca726 --- /dev/null +++ b/dependencies/glfw-3.4/deps/mingw/xinput.h @@ -0,0 +1,239 @@ +/* + * The Wine project - Xinput Joystick Library + * Copyright 2008 Andrew Fenn + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +#ifndef __WINE_XINPUT_H +#define __WINE_XINPUT_H + +#include + +/* + * Bitmasks for the joysticks buttons, determines what has + * been pressed on the joystick, these need to be mapped + * to whatever device you're using instead of an xbox 360 + * joystick + */ + +#define XINPUT_GAMEPAD_DPAD_UP 0x0001 +#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002 +#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004 +#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 +#define XINPUT_GAMEPAD_START 0x0010 +#define XINPUT_GAMEPAD_BACK 0x0020 +#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040 +#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 +#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 +#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 +#define XINPUT_GAMEPAD_A 0x1000 +#define XINPUT_GAMEPAD_B 0x2000 +#define XINPUT_GAMEPAD_X 0x4000 +#define XINPUT_GAMEPAD_Y 0x8000 + +/* + * Defines the flags used to determine if the user is pushing + * down on a button, not holding a button, etc + */ + +#define XINPUT_KEYSTROKE_KEYDOWN 0x0001 +#define XINPUT_KEYSTROKE_KEYUP 0x0002 +#define XINPUT_KEYSTROKE_REPEAT 0x0004 + +/* + * Defines the codes which are returned by XInputGetKeystroke + */ + +#define VK_PAD_A 0x5800 +#define VK_PAD_B 0x5801 +#define VK_PAD_X 0x5802 +#define VK_PAD_Y 0x5803 +#define VK_PAD_RSHOULDER 0x5804 +#define VK_PAD_LSHOULDER 0x5805 +#define VK_PAD_LTRIGGER 0x5806 +#define VK_PAD_RTRIGGER 0x5807 +#define VK_PAD_DPAD_UP 0x5810 +#define VK_PAD_DPAD_DOWN 0x5811 +#define VK_PAD_DPAD_LEFT 0x5812 +#define VK_PAD_DPAD_RIGHT 0x5813 +#define VK_PAD_START 0x5814 +#define VK_PAD_BACK 0x5815 +#define VK_PAD_LTHUMB_PRESS 0x5816 +#define VK_PAD_RTHUMB_PRESS 0x5817 +#define VK_PAD_LTHUMB_UP 0x5820 +#define VK_PAD_LTHUMB_DOWN 0x5821 +#define VK_PAD_LTHUMB_RIGHT 0x5822 +#define VK_PAD_LTHUMB_LEFT 0x5823 +#define VK_PAD_LTHUMB_UPLEFT 0x5824 +#define VK_PAD_LTHUMB_UPRIGHT 0x5825 +#define VK_PAD_LTHUMB_DOWNRIGHT 0x5826 +#define VK_PAD_LTHUMB_DOWNLEFT 0x5827 +#define VK_PAD_RTHUMB_UP 0x5830 +#define VK_PAD_RTHUMB_DOWN 0x5831 +#define VK_PAD_RTHUMB_RIGHT 0x5832 +#define VK_PAD_RTHUMB_LEFT 0x5833 +#define VK_PAD_RTHUMB_UPLEFT 0x5834 +#define VK_PAD_RTHUMB_UPRIGHT 0x5835 +#define VK_PAD_RTHUMB_DOWNRIGHT 0x5836 +#define VK_PAD_RTHUMB_DOWNLEFT 0x5837 + +/* + * Deadzones are for analogue joystick controls on the joypad + * which determine when input should be assumed to be in the + * middle of the pad. This is a threshold to stop a joypad + * controlling the game when the player isn't touching the + * controls. + */ + +#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849 +#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689 +#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30 + + +/* + * Defines what type of abilities the type of joystick has + * DEVTYPE_GAMEPAD is available for all joysticks, however + * there may be more specific identifiers for other joysticks + * which are being used. + */ + +#define XINPUT_DEVTYPE_GAMEPAD 0x01 +#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01 +#define XINPUT_DEVSUBTYPE_WHEEL 0x02 +#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03 +#define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04 +#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05 +#define XINPUT_DEVSUBTYPE_GUITAR 0x06 +#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08 + +/* + * These are used with the XInputGetCapabilities function to + * determine the abilities to the joystick which has been + * plugged in. + */ + +#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004 +#define XINPUT_FLAG_GAMEPAD 0x00000001 + +/* + * Defines the status of the battery if one is used in the + * attached joystick. The first two define if the joystick + * supports a battery. Disconnected means that the joystick + * isn't connected. Wired shows that the joystick is a wired + * joystick. + */ + +#define BATTERY_DEVTYPE_GAMEPAD 0x00 +#define BATTERY_DEVTYPE_HEADSET 0x01 +#define BATTERY_TYPE_DISCONNECTED 0x00 +#define BATTERY_TYPE_WIRED 0x01 +#define BATTERY_TYPE_ALKALINE 0x02 +#define BATTERY_TYPE_NIMH 0x03 +#define BATTERY_TYPE_UNKNOWN 0xFF +#define BATTERY_LEVEL_EMPTY 0x00 +#define BATTERY_LEVEL_LOW 0x01 +#define BATTERY_LEVEL_MEDIUM 0x02 +#define BATTERY_LEVEL_FULL 0x03 + +/* + * How many joysticks can be used with this library. Games that + * use the xinput library will not go over this number. + */ + +#define XUSER_MAX_COUNT 4 +#define XUSER_INDEX_ANY 0x000000FF + +/* + * Defines the structure of an xbox 360 joystick. + */ + +typedef struct _XINPUT_GAMEPAD { + WORD wButtons; + BYTE bLeftTrigger; + BYTE bRightTrigger; + SHORT sThumbLX; + SHORT sThumbLY; + SHORT sThumbRX; + SHORT sThumbRY; +} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD; + +typedef struct _XINPUT_STATE { + DWORD dwPacketNumber; + XINPUT_GAMEPAD Gamepad; +} XINPUT_STATE, *PXINPUT_STATE; + +/* + * Defines the structure of how much vibration is set on both the + * right and left motors in a joystick. If you're not using a 360 + * joystick you will have to map these to your device. + */ + +typedef struct _XINPUT_VIBRATION { + WORD wLeftMotorSpeed; + WORD wRightMotorSpeed; +} XINPUT_VIBRATION, *PXINPUT_VIBRATION; + +/* + * Defines the structure for what kind of abilities the joystick has + * such abilities are things such as if the joystick has the ability + * to send and receive audio, if the joystick is in fact a driving + * wheel or perhaps if the joystick is some kind of dance pad or + * guitar. + */ + +typedef struct _XINPUT_CAPABILITIES { + BYTE Type; + BYTE SubType; + WORD Flags; + XINPUT_GAMEPAD Gamepad; + XINPUT_VIBRATION Vibration; +} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES; + +/* + * Defines the structure for a joystick input event which is + * retrieved using the function XInputGetKeystroke + */ +typedef struct _XINPUT_KEYSTROKE { + WORD VirtualKey; + WCHAR Unicode; + WORD Flags; + BYTE UserIndex; + BYTE HidCode; +} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE; + +typedef struct _XINPUT_BATTERY_INFORMATION +{ + BYTE BatteryType; + BYTE BatteryLevel; +} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION; + +#ifdef __cplusplus +extern "C" { +#endif + +void WINAPI XInputEnable(WINBOOL); +DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*); +DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*); +DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE); +DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*); +DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*); +DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*); + +#ifdef __cplusplus +} +#endif + +#endif /* __WINE_XINPUT_H */ diff --git a/dependencies/glfw-3.4/deps/nuklear.h b/dependencies/glfw-3.4/deps/nuklear.h new file mode 100644 index 0000000..f2eb9df --- /dev/null +++ b/dependencies/glfw-3.4/deps/nuklear.h @@ -0,0 +1,25778 @@ +/* +/// # Nuklear +/// ![](https://cloud.githubusercontent.com/assets/8057201/11761525/ae06f0ca-a0c6-11e5-819d-5610b25f6ef4.gif) +/// +/// ## Contents +/// 1. About section +/// 2. Highlights section +/// 3. Features section +/// 4. Usage section +/// 1. Flags section +/// 2. Constants section +/// 3. Dependencies section +/// 5. Example section +/// 6. API section +/// 1. Context section +/// 2. Input section +/// 3. Drawing section +/// 4. Window section +/// 5. Layouting section +/// 6. Groups section +/// 7. Tree section +/// 8. Properties section +/// 7. License section +/// 8. Changelog section +/// 9. Gallery section +/// 10. Credits section +/// +/// ## About +/// This is a minimal state immediate mode graphical user interface toolkit +/// written in ANSI C and licensed under public domain. It was designed as a simple +/// embeddable user interface for application and does not have any dependencies, +/// a default renderbackend or OS window and input handling but instead provides a very modular +/// library approach by using simple input state for input and draw +/// commands describing primitive shapes as output. So instead of providing a +/// layered library that tries to abstract over a number of platform and +/// render backends it only focuses on the actual UI. +/// +/// ## Highlights +/// - Graphical user interface toolkit +/// - Single header library +/// - Written in C89 (a.k.a. ANSI C or ISO C90) +/// - Small codebase (~18kLOC) +/// - Focus on portability, efficiency and simplicity +/// - No dependencies (not even the standard library if not wanted) +/// - Fully skinnable and customizable +/// - Low memory footprint with total memory control if needed or wanted +/// - UTF-8 support +/// - No global or hidden state +/// - Customizable library modules (you can compile and use only what you need) +/// - Optional font baker and vertex buffer output +/// +/// ## Features +/// - Absolutely no platform dependent code +/// - Memory management control ranging from/to +/// - Ease of use by allocating everything from standard library +/// - Control every byte of memory inside the library +/// - Font handling control ranging from/to +/// - Use your own font implementation for everything +/// - Use this libraries internal font baking and handling API +/// - Drawing output control ranging from/to +/// - Simple shapes for more high level APIs which already have drawing capabilities +/// - Hardware accessible anti-aliased vertex buffer output +/// - Customizable colors and properties ranging from/to +/// - Simple changes to color by filling a simple color table +/// - Complete control with ability to use skinning to decorate widgets +/// - Bendable UI library with widget ranging from/to +/// - Basic widgets like buttons, checkboxes, slider, ... +/// - Advanced widget like abstract comboboxes, contextual menus,... +/// - Compile time configuration to only compile what you need +/// - Subset which can be used if you do not want to link or use the standard library +/// - Can be easily modified to only update on user input instead of frame updates +/// +/// ## Usage +/// This library is self contained in one single header file and can be used either +/// in header only mode or in implementation mode. The header only mode is used +/// by default when included and allows including this header in other headers +/// and does not contain the actual implementation.

+/// +/// The implementation mode requires to define the preprocessor macro +/// NK_IMPLEMENTATION in *one* .c/.cpp file before #includeing this file, e.g.: +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~C +/// #define NK_IMPLEMENTATION +/// #include "nuklear.h" +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Also optionally define the symbols listed in the section "OPTIONAL DEFINES" +/// below in header and implementation mode if you want to use additional functionality +/// or need more control over the library. +/// +/// !!! WARNING +/// Every time nuklear is included define the same compiler flags. This very important not doing so could lead to compiler errors or even worse stack corruptions. +/// +/// ### Flags +/// Flag | Description +/// --------------------------------|------------------------------------------ +/// NK_PRIVATE | If defined declares all functions as static, so they can only be accessed inside the file that contains the implementation +/// NK_INCLUDE_FIXED_TYPES | If defined it will include header `` for fixed sized types otherwise nuklear tries to select the correct type. If that fails it will throw a compiler error and you have to select the correct types yourself. +/// NK_INCLUDE_DEFAULT_ALLOCATOR | If defined it will include header `` and provide additional functions to use this library without caring for memory allocation control and therefore ease memory management. +/// NK_INCLUDE_STANDARD_IO | If defined it will include header `` and provide additional functions depending on file loading. +/// NK_INCLUDE_STANDARD_VARARGS | If defined it will include header and provide additional functions depending on file loading. +/// NK_INCLUDE_VERTEX_BUFFER_OUTPUT | Defining this adds a vertex draw command list backend to this library, which allows you to convert queue commands into vertex draw commands. This is mainly if you need a hardware accessible format for OpenGL, DirectX, Vulkan, Metal,... +/// NK_INCLUDE_FONT_BAKING | Defining this adds `stb_truetype` and `stb_rect_pack` implementation to this library and provides font baking and rendering. If you already have font handling or do not want to use this font handler you don't have to define it. +/// NK_INCLUDE_DEFAULT_FONT | Defining this adds the default font: ProggyClean.ttf into this library which can be loaded into a font atlas and allows using this library without having a truetype font +/// NK_INCLUDE_COMMAND_USERDATA | Defining this adds a userdata pointer into each command. Can be useful for example if you want to provide custom shaders depending on the used widget. Can be combined with the style structures. +/// NK_BUTTON_TRIGGER_ON_RELEASE | Different platforms require button clicks occurring either on buttons being pressed (up to down) or released (down to up). By default this library will react on buttons being pressed, but if you define this it will only trigger if a button is released. +/// NK_ZERO_COMMAND_MEMORY | Defining this will zero out memory for each drawing command added to a drawing queue (inside nk_command_buffer_push). Zeroing command memory is very useful for fast checking (using memcmp) if command buffers are equal and avoid drawing frames when nothing on screen has changed since previous frame. +/// NK_UINT_DRAW_INDEX | Defining this will set the size of vertex index elements when using NK_VERTEX_BUFFER_OUTPUT to 32bit instead of the default of 16bit +/// NK_KEYSTATE_BASED_INPUT | Define this if your backend uses key state for each frame rather than key press/release events +/// +/// !!! WARNING +/// The following flags will pull in the standard C library: +/// - NK_INCLUDE_DEFAULT_ALLOCATOR +/// - NK_INCLUDE_STANDARD_IO +/// - NK_INCLUDE_STANDARD_VARARGS +/// +/// !!! WARNING +/// The following flags if defined need to be defined for both header and implementation: +/// - NK_INCLUDE_FIXED_TYPES +/// - NK_INCLUDE_DEFAULT_ALLOCATOR +/// - NK_INCLUDE_STANDARD_VARARGS +/// - NK_INCLUDE_VERTEX_BUFFER_OUTPUT +/// - NK_INCLUDE_FONT_BAKING +/// - NK_INCLUDE_DEFAULT_FONT +/// - NK_INCLUDE_STANDARD_VARARGS +/// - NK_INCLUDE_COMMAND_USERDATA +/// - NK_UINT_DRAW_INDEX +/// +/// ### Constants +/// Define | Description +/// --------------------------------|--------------------------------------- +/// NK_BUFFER_DEFAULT_INITIAL_SIZE | Initial buffer size allocated by all buffers while using the default allocator functions included by defining NK_INCLUDE_DEFAULT_ALLOCATOR. If you don't want to allocate the default 4k memory then redefine it. +/// NK_MAX_NUMBER_BUFFER | Maximum buffer size for the conversion buffer between float and string Under normal circumstances this should be more than sufficient. +/// NK_INPUT_MAX | Defines the max number of bytes which can be added as text input in one frame. Under normal circumstances this should be more than sufficient. +/// +/// !!! WARNING +/// The following constants if defined need to be defined for both header and implementation: +/// - NK_MAX_NUMBER_BUFFER +/// - NK_BUFFER_DEFAULT_INITIAL_SIZE +/// - NK_INPUT_MAX +/// +/// ### Dependencies +/// Function | Description +/// ------------|--------------------------------------------------------------- +/// NK_ASSERT | If you don't define this, nuklear will use with assert(). +/// NK_MEMSET | You can define this to 'memset' or your own memset implementation replacement. If not nuklear will use its own version. +/// NK_MEMCPY | You can define this to 'memcpy' or your own memcpy implementation replacement. If not nuklear will use its own version. +/// NK_SQRT | You can define this to 'sqrt' or your own sqrt implementation replacement. If not nuklear will use its own slow and not highly accurate version. +/// NK_SIN | You can define this to 'sinf' or your own sine implementation replacement. If not nuklear will use its own approximation implementation. +/// NK_COS | You can define this to 'cosf' or your own cosine implementation replacement. If not nuklear will use its own approximation implementation. +/// NK_STRTOD | You can define this to `strtod` or your own string to double conversion implementation replacement. If not defined nuklear will use its own imprecise and possibly unsafe version (does not handle nan or infinity!). +/// NK_DTOA | You can define this to `dtoa` or your own double to string conversion implementation replacement. If not defined nuklear will use its own imprecise and possibly unsafe version (does not handle nan or infinity!). +/// NK_VSNPRINTF| If you define `NK_INCLUDE_STANDARD_VARARGS` as well as `NK_INCLUDE_STANDARD_IO` and want to be safe define this to `vsnprintf` on compilers supporting later versions of C or C++. By default nuklear will check for your stdlib version in C as well as compiler version in C++. if `vsnprintf` is available it will define it to `vsnprintf` directly. If not defined and if you have older versions of C or C++ it will be defined to `vsprintf` which is unsafe. +/// +/// !!! WARNING +/// The following dependencies will pull in the standard C library if not redefined: +/// - NK_ASSERT +/// +/// !!! WARNING +/// The following dependencies if defined need to be defined for both header and implementation: +/// - NK_ASSERT +/// +/// !!! WARNING +/// The following dependencies if defined need to be defined only for the implementation part: +/// - NK_MEMSET +/// - NK_MEMCPY +/// - NK_SQRT +/// - NK_SIN +/// - NK_COS +/// - NK_STRTOD +/// - NK_DTOA +/// - NK_VSNPRINTF +/// +/// ## Example +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// // init gui state +/// enum {EASY, HARD}; +/// static int op = EASY; +/// static float value = 0.6f; +/// static int i = 20; +/// struct nk_context ctx; +/// +/// nk_init_fixed(&ctx, calloc(1, MAX_MEMORY), MAX_MEMORY, &font); +/// if (nk_begin(&ctx, "Show", nk_rect(50, 50, 220, 220), +/// NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_CLOSABLE)) { +/// // fixed widget pixel width +/// nk_layout_row_static(&ctx, 30, 80, 1); +/// if (nk_button_label(&ctx, "button")) { +/// // event handling +/// } +/// +/// // fixed widget window ratio width +/// nk_layout_row_dynamic(&ctx, 30, 2); +/// if (nk_option_label(&ctx, "easy", op == EASY)) op = EASY; +/// if (nk_option_label(&ctx, "hard", op == HARD)) op = HARD; +/// +/// // custom widget pixel width +/// nk_layout_row_begin(&ctx, NK_STATIC, 30, 2); +/// { +/// nk_layout_row_push(&ctx, 50); +/// nk_label(&ctx, "Volume:", NK_TEXT_LEFT); +/// nk_layout_row_push(&ctx, 110); +/// nk_slider_float(&ctx, 0, &value, 1.0f, 0.1f); +/// } +/// nk_layout_row_end(&ctx); +/// } +/// nk_end(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// ![](https://cloud.githubusercontent.com/assets/8057201/10187981/584ecd68-675c-11e5-897c-822ef534a876.png) +/// +/// ## API +/// +*/ +#ifndef NK_SINGLE_FILE + #define NK_SINGLE_FILE +#endif + +#ifndef NK_NUKLEAR_H_ +#define NK_NUKLEAR_H_ + +#ifdef __cplusplus +extern "C" { +#endif +/* + * ============================================================== + * + * CONSTANTS + * + * =============================================================== + */ +#define NK_UNDEFINED (-1.0f) +#define NK_UTF_INVALID 0xFFFD /* internal invalid utf8 rune */ +#define NK_UTF_SIZE 4 /* describes the number of bytes a glyph consists of*/ +#ifndef NK_INPUT_MAX + #define NK_INPUT_MAX 16 +#endif +#ifndef NK_MAX_NUMBER_BUFFER + #define NK_MAX_NUMBER_BUFFER 64 +#endif +#ifndef NK_SCROLLBAR_HIDING_TIMEOUT + #define NK_SCROLLBAR_HIDING_TIMEOUT 4.0f +#endif +/* + * ============================================================== + * + * HELPER + * + * =============================================================== + */ +#ifndef NK_API + #ifdef NK_PRIVATE + #if (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199409L)) + #define NK_API static inline + #elif defined(__cplusplus) + #define NK_API static inline + #else + #define NK_API static + #endif + #else + #define NK_API extern + #endif +#endif +#ifndef NK_LIB + #ifdef NK_SINGLE_FILE + #define NK_LIB static + #else + #define NK_LIB extern + #endif +#endif + +#define NK_INTERN static +#define NK_STORAGE static +#define NK_GLOBAL static + +#define NK_FLAG(x) (1 << (x)) +#define NK_STRINGIFY(x) #x +#define NK_MACRO_STRINGIFY(x) NK_STRINGIFY(x) +#define NK_STRING_JOIN_IMMEDIATE(arg1, arg2) arg1 ## arg2 +#define NK_STRING_JOIN_DELAY(arg1, arg2) NK_STRING_JOIN_IMMEDIATE(arg1, arg2) +#define NK_STRING_JOIN(arg1, arg2) NK_STRING_JOIN_DELAY(arg1, arg2) + +#ifdef _MSC_VER + #define NK_UNIQUE_NAME(name) NK_STRING_JOIN(name,__COUNTER__) +#else + #define NK_UNIQUE_NAME(name) NK_STRING_JOIN(name,__LINE__) +#endif + +#ifndef NK_STATIC_ASSERT + #define NK_STATIC_ASSERT(exp) typedef char NK_UNIQUE_NAME(_dummy_array)[(exp)?1:-1] +#endif + +#ifndef NK_FILE_LINE +#ifdef _MSC_VER + #define NK_FILE_LINE __FILE__ ":" NK_MACRO_STRINGIFY(__COUNTER__) +#else + #define NK_FILE_LINE __FILE__ ":" NK_MACRO_STRINGIFY(__LINE__) +#endif +#endif + +#define NK_MIN(a,b) ((a) < (b) ? (a) : (b)) +#define NK_MAX(a,b) ((a) < (b) ? (b) : (a)) +#define NK_CLAMP(i,v,x) (NK_MAX(NK_MIN(v,x), i)) + +#ifdef NK_INCLUDE_STANDARD_VARARGS + #include /* valist, va_start, va_end, ... */ + #if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */ + #include + #define NK_PRINTF_FORMAT_STRING _Printf_format_string_ + #else + #define NK_PRINTF_FORMAT_STRING + #endif + #if defined(__GNUC__) + #define NK_PRINTF_VARARG_FUNC(fmtargnumber) __attribute__((format(__printf__, fmtargnumber, fmtargnumber+1))) + #define NK_PRINTF_VALIST_FUNC(fmtargnumber) __attribute__((format(__printf__, fmtargnumber, 0))) + #else + #define NK_PRINTF_VARARG_FUNC(fmtargnumber) + #define NK_PRINTF_VALIST_FUNC(fmtargnumber) + #endif +#endif + +/* + * =============================================================== + * + * BASIC + * + * =============================================================== + */ +#ifdef NK_INCLUDE_FIXED_TYPES + #include + #define NK_INT8 int8_t + #define NK_UINT8 uint8_t + #define NK_INT16 int16_t + #define NK_UINT16 uint16_t + #define NK_INT32 int32_t + #define NK_UINT32 uint32_t + #define NK_SIZE_TYPE uintptr_t + #define NK_POINTER_TYPE uintptr_t +#else + #ifndef NK_INT8 + #define NK_INT8 signed char + #endif + #ifndef NK_UINT8 + #define NK_UINT8 unsigned char + #endif + #ifndef NK_INT16 + #define NK_INT16 signed short + #endif + #ifndef NK_UINT16 + #define NK_UINT16 unsigned short + #endif + #ifndef NK_INT32 + #if defined(_MSC_VER) + #define NK_INT32 __int32 + #else + #define NK_INT32 signed int + #endif + #endif + #ifndef NK_UINT32 + #if defined(_MSC_VER) + #define NK_UINT32 unsigned __int32 + #else + #define NK_UINT32 unsigned int + #endif + #endif + #ifndef NK_SIZE_TYPE + #if defined(_WIN64) && defined(_MSC_VER) + #define NK_SIZE_TYPE unsigned __int64 + #elif (defined(_WIN32) || defined(WIN32)) && defined(_MSC_VER) + #define NK_SIZE_TYPE unsigned __int32 + #elif defined(__GNUC__) || defined(__clang__) + #if defined(__x86_64__) || defined(__ppc64__) + #define NK_SIZE_TYPE unsigned long + #else + #define NK_SIZE_TYPE unsigned int + #endif + #else + #define NK_SIZE_TYPE unsigned long + #endif + #endif + #ifndef NK_POINTER_TYPE + #if defined(_WIN64) && defined(_MSC_VER) + #define NK_POINTER_TYPE unsigned __int64 + #elif (defined(_WIN32) || defined(WIN32)) && defined(_MSC_VER) + #define NK_POINTER_TYPE unsigned __int32 + #elif defined(__GNUC__) || defined(__clang__) + #if defined(__x86_64__) || defined(__ppc64__) + #define NK_POINTER_TYPE unsigned long + #else + #define NK_POINTER_TYPE unsigned int + #endif + #else + #define NK_POINTER_TYPE unsigned long + #endif + #endif +#endif + +typedef NK_INT8 nk_char; +typedef NK_UINT8 nk_uchar; +typedef NK_UINT8 nk_byte; +typedef NK_INT16 nk_short; +typedef NK_UINT16 nk_ushort; +typedef NK_INT32 nk_int; +typedef NK_UINT32 nk_uint; +typedef NK_SIZE_TYPE nk_size; +typedef NK_POINTER_TYPE nk_ptr; + +typedef nk_uint nk_hash; +typedef nk_uint nk_flags; +typedef nk_uint nk_rune; + +/* Make sure correct type size: + * This will fire with a negative subscript error if the type sizes + * are set incorrectly by the compiler, and compile out if not */ +NK_STATIC_ASSERT(sizeof(nk_short) == 2); +NK_STATIC_ASSERT(sizeof(nk_ushort) == 2); +NK_STATIC_ASSERT(sizeof(nk_uint) == 4); +NK_STATIC_ASSERT(sizeof(nk_int) == 4); +NK_STATIC_ASSERT(sizeof(nk_byte) == 1); +NK_STATIC_ASSERT(sizeof(nk_flags) >= 4); +NK_STATIC_ASSERT(sizeof(nk_rune) >= 4); +NK_STATIC_ASSERT(sizeof(nk_size) >= sizeof(void*)); +NK_STATIC_ASSERT(sizeof(nk_ptr) >= sizeof(void*)); + +/* ============================================================================ + * + * API + * + * =========================================================================== */ +struct nk_buffer; +struct nk_allocator; +struct nk_command_buffer; +struct nk_draw_command; +struct nk_convert_config; +struct nk_style_item; +struct nk_text_edit; +struct nk_draw_list; +struct nk_user_font; +struct nk_panel; +struct nk_context; +struct nk_draw_vertex_layout_element; +struct nk_style_button; +struct nk_style_toggle; +struct nk_style_selectable; +struct nk_style_slide; +struct nk_style_progress; +struct nk_style_scrollbar; +struct nk_style_edit; +struct nk_style_property; +struct nk_style_chart; +struct nk_style_combo; +struct nk_style_tab; +struct nk_style_window_header; +struct nk_style_window; + +enum {nk_false, nk_true}; +struct nk_color {nk_byte r,g,b,a;}; +struct nk_colorf {float r,g,b,a;}; +struct nk_vec2 {float x,y;}; +struct nk_vec2i {short x, y;}; +struct nk_rect {float x,y,w,h;}; +struct nk_recti {short x,y,w,h;}; +typedef char nk_glyph[NK_UTF_SIZE]; +typedef union {void *ptr; int id;} nk_handle; +struct nk_image {nk_handle handle;unsigned short w,h;unsigned short region[4];}; +struct nk_cursor {struct nk_image img; struct nk_vec2 size, offset;}; +struct nk_scroll {nk_uint x, y;}; + +enum nk_heading {NK_UP, NK_RIGHT, NK_DOWN, NK_LEFT}; +enum nk_button_behavior {NK_BUTTON_DEFAULT, NK_BUTTON_REPEATER}; +enum nk_modify {NK_FIXED = nk_false, NK_MODIFIABLE = nk_true}; +enum nk_orientation {NK_VERTICAL, NK_HORIZONTAL}; +enum nk_collapse_states {NK_MINIMIZED = nk_false, NK_MAXIMIZED = nk_true}; +enum nk_show_states {NK_HIDDEN = nk_false, NK_SHOWN = nk_true}; +enum nk_chart_type {NK_CHART_LINES, NK_CHART_COLUMN, NK_CHART_MAX}; +enum nk_chart_event {NK_CHART_HOVERING = 0x01, NK_CHART_CLICKED = 0x02}; +enum nk_color_format {NK_RGB, NK_RGBA}; +enum nk_popup_type {NK_POPUP_STATIC, NK_POPUP_DYNAMIC}; +enum nk_layout_format {NK_DYNAMIC, NK_STATIC}; +enum nk_tree_type {NK_TREE_NODE, NK_TREE_TAB}; + +typedef void*(*nk_plugin_alloc)(nk_handle, void *old, nk_size); +typedef void (*nk_plugin_free)(nk_handle, void *old); +typedef int(*nk_plugin_filter)(const struct nk_text_edit*, nk_rune unicode); +typedef void(*nk_plugin_paste)(nk_handle, struct nk_text_edit*); +typedef void(*nk_plugin_copy)(nk_handle, const char*, int len); + +struct nk_allocator { + nk_handle userdata; + nk_plugin_alloc alloc; + nk_plugin_free free; +}; +enum nk_symbol_type { + NK_SYMBOL_NONE, + NK_SYMBOL_X, + NK_SYMBOL_UNDERSCORE, + NK_SYMBOL_CIRCLE_SOLID, + NK_SYMBOL_CIRCLE_OUTLINE, + NK_SYMBOL_RECT_SOLID, + NK_SYMBOL_RECT_OUTLINE, + NK_SYMBOL_TRIANGLE_UP, + NK_SYMBOL_TRIANGLE_DOWN, + NK_SYMBOL_TRIANGLE_LEFT, + NK_SYMBOL_TRIANGLE_RIGHT, + NK_SYMBOL_PLUS, + NK_SYMBOL_MINUS, + NK_SYMBOL_MAX +}; +/* ============================================================================= + * + * CONTEXT + * + * =============================================================================*/ +/*/// ### Context +/// Contexts are the main entry point and the majestro of nuklear and contain all required state. +/// They are used for window, memory, input, style, stack, commands and time management and need +/// to be passed into all nuklear GUI specific functions. +/// +/// #### Usage +/// To use a context it first has to be initialized which can be achieved by calling +/// one of either `nk_init_default`, `nk_init_fixed`, `nk_init`, `nk_init_custom`. +/// Each takes in a font handle and a specific way of handling memory. Memory control +/// hereby ranges from standard library to just specifying a fixed sized block of memory +/// which nuklear has to manage itself from. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_context ctx; +/// nk_init_xxx(&ctx, ...); +/// while (1) { +/// // [...] +/// nk_clear(&ctx); +/// } +/// nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Reference +/// Function | Description +/// --------------------|------------------------------------------------------- +/// __nk_init_default__ | Initializes context with standard library memory allocation (malloc,free) +/// __nk_init_fixed__ | Initializes context from single fixed size memory block +/// __nk_init__ | Initializes context with memory allocator callbacks for alloc and free +/// __nk_init_custom__ | Initializes context from two buffers. One for draw commands the other for window/panel/table allocations +/// __nk_clear__ | Called at the end of the frame to reset and prepare the context for the next frame +/// __nk_free__ | Shutdown and free all memory allocated inside the context +/// __nk_set_user_data__| Utility function to pass user data to draw command + */ +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +/*/// #### nk_init_default +/// Initializes a `nk_context` struct with a default standard library allocator. +/// Should be used if you don't want to be bothered with memory management in nuklear. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_init_default(struct nk_context *ctx, const struct nk_user_font *font); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|--------------------------------------------------------------- +/// __ctx__ | Must point to an either stack or heap allocated `nk_context` struct +/// __font__ | Must point to a previously initialized font handle for more info look at font documentation +/// +/// Returns either `false(0)` on failure or `true(1)` on success. +/// +*/ +NK_API int nk_init_default(struct nk_context*, const struct nk_user_font*); +#endif +/*/// #### nk_init_fixed +/// Initializes a `nk_context` struct from single fixed size memory block +/// Should be used if you want complete control over nuklear's memory management. +/// Especially recommended for system with little memory or systems with virtual memory. +/// For the later case you can just allocate for example 16MB of virtual memory +/// and only the required amount of memory will actually be committed. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_init_fixed(struct nk_context *ctx, void *memory, nk_size size, const struct nk_user_font *font); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// !!! Warning +/// make sure the passed memory block is aligned correctly for `nk_draw_commands`. +/// +/// Parameter | Description +/// ------------|-------------------------------------------------------------- +/// __ctx__ | Must point to an either stack or heap allocated `nk_context` struct +/// __memory__ | Must point to a previously allocated memory block +/// __size__ | Must contain the total size of __memory__ +/// __font__ | Must point to a previously initialized font handle for more info look at font documentation +/// +/// Returns either `false(0)` on failure or `true(1)` on success. +*/ +NK_API int nk_init_fixed(struct nk_context*, void *memory, nk_size size, const struct nk_user_font*); +/*/// #### nk_init +/// Initializes a `nk_context` struct with memory allocation callbacks for nuklear to allocate +/// memory from. Used internally for `nk_init_default` and provides a kitchen sink allocation +/// interface to nuklear. Can be useful for cases like monitoring memory consumption. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_init(struct nk_context *ctx, struct nk_allocator *alloc, const struct nk_user_font *font); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|--------------------------------------------------------------- +/// __ctx__ | Must point to an either stack or heap allocated `nk_context` struct +/// __alloc__ | Must point to a previously allocated memory allocator +/// __font__ | Must point to a previously initialized font handle for more info look at font documentation +/// +/// Returns either `false(0)` on failure or `true(1)` on success. +*/ +NK_API int nk_init(struct nk_context*, struct nk_allocator*, const struct nk_user_font*); +/*/// #### nk_init_custom +/// Initializes a `nk_context` struct from two different either fixed or growing +/// buffers. The first buffer is for allocating draw commands while the second buffer is +/// used for allocating windows, panels and state tables. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_init_custom(struct nk_context *ctx, struct nk_buffer *cmds, struct nk_buffer *pool, const struct nk_user_font *font); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|--------------------------------------------------------------- +/// __ctx__ | Must point to an either stack or heap allocated `nk_context` struct +/// __cmds__ | Must point to a previously initialized memory buffer either fixed or dynamic to store draw commands into +/// __pool__ | Must point to a previously initialized memory buffer either fixed or dynamic to store windows, panels and tables +/// __font__ | Must point to a previously initialized font handle for more info look at font documentation +/// +/// Returns either `false(0)` on failure or `true(1)` on success. +*/ +NK_API int nk_init_custom(struct nk_context*, struct nk_buffer *cmds, struct nk_buffer *pool, const struct nk_user_font*); +/*/// #### nk_clear +/// Resets the context state at the end of the frame. This includes mostly +/// garbage collector tasks like removing windows or table not called and therefore +/// used anymore. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_clear(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +*/ +NK_API void nk_clear(struct nk_context*); +/*/// #### nk_free +/// Frees all memory allocated by nuklear. Not needed if context was +/// initialized with `nk_init_fixed`. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_free(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +*/ +NK_API void nk_free(struct nk_context*); +#ifdef NK_INCLUDE_COMMAND_USERDATA +/*/// #### nk_set_user_data +/// Sets the currently passed userdata passed down into each draw command. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_set_user_data(struct nk_context *ctx, nk_handle data); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|-------------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __data__ | Handle with either pointer or index to be passed into every draw commands +*/ +NK_API void nk_set_user_data(struct nk_context*, nk_handle handle); +#endif +/* ============================================================================= + * + * INPUT + * + * =============================================================================*/ +/*/// ### Input +/// The input API is responsible for holding the current input state composed of +/// mouse, key and text input states. +/// It is worth noting that no direct OS or window handling is done in nuklear. +/// Instead all input state has to be provided by platform specific code. This on one hand +/// expects more work from the user and complicates usage but on the other hand +/// provides simple abstraction over a big number of platforms, libraries and other +/// already provided functionality. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// nk_input_begin(&ctx); +/// while (GetEvent(&evt)) { +/// if (evt.type == MOUSE_MOVE) +/// nk_input_motion(&ctx, evt.motion.x, evt.motion.y); +/// else if (evt.type == [...]) { +/// // [...] +/// } +/// } nk_input_end(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Usage +/// Input state needs to be provided to nuklear by first calling `nk_input_begin` +/// which resets internal state like delta mouse position and button transistions. +/// After `nk_input_begin` all current input state needs to be provided. This includes +/// mouse motion, button and key pressed and released, text input and scrolling. +/// Both event- or state-based input handling are supported by this API +/// and should work without problems. Finally after all input state has been +/// mirrored `nk_input_end` needs to be called to finish input process. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_context ctx; +/// nk_init_xxx(&ctx, ...); +/// while (1) { +/// Event evt; +/// nk_input_begin(&ctx); +/// while (GetEvent(&evt)) { +/// if (evt.type == MOUSE_MOVE) +/// nk_input_motion(&ctx, evt.motion.x, evt.motion.y); +/// else if (evt.type == [...]) { +/// // [...] +/// } +/// } +/// nk_input_end(&ctx); +/// // [...] +/// nk_clear(&ctx); +/// } nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Reference +/// Function | Description +/// --------------------|------------------------------------------------------- +/// __nk_input_begin__ | Begins the input mirroring process. Needs to be called before all other `nk_input_xxx` calls +/// __nk_input_motion__ | Mirrors mouse cursor position +/// __nk_input_key__ | Mirrors key state with either pressed or released +/// __nk_input_button__ | Mirrors mouse button state with either pressed or released +/// __nk_input_scroll__ | Mirrors mouse scroll values +/// __nk_input_char__ | Adds a single ASCII text character into an internal text buffer +/// __nk_input_glyph__ | Adds a single multi-byte UTF-8 character into an internal text buffer +/// __nk_input_unicode__| Adds a single unicode rune into an internal text buffer +/// __nk_input_end__ | Ends the input mirroring process by calculating state changes. Don't call any `nk_input_xxx` function referenced above after this call +*/ +enum nk_keys { + NK_KEY_NONE, + NK_KEY_SHIFT, + NK_KEY_CTRL, + NK_KEY_DEL, + NK_KEY_ENTER, + NK_KEY_TAB, + NK_KEY_BACKSPACE, + NK_KEY_COPY, + NK_KEY_CUT, + NK_KEY_PASTE, + NK_KEY_UP, + NK_KEY_DOWN, + NK_KEY_LEFT, + NK_KEY_RIGHT, + /* Shortcuts: text field */ + NK_KEY_TEXT_INSERT_MODE, + NK_KEY_TEXT_REPLACE_MODE, + NK_KEY_TEXT_RESET_MODE, + NK_KEY_TEXT_LINE_START, + NK_KEY_TEXT_LINE_END, + NK_KEY_TEXT_START, + NK_KEY_TEXT_END, + NK_KEY_TEXT_UNDO, + NK_KEY_TEXT_REDO, + NK_KEY_TEXT_SELECT_ALL, + NK_KEY_TEXT_WORD_LEFT, + NK_KEY_TEXT_WORD_RIGHT, + /* Shortcuts: scrollbar */ + NK_KEY_SCROLL_START, + NK_KEY_SCROLL_END, + NK_KEY_SCROLL_DOWN, + NK_KEY_SCROLL_UP, + NK_KEY_MAX +}; +enum nk_buttons { + NK_BUTTON_LEFT, + NK_BUTTON_MIDDLE, + NK_BUTTON_RIGHT, + NK_BUTTON_DOUBLE, + NK_BUTTON_MAX +}; +/*/// #### nk_input_begin +/// Begins the input mirroring process by resetting text, scroll +/// mouse, previous mouse position and movement as well as key state transitions, +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_begin(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +*/ +NK_API void nk_input_begin(struct nk_context*); +/*/// #### nk_input_motion +/// Mirrors current mouse position to nuklear +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_motion(struct nk_context *ctx, int x, int y); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __x__ | Must hold an integer describing the current mouse cursor x-position +/// __y__ | Must hold an integer describing the current mouse cursor y-position +*/ +NK_API void nk_input_motion(struct nk_context*, int x, int y); +/*/// #### nk_input_key +/// Mirrors the state of a specific key to nuklear +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_key(struct nk_context*, enum nk_keys key, int down); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __key__ | Must be any value specified in enum `nk_keys` that needs to be mirrored +/// __down__ | Must be 0 for key is up and 1 for key is down +*/ +NK_API void nk_input_key(struct nk_context*, enum nk_keys, int down); +/*/// #### nk_input_button +/// Mirrors the state of a specific mouse button to nuklear +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_button(struct nk_context *ctx, enum nk_buttons btn, int x, int y, int down); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __btn__ | Must be any value specified in enum `nk_buttons` that needs to be mirrored +/// __x__ | Must contain an integer describing mouse cursor x-position on click up/down +/// __y__ | Must contain an integer describing mouse cursor y-position on click up/down +/// __down__ | Must be 0 for key is up and 1 for key is down +*/ +NK_API void nk_input_button(struct nk_context*, enum nk_buttons, int x, int y, int down); +/*/// #### nk_input_scroll +/// Copies the last mouse scroll value to nuklear. Is generally +/// a scroll value. So does not have to come from mouse and could also originate +/// TODO finish this sentence +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_scroll(struct nk_context *ctx, struct nk_vec2 val); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __val__ | vector with both X- as well as Y-scroll value +*/ +NK_API void nk_input_scroll(struct nk_context*, struct nk_vec2 val); +/*/// #### nk_input_char +/// Copies a single ASCII character into an internal text buffer +/// This is basically a helper function to quickly push ASCII characters into +/// nuklear. +/// +/// !!! Note +/// Stores up to NK_INPUT_MAX bytes between `nk_input_begin` and `nk_input_end`. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_char(struct nk_context *ctx, char c); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __c__ | Must be a single ASCII character preferable one that can be printed +*/ +NK_API void nk_input_char(struct nk_context*, char); +/*/// #### nk_input_glyph +/// Converts an encoded unicode rune into UTF-8 and copies the result into an +/// internal text buffer. +/// +/// !!! Note +/// Stores up to NK_INPUT_MAX bytes between `nk_input_begin` and `nk_input_end`. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_glyph(struct nk_context *ctx, const nk_glyph g); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __g__ | UTF-32 unicode codepoint +*/ +NK_API void nk_input_glyph(struct nk_context*, const nk_glyph); +/*/// #### nk_input_unicode +/// Converts a unicode rune into UTF-8 and copies the result +/// into an internal text buffer. +/// !!! Note +/// Stores up to NK_INPUT_MAX bytes between `nk_input_begin` and `nk_input_end`. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_unicode(struct nk_context*, nk_rune rune); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +/// __rune__ | UTF-32 unicode codepoint +*/ +NK_API void nk_input_unicode(struct nk_context*, nk_rune); +/*/// #### nk_input_end +/// End the input mirroring process by resetting mouse grabbing +/// state to ensure the mouse cursor is not grabbed indefinitely. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_input_end(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to a previously initialized `nk_context` struct +*/ +NK_API void nk_input_end(struct nk_context*); +/* ============================================================================= + * + * DRAWING + * + * =============================================================================*/ +/*/// ### Drawing +/// This library was designed to be render backend agnostic so it does +/// not draw anything to screen directly. Instead all drawn shapes, widgets +/// are made of, are buffered into memory and make up a command queue. +/// Each frame therefore fills the command buffer with draw commands +/// that then need to be executed by the user and his own render backend. +/// After that the command buffer needs to be cleared and a new frame can be +/// started. It is probably important to note that the command buffer is the main +/// drawing API and the optional vertex buffer API only takes this format and +/// converts it into a hardware accessible format. +/// +/// #### Usage +/// To draw all draw commands accumulated over a frame you need your own render +/// backend able to draw a number of 2D primitives. This includes at least +/// filled and stroked rectangles, circles, text, lines, triangles and scissors. +/// As soon as this criterion is met you can iterate over each draw command +/// and execute each draw command in a interpreter like fashion: +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// const struct nk_command *cmd = 0; +/// nk_foreach(cmd, &ctx) { +/// switch (cmd->type) { +/// case NK_COMMAND_LINE: +/// your_draw_line_function(...) +/// break; +/// case NK_COMMAND_RECT +/// your_draw_rect_function(...) +/// break; +/// case //...: +/// //[...] +/// } +/// } +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// In program flow context draw commands need to be executed after input has been +/// gathered and the complete UI with windows and their contained widgets have +/// been executed and before calling `nk_clear` which frees all previously +/// allocated draw commands. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_context ctx; +/// nk_init_xxx(&ctx, ...); +/// while (1) { +/// Event evt; +/// nk_input_begin(&ctx); +/// while (GetEvent(&evt)) { +/// if (evt.type == MOUSE_MOVE) +/// nk_input_motion(&ctx, evt.motion.x, evt.motion.y); +/// else if (evt.type == [...]) { +/// [...] +/// } +/// } +/// nk_input_end(&ctx); +/// // +/// // [...] +/// // +/// const struct nk_command *cmd = 0; +/// nk_foreach(cmd, &ctx) { +/// switch (cmd->type) { +/// case NK_COMMAND_LINE: +/// your_draw_line_function(...) +/// break; +/// case NK_COMMAND_RECT +/// your_draw_rect_function(...) +/// break; +/// case ...: +/// // [...] +/// } +/// nk_clear(&ctx); +/// } +/// nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// You probably noticed that you have to draw all of the UI each frame which is +/// quite wasteful. While the actual UI updating loop is quite fast rendering +/// without actually needing it is not. So there are multiple things you could do. +/// +/// First is only update on input. This of course is only an option if your +/// application only depends on the UI and does not require any outside calculations. +/// If you actually only update on input make sure to update the UI two times each +/// frame and call `nk_clear` directly after the first pass and only draw in +/// the second pass. In addition it is recommended to also add additional timers +/// to make sure the UI is not drawn more than a fixed number of frames per second. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_context ctx; +/// nk_init_xxx(&ctx, ...); +/// while (1) { +/// // [...wait for input ] +/// // [...do two UI passes ...] +/// do_ui(...) +/// nk_clear(&ctx); +/// do_ui(...) +/// // +/// // draw +/// const struct nk_command *cmd = 0; +/// nk_foreach(cmd, &ctx) { +/// switch (cmd->type) { +/// case NK_COMMAND_LINE: +/// your_draw_line_function(...) +/// break; +/// case NK_COMMAND_RECT +/// your_draw_rect_function(...) +/// break; +/// case ...: +/// //[...] +/// } +/// nk_clear(&ctx); +/// } +/// nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// The second probably more applicable trick is to only draw if anything changed. +/// It is not really useful for applications with continuous draw loop but +/// quite useful for desktop applications. To actually get nuklear to only +/// draw on changes you first have to define `NK_ZERO_COMMAND_MEMORY` and +/// allocate a memory buffer that will store each unique drawing output. +/// After each frame you compare the draw command memory inside the library +/// with your allocated buffer by memcmp. If memcmp detects differences +/// you have to copy the command buffer into the allocated buffer +/// and then draw like usual (this example uses fixed memory but you could +/// use dynamically allocated memory). +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// //[... other defines ...] +/// #define NK_ZERO_COMMAND_MEMORY +/// #include "nuklear.h" +/// // +/// // setup context +/// struct nk_context ctx; +/// void *last = calloc(1,64*1024); +/// void *buf = calloc(1,64*1024); +/// nk_init_fixed(&ctx, buf, 64*1024); +/// // +/// // loop +/// while (1) { +/// // [...input...] +/// // [...ui...] +/// void *cmds = nk_buffer_memory(&ctx.memory); +/// if (memcmp(cmds, last, ctx.memory.allocated)) { +/// memcpy(last,cmds,ctx.memory.allocated); +/// const struct nk_command *cmd = 0; +/// nk_foreach(cmd, &ctx) { +/// switch (cmd->type) { +/// case NK_COMMAND_LINE: +/// your_draw_line_function(...) +/// break; +/// case NK_COMMAND_RECT +/// your_draw_rect_function(...) +/// break; +/// case ...: +/// // [...] +/// } +/// } +/// } +/// nk_clear(&ctx); +/// } +/// nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Finally while using draw commands makes sense for higher abstracted platforms like +/// X11 and Win32 or drawing libraries it is often desirable to use graphics +/// hardware directly. Therefore it is possible to just define +/// `NK_INCLUDE_VERTEX_BUFFER_OUTPUT` which includes optional vertex output. +/// To access the vertex output you first have to convert all draw commands into +/// vertexes by calling `nk_convert` which takes in your preferred vertex format. +/// After successfully converting all draw commands just iterate over and execute all +/// vertex draw commands: +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// // fill configuration +/// struct your_vertex +/// { +/// float pos[2]; // important to keep it to 2 floats +/// float uv[2]; +/// unsigned char col[4]; +/// }; +/// struct nk_convert_config cfg = {}; +/// static const struct nk_draw_vertex_layout_element vertex_layout[] = { +/// {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct your_vertex, pos)}, +/// {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct your_vertex, uv)}, +/// {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct your_vertex, col)}, +/// {NK_VERTEX_LAYOUT_END} +/// }; +/// cfg.shape_AA = NK_ANTI_ALIASING_ON; +/// cfg.line_AA = NK_ANTI_ALIASING_ON; +/// cfg.vertex_layout = vertex_layout; +/// cfg.vertex_size = sizeof(struct your_vertex); +/// cfg.vertex_alignment = NK_ALIGNOF(struct your_vertex); +/// cfg.circle_segment_count = 22; +/// cfg.curve_segment_count = 22; +/// cfg.arc_segment_count = 22; +/// cfg.global_alpha = 1.0f; +/// cfg.null = dev->null; +/// // +/// // setup buffers and convert +/// struct nk_buffer cmds, verts, idx; +/// nk_buffer_init_default(&cmds); +/// nk_buffer_init_default(&verts); +/// nk_buffer_init_default(&idx); +/// nk_convert(&ctx, &cmds, &verts, &idx, &cfg); +/// // +/// // draw +/// nk_draw_foreach(cmd, &ctx, &cmds) { +/// if (!cmd->elem_count) continue; +/// //[...] +/// } +/// nk_buffer_free(&cms); +/// nk_buffer_free(&verts); +/// nk_buffer_free(&idx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Reference +/// Function | Description +/// --------------------|------------------------------------------------------- +/// __nk__begin__ | Returns the first draw command in the context draw command list to be drawn +/// __nk__next__ | Increments the draw command iterator to the next command inside the context draw command list +/// __nk_foreach__ | Iterates over each draw command inside the context draw command list +/// __nk_convert__ | Converts from the abstract draw commands list into a hardware accessible vertex format +/// __nk_draw_begin__ | Returns the first vertex command in the context vertex draw list to be executed +/// __nk__draw_next__ | Increments the vertex command iterator to the next command inside the context vertex command list +/// __nk__draw_end__ | Returns the end of the vertex draw list +/// __nk_draw_foreach__ | Iterates over each vertex draw command inside the vertex draw list +*/ +enum nk_anti_aliasing {NK_ANTI_ALIASING_OFF, NK_ANTI_ALIASING_ON}; +enum nk_convert_result { + NK_CONVERT_SUCCESS = 0, + NK_CONVERT_INVALID_PARAM = 1, + NK_CONVERT_COMMAND_BUFFER_FULL = NK_FLAG(1), + NK_CONVERT_VERTEX_BUFFER_FULL = NK_FLAG(2), + NK_CONVERT_ELEMENT_BUFFER_FULL = NK_FLAG(3) +}; +struct nk_draw_null_texture { + nk_handle texture; /* texture handle to a texture with a white pixel */ + struct nk_vec2 uv; /* coordinates to a white pixel in the texture */ +}; +struct nk_convert_config { + float global_alpha; /* global alpha value */ + enum nk_anti_aliasing line_AA; /* line anti-aliasing flag can be turned off if you are tight on memory */ + enum nk_anti_aliasing shape_AA; /* shape anti-aliasing flag can be turned off if you are tight on memory */ + unsigned circle_segment_count; /* number of segments used for circles: default to 22 */ + unsigned arc_segment_count; /* number of segments used for arcs: default to 22 */ + unsigned curve_segment_count; /* number of segments used for curves: default to 22 */ + struct nk_draw_null_texture null; /* handle to texture with a white pixel for shape drawing */ + const struct nk_draw_vertex_layout_element *vertex_layout; /* describes the vertex output format and packing */ + nk_size vertex_size; /* sizeof one vertex for vertex packing */ + nk_size vertex_alignment; /* vertex alignment: Can be obtained by NK_ALIGNOF */ +}; +/*/// #### nk__begin +/// Returns a draw command list iterator to iterate all draw +/// commands accumulated over one frame. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// const struct nk_command* nk__begin(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | must point to an previously initialized `nk_context` struct at the end of a frame +/// +/// Returns draw command pointer pointing to the first command inside the draw command list +*/ +NK_API const struct nk_command* nk__begin(struct nk_context*); +/*/// #### nk__next +/// Returns draw command pointer pointing to the next command inside the draw command list +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// const struct nk_command* nk__next(struct nk_context*, const struct nk_command*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct at the end of a frame +/// __cmd__ | Must point to an previously a draw command either returned by `nk__begin` or `nk__next` +/// +/// Returns draw command pointer pointing to the next command inside the draw command list +*/ +NK_API const struct nk_command* nk__next(struct nk_context*, const struct nk_command*); +/*/// #### nk_foreach +/// Iterates over each draw command inside the context draw command list +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// #define nk_foreach(c, ctx) +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct at the end of a frame +/// __cmd__ | Command pointer initialized to NULL +/// +/// Iterates over each draw command inside the context draw command list +*/ +#define nk_foreach(c, ctx) for((c) = nk__begin(ctx); (c) != 0; (c) = nk__next(ctx,c)) +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT +/*/// #### nk_convert +/// Converts all internal draw commands into vertex draw commands and fills +/// three buffers with vertexes, vertex draw commands and vertex indices. The vertex format +/// as well as some other configuration values have to be configured by filling out a +/// `nk_convert_config` struct. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// nk_flags nk_convert(struct nk_context *ctx, struct nk_buffer *cmds, +/// struct nk_buffer *vertices, struct nk_buffer *elements, const struct nk_convert_config*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct at the end of a frame +/// __cmds__ | Must point to a previously initialized buffer to hold converted vertex draw commands +/// __vertices__| Must point to a previously initialized buffer to hold all produced vertices +/// __elements__| Must point to a previously initialized buffer to hold all produced vertex indices +/// __config__ | Must point to a filled out `nk_config` struct to configure the conversion process +/// +/// Returns one of enum nk_convert_result error codes +/// +/// Parameter | Description +/// --------------------------------|----------------------------------------------------------- +/// NK_CONVERT_SUCCESS | Signals a successful draw command to vertex buffer conversion +/// NK_CONVERT_INVALID_PARAM | An invalid argument was passed in the function call +/// NK_CONVERT_COMMAND_BUFFER_FULL | The provided buffer for storing draw commands is full or failed to allocate more memory +/// NK_CONVERT_VERTEX_BUFFER_FULL | The provided buffer for storing vertices is full or failed to allocate more memory +/// NK_CONVERT_ELEMENT_BUFFER_FULL | The provided buffer for storing indicies is full or failed to allocate more memory +*/ +NK_API nk_flags nk_convert(struct nk_context*, struct nk_buffer *cmds, struct nk_buffer *vertices, struct nk_buffer *elements, const struct nk_convert_config*); +/*/// #### nk__draw_begin +/// Returns a draw vertex command buffer iterator to iterate over the vertex draw command buffer +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// const struct nk_draw_command* nk__draw_begin(const struct nk_context*, const struct nk_buffer*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct at the end of a frame +/// __buf__ | Must point to an previously by `nk_convert` filled out vertex draw command buffer +/// +/// Returns vertex draw command pointer pointing to the first command inside the vertex draw command buffer +*/ +NK_API const struct nk_draw_command* nk__draw_begin(const struct nk_context*, const struct nk_buffer*); +/*/// #### nk__draw_end +/// Returns the vertex draw command at the end of the vertex draw command buffer +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// const struct nk_draw_command* nk__draw_end(const struct nk_context *ctx, const struct nk_buffer *buf); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct at the end of a frame +/// __buf__ | Must point to an previously by `nk_convert` filled out vertex draw command buffer +/// +/// Returns vertex draw command pointer pointing to the end of the last vertex draw command inside the vertex draw command buffer +*/ +NK_API const struct nk_draw_command* nk__draw_end(const struct nk_context*, const struct nk_buffer*); +/*/// #### nk__draw_next +/// Increments the vertex draw command buffer iterator +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// const struct nk_draw_command* nk__draw_next(const struct nk_draw_command*, const struct nk_buffer*, const struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __cmd__ | Must point to an previously either by `nk__draw_begin` or `nk__draw_next` returned vertex draw command +/// __buf__ | Must point to an previously by `nk_convert` filled out vertex draw command buffer +/// __ctx__ | Must point to an previously initialized `nk_context` struct at the end of a frame +/// +/// Returns vertex draw command pointer pointing to the end of the last vertex draw command inside the vertex draw command buffer +*/ +NK_API const struct nk_draw_command* nk__draw_next(const struct nk_draw_command*, const struct nk_buffer*, const struct nk_context*); +/*/// #### nk_draw_foreach +/// Iterates over each vertex draw command inside a vertex draw command buffer +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// #define nk_draw_foreach(cmd,ctx, b) +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __cmd__ | `nk_draw_command`iterator set to NULL +/// __buf__ | Must point to an previously by `nk_convert` filled out vertex draw command buffer +/// __ctx__ | Must point to an previously initialized `nk_context` struct at the end of a frame +*/ +#define nk_draw_foreach(cmd,ctx, b) for((cmd)=nk__draw_begin(ctx, b); (cmd)!=0; (cmd)=nk__draw_next(cmd, b, ctx)) +#endif +/* ============================================================================= + * + * WINDOW + * + * ============================================================================= +/// ### Window +/// Windows are the main persistent state used inside nuklear and are life time +/// controlled by simply "retouching" (i.e. calling) each window each frame. +/// All widgets inside nuklear can only be added inside the function pair `nk_begin_xxx` +/// and `nk_end`. Calling any widgets outside these two functions will result in an +/// assert in debug or no state change in release mode.

+/// +/// Each window holds frame persistent state like position, size, flags, state tables, +/// and some garbage collected internal persistent widget state. Each window +/// is linked into a window stack list which determines the drawing and overlapping +/// order. The topmost window thereby is the currently active window.

+/// +/// To change window position inside the stack occurs either automatically by +/// user input by being clicked on or programmatically by calling `nk_window_focus`. +/// Windows by default are visible unless explicitly being defined with flag +/// `NK_WINDOW_HIDDEN`, the user clicked the close button on windows with flag +/// `NK_WINDOW_CLOSABLE` or if a window was explicitly hidden by calling +/// `nk_window_show`. To explicitly close and destroy a window call `nk_window_close`.

+/// +/// #### Usage +/// To create and keep a window you have to call one of the two `nk_begin_xxx` +/// functions to start window declarations and `nk_end` at the end. Furthermore it +/// is recommended to check the return value of `nk_begin_xxx` and only process +/// widgets inside the window if the value is not 0. Either way you have to call +/// `nk_end` at the end of window declarations. Furthermore, do not attempt to +/// nest `nk_begin_xxx` calls which will hopefully result in an assert or if not +/// in a segmentation fault. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_begin_xxx(...) { +/// // [... widgets ...] +/// } +/// nk_end(ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// In the grand concept window and widget declarations need to occur after input +/// handling and before drawing to screen. Not doing so can result in higher +/// latency or at worst invalid behavior. Furthermore make sure that `nk_clear` +/// is called at the end of the frame. While nuklear's default platform backends +/// already call `nk_clear` for you if you write your own backend not calling +/// `nk_clear` can cause asserts or even worse undefined behavior. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_context ctx; +/// nk_init_xxx(&ctx, ...); +/// while (1) { +/// Event evt; +/// nk_input_begin(&ctx); +/// while (GetEvent(&evt)) { +/// if (evt.type == MOUSE_MOVE) +/// nk_input_motion(&ctx, evt.motion.x, evt.motion.y); +/// else if (evt.type == [...]) { +/// nk_input_xxx(...); +/// } +/// } +/// nk_input_end(&ctx); +/// +/// if (nk_begin_xxx(...) { +/// //[...] +/// } +/// nk_end(ctx); +/// +/// const struct nk_command *cmd = 0; +/// nk_foreach(cmd, &ctx) { +/// case NK_COMMAND_LINE: +/// your_draw_line_function(...) +/// break; +/// case NK_COMMAND_RECT +/// your_draw_rect_function(...) +/// break; +/// case //...: +/// //[...] +/// } +/// nk_clear(&ctx); +/// } +/// nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Reference +/// Function | Description +/// ------------------------------------|---------------------------------------- +/// nk_begin | Starts a new window; needs to be called every frame for every window (unless hidden) or otherwise the window gets removed +/// nk_begin_titled | Extended window start with separated title and identifier to allow multiple windows with same name but not title +/// nk_end | Needs to be called at the end of the window building process to process scaling, scrollbars and general cleanup +// +/// nk_window_find | Finds and returns the window with give name +/// nk_window_get_bounds | Returns a rectangle with screen position and size of the currently processed window. +/// nk_window_get_position | Returns the position of the currently processed window +/// nk_window_get_size | Returns the size with width and height of the currently processed window +/// nk_window_get_width | Returns the width of the currently processed window +/// nk_window_get_height | Returns the height of the currently processed window +/// nk_window_get_panel | Returns the underlying panel which contains all processing state of the current window +/// nk_window_get_content_region | Returns the position and size of the currently visible and non-clipped space inside the currently processed window +/// nk_window_get_content_region_min | Returns the upper rectangle position of the currently visible and non-clipped space inside the currently processed window +/// nk_window_get_content_region_max | Returns the upper rectangle position of the currently visible and non-clipped space inside the currently processed window +/// nk_window_get_content_region_size | Returns the size of the currently visible and non-clipped space inside the currently processed window +/// nk_window_get_canvas | Returns the draw command buffer. Can be used to draw custom widgets +/// nk_window_get_scroll | Gets the scroll offset of the current window +/// nk_window_has_focus | Returns if the currently processed window is currently active +/// nk_window_is_collapsed | Returns if the window with given name is currently minimized/collapsed +/// nk_window_is_closed | Returns if the currently processed window was closed +/// nk_window_is_hidden | Returns if the currently processed window was hidden +/// nk_window_is_active | Same as nk_window_has_focus for some reason +/// nk_window_is_hovered | Returns if the currently processed window is currently being hovered by mouse +/// nk_window_is_any_hovered | Return if any window currently hovered +/// nk_item_is_any_active | Returns if any window or widgets is currently hovered or active +// +/// nk_window_set_bounds | Updates position and size of the currently processed window +/// nk_window_set_position | Updates position of the currently process window +/// nk_window_set_size | Updates the size of the currently processed window +/// nk_window_set_focus | Set the currently processed window as active window +/// nk_window_set_scroll | Sets the scroll offset of the current window +// +/// nk_window_close | Closes the window with given window name which deletes the window at the end of the frame +/// nk_window_collapse | Collapses the window with given window name +/// nk_window_collapse_if | Collapses the window with given window name if the given condition was met +/// nk_window_show | Hides a visible or reshows a hidden window +/// nk_window_show_if | Hides/shows a window depending on condition +*/ +/* +/// #### nk_panel_flags +/// Flag | Description +/// ----------------------------|---------------------------------------- +/// NK_WINDOW_BORDER | Draws a border around the window to visually separate window from the background +/// NK_WINDOW_MOVABLE | The movable flag indicates that a window can be moved by user input or by dragging the window header +/// NK_WINDOW_SCALABLE | The scalable flag indicates that a window can be scaled by user input by dragging a scaler icon at the button of the window +/// NK_WINDOW_CLOSABLE | Adds a closable icon into the header +/// NK_WINDOW_MINIMIZABLE | Adds a minimize icon into the header +/// NK_WINDOW_NO_SCROLLBAR | Removes the scrollbar from the window +/// NK_WINDOW_TITLE | Forces a header at the top at the window showing the title +/// NK_WINDOW_SCROLL_AUTO_HIDE | Automatically hides the window scrollbar if no user interaction: also requires delta time in `nk_context` to be set each frame +/// NK_WINDOW_BACKGROUND | Always keep window in the background +/// NK_WINDOW_SCALE_LEFT | Puts window scaler in the left-bottom corner instead right-bottom +/// NK_WINDOW_NO_INPUT | Prevents window of scaling, moving or getting focus +/// +/// #### nk_collapse_states +/// State | Description +/// ----------------|----------------------------------------------------------- +/// __NK_MINIMIZED__| UI section is collased and not visibile until maximized +/// __NK_MAXIMIZED__| UI section is extended and visibile until minimized +///

+*/ +enum nk_panel_flags { + NK_WINDOW_BORDER = NK_FLAG(0), + NK_WINDOW_MOVABLE = NK_FLAG(1), + NK_WINDOW_SCALABLE = NK_FLAG(2), + NK_WINDOW_CLOSABLE = NK_FLAG(3), + NK_WINDOW_MINIMIZABLE = NK_FLAG(4), + NK_WINDOW_NO_SCROLLBAR = NK_FLAG(5), + NK_WINDOW_TITLE = NK_FLAG(6), + NK_WINDOW_SCROLL_AUTO_HIDE = NK_FLAG(7), + NK_WINDOW_BACKGROUND = NK_FLAG(8), + NK_WINDOW_SCALE_LEFT = NK_FLAG(9), + NK_WINDOW_NO_INPUT = NK_FLAG(10) +}; +/*/// #### nk_begin +/// Starts a new window; needs to be called every frame for every +/// window (unless hidden) or otherwise the window gets removed +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_begin(struct nk_context *ctx, const char *title, struct nk_rect bounds, nk_flags flags); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __title__ | Window title and identifier. Needs to be persistent over frames to identify the window +/// __bounds__ | Initial position and window size. However if you do not define `NK_WINDOW_SCALABLE` or `NK_WINDOW_MOVABLE` you can set window position and size every frame +/// __flags__ | Window flags defined in the nk_panel_flags section with a number of different window behaviors +/// +/// Returns `true(1)` if the window can be filled up with widgets from this point +/// until `nk_end` or `false(0)` otherwise for example if minimized +*/ +NK_API int nk_begin(struct nk_context *ctx, const char *title, struct nk_rect bounds, nk_flags flags); +/*/// #### nk_begin_titled +/// Extended window start with separated title and identifier to allow multiple +/// windows with same title but not name +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_begin_titled(struct nk_context *ctx, const char *name, const char *title, struct nk_rect bounds, nk_flags flags); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Window identifier. Needs to be persistent over frames to identify the window +/// __title__ | Window title displayed inside header if flag `NK_WINDOW_TITLE` or either `NK_WINDOW_CLOSABLE` or `NK_WINDOW_MINIMIZED` was set +/// __bounds__ | Initial position and window size. However if you do not define `NK_WINDOW_SCALABLE` or `NK_WINDOW_MOVABLE` you can set window position and size every frame +/// __flags__ | Window flags defined in the nk_panel_flags section with a number of different window behaviors +/// +/// Returns `true(1)` if the window can be filled up with widgets from this point +/// until `nk_end` or `false(0)` otherwise for example if minimized +*/ +NK_API int nk_begin_titled(struct nk_context *ctx, const char *name, const char *title, struct nk_rect bounds, nk_flags flags); +/*/// #### nk_end +/// Needs to be called at the end of the window building process to process scaling, scrollbars and general cleanup. +/// All widget calls after this functions will result in asserts or no state changes +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_end(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +*/ +NK_API void nk_end(struct nk_context *ctx); +/*/// #### nk_window_find +/// Finds and returns a window from passed name +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_window *nk_window_find(struct nk_context *ctx, const char *name); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Window identifier +/// +/// Returns a `nk_window` struct pointing to the identified window or NULL if +/// no window with the given name was found +*/ +NK_API struct nk_window *nk_window_find(struct nk_context *ctx, const char *name); +/*/// #### nk_window_get_bounds +/// Returns a rectangle with screen position and size of the currently processed window +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_rect nk_window_get_bounds(const struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns a `nk_rect` struct with window upper left window position and size +*/ +NK_API struct nk_rect nk_window_get_bounds(const struct nk_context *ctx); +/*/// #### nk_window_get_position +/// Returns the position of the currently processed window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_vec2 nk_window_get_position(const struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns a `nk_vec2` struct with window upper left position +*/ +NK_API struct nk_vec2 nk_window_get_position(const struct nk_context *ctx); +/*/// #### nk_window_get_size +/// Returns the size with width and height of the currently processed window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_vec2 nk_window_get_size(const struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns a `nk_vec2` struct with window width and height +*/ +NK_API struct nk_vec2 nk_window_get_size(const struct nk_context*); +/*/// #### nk_window_get_width +/// Returns the width of the currently processed window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// float nk_window_get_width(const struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns the current window width +*/ +NK_API float nk_window_get_width(const struct nk_context*); +/*/// #### nk_window_get_height +/// Returns the height of the currently processed window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// float nk_window_get_height(const struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns the current window height +*/ +NK_API float nk_window_get_height(const struct nk_context*); +/*/// #### nk_window_get_panel +/// Returns the underlying panel which contains all processing state of the current window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// !!! WARNING +/// Do not keep the returned panel pointer around, it is only valid until `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_panel* nk_window_get_panel(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns a pointer to window internal `nk_panel` state. +*/ +NK_API struct nk_panel* nk_window_get_panel(struct nk_context*); +/*/// #### nk_window_get_content_region +/// Returns the position and size of the currently visible and non-clipped space +/// inside the currently processed window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_rect nk_window_get_content_region(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns `nk_rect` struct with screen position and size (no scrollbar offset) +/// of the visible space inside the current window +*/ +NK_API struct nk_rect nk_window_get_content_region(struct nk_context*); +/*/// #### nk_window_get_content_region_min +/// Returns the upper left position of the currently visible and non-clipped +/// space inside the currently processed window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_vec2 nk_window_get_content_region_min(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// returns `nk_vec2` struct with upper left screen position (no scrollbar offset) +/// of the visible space inside the current window +*/ +NK_API struct nk_vec2 nk_window_get_content_region_min(struct nk_context*); +/*/// #### nk_window_get_content_region_max +/// Returns the lower right screen position of the currently visible and +/// non-clipped space inside the currently processed window. +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_vec2 nk_window_get_content_region_max(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns `nk_vec2` struct with lower right screen position (no scrollbar offset) +/// of the visible space inside the current window +*/ +NK_API struct nk_vec2 nk_window_get_content_region_max(struct nk_context*); +/*/// #### nk_window_get_content_region_size +/// Returns the size of the currently visible and non-clipped space inside the +/// currently processed window +/// +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_vec2 nk_window_get_content_region_size(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns `nk_vec2` struct with size the visible space inside the current window +*/ +NK_API struct nk_vec2 nk_window_get_content_region_size(struct nk_context*); +/*/// #### nk_window_get_canvas +/// Returns the draw command buffer. Can be used to draw custom widgets +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// !!! WARNING +/// Do not keep the returned command buffer pointer around it is only valid until `nk_end` +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_command_buffer* nk_window_get_canvas(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns a pointer to window internal `nk_command_buffer` struct used as +/// drawing canvas. Can be used to do custom drawing. +*/ +NK_API struct nk_command_buffer* nk_window_get_canvas(struct nk_context*); +/*/// #### nk_window_get_scroll +/// Gets the scroll offset for the current window +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_get_scroll(struct nk_context *ctx, nk_uint *offset_x, nk_uint *offset_y); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// -------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __offset_x__ | A pointer to the x offset output (or NULL to ignore) +/// __offset_y__ | A pointer to the y offset output (or NULL to ignore) +*/ +NK_API void nk_window_get_scroll(struct nk_context*, nk_uint *offset_x, nk_uint *offset_y); +/*/// #### nk_window_has_focus +/// Returns if the currently processed window is currently active +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_window_has_focus(const struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns `false(0)` if current window is not active or `true(1)` if it is +*/ +NK_API int nk_window_has_focus(const struct nk_context*); +/*/// #### nk_window_is_hovered +/// Return if the current window is being hovered +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_window_is_hovered(struct nk_context *ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns `true(1)` if current window is hovered or `false(0)` otherwise +*/ +NK_API int nk_window_is_hovered(struct nk_context*); +/*/// #### nk_window_is_collapsed +/// Returns if the window with given name is currently minimized/collapsed +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_window_is_collapsed(struct nk_context *ctx, const char *name); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of window you want to check if it is collapsed +/// +/// Returns `true(1)` if current window is minimized and `false(0)` if window not +/// found or is not minimized +*/ +NK_API int nk_window_is_collapsed(struct nk_context *ctx, const char *name); +/*/// #### nk_window_is_closed +/// Returns if the window with given name was closed by calling `nk_close` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_window_is_closed(struct nk_context *ctx, const char *name); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of window you want to check if it is closed +/// +/// Returns `true(1)` if current window was closed or `false(0)` window not found or not closed +*/ +NK_API int nk_window_is_closed(struct nk_context*, const char*); +/*/// #### nk_window_is_hidden +/// Returns if the window with given name is hidden +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_window_is_hidden(struct nk_context *ctx, const char *name); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of window you want to check if it is hidden +/// +/// Returns `true(1)` if current window is hidden or `false(0)` window not found or visible +*/ +NK_API int nk_window_is_hidden(struct nk_context*, const char*); +/*/// #### nk_window_is_active +/// Same as nk_window_has_focus for some reason +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_window_is_active(struct nk_context *ctx, const char *name); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of window you want to check if it is active +/// +/// Returns `true(1)` if current window is active or `false(0)` window not found or not active +*/ +NK_API int nk_window_is_active(struct nk_context*, const char*); +/*/// #### nk_window_is_any_hovered +/// Returns if the any window is being hovered +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_window_is_any_hovered(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns `true(1)` if any window is hovered or `false(0)` otherwise +*/ +NK_API int nk_window_is_any_hovered(struct nk_context*); +/*/// #### nk_item_is_any_active +/// Returns if the any window is being hovered or any widget is currently active. +/// Can be used to decide if input should be processed by UI or your specific input handling. +/// Example could be UI and 3D camera to move inside a 3D space. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_item_is_any_active(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// +/// Returns `true(1)` if any window is hovered or any item is active or `false(0)` otherwise +*/ +NK_API int nk_item_is_any_active(struct nk_context*); +/*/// #### nk_window_set_bounds +/// Updates position and size of window with passed in name +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_set_bounds(struct nk_context*, const char *name, struct nk_rect bounds); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to modify both position and size +/// __bounds__ | Must point to a `nk_rect` struct with the new position and size +*/ +NK_API void nk_window_set_bounds(struct nk_context*, const char *name, struct nk_rect bounds); +/*/// #### nk_window_set_position +/// Updates position of window with passed name +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_set_position(struct nk_context*, const char *name, struct nk_vec2 pos); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to modify both position +/// __pos__ | Must point to a `nk_vec2` struct with the new position +*/ +NK_API void nk_window_set_position(struct nk_context*, const char *name, struct nk_vec2 pos); +/*/// #### nk_window_set_size +/// Updates size of window with passed in name +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_set_size(struct nk_context*, const char *name, struct nk_vec2); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to modify both window size +/// __size__ | Must point to a `nk_vec2` struct with new window size +*/ +NK_API void nk_window_set_size(struct nk_context*, const char *name, struct nk_vec2); +/*/// #### nk_window_set_focus +/// Sets the window with given name as active +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_set_focus(struct nk_context*, const char *name); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to set focus on +*/ +NK_API void nk_window_set_focus(struct nk_context*, const char *name); +/*/// #### nk_window_set_scroll +/// Sets the scroll offset for the current window +/// !!! WARNING +/// Only call this function between calls `nk_begin_xxx` and `nk_end` +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_set_scroll(struct nk_context *ctx, nk_uint offset_x, nk_uint offset_y); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// -------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __offset_x__ | The x offset to scroll to +/// __offset_y__ | The y offset to scroll to +*/ +NK_API void nk_window_set_scroll(struct nk_context*, nk_uint offset_x, nk_uint offset_y); +/*/// #### nk_window_close +/// Closes a window and marks it for being freed at the end of the frame +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_close(struct nk_context *ctx, const char *name); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to close +*/ +NK_API void nk_window_close(struct nk_context *ctx, const char *name); +/*/// #### nk_window_collapse +/// Updates collapse state of a window with given name +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_collapse(struct nk_context*, const char *name, enum nk_collapse_states state); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to close +/// __state__ | value out of nk_collapse_states section +*/ +NK_API void nk_window_collapse(struct nk_context*, const char *name, enum nk_collapse_states state); +/*/// #### nk_window_collapse_if +/// Updates collapse state of a window with given name if given condition is met +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_collapse_if(struct nk_context*, const char *name, enum nk_collapse_states, int cond); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to either collapse or maximize +/// __state__ | value out of nk_collapse_states section the window should be put into +/// __cond__ | condition that has to be met to actually commit the collapse state change +*/ +NK_API void nk_window_collapse_if(struct nk_context*, const char *name, enum nk_collapse_states, int cond); +/*/// #### nk_window_show +/// updates visibility state of a window with given name +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_show(struct nk_context*, const char *name, enum nk_show_states); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to either collapse or maximize +/// __state__ | state with either visible or hidden to modify the window with +*/ +NK_API void nk_window_show(struct nk_context*, const char *name, enum nk_show_states); +/*/// #### nk_window_show_if +/// Updates visibility state of a window with given name if a given condition is met +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_window_show_if(struct nk_context*, const char *name, enum nk_show_states, int cond); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __name__ | Identifier of the window to either hide or show +/// __state__ | state with either visible or hidden to modify the window with +/// __cond__ | condition that has to be met to actually commit the visbility state change +*/ +NK_API void nk_window_show_if(struct nk_context*, const char *name, enum nk_show_states, int cond); +/* ============================================================================= + * + * LAYOUT + * + * ============================================================================= +/// ### Layouting +/// Layouting in general describes placing widget inside a window with position and size. +/// While in this particular implementation there are five different APIs for layouting +/// each with different trade offs between control and ease of use.

+/// +/// All layouting methods in this library are based around the concept of a row. +/// A row has a height the window content grows by and a number of columns and each +/// layouting method specifies how each widget is placed inside the row. +/// After a row has been allocated by calling a layouting functions and then +/// filled with widgets will advance an internal pointer over the allocated row.

+/// +/// To actually define a layout you just call the appropriate layouting function +/// and each subsequent widget call will place the widget as specified. Important +/// here is that if you define more widgets then columns defined inside the layout +/// functions it will allocate the next row without you having to make another layouting

+/// call. +/// +/// Biggest limitation with using all these APIs outside the `nk_layout_space_xxx` API +/// is that you have to define the row height for each. However the row height +/// often depends on the height of the font.

+/// +/// To fix that internally nuklear uses a minimum row height that is set to the +/// height plus padding of currently active font and overwrites the row height +/// value if zero.

+/// +/// If you manually want to change the minimum row height then +/// use nk_layout_set_min_row_height, and use nk_layout_reset_min_row_height to +/// reset it back to be derived from font height.

+/// +/// Also if you change the font in nuklear it will automatically change the minimum +/// row height for you and. This means if you change the font but still want +/// a minimum row height smaller than the font you have to repush your value.

+/// +/// For actually more advanced UI I would even recommend using the `nk_layout_space_xxx` +/// layouting method in combination with a cassowary constraint solver (there are +/// some versions on github with permissive license model) to take over all control over widget +/// layouting yourself. However for quick and dirty layouting using all the other layouting +/// functions should be fine. +/// +/// #### Usage +/// 1. __nk_layout_row_dynamic__

+/// The easiest layouting function is `nk_layout_row_dynamic`. It provides each +/// widgets with same horizontal space inside the row and dynamically grows +/// if the owning window grows in width. So the number of columns dictates +/// the size of each widget dynamically by formula: +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// widget_width = (window_width - padding - spacing) * (1/colum_count) +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Just like all other layouting APIs if you define more widget than columns this +/// library will allocate a new row and keep all layouting parameters previously +/// defined. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_begin_xxx(...) { +/// // first row with height: 30 composed of two widgets +/// nk_layout_row_dynamic(&ctx, 30, 2); +/// nk_widget(...); +/// nk_widget(...); +/// // +/// // second row with same parameter as defined above +/// nk_widget(...); +/// nk_widget(...); +/// // +/// // third row uses 0 for height which will use auto layouting +/// nk_layout_row_dynamic(&ctx, 0, 2); +/// nk_widget(...); +/// nk_widget(...); +/// } +/// nk_end(...); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// 2. __nk_layout_row_static__

+/// Another easy layouting function is `nk_layout_row_static`. It provides each +/// widget with same horizontal pixel width inside the row and does not grow +/// if the owning window scales smaller or bigger. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_begin_xxx(...) { +/// // first row with height: 30 composed of two widgets with width: 80 +/// nk_layout_row_static(&ctx, 30, 80, 2); +/// nk_widget(...); +/// nk_widget(...); +/// // +/// // second row with same parameter as defined above +/// nk_widget(...); +/// nk_widget(...); +/// // +/// // third row uses 0 for height which will use auto layouting +/// nk_layout_row_static(&ctx, 0, 80, 2); +/// nk_widget(...); +/// nk_widget(...); +/// } +/// nk_end(...); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// 3. __nk_layout_row_xxx__

+/// A little bit more advanced layouting API are functions `nk_layout_row_begin`, +/// `nk_layout_row_push` and `nk_layout_row_end`. They allow to directly +/// specify each column pixel or window ratio in a row. It supports either +/// directly setting per column pixel width or widget window ratio but not +/// both. Furthermore it is a immediate mode API so each value is directly +/// pushed before calling a widget. Therefore the layout is not automatically +/// repeating like the last two layouting functions. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_begin_xxx(...) { +/// // first row with height: 25 composed of two widgets with width 60 and 40 +/// nk_layout_row_begin(ctx, NK_STATIC, 25, 2); +/// nk_layout_row_push(ctx, 60); +/// nk_widget(...); +/// nk_layout_row_push(ctx, 40); +/// nk_widget(...); +/// nk_layout_row_end(ctx); +/// // +/// // second row with height: 25 composed of two widgets with window ratio 0.25 and 0.75 +/// nk_layout_row_begin(ctx, NK_DYNAMIC, 25, 2); +/// nk_layout_row_push(ctx, 0.25f); +/// nk_widget(...); +/// nk_layout_row_push(ctx, 0.75f); +/// nk_widget(...); +/// nk_layout_row_end(ctx); +/// // +/// // third row with auto generated height: composed of two widgets with window ratio 0.25 and 0.75 +/// nk_layout_row_begin(ctx, NK_DYNAMIC, 0, 2); +/// nk_layout_row_push(ctx, 0.25f); +/// nk_widget(...); +/// nk_layout_row_push(ctx, 0.75f); +/// nk_widget(...); +/// nk_layout_row_end(ctx); +/// } +/// nk_end(...); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// 4. __nk_layout_row__

+/// The array counterpart to API nk_layout_row_xxx is the single nk_layout_row +/// functions. Instead of pushing either pixel or window ratio for every widget +/// it allows to define it by array. The trade of for less control is that +/// `nk_layout_row` is automatically repeating. Otherwise the behavior is the +/// same. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_begin_xxx(...) { +/// // two rows with height: 30 composed of two widgets with width 60 and 40 +/// const float size[] = {60,40}; +/// nk_layout_row(ctx, NK_STATIC, 30, 2, ratio); +/// nk_widget(...); +/// nk_widget(...); +/// nk_widget(...); +/// nk_widget(...); +/// // +/// // two rows with height: 30 composed of two widgets with window ratio 0.25 and 0.75 +/// const float ratio[] = {0.25, 0.75}; +/// nk_layout_row(ctx, NK_DYNAMIC, 30, 2, ratio); +/// nk_widget(...); +/// nk_widget(...); +/// nk_widget(...); +/// nk_widget(...); +/// // +/// // two rows with auto generated height composed of two widgets with window ratio 0.25 and 0.75 +/// const float ratio[] = {0.25, 0.75}; +/// nk_layout_row(ctx, NK_DYNAMIC, 30, 2, ratio); +/// nk_widget(...); +/// nk_widget(...); +/// nk_widget(...); +/// nk_widget(...); +/// } +/// nk_end(...); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// 5. __nk_layout_row_template_xxx__

+/// The most complex and second most flexible API is a simplified flexbox version without +/// line wrapping and weights for dynamic widgets. It is an immediate mode API but +/// unlike `nk_layout_row_xxx` it has auto repeat behavior and needs to be called +/// before calling the templated widgets. +/// The row template layout has three different per widget size specifier. The first +/// one is the `nk_layout_row_template_push_static` with fixed widget pixel width. +/// They do not grow if the row grows and will always stay the same. +/// The second size specifier is `nk_layout_row_template_push_variable` +/// which defines a minimum widget size but it also can grow if more space is available +/// not taken by other widgets. +/// Finally there are dynamic widgets with `nk_layout_row_template_push_dynamic` +/// which are completely flexible and unlike variable widgets can even shrink +/// to zero if not enough space is provided. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_begin_xxx(...) { +/// // two rows with height: 30 composed of three widgets +/// nk_layout_row_template_begin(ctx, 30); +/// nk_layout_row_template_push_dynamic(ctx); +/// nk_layout_row_template_push_variable(ctx, 80); +/// nk_layout_row_template_push_static(ctx, 80); +/// nk_layout_row_template_end(ctx); +/// // +/// // first row +/// nk_widget(...); // dynamic widget can go to zero if not enough space +/// nk_widget(...); // variable widget with min 80 pixel but can grow bigger if enough space +/// nk_widget(...); // static widget with fixed 80 pixel width +/// // +/// // second row same layout +/// nk_widget(...); +/// nk_widget(...); +/// nk_widget(...); +/// } +/// nk_end(...); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// 6. __nk_layout_space_xxx__

+/// Finally the most flexible API directly allows you to place widgets inside the +/// window. The space layout API is an immediate mode API which does not support +/// row auto repeat and directly sets position and size of a widget. Position +/// and size hereby can be either specified as ratio of allocated space or +/// allocated space local position and pixel size. Since this API is quite +/// powerful there are a number of utility functions to get the available space +/// and convert between local allocated space and screen space. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_begin_xxx(...) { +/// // static row with height: 500 (you can set column count to INT_MAX if you don't want to be bothered) +/// nk_layout_space_begin(ctx, NK_STATIC, 500, INT_MAX); +/// nk_layout_space_push(ctx, nk_rect(0,0,150,200)); +/// nk_widget(...); +/// nk_layout_space_push(ctx, nk_rect(200,200,100,200)); +/// nk_widget(...); +/// nk_layout_space_end(ctx); +/// // +/// // dynamic row with height: 500 (you can set column count to INT_MAX if you don't want to be bothered) +/// nk_layout_space_begin(ctx, NK_DYNAMIC, 500, INT_MAX); +/// nk_layout_space_push(ctx, nk_rect(0.5,0.5,0.1,0.1)); +/// nk_widget(...); +/// nk_layout_space_push(ctx, nk_rect(0.7,0.6,0.1,0.1)); +/// nk_widget(...); +/// } +/// nk_end(...); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Reference +/// Function | Description +/// ----------------------------------------|------------------------------------ +/// nk_layout_set_min_row_height | Set the currently used minimum row height to a specified value +/// nk_layout_reset_min_row_height | Resets the currently used minimum row height to font height +/// nk_layout_widget_bounds | Calculates current width a static layout row can fit inside a window +/// nk_layout_ratio_from_pixel | Utility functions to calculate window ratio from pixel size +// +/// nk_layout_row_dynamic | Current layout is divided into n same sized growing columns +/// nk_layout_row_static | Current layout is divided into n same fixed sized columns +/// nk_layout_row_begin | Starts a new row with given height and number of columns +/// nk_layout_row_push | Pushes another column with given size or window ratio +/// nk_layout_row_end | Finished previously started row +/// nk_layout_row | Specifies row columns in array as either window ratio or size +// +/// nk_layout_row_template_begin | Begins the row template declaration +/// nk_layout_row_template_push_dynamic | Adds a dynamic column that dynamically grows and can go to zero if not enough space +/// nk_layout_row_template_push_variable | Adds a variable column that dynamically grows but does not shrink below specified pixel width +/// nk_layout_row_template_push_static | Adds a static column that does not grow and will always have the same size +/// nk_layout_row_template_end | Marks the end of the row template +// +/// nk_layout_space_begin | Begins a new layouting space that allows to specify each widgets position and size +/// nk_layout_space_push | Pushes position and size of the next widget in own coordinate space either as pixel or ratio +/// nk_layout_space_end | Marks the end of the layouting space +// +/// nk_layout_space_bounds | Callable after nk_layout_space_begin and returns total space allocated +/// nk_layout_space_to_screen | Converts vector from nk_layout_space coordinate space into screen space +/// nk_layout_space_to_local | Converts vector from screen space into nk_layout_space coordinates +/// nk_layout_space_rect_to_screen | Converts rectangle from nk_layout_space coordinate space into screen space +/// nk_layout_space_rect_to_local | Converts rectangle from screen space into nk_layout_space coordinates +*/ +/*/// #### nk_layout_set_min_row_height +/// Sets the currently used minimum row height. +/// !!! WARNING +/// The passed height needs to include both your preferred row height +/// as well as padding. No internal padding is added. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_set_min_row_height(struct nk_context*, float height); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __height__ | New minimum row height to be used for auto generating the row height +*/ +NK_API void nk_layout_set_min_row_height(struct nk_context*, float height); +/*/// #### nk_layout_reset_min_row_height +/// Reset the currently used minimum row height back to `font_height + text_padding + padding` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_reset_min_row_height(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +*/ +NK_API void nk_layout_reset_min_row_height(struct nk_context*); +/*/// #### nk_layout_widget_bounds +/// Returns the width of the next row allocate by one of the layouting functions +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_rect nk_layout_widget_bounds(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// +/// Return `nk_rect` with both position and size of the next row +*/ +NK_API struct nk_rect nk_layout_widget_bounds(struct nk_context*); +/*/// #### nk_layout_ratio_from_pixel +/// Utility functions to calculate window ratio from pixel size +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// float nk_layout_ratio_from_pixel(struct nk_context*, float pixel_width); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __pixel__ | Pixel_width to convert to window ratio +/// +/// Returns `nk_rect` with both position and size of the next row +*/ +NK_API float nk_layout_ratio_from_pixel(struct nk_context*, float pixel_width); +/*/// #### nk_layout_row_dynamic +/// Sets current row layout to share horizontal space +/// between @cols number of widgets evenly. Once called all subsequent widget +/// calls greater than @cols will allocate a new row with same layout. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_dynamic(struct nk_context *ctx, float height, int cols); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __height__ | Holds height of each widget in row or zero for auto layouting +/// __columns__ | Number of widget inside row +*/ +NK_API void nk_layout_row_dynamic(struct nk_context *ctx, float height, int cols); +/*/// #### nk_layout_row_static +/// Sets current row layout to fill @cols number of widgets +/// in row with same @item_width horizontal size. Once called all subsequent widget +/// calls greater than @cols will allocate a new row with same layout. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_static(struct nk_context *ctx, float height, int item_width, int cols); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __height__ | Holds height of each widget in row or zero for auto layouting +/// __width__ | Holds pixel width of each widget in the row +/// __columns__ | Number of widget inside row +*/ +NK_API void nk_layout_row_static(struct nk_context *ctx, float height, int item_width, int cols); +/*/// #### nk_layout_row_begin +/// Starts a new dynamic or fixed row with given height and columns. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_begin(struct nk_context *ctx, enum nk_layout_format fmt, float row_height, int cols); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __fmt__ | either `NK_DYNAMIC` for window ratio or `NK_STATIC` for fixed size columns +/// __height__ | holds height of each widget in row or zero for auto layouting +/// __columns__ | Number of widget inside row +*/ +NK_API void nk_layout_row_begin(struct nk_context *ctx, enum nk_layout_format fmt, float row_height, int cols); +/*/// #### nk_layout_row_push +/// Specifies either window ratio or width of a single column +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_push(struct nk_context*, float value); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __value__ | either a window ratio or fixed width depending on @fmt in previous `nk_layout_row_begin` call +*/ +NK_API void nk_layout_row_push(struct nk_context*, float value); +/*/// #### nk_layout_row_end +/// Finished previously started row +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_end(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +*/ +NK_API void nk_layout_row_end(struct nk_context*); +/*/// #### nk_layout_row +/// Specifies row columns in array as either window ratio or size +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row(struct nk_context*, enum nk_layout_format, float height, int cols, const float *ratio); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __fmt__ | Either `NK_DYNAMIC` for window ratio or `NK_STATIC` for fixed size columns +/// __height__ | Holds height of each widget in row or zero for auto layouting +/// __columns__ | Number of widget inside row +*/ +NK_API void nk_layout_row(struct nk_context*, enum nk_layout_format, float height, int cols, const float *ratio); +/*/// #### nk_layout_row_template_begin +/// Begins the row template declaration +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_template_begin(struct nk_context*, float row_height); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __height__ | Holds height of each widget in row or zero for auto layouting +*/ +NK_API void nk_layout_row_template_begin(struct nk_context*, float row_height); +/*/// #### nk_layout_row_template_push_dynamic +/// Adds a dynamic column that dynamically grows and can go to zero if not enough space +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_template_push_dynamic(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __height__ | Holds height of each widget in row or zero for auto layouting +*/ +NK_API void nk_layout_row_template_push_dynamic(struct nk_context*); +/*/// #### nk_layout_row_template_push_variable +/// Adds a variable column that dynamically grows but does not shrink below specified pixel width +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_template_push_variable(struct nk_context*, float min_width); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __width__ | Holds the minimum pixel width the next column must always be +*/ +NK_API void nk_layout_row_template_push_variable(struct nk_context*, float min_width); +/*/// #### nk_layout_row_template_push_static +/// Adds a static column that does not grow and will always have the same size +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_template_push_static(struct nk_context*, float width); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __width__ | Holds the absolute pixel width value the next column must be +*/ +NK_API void nk_layout_row_template_push_static(struct nk_context*, float width); +/*/// #### nk_layout_row_template_end +/// Marks the end of the row template +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_row_template_end(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +*/ +NK_API void nk_layout_row_template_end(struct nk_context*); +/*/// #### nk_layout_space_begin +/// Begins a new layouting space that allows to specify each widgets position and size. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_space_begin(struct nk_context*, enum nk_layout_format, float height, int widget_count); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_begin_xxx` +/// __fmt__ | Either `NK_DYNAMIC` for window ratio or `NK_STATIC` for fixed size columns +/// __height__ | Holds height of each widget in row or zero for auto layouting +/// __columns__ | Number of widgets inside row +*/ +NK_API void nk_layout_space_begin(struct nk_context*, enum nk_layout_format, float height, int widget_count); +/*/// #### nk_layout_space_push +/// Pushes position and size of the next widget in own coordinate space either as pixel or ratio +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_space_push(struct nk_context *ctx, struct nk_rect bounds); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_layout_space_begin` +/// __bounds__ | Position and size in laoyut space local coordinates +*/ +NK_API void nk_layout_space_push(struct nk_context*, struct nk_rect bounds); +/*/// #### nk_layout_space_end +/// Marks the end of the layout space +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_layout_space_end(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_layout_space_begin` +*/ +NK_API void nk_layout_space_end(struct nk_context*); +/*/// #### nk_layout_space_bounds +/// Utility function to calculate total space allocated for `nk_layout_space` +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_rect nk_layout_space_bounds(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_layout_space_begin` +/// +/// Returns `nk_rect` holding the total space allocated +*/ +NK_API struct nk_rect nk_layout_space_bounds(struct nk_context*); +/*/// #### nk_layout_space_to_screen +/// Converts vector from nk_layout_space coordinate space into screen space +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_vec2 nk_layout_space_to_screen(struct nk_context*, struct nk_vec2); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_layout_space_begin` +/// __vec__ | Position to convert from layout space into screen coordinate space +/// +/// Returns transformed `nk_vec2` in screen space coordinates +*/ +NK_API struct nk_vec2 nk_layout_space_to_screen(struct nk_context*, struct nk_vec2); +/*/// #### nk_layout_space_to_local +/// Converts vector from layout space into screen space +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_vec2 nk_layout_space_to_local(struct nk_context*, struct nk_vec2); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_layout_space_begin` +/// __vec__ | Position to convert from screen space into layout coordinate space +/// +/// Returns transformed `nk_vec2` in layout space coordinates +*/ +NK_API struct nk_vec2 nk_layout_space_to_local(struct nk_context*, struct nk_vec2); +/*/// #### nk_layout_space_rect_to_screen +/// Converts rectangle from screen space into layout space +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_rect nk_layout_space_rect_to_screen(struct nk_context*, struct nk_rect); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_layout_space_begin` +/// __bounds__ | Rectangle to convert from layout space into screen space +/// +/// Returns transformed `nk_rect` in screen space coordinates +*/ +NK_API struct nk_rect nk_layout_space_rect_to_screen(struct nk_context*, struct nk_rect); +/*/// #### nk_layout_space_rect_to_local +/// Converts rectangle from layout space into screen space +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_rect nk_layout_space_rect_to_local(struct nk_context*, struct nk_rect); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after call `nk_layout_space_begin` +/// __bounds__ | Rectangle to convert from layout space into screen space +/// +/// Returns transformed `nk_rect` in layout space coordinates +*/ +NK_API struct nk_rect nk_layout_space_rect_to_local(struct nk_context*, struct nk_rect); +/* ============================================================================= + * + * GROUP + * + * ============================================================================= +/// ### Groups +/// Groups are basically windows inside windows. They allow to subdivide space +/// in a window to layout widgets as a group. Almost all more complex widget +/// layouting requirements can be solved using groups and basic layouting +/// fuctionality. Groups just like windows are identified by an unique name and +/// internally keep track of scrollbar offsets by default. However additional +/// versions are provided to directly manage the scrollbar. +/// +/// #### Usage +/// To create a group you have to call one of the three `nk_group_begin_xxx` +/// functions to start group declarations and `nk_group_end` at the end. Furthermore it +/// is required to check the return value of `nk_group_begin_xxx` and only process +/// widgets inside the window if the value is not 0. +/// Nesting groups is possible and even encouraged since many layouting schemes +/// can only be achieved by nesting. Groups, unlike windows, need `nk_group_end` +/// to be only called if the corosponding `nk_group_begin_xxx` call does not return 0: +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_group_begin_xxx(ctx, ...) { +/// // [... widgets ...] +/// nk_group_end(ctx); +/// } +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// In the grand concept groups can be called after starting a window +/// with `nk_begin_xxx` and before calling `nk_end`: +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// struct nk_context ctx; +/// nk_init_xxx(&ctx, ...); +/// while (1) { +/// // Input +/// Event evt; +/// nk_input_begin(&ctx); +/// while (GetEvent(&evt)) { +/// if (evt.type == MOUSE_MOVE) +/// nk_input_motion(&ctx, evt.motion.x, evt.motion.y); +/// else if (evt.type == [...]) { +/// nk_input_xxx(...); +/// } +/// } +/// nk_input_end(&ctx); +/// // +/// // Window +/// if (nk_begin_xxx(...) { +/// // [...widgets...] +/// nk_layout_row_dynamic(...); +/// if (nk_group_begin_xxx(ctx, ...) { +/// //[... widgets ...] +/// nk_group_end(ctx); +/// } +/// } +/// nk_end(ctx); +/// // +/// // Draw +/// const struct nk_command *cmd = 0; +/// nk_foreach(cmd, &ctx) { +/// switch (cmd->type) { +/// case NK_COMMAND_LINE: +/// your_draw_line_function(...) +/// break; +/// case NK_COMMAND_RECT +/// your_draw_rect_function(...) +/// break; +/// case ...: +/// // [...] +/// } +/// nk_clear(&ctx); +/// } +/// nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// #### Reference +/// Function | Description +/// --------------------------------|------------------------------------------- +/// nk_group_begin | Start a new group with internal scrollbar handling +/// nk_group_begin_titled | Start a new group with separeted name and title and internal scrollbar handling +/// nk_group_end | Ends a group. Should only be called if nk_group_begin returned non-zero +/// nk_group_scrolled_offset_begin | Start a new group with manual separated handling of scrollbar x- and y-offset +/// nk_group_scrolled_begin | Start a new group with manual scrollbar handling +/// nk_group_scrolled_end | Ends a group with manual scrollbar handling. Should only be called if nk_group_begin returned non-zero +/// nk_group_get_scroll | Gets the scroll offset for the given group +/// nk_group_set_scroll | Sets the scroll offset for the given group +*/ +/*/// #### nk_group_begin +/// Starts a new widget group. Requires a previous layouting function to specify a pos/size. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_group_begin(struct nk_context*, const char *title, nk_flags); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __title__ | Must be an unique identifier for this group that is also used for the group header +/// __flags__ | Window flags defined in the nk_panel_flags section with a number of different group behaviors +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_group_begin(struct nk_context*, const char *title, nk_flags); +/*/// #### nk_group_begin_titled +/// Starts a new widget group. Requires a previous layouting function to specify a pos/size. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_group_begin_titled(struct nk_context*, const char *name, const char *title, nk_flags); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __id__ | Must be an unique identifier for this group +/// __title__ | Group header title +/// __flags__ | Window flags defined in the nk_panel_flags section with a number of different group behaviors +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_group_begin_titled(struct nk_context*, const char *name, const char *title, nk_flags); +/*/// #### nk_group_end +/// Ends a widget group +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_group_end(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +*/ +NK_API void nk_group_end(struct nk_context*); +/*/// #### nk_group_scrolled_offset_begin +/// starts a new widget group. requires a previous layouting function to specify +/// a size. Does not keep track of scrollbar. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_group_scrolled_offset_begin(struct nk_context*, nk_uint *x_offset, nk_uint *y_offset, const char *title, nk_flags flags); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __x_offset__| Scrollbar x-offset to offset all widgets inside the group horizontally. +/// __y_offset__| Scrollbar y-offset to offset all widgets inside the group vertically +/// __title__ | Window unique group title used to both identify and display in the group header +/// __flags__ | Window flags from the nk_panel_flags section +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_group_scrolled_offset_begin(struct nk_context*, nk_uint *x_offset, nk_uint *y_offset, const char *title, nk_flags flags); +/*/// #### nk_group_scrolled_begin +/// Starts a new widget group. requires a previous +/// layouting function to specify a size. Does not keep track of scrollbar. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_group_scrolled_begin(struct nk_context*, struct nk_scroll *off, const char *title, nk_flags); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __off__ | Both x- and y- scroll offset. Allows for manual scrollbar control +/// __title__ | Window unique group title used to both identify and display in the group header +/// __flags__ | Window flags from nk_panel_flags section +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_group_scrolled_begin(struct nk_context*, struct nk_scroll *off, const char *title, nk_flags); +/*/// #### nk_group_scrolled_end +/// Ends a widget group after calling nk_group_scrolled_offset_begin or nk_group_scrolled_begin. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_group_scrolled_end(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +*/ +NK_API void nk_group_scrolled_end(struct nk_context*); +/*/// #### nk_group_get_scroll +/// Gets the scroll position of the given group. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_group_get_scroll(struct nk_context*, const char *id, nk_uint *x_offset, nk_uint *y_offset); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// -------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __id__ | The id of the group to get the scroll position of +/// __x_offset__ | A pointer to the x offset output (or NULL to ignore) +/// __y_offset__ | A pointer to the y offset output (or NULL to ignore) +*/ +NK_API void nk_group_get_scroll(struct nk_context*, const char *id, nk_uint *x_offset, nk_uint *y_offset); +/*/// #### nk_group_set_scroll +/// Sets the scroll position of the given group. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_group_set_scroll(struct nk_context*, const char *id, nk_uint x_offset, nk_uint y_offset); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// -------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __id__ | The id of the group to scroll +/// __x_offset__ | The x offset to scroll to +/// __y_offset__ | The y offset to scroll to +*/ +NK_API void nk_group_set_scroll(struct nk_context*, const char *id, nk_uint x_offset, nk_uint y_offset); +/* ============================================================================= + * + * TREE + * + * ============================================================================= +/// ### Tree +/// Trees represent two different concept. First the concept of a collapsable +/// UI section that can be either in a hidden or visibile state. They allow the UI +/// user to selectively minimize the current set of visible UI to comprehend. +/// The second concept are tree widgets for visual UI representation of trees.

+/// +/// Trees thereby can be nested for tree representations and multiple nested +/// collapsable UI sections. All trees are started by calling of the +/// `nk_tree_xxx_push_tree` functions and ended by calling one of the +/// `nk_tree_xxx_pop_xxx()` functions. Each starting functions takes a title label +/// and optionally an image to be displayed and the initial collapse state from +/// the nk_collapse_states section.

+/// +/// The runtime state of the tree is either stored outside the library by the caller +/// or inside which requires a unique ID. The unique ID can either be generated +/// automatically from `__FILE__` and `__LINE__` with function `nk_tree_push`, +/// by `__FILE__` and a user provided ID generated for example by loop index with +/// function `nk_tree_push_id` or completely provided from outside by user with +/// function `nk_tree_push_hashed`. +/// +/// #### Usage +/// To create a tree you have to call one of the seven `nk_tree_xxx_push_xxx` +/// functions to start a collapsable UI section and `nk_tree_xxx_pop` to mark the +/// end. +/// Each starting function will either return `false(0)` if the tree is collapsed +/// or hidden and therefore does not need to be filled with content or `true(1)` +/// if visible and required to be filled. +/// +/// !!! Note +/// The tree header does not require and layouting function and instead +/// calculates a auto height based on the currently used font size +/// +/// The tree ending functions only need to be called if the tree content is +/// actually visible. So make sure the tree push function is guarded by `if` +/// and the pop call is only taken if the tree is visible. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// if (nk_tree_push(ctx, NK_TREE_TAB, "Tree", NK_MINIMIZED)) { +/// nk_layout_row_dynamic(...); +/// nk_widget(...); +/// nk_tree_pop(ctx); +/// } +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Reference +/// Function | Description +/// ----------------------------|------------------------------------------- +/// nk_tree_push | Start a collapsable UI section with internal state management +/// nk_tree_push_id | Start a collapsable UI section with internal state management callable in a look +/// nk_tree_push_hashed | Start a collapsable UI section with internal state management with full control over internal unique ID use to store state +/// nk_tree_image_push | Start a collapsable UI section with image and label header +/// nk_tree_image_push_id | Start a collapsable UI section with image and label header and internal state management callable in a look +/// nk_tree_image_push_hashed | Start a collapsable UI section with image and label header and internal state management with full control over internal unique ID use to store state +/// nk_tree_pop | Ends a collapsable UI section +// +/// nk_tree_state_push | Start a collapsable UI section with external state management +/// nk_tree_state_image_push | Start a collapsable UI section with image and label header and external state management +/// nk_tree_state_pop | Ends a collapsabale UI section +/// +/// #### nk_tree_type +/// Flag | Description +/// ----------------|---------------------------------------- +/// NK_TREE_NODE | Highlighted tree header to mark a collapsable UI section +/// NK_TREE_TAB | Non-highighted tree header closer to tree representations +*/ +/*/// #### nk_tree_push +/// Starts a collapsable UI section with internal state management +/// !!! WARNING +/// To keep track of the runtime tree collapsable state this function uses +/// defines `__FILE__` and `__LINE__` to generate a unique ID. If you want +/// to call this function in a loop please use `nk_tree_push_id` or +/// `nk_tree_push_hashed` instead. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// #define nk_tree_push(ctx, type, title, state) +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __title__ | Label printed in the tree header +/// __state__ | Initial tree state value out of nk_collapse_states +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +#define nk_tree_push(ctx, type, title, state) nk_tree_push_hashed(ctx, type, title, state, NK_FILE_LINE,nk_strlen(NK_FILE_LINE),__LINE__) +/*/// #### nk_tree_push_id +/// Starts a collapsable UI section with internal state management callable in a look +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// #define nk_tree_push_id(ctx, type, title, state, id) +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __title__ | Label printed in the tree header +/// __state__ | Initial tree state value out of nk_collapse_states +/// __id__ | Loop counter index if this function is called in a loop +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +#define nk_tree_push_id(ctx, type, title, state, id) nk_tree_push_hashed(ctx, type, title, state, NK_FILE_LINE,nk_strlen(NK_FILE_LINE),id) +/*/// #### nk_tree_push_hashed +/// Start a collapsable UI section with internal state management with full +/// control over internal unique ID used to store state +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_tree_push_hashed(struct nk_context*, enum nk_tree_type, const char *title, enum nk_collapse_states initial_state, const char *hash, int len,int seed); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __title__ | Label printed in the tree header +/// __state__ | Initial tree state value out of nk_collapse_states +/// __hash__ | Memory block or string to generate the ID from +/// __len__ | Size of passed memory block or string in __hash__ +/// __seed__ | Seeding value if this function is called in a loop or default to `0` +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_tree_push_hashed(struct nk_context*, enum nk_tree_type, const char *title, enum nk_collapse_states initial_state, const char *hash, int len,int seed); +/*/// #### nk_tree_image_push +/// Start a collapsable UI section with image and label header +/// !!! WARNING +/// To keep track of the runtime tree collapsable state this function uses +/// defines `__FILE__` and `__LINE__` to generate a unique ID. If you want +/// to call this function in a loop please use `nk_tree_image_push_id` or +/// `nk_tree_image_push_hashed` instead. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// #define nk_tree_image_push(ctx, type, img, title, state) +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __img__ | Image to display inside the header on the left of the label +/// __title__ | Label printed in the tree header +/// __state__ | Initial tree state value out of nk_collapse_states +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +#define nk_tree_image_push(ctx, type, img, title, state) nk_tree_image_push_hashed(ctx, type, img, title, state, NK_FILE_LINE,nk_strlen(NK_FILE_LINE),__LINE__) +/*/// #### nk_tree_image_push_id +/// Start a collapsable UI section with image and label header and internal state +/// management callable in a look +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// #define nk_tree_image_push_id(ctx, type, img, title, state, id) +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __img__ | Image to display inside the header on the left of the label +/// __title__ | Label printed in the tree header +/// __state__ | Initial tree state value out of nk_collapse_states +/// __id__ | Loop counter index if this function is called in a loop +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +#define nk_tree_image_push_id(ctx, type, img, title, state, id) nk_tree_image_push_hashed(ctx, type, img, title, state, NK_FILE_LINE,nk_strlen(NK_FILE_LINE),id) +/*/// #### nk_tree_image_push_hashed +/// Start a collapsable UI section with internal state management with full +/// control over internal unique ID used to store state +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_tree_image_push_hashed(struct nk_context*, enum nk_tree_type, struct nk_image, const char *title, enum nk_collapse_states initial_state, const char *hash, int len,int seed); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __img__ | Image to display inside the header on the left of the label +/// __title__ | Label printed in the tree header +/// __state__ | Initial tree state value out of nk_collapse_states +/// __hash__ | Memory block or string to generate the ID from +/// __len__ | Size of passed memory block or string in __hash__ +/// __seed__ | Seeding value if this function is called in a loop or default to `0` +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_tree_image_push_hashed(struct nk_context*, enum nk_tree_type, struct nk_image, const char *title, enum nk_collapse_states initial_state, const char *hash, int len,int seed); +/*/// #### nk_tree_pop +/// Ends a collapsabale UI section +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_tree_pop(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling `nk_tree_xxx_push_xxx` +*/ +NK_API void nk_tree_pop(struct nk_context*); +/*/// #### nk_tree_state_push +/// Start a collapsable UI section with external state management +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_tree_state_push(struct nk_context*, enum nk_tree_type, const char *title, enum nk_collapse_states *state); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling `nk_tree_xxx_push_xxx` +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __title__ | Label printed in the tree header +/// __state__ | Persistent state to update +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_tree_state_push(struct nk_context*, enum nk_tree_type, const char *title, enum nk_collapse_states *state); +/*/// #### nk_tree_state_image_push +/// Start a collapsable UI section with image and label header and external state management +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_tree_state_image_push(struct nk_context*, enum nk_tree_type, struct nk_image, const char *title, enum nk_collapse_states *state); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling `nk_tree_xxx_push_xxx` +/// __img__ | Image to display inside the header on the left of the label +/// __type__ | Value from the nk_tree_type section to visually mark a tree node header as either a collapseable UI section or tree node +/// __title__ | Label printed in the tree header +/// __state__ | Persistent state to update +/// +/// Returns `true(1)` if visible and fillable with widgets or `false(0)` otherwise +*/ +NK_API int nk_tree_state_image_push(struct nk_context*, enum nk_tree_type, struct nk_image, const char *title, enum nk_collapse_states *state); +/*/// #### nk_tree_state_pop +/// Ends a collapsabale UI section +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_tree_state_pop(struct nk_context*); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// ------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling `nk_tree_xxx_push_xxx` +*/ +NK_API void nk_tree_state_pop(struct nk_context*); + +#define nk_tree_element_push(ctx, type, title, state, sel) nk_tree_element_push_hashed(ctx, type, title, state, sel, NK_FILE_LINE,nk_strlen(NK_FILE_LINE),__LINE__) +#define nk_tree_element_push_id(ctx, type, title, state, sel, id) nk_tree_element_push_hashed(ctx, type, title, state, sel, NK_FILE_LINE,nk_strlen(NK_FILE_LINE),id) +NK_API int nk_tree_element_push_hashed(struct nk_context*, enum nk_tree_type, const char *title, enum nk_collapse_states initial_state, int *selected, const char *hash, int len, int seed); +NK_API int nk_tree_element_image_push_hashed(struct nk_context*, enum nk_tree_type, struct nk_image, const char *title, enum nk_collapse_states initial_state, int *selected, const char *hash, int len,int seed); +NK_API void nk_tree_element_pop(struct nk_context*); + +/* ============================================================================= + * + * LIST VIEW + * + * ============================================================================= */ +struct nk_list_view { +/* public: */ + int begin, end, count; +/* private: */ + int total_height; + struct nk_context *ctx; + nk_uint *scroll_pointer; + nk_uint scroll_value; +}; +NK_API int nk_list_view_begin(struct nk_context*, struct nk_list_view *out, const char *id, nk_flags, int row_height, int row_count); +NK_API void nk_list_view_end(struct nk_list_view*); +/* ============================================================================= + * + * WIDGET + * + * ============================================================================= */ +enum nk_widget_layout_states { + NK_WIDGET_INVALID, /* The widget cannot be seen and is completely out of view */ + NK_WIDGET_VALID, /* The widget is completely inside the window and can be updated and drawn */ + NK_WIDGET_ROM /* The widget is partially visible and cannot be updated */ +}; +enum nk_widget_states { + NK_WIDGET_STATE_MODIFIED = NK_FLAG(1), + NK_WIDGET_STATE_INACTIVE = NK_FLAG(2), /* widget is neither active nor hovered */ + NK_WIDGET_STATE_ENTERED = NK_FLAG(3), /* widget has been hovered on the current frame */ + NK_WIDGET_STATE_HOVER = NK_FLAG(4), /* widget is being hovered */ + NK_WIDGET_STATE_ACTIVED = NK_FLAG(5),/* widget is currently activated */ + NK_WIDGET_STATE_LEFT = NK_FLAG(6), /* widget is from this frame on not hovered anymore */ + NK_WIDGET_STATE_HOVERED = NK_WIDGET_STATE_HOVER|NK_WIDGET_STATE_MODIFIED, /* widget is being hovered */ + NK_WIDGET_STATE_ACTIVE = NK_WIDGET_STATE_ACTIVED|NK_WIDGET_STATE_MODIFIED /* widget is currently activated */ +}; +NK_API enum nk_widget_layout_states nk_widget(struct nk_rect*, const struct nk_context*); +NK_API enum nk_widget_layout_states nk_widget_fitting(struct nk_rect*, struct nk_context*, struct nk_vec2); +NK_API struct nk_rect nk_widget_bounds(struct nk_context*); +NK_API struct nk_vec2 nk_widget_position(struct nk_context*); +NK_API struct nk_vec2 nk_widget_size(struct nk_context*); +NK_API float nk_widget_width(struct nk_context*); +NK_API float nk_widget_height(struct nk_context*); +NK_API int nk_widget_is_hovered(struct nk_context*); +NK_API int nk_widget_is_mouse_clicked(struct nk_context*, enum nk_buttons); +NK_API int nk_widget_has_mouse_click_down(struct nk_context*, enum nk_buttons, int down); +NK_API void nk_spacing(struct nk_context*, int cols); +/* ============================================================================= + * + * TEXT + * + * ============================================================================= */ +enum nk_text_align { + NK_TEXT_ALIGN_LEFT = 0x01, + NK_TEXT_ALIGN_CENTERED = 0x02, + NK_TEXT_ALIGN_RIGHT = 0x04, + NK_TEXT_ALIGN_TOP = 0x08, + NK_TEXT_ALIGN_MIDDLE = 0x10, + NK_TEXT_ALIGN_BOTTOM = 0x20 +}; +enum nk_text_alignment { + NK_TEXT_LEFT = NK_TEXT_ALIGN_MIDDLE|NK_TEXT_ALIGN_LEFT, + NK_TEXT_CENTERED = NK_TEXT_ALIGN_MIDDLE|NK_TEXT_ALIGN_CENTERED, + NK_TEXT_RIGHT = NK_TEXT_ALIGN_MIDDLE|NK_TEXT_ALIGN_RIGHT +}; +NK_API void nk_text(struct nk_context*, const char*, int, nk_flags); +NK_API void nk_text_colored(struct nk_context*, const char*, int, nk_flags, struct nk_color); +NK_API void nk_text_wrap(struct nk_context*, const char*, int); +NK_API void nk_text_wrap_colored(struct nk_context*, const char*, int, struct nk_color); +NK_API void nk_label(struct nk_context*, const char*, nk_flags align); +NK_API void nk_label_colored(struct nk_context*, const char*, nk_flags align, struct nk_color); +NK_API void nk_label_wrap(struct nk_context*, const char*); +NK_API void nk_label_colored_wrap(struct nk_context*, const char*, struct nk_color); +NK_API void nk_image(struct nk_context*, struct nk_image); +NK_API void nk_image_color(struct nk_context*, struct nk_image, struct nk_color); +#ifdef NK_INCLUDE_STANDARD_VARARGS +NK_API void nk_labelf(struct nk_context*, nk_flags, NK_PRINTF_FORMAT_STRING const char*, ...) NK_PRINTF_VARARG_FUNC(3); +NK_API void nk_labelf_colored(struct nk_context*, nk_flags, struct nk_color, NK_PRINTF_FORMAT_STRING const char*,...) NK_PRINTF_VARARG_FUNC(4); +NK_API void nk_labelf_wrap(struct nk_context*, NK_PRINTF_FORMAT_STRING const char*,...) NK_PRINTF_VARARG_FUNC(2); +NK_API void nk_labelf_colored_wrap(struct nk_context*, struct nk_color, NK_PRINTF_FORMAT_STRING const char*,...) NK_PRINTF_VARARG_FUNC(3); +NK_API void nk_labelfv(struct nk_context*, nk_flags, NK_PRINTF_FORMAT_STRING const char*, va_list) NK_PRINTF_VALIST_FUNC(3); +NK_API void nk_labelfv_colored(struct nk_context*, nk_flags, struct nk_color, NK_PRINTF_FORMAT_STRING const char*, va_list) NK_PRINTF_VALIST_FUNC(4); +NK_API void nk_labelfv_wrap(struct nk_context*, NK_PRINTF_FORMAT_STRING const char*, va_list) NK_PRINTF_VALIST_FUNC(2); +NK_API void nk_labelfv_colored_wrap(struct nk_context*, struct nk_color, NK_PRINTF_FORMAT_STRING const char*, va_list) NK_PRINTF_VALIST_FUNC(3); +NK_API void nk_value_bool(struct nk_context*, const char *prefix, int); +NK_API void nk_value_int(struct nk_context*, const char *prefix, int); +NK_API void nk_value_uint(struct nk_context*, const char *prefix, unsigned int); +NK_API void nk_value_float(struct nk_context*, const char *prefix, float); +NK_API void nk_value_color_byte(struct nk_context*, const char *prefix, struct nk_color); +NK_API void nk_value_color_float(struct nk_context*, const char *prefix, struct nk_color); +NK_API void nk_value_color_hex(struct nk_context*, const char *prefix, struct nk_color); +#endif +/* ============================================================================= + * + * BUTTON + * + * ============================================================================= */ +NK_API int nk_button_text(struct nk_context*, const char *title, int len); +NK_API int nk_button_label(struct nk_context*, const char *title); +NK_API int nk_button_color(struct nk_context*, struct nk_color); +NK_API int nk_button_symbol(struct nk_context*, enum nk_symbol_type); +NK_API int nk_button_image(struct nk_context*, struct nk_image img); +NK_API int nk_button_symbol_label(struct nk_context*, enum nk_symbol_type, const char*, nk_flags text_alignment); +NK_API int nk_button_symbol_text(struct nk_context*, enum nk_symbol_type, const char*, int, nk_flags alignment); +NK_API int nk_button_image_label(struct nk_context*, struct nk_image img, const char*, nk_flags text_alignment); +NK_API int nk_button_image_text(struct nk_context*, struct nk_image img, const char*, int, nk_flags alignment); +NK_API int nk_button_text_styled(struct nk_context*, const struct nk_style_button*, const char *title, int len); +NK_API int nk_button_label_styled(struct nk_context*, const struct nk_style_button*, const char *title); +NK_API int nk_button_symbol_styled(struct nk_context*, const struct nk_style_button*, enum nk_symbol_type); +NK_API int nk_button_image_styled(struct nk_context*, const struct nk_style_button*, struct nk_image img); +NK_API int nk_button_symbol_text_styled(struct nk_context*,const struct nk_style_button*, enum nk_symbol_type, const char*, int, nk_flags alignment); +NK_API int nk_button_symbol_label_styled(struct nk_context *ctx, const struct nk_style_button *style, enum nk_symbol_type symbol, const char *title, nk_flags align); +NK_API int nk_button_image_label_styled(struct nk_context*,const struct nk_style_button*, struct nk_image img, const char*, nk_flags text_alignment); +NK_API int nk_button_image_text_styled(struct nk_context*,const struct nk_style_button*, struct nk_image img, const char*, int, nk_flags alignment); +NK_API void nk_button_set_behavior(struct nk_context*, enum nk_button_behavior); +NK_API int nk_button_push_behavior(struct nk_context*, enum nk_button_behavior); +NK_API int nk_button_pop_behavior(struct nk_context*); +/* ============================================================================= + * + * CHECKBOX + * + * ============================================================================= */ +NK_API int nk_check_label(struct nk_context*, const char*, int active); +NK_API int nk_check_text(struct nk_context*, const char*, int,int active); +NK_API unsigned nk_check_flags_label(struct nk_context*, const char*, unsigned int flags, unsigned int value); +NK_API unsigned nk_check_flags_text(struct nk_context*, const char*, int, unsigned int flags, unsigned int value); +NK_API int nk_checkbox_label(struct nk_context*, const char*, int *active); +NK_API int nk_checkbox_text(struct nk_context*, const char*, int, int *active); +NK_API int nk_checkbox_flags_label(struct nk_context*, const char*, unsigned int *flags, unsigned int value); +NK_API int nk_checkbox_flags_text(struct nk_context*, const char*, int, unsigned int *flags, unsigned int value); +/* ============================================================================= + * + * RADIO BUTTON + * + * ============================================================================= */ +NK_API int nk_radio_label(struct nk_context*, const char*, int *active); +NK_API int nk_radio_text(struct nk_context*, const char*, int, int *active); +NK_API int nk_option_label(struct nk_context*, const char*, int active); +NK_API int nk_option_text(struct nk_context*, const char*, int, int active); +/* ============================================================================= + * + * SELECTABLE + * + * ============================================================================= */ +NK_API int nk_selectable_label(struct nk_context*, const char*, nk_flags align, int *value); +NK_API int nk_selectable_text(struct nk_context*, const char*, int, nk_flags align, int *value); +NK_API int nk_selectable_image_label(struct nk_context*,struct nk_image, const char*, nk_flags align, int *value); +NK_API int nk_selectable_image_text(struct nk_context*,struct nk_image, const char*, int, nk_flags align, int *value); +NK_API int nk_selectable_symbol_label(struct nk_context*,enum nk_symbol_type, const char*, nk_flags align, int *value); +NK_API int nk_selectable_symbol_text(struct nk_context*,enum nk_symbol_type, const char*, int, nk_flags align, int *value); + +NK_API int nk_select_label(struct nk_context*, const char*, nk_flags align, int value); +NK_API int nk_select_text(struct nk_context*, const char*, int, nk_flags align, int value); +NK_API int nk_select_image_label(struct nk_context*, struct nk_image,const char*, nk_flags align, int value); +NK_API int nk_select_image_text(struct nk_context*, struct nk_image,const char*, int, nk_flags align, int value); +NK_API int nk_select_symbol_label(struct nk_context*,enum nk_symbol_type, const char*, nk_flags align, int value); +NK_API int nk_select_symbol_text(struct nk_context*,enum nk_symbol_type, const char*, int, nk_flags align, int value); + +/* ============================================================================= + * + * SLIDER + * + * ============================================================================= */ +NK_API float nk_slide_float(struct nk_context*, float min, float val, float max, float step); +NK_API int nk_slide_int(struct nk_context*, int min, int val, int max, int step); +NK_API int nk_slider_float(struct nk_context*, float min, float *val, float max, float step); +NK_API int nk_slider_int(struct nk_context*, int min, int *val, int max, int step); +/* ============================================================================= + * + * PROGRESSBAR + * + * ============================================================================= */ +NK_API int nk_progress(struct nk_context*, nk_size *cur, nk_size max, int modifyable); +NK_API nk_size nk_prog(struct nk_context*, nk_size cur, nk_size max, int modifyable); + +/* ============================================================================= + * + * COLOR PICKER + * + * ============================================================================= */ +NK_API struct nk_colorf nk_color_picker(struct nk_context*, struct nk_colorf, enum nk_color_format); +NK_API int nk_color_pick(struct nk_context*, struct nk_colorf*, enum nk_color_format); +/* ============================================================================= + * + * PROPERTIES + * + * ============================================================================= +/// ### Properties +/// Properties are the main value modification widgets in Nuklear. Changing a value +/// can be achieved by dragging, adding/removing incremental steps on button click +/// or by directly typing a number. +/// +/// #### Usage +/// Each property requires a unique name for identifaction that is also used for +/// displaying a label. If you want to use the same name multiple times make sure +/// add a '#' before your name. The '#' will not be shown but will generate a +/// unique ID. Each propery also takes in a minimum and maximum value. If you want +/// to make use of the complete number range of a type just use the provided +/// type limits from `limits.h`. For example `INT_MIN` and `INT_MAX` for +/// `nk_property_int` and `nk_propertyi`. In additional each property takes in +/// a increment value that will be added or subtracted if either the increment +/// decrement button is clicked. Finally there is a value for increment per pixel +/// dragged that is added or subtracted from the value. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int value = 0; +/// struct nk_context ctx; +/// nk_init_xxx(&ctx, ...); +/// while (1) { +/// // Input +/// Event evt; +/// nk_input_begin(&ctx); +/// while (GetEvent(&evt)) { +/// if (evt.type == MOUSE_MOVE) +/// nk_input_motion(&ctx, evt.motion.x, evt.motion.y); +/// else if (evt.type == [...]) { +/// nk_input_xxx(...); +/// } +/// } +/// nk_input_end(&ctx); +/// // +/// // Window +/// if (nk_begin_xxx(...) { +/// // Property +/// nk_layout_row_dynamic(...); +/// nk_property_int(ctx, "ID", INT_MIN, &value, INT_MAX, 1, 1); +/// } +/// nk_end(ctx); +/// // +/// // Draw +/// const struct nk_command *cmd = 0; +/// nk_foreach(cmd, &ctx) { +/// switch (cmd->type) { +/// case NK_COMMAND_LINE: +/// your_draw_line_function(...) +/// break; +/// case NK_COMMAND_RECT +/// your_draw_rect_function(...) +/// break; +/// case ...: +/// // [...] +/// } +/// nk_clear(&ctx); +/// } +/// nk_free(&ctx); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// #### Reference +/// Function | Description +/// --------------------|------------------------------------------- +/// nk_property_int | Integer property directly modifing a passed in value +/// nk_property_float | Float property directly modifing a passed in value +/// nk_property_double | Double property directly modifing a passed in value +/// nk_propertyi | Integer property returning the modified int value +/// nk_propertyf | Float property returning the modified float value +/// nk_propertyd | Double property returning the modified double value +/// +*/ +/*/// #### nk_property_int +/// Integer property directly modifing a passed in value +/// !!! WARNING +/// To generate a unique property ID using the same label make sure to insert +/// a `#` at the beginning. It will not be shown but guarantees correct behavior. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_property_int(struct nk_context *ctx, const char *name, int min, int *val, int max, int step, float inc_per_pixel); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// --------------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling a layouting function +/// __name__ | String used both as a label as well as a unique identifier +/// __min__ | Minimum value not allowed to be underflown +/// __val__ | Integer pointer to be modified +/// __max__ | Maximum value not allowed to be overflown +/// __step__ | Increment added and subtracted on increment and decrement button +/// __inc_per_pixel__ | Value per pixel added or subtracted on dragging +*/ +NK_API void nk_property_int(struct nk_context*, const char *name, int min, int *val, int max, int step, float inc_per_pixel); +/*/// #### nk_property_float +/// Float property directly modifing a passed in value +/// !!! WARNING +/// To generate a unique property ID using the same label make sure to insert +/// a `#` at the beginning. It will not be shown but guarantees correct behavior. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_property_float(struct nk_context *ctx, const char *name, float min, float *val, float max, float step, float inc_per_pixel); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// --------------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling a layouting function +/// __name__ | String used both as a label as well as a unique identifier +/// __min__ | Minimum value not allowed to be underflown +/// __val__ | Float pointer to be modified +/// __max__ | Maximum value not allowed to be overflown +/// __step__ | Increment added and subtracted on increment and decrement button +/// __inc_per_pixel__ | Value per pixel added or subtracted on dragging +*/ +NK_API void nk_property_float(struct nk_context*, const char *name, float min, float *val, float max, float step, float inc_per_pixel); +/*/// #### nk_property_double +/// Double property directly modifing a passed in value +/// !!! WARNING +/// To generate a unique property ID using the same label make sure to insert +/// a `#` at the beginning. It will not be shown but guarantees correct behavior. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// void nk_property_double(struct nk_context *ctx, const char *name, double min, double *val, double max, double step, double inc_per_pixel); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// --------------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling a layouting function +/// __name__ | String used both as a label as well as a unique identifier +/// __min__ | Minimum value not allowed to be underflown +/// __val__ | Double pointer to be modified +/// __max__ | Maximum value not allowed to be overflown +/// __step__ | Increment added and subtracted on increment and decrement button +/// __inc_per_pixel__ | Value per pixel added or subtracted on dragging +*/ +NK_API void nk_property_double(struct nk_context*, const char *name, double min, double *val, double max, double step, float inc_per_pixel); +/*/// #### nk_propertyi +/// Integer property modifing a passed in value and returning the new value +/// !!! WARNING +/// To generate a unique property ID using the same label make sure to insert +/// a `#` at the beginning. It will not be shown but guarantees correct behavior. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// int nk_propertyi(struct nk_context *ctx, const char *name, int min, int val, int max, int step, float inc_per_pixel); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// --------------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling a layouting function +/// __name__ | String used both as a label as well as a unique identifier +/// __min__ | Minimum value not allowed to be underflown +/// __val__ | Current integer value to be modified and returned +/// __max__ | Maximum value not allowed to be overflown +/// __step__ | Increment added and subtracted on increment and decrement button +/// __inc_per_pixel__ | Value per pixel added or subtracted on dragging +/// +/// Returns the new modified integer value +*/ +NK_API int nk_propertyi(struct nk_context*, const char *name, int min, int val, int max, int step, float inc_per_pixel); +/*/// #### nk_propertyf +/// Float property modifing a passed in value and returning the new value +/// !!! WARNING +/// To generate a unique property ID using the same label make sure to insert +/// a `#` at the beginning. It will not be shown but guarantees correct behavior. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// float nk_propertyf(struct nk_context *ctx, const char *name, float min, float val, float max, float step, float inc_per_pixel); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// --------------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling a layouting function +/// __name__ | String used both as a label as well as a unique identifier +/// __min__ | Minimum value not allowed to be underflown +/// __val__ | Current float value to be modified and returned +/// __max__ | Maximum value not allowed to be overflown +/// __step__ | Increment added and subtracted on increment and decrement button +/// __inc_per_pixel__ | Value per pixel added or subtracted on dragging +/// +/// Returns the new modified float value +*/ +NK_API float nk_propertyf(struct nk_context*, const char *name, float min, float val, float max, float step, float inc_per_pixel); +/*/// #### nk_propertyd +/// Float property modifing a passed in value and returning the new value +/// !!! WARNING +/// To generate a unique property ID using the same label make sure to insert +/// a `#` at the beginning. It will not be shown but guarantees correct behavior. +/// +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~c +/// float nk_propertyd(struct nk_context *ctx, const char *name, double min, double val, double max, double step, double inc_per_pixel); +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// +/// Parameter | Description +/// --------------------|----------------------------------------------------------- +/// __ctx__ | Must point to an previously initialized `nk_context` struct after calling a layouting function +/// __name__ | String used both as a label as well as a unique identifier +/// __min__ | Minimum value not allowed to be underflown +/// __val__ | Current double value to be modified and returned +/// __max__ | Maximum value not allowed to be overflown +/// __step__ | Increment added and subtracted on increment and decrement button +/// __inc_per_pixel__ | Value per pixel added or subtracted on dragging +/// +/// Returns the new modified double value +*/ +NK_API double nk_propertyd(struct nk_context*, const char *name, double min, double val, double max, double step, float inc_per_pixel); +/* ============================================================================= + * + * TEXT EDIT + * + * ============================================================================= */ +enum nk_edit_flags { + NK_EDIT_DEFAULT = 0, + NK_EDIT_READ_ONLY = NK_FLAG(0), + NK_EDIT_AUTO_SELECT = NK_FLAG(1), + NK_EDIT_SIG_ENTER = NK_FLAG(2), + NK_EDIT_ALLOW_TAB = NK_FLAG(3), + NK_EDIT_NO_CURSOR = NK_FLAG(4), + NK_EDIT_SELECTABLE = NK_FLAG(5), + NK_EDIT_CLIPBOARD = NK_FLAG(6), + NK_EDIT_CTRL_ENTER_NEWLINE = NK_FLAG(7), + NK_EDIT_NO_HORIZONTAL_SCROLL = NK_FLAG(8), + NK_EDIT_ALWAYS_INSERT_MODE = NK_FLAG(9), + NK_EDIT_MULTILINE = NK_FLAG(10), + NK_EDIT_GOTO_END_ON_ACTIVATE = NK_FLAG(11) +}; +enum nk_edit_types { + NK_EDIT_SIMPLE = NK_EDIT_ALWAYS_INSERT_MODE, + NK_EDIT_FIELD = NK_EDIT_SIMPLE|NK_EDIT_SELECTABLE|NK_EDIT_CLIPBOARD, + NK_EDIT_BOX = NK_EDIT_ALWAYS_INSERT_MODE| NK_EDIT_SELECTABLE| NK_EDIT_MULTILINE|NK_EDIT_ALLOW_TAB|NK_EDIT_CLIPBOARD, + NK_EDIT_EDITOR = NK_EDIT_SELECTABLE|NK_EDIT_MULTILINE|NK_EDIT_ALLOW_TAB| NK_EDIT_CLIPBOARD +}; +enum nk_edit_events { + NK_EDIT_ACTIVE = NK_FLAG(0), /* edit widget is currently being modified */ + NK_EDIT_INACTIVE = NK_FLAG(1), /* edit widget is not active and is not being modified */ + NK_EDIT_ACTIVATED = NK_FLAG(2), /* edit widget went from state inactive to state active */ + NK_EDIT_DEACTIVATED = NK_FLAG(3), /* edit widget went from state active to state inactive */ + NK_EDIT_COMMITED = NK_FLAG(4) /* edit widget has received an enter and lost focus */ +}; +NK_API nk_flags nk_edit_string(struct nk_context*, nk_flags, char *buffer, int *len, int max, nk_plugin_filter); +NK_API nk_flags nk_edit_string_zero_terminated(struct nk_context*, nk_flags, char *buffer, int max, nk_plugin_filter); +NK_API nk_flags nk_edit_buffer(struct nk_context*, nk_flags, struct nk_text_edit*, nk_plugin_filter); +NK_API void nk_edit_focus(struct nk_context*, nk_flags flags); +NK_API void nk_edit_unfocus(struct nk_context*); +/* ============================================================================= + * + * CHART + * + * ============================================================================= */ +NK_API int nk_chart_begin(struct nk_context*, enum nk_chart_type, int num, float min, float max); +NK_API int nk_chart_begin_colored(struct nk_context*, enum nk_chart_type, struct nk_color, struct nk_color active, int num, float min, float max); +NK_API void nk_chart_add_slot(struct nk_context *ctx, const enum nk_chart_type, int count, float min_value, float max_value); +NK_API void nk_chart_add_slot_colored(struct nk_context *ctx, const enum nk_chart_type, struct nk_color, struct nk_color active, int count, float min_value, float max_value); +NK_API nk_flags nk_chart_push(struct nk_context*, float); +NK_API nk_flags nk_chart_push_slot(struct nk_context*, float, int); +NK_API void nk_chart_end(struct nk_context*); +NK_API void nk_plot(struct nk_context*, enum nk_chart_type, const float *values, int count, int offset); +NK_API void nk_plot_function(struct nk_context*, enum nk_chart_type, void *userdata, float(*value_getter)(void* user, int index), int count, int offset); +/* ============================================================================= + * + * POPUP + * + * ============================================================================= */ +NK_API int nk_popup_begin(struct nk_context*, enum nk_popup_type, const char*, nk_flags, struct nk_rect bounds); +NK_API void nk_popup_close(struct nk_context*); +NK_API void nk_popup_end(struct nk_context*); +NK_API void nk_popup_get_scroll(struct nk_context*, nk_uint *offset_x, nk_uint *offset_y); +NK_API void nk_popup_set_scroll(struct nk_context*, nk_uint offset_x, nk_uint offset_y); +/* ============================================================================= + * + * COMBOBOX + * + * ============================================================================= */ +NK_API int nk_combo(struct nk_context*, const char **items, int count, int selected, int item_height, struct nk_vec2 size); +NK_API int nk_combo_separator(struct nk_context*, const char *items_separated_by_separator, int separator, int selected, int count, int item_height, struct nk_vec2 size); +NK_API int nk_combo_string(struct nk_context*, const char *items_separated_by_zeros, int selected, int count, int item_height, struct nk_vec2 size); +NK_API int nk_combo_callback(struct nk_context*, void(*item_getter)(void*, int, const char**), void *userdata, int selected, int count, int item_height, struct nk_vec2 size); +NK_API void nk_combobox(struct nk_context*, const char **items, int count, int *selected, int item_height, struct nk_vec2 size); +NK_API void nk_combobox_string(struct nk_context*, const char *items_separated_by_zeros, int *selected, int count, int item_height, struct nk_vec2 size); +NK_API void nk_combobox_separator(struct nk_context*, const char *items_separated_by_separator, int separator,int *selected, int count, int item_height, struct nk_vec2 size); +NK_API void nk_combobox_callback(struct nk_context*, void(*item_getter)(void*, int, const char**), void*, int *selected, int count, int item_height, struct nk_vec2 size); +/* ============================================================================= + * + * ABSTRACT COMBOBOX + * + * ============================================================================= */ +NK_API int nk_combo_begin_text(struct nk_context*, const char *selected, int, struct nk_vec2 size); +NK_API int nk_combo_begin_label(struct nk_context*, const char *selected, struct nk_vec2 size); +NK_API int nk_combo_begin_color(struct nk_context*, struct nk_color color, struct nk_vec2 size); +NK_API int nk_combo_begin_symbol(struct nk_context*, enum nk_symbol_type, struct nk_vec2 size); +NK_API int nk_combo_begin_symbol_label(struct nk_context*, const char *selected, enum nk_symbol_type, struct nk_vec2 size); +NK_API int nk_combo_begin_symbol_text(struct nk_context*, const char *selected, int, enum nk_symbol_type, struct nk_vec2 size); +NK_API int nk_combo_begin_image(struct nk_context*, struct nk_image img, struct nk_vec2 size); +NK_API int nk_combo_begin_image_label(struct nk_context*, const char *selected, struct nk_image, struct nk_vec2 size); +NK_API int nk_combo_begin_image_text(struct nk_context*, const char *selected, int, struct nk_image, struct nk_vec2 size); +NK_API int nk_combo_item_label(struct nk_context*, const char*, nk_flags alignment); +NK_API int nk_combo_item_text(struct nk_context*, const char*,int, nk_flags alignment); +NK_API int nk_combo_item_image_label(struct nk_context*, struct nk_image, const char*, nk_flags alignment); +NK_API int nk_combo_item_image_text(struct nk_context*, struct nk_image, const char*, int,nk_flags alignment); +NK_API int nk_combo_item_symbol_label(struct nk_context*, enum nk_symbol_type, const char*, nk_flags alignment); +NK_API int nk_combo_item_symbol_text(struct nk_context*, enum nk_symbol_type, const char*, int, nk_flags alignment); +NK_API void nk_combo_close(struct nk_context*); +NK_API void nk_combo_end(struct nk_context*); +/* ============================================================================= + * + * CONTEXTUAL + * + * ============================================================================= */ +NK_API int nk_contextual_begin(struct nk_context*, nk_flags, struct nk_vec2, struct nk_rect trigger_bounds); +NK_API int nk_contextual_item_text(struct nk_context*, const char*, int,nk_flags align); +NK_API int nk_contextual_item_label(struct nk_context*, const char*, nk_flags align); +NK_API int nk_contextual_item_image_label(struct nk_context*, struct nk_image, const char*, nk_flags alignment); +NK_API int nk_contextual_item_image_text(struct nk_context*, struct nk_image, const char*, int len, nk_flags alignment); +NK_API int nk_contextual_item_symbol_label(struct nk_context*, enum nk_symbol_type, const char*, nk_flags alignment); +NK_API int nk_contextual_item_symbol_text(struct nk_context*, enum nk_symbol_type, const char*, int, nk_flags alignment); +NK_API void nk_contextual_close(struct nk_context*); +NK_API void nk_contextual_end(struct nk_context*); +/* ============================================================================= + * + * TOOLTIP + * + * ============================================================================= */ +NK_API void nk_tooltip(struct nk_context*, const char*); +#ifdef NK_INCLUDE_STANDARD_VARARGS +NK_API void nk_tooltipf(struct nk_context*, NK_PRINTF_FORMAT_STRING const char*, ...) NK_PRINTF_VARARG_FUNC(2); +NK_API void nk_tooltipfv(struct nk_context*, NK_PRINTF_FORMAT_STRING const char*, va_list) NK_PRINTF_VALIST_FUNC(2); +#endif +NK_API int nk_tooltip_begin(struct nk_context*, float width); +NK_API void nk_tooltip_end(struct nk_context*); +/* ============================================================================= + * + * MENU + * + * ============================================================================= */ +NK_API void nk_menubar_begin(struct nk_context*); +NK_API void nk_menubar_end(struct nk_context*); +NK_API int nk_menu_begin_text(struct nk_context*, const char* title, int title_len, nk_flags align, struct nk_vec2 size); +NK_API int nk_menu_begin_label(struct nk_context*, const char*, nk_flags align, struct nk_vec2 size); +NK_API int nk_menu_begin_image(struct nk_context*, const char*, struct nk_image, struct nk_vec2 size); +NK_API int nk_menu_begin_image_text(struct nk_context*, const char*, int,nk_flags align,struct nk_image, struct nk_vec2 size); +NK_API int nk_menu_begin_image_label(struct nk_context*, const char*, nk_flags align,struct nk_image, struct nk_vec2 size); +NK_API int nk_menu_begin_symbol(struct nk_context*, const char*, enum nk_symbol_type, struct nk_vec2 size); +NK_API int nk_menu_begin_symbol_text(struct nk_context*, const char*, int,nk_flags align,enum nk_symbol_type, struct nk_vec2 size); +NK_API int nk_menu_begin_symbol_label(struct nk_context*, const char*, nk_flags align,enum nk_symbol_type, struct nk_vec2 size); +NK_API int nk_menu_item_text(struct nk_context*, const char*, int,nk_flags align); +NK_API int nk_menu_item_label(struct nk_context*, const char*, nk_flags alignment); +NK_API int nk_menu_item_image_label(struct nk_context*, struct nk_image, const char*, nk_flags alignment); +NK_API int nk_menu_item_image_text(struct nk_context*, struct nk_image, const char*, int len, nk_flags alignment); +NK_API int nk_menu_item_symbol_text(struct nk_context*, enum nk_symbol_type, const char*, int, nk_flags alignment); +NK_API int nk_menu_item_symbol_label(struct nk_context*, enum nk_symbol_type, const char*, nk_flags alignment); +NK_API void nk_menu_close(struct nk_context*); +NK_API void nk_menu_end(struct nk_context*); +/* ============================================================================= + * + * STYLE + * + * ============================================================================= */ +enum nk_style_colors { + NK_COLOR_TEXT, + NK_COLOR_WINDOW, + NK_COLOR_HEADER, + NK_COLOR_BORDER, + NK_COLOR_BUTTON, + NK_COLOR_BUTTON_HOVER, + NK_COLOR_BUTTON_ACTIVE, + NK_COLOR_TOGGLE, + NK_COLOR_TOGGLE_HOVER, + NK_COLOR_TOGGLE_CURSOR, + NK_COLOR_SELECT, + NK_COLOR_SELECT_ACTIVE, + NK_COLOR_SLIDER, + NK_COLOR_SLIDER_CURSOR, + NK_COLOR_SLIDER_CURSOR_HOVER, + NK_COLOR_SLIDER_CURSOR_ACTIVE, + NK_COLOR_PROPERTY, + NK_COLOR_EDIT, + NK_COLOR_EDIT_CURSOR, + NK_COLOR_COMBO, + NK_COLOR_CHART, + NK_COLOR_CHART_COLOR, + NK_COLOR_CHART_COLOR_HIGHLIGHT, + NK_COLOR_SCROLLBAR, + NK_COLOR_SCROLLBAR_CURSOR, + NK_COLOR_SCROLLBAR_CURSOR_HOVER, + NK_COLOR_SCROLLBAR_CURSOR_ACTIVE, + NK_COLOR_TAB_HEADER, + NK_COLOR_COUNT +}; +enum nk_style_cursor { + NK_CURSOR_ARROW, + NK_CURSOR_TEXT, + NK_CURSOR_MOVE, + NK_CURSOR_RESIZE_VERTICAL, + NK_CURSOR_RESIZE_HORIZONTAL, + NK_CURSOR_RESIZE_TOP_LEFT_DOWN_RIGHT, + NK_CURSOR_RESIZE_TOP_RIGHT_DOWN_LEFT, + NK_CURSOR_COUNT +}; +NK_API void nk_style_default(struct nk_context*); +NK_API void nk_style_from_table(struct nk_context*, const struct nk_color*); +NK_API void nk_style_load_cursor(struct nk_context*, enum nk_style_cursor, const struct nk_cursor*); +NK_API void nk_style_load_all_cursors(struct nk_context*, struct nk_cursor*); +NK_API const char* nk_style_get_color_by_name(enum nk_style_colors); +NK_API void nk_style_set_font(struct nk_context*, const struct nk_user_font*); +NK_API int nk_style_set_cursor(struct nk_context*, enum nk_style_cursor); +NK_API void nk_style_show_cursor(struct nk_context*); +NK_API void nk_style_hide_cursor(struct nk_context*); + +NK_API int nk_style_push_font(struct nk_context*, const struct nk_user_font*); +NK_API int nk_style_push_float(struct nk_context*, float*, float); +NK_API int nk_style_push_vec2(struct nk_context*, struct nk_vec2*, struct nk_vec2); +NK_API int nk_style_push_style_item(struct nk_context*, struct nk_style_item*, struct nk_style_item); +NK_API int nk_style_push_flags(struct nk_context*, nk_flags*, nk_flags); +NK_API int nk_style_push_color(struct nk_context*, struct nk_color*, struct nk_color); + +NK_API int nk_style_pop_font(struct nk_context*); +NK_API int nk_style_pop_float(struct nk_context*); +NK_API int nk_style_pop_vec2(struct nk_context*); +NK_API int nk_style_pop_style_item(struct nk_context*); +NK_API int nk_style_pop_flags(struct nk_context*); +NK_API int nk_style_pop_color(struct nk_context*); +/* ============================================================================= + * + * COLOR + * + * ============================================================================= */ +NK_API struct nk_color nk_rgb(int r, int g, int b); +NK_API struct nk_color nk_rgb_iv(const int *rgb); +NK_API struct nk_color nk_rgb_bv(const nk_byte* rgb); +NK_API struct nk_color nk_rgb_f(float r, float g, float b); +NK_API struct nk_color nk_rgb_fv(const float *rgb); +NK_API struct nk_color nk_rgb_cf(struct nk_colorf c); +NK_API struct nk_color nk_rgb_hex(const char *rgb); + +NK_API struct nk_color nk_rgba(int r, int g, int b, int a); +NK_API struct nk_color nk_rgba_u32(nk_uint); +NK_API struct nk_color nk_rgba_iv(const int *rgba); +NK_API struct nk_color nk_rgba_bv(const nk_byte *rgba); +NK_API struct nk_color nk_rgba_f(float r, float g, float b, float a); +NK_API struct nk_color nk_rgba_fv(const float *rgba); +NK_API struct nk_color nk_rgba_cf(struct nk_colorf c); +NK_API struct nk_color nk_rgba_hex(const char *rgb); + +NK_API struct nk_colorf nk_hsva_colorf(float h, float s, float v, float a); +NK_API struct nk_colorf nk_hsva_colorfv(float *c); +NK_API void nk_colorf_hsva_f(float *out_h, float *out_s, float *out_v, float *out_a, struct nk_colorf in); +NK_API void nk_colorf_hsva_fv(float *hsva, struct nk_colorf in); + +NK_API struct nk_color nk_hsv(int h, int s, int v); +NK_API struct nk_color nk_hsv_iv(const int *hsv); +NK_API struct nk_color nk_hsv_bv(const nk_byte *hsv); +NK_API struct nk_color nk_hsv_f(float h, float s, float v); +NK_API struct nk_color nk_hsv_fv(const float *hsv); + +NK_API struct nk_color nk_hsva(int h, int s, int v, int a); +NK_API struct nk_color nk_hsva_iv(const int *hsva); +NK_API struct nk_color nk_hsva_bv(const nk_byte *hsva); +NK_API struct nk_color nk_hsva_f(float h, float s, float v, float a); +NK_API struct nk_color nk_hsva_fv(const float *hsva); + +/* color (conversion nuklear --> user) */ +NK_API void nk_color_f(float *r, float *g, float *b, float *a, struct nk_color); +NK_API void nk_color_fv(float *rgba_out, struct nk_color); +NK_API struct nk_colorf nk_color_cf(struct nk_color); +NK_API void nk_color_d(double *r, double *g, double *b, double *a, struct nk_color); +NK_API void nk_color_dv(double *rgba_out, struct nk_color); + +NK_API nk_uint nk_color_u32(struct nk_color); +NK_API void nk_color_hex_rgba(char *output, struct nk_color); +NK_API void nk_color_hex_rgb(char *output, struct nk_color); + +NK_API void nk_color_hsv_i(int *out_h, int *out_s, int *out_v, struct nk_color); +NK_API void nk_color_hsv_b(nk_byte *out_h, nk_byte *out_s, nk_byte *out_v, struct nk_color); +NK_API void nk_color_hsv_iv(int *hsv_out, struct nk_color); +NK_API void nk_color_hsv_bv(nk_byte *hsv_out, struct nk_color); +NK_API void nk_color_hsv_f(float *out_h, float *out_s, float *out_v, struct nk_color); +NK_API void nk_color_hsv_fv(float *hsv_out, struct nk_color); + +NK_API void nk_color_hsva_i(int *h, int *s, int *v, int *a, struct nk_color); +NK_API void nk_color_hsva_b(nk_byte *h, nk_byte *s, nk_byte *v, nk_byte *a, struct nk_color); +NK_API void nk_color_hsva_iv(int *hsva_out, struct nk_color); +NK_API void nk_color_hsva_bv(nk_byte *hsva_out, struct nk_color); +NK_API void nk_color_hsva_f(float *out_h, float *out_s, float *out_v, float *out_a, struct nk_color); +NK_API void nk_color_hsva_fv(float *hsva_out, struct nk_color); +/* ============================================================================= + * + * IMAGE + * + * ============================================================================= */ +NK_API nk_handle nk_handle_ptr(void*); +NK_API nk_handle nk_handle_id(int); +NK_API struct nk_image nk_image_handle(nk_handle); +NK_API struct nk_image nk_image_ptr(void*); +NK_API struct nk_image nk_image_id(int); +NK_API int nk_image_is_subimage(const struct nk_image* img); +NK_API struct nk_image nk_subimage_ptr(void*, unsigned short w, unsigned short h, struct nk_rect sub_region); +NK_API struct nk_image nk_subimage_id(int, unsigned short w, unsigned short h, struct nk_rect sub_region); +NK_API struct nk_image nk_subimage_handle(nk_handle, unsigned short w, unsigned short h, struct nk_rect sub_region); +/* ============================================================================= + * + * MATH + * + * ============================================================================= */ +NK_API nk_hash nk_murmur_hash(const void *key, int len, nk_hash seed); +NK_API void nk_triangle_from_direction(struct nk_vec2 *result, struct nk_rect r, float pad_x, float pad_y, enum nk_heading); + +NK_API struct nk_vec2 nk_vec2(float x, float y); +NK_API struct nk_vec2 nk_vec2i(int x, int y); +NK_API struct nk_vec2 nk_vec2v(const float *xy); +NK_API struct nk_vec2 nk_vec2iv(const int *xy); + +NK_API struct nk_rect nk_get_null_rect(void); +NK_API struct nk_rect nk_rect(float x, float y, float w, float h); +NK_API struct nk_rect nk_recti(int x, int y, int w, int h); +NK_API struct nk_rect nk_recta(struct nk_vec2 pos, struct nk_vec2 size); +NK_API struct nk_rect nk_rectv(const float *xywh); +NK_API struct nk_rect nk_rectiv(const int *xywh); +NK_API struct nk_vec2 nk_rect_pos(struct nk_rect); +NK_API struct nk_vec2 nk_rect_size(struct nk_rect); +/* ============================================================================= + * + * STRING + * + * ============================================================================= */ +NK_API int nk_strlen(const char *str); +NK_API int nk_stricmp(const char *s1, const char *s2); +NK_API int nk_stricmpn(const char *s1, const char *s2, int n); +NK_API int nk_strtoi(const char *str, const char **endptr); +NK_API float nk_strtof(const char *str, const char **endptr); +NK_API double nk_strtod(const char *str, const char **endptr); +NK_API int nk_strfilter(const char *text, const char *regexp); +NK_API int nk_strmatch_fuzzy_string(char const *str, char const *pattern, int *out_score); +NK_API int nk_strmatch_fuzzy_text(const char *txt, int txt_len, const char *pattern, int *out_score); +/* ============================================================================= + * + * UTF-8 + * + * ============================================================================= */ +NK_API int nk_utf_decode(const char*, nk_rune*, int); +NK_API int nk_utf_encode(nk_rune, char*, int); +NK_API int nk_utf_len(const char*, int byte_len); +NK_API const char* nk_utf_at(const char *buffer, int length, int index, nk_rune *unicode, int *len); +/* =============================================================== + * + * FONT + * + * ===============================================================*/ +/* Font handling in this library was designed to be quite customizable and lets + you decide what you want to use and what you want to provide. There are three + different ways to use the font atlas. The first two will use your font + handling scheme and only requires essential data to run nuklear. The next + slightly more advanced features is font handling with vertex buffer output. + Finally the most complex API wise is using nuklear's font baking API. + + 1.) Using your own implementation without vertex buffer output + -------------------------------------------------------------- + So first up the easiest way to do font handling is by just providing a + `nk_user_font` struct which only requires the height in pixel of the used + font and a callback to calculate the width of a string. This way of handling + fonts is best fitted for using the normal draw shape command API where you + do all the text drawing yourself and the library does not require any kind + of deeper knowledge about which font handling mechanism you use. + IMPORTANT: the `nk_user_font` pointer provided to nuklear has to persist + over the complete life time! I know this sucks but it is currently the only + way to switch between fonts. + + float your_text_width_calculation(nk_handle handle, float height, const char *text, int len) + { + your_font_type *type = handle.ptr; + float text_width = ...; + return text_width; + } + + struct nk_user_font font; + font.userdata.ptr = &your_font_class_or_struct; + font.height = your_font_height; + font.width = your_text_width_calculation; + + struct nk_context ctx; + nk_init_default(&ctx, &font); + + 2.) Using your own implementation with vertex buffer output + -------------------------------------------------------------- + While the first approach works fine if you don't want to use the optional + vertex buffer output it is not enough if you do. To get font handling working + for these cases you have to provide two additional parameters inside the + `nk_user_font`. First a texture atlas handle used to draw text as subimages + of a bigger font atlas texture and a callback to query a character's glyph + information (offset, size, ...). So it is still possible to provide your own + font and use the vertex buffer output. + + float your_text_width_calculation(nk_handle handle, float height, const char *text, int len) + { + your_font_type *type = handle.ptr; + float text_width = ...; + return text_width; + } + void query_your_font_glyph(nk_handle handle, float font_height, struct nk_user_font_glyph *glyph, nk_rune codepoint, nk_rune next_codepoint) + { + your_font_type *type = handle.ptr; + glyph.width = ...; + glyph.height = ...; + glyph.xadvance = ...; + glyph.uv[0].x = ...; + glyph.uv[0].y = ...; + glyph.uv[1].x = ...; + glyph.uv[1].y = ...; + glyph.offset.x = ...; + glyph.offset.y = ...; + } + + struct nk_user_font font; + font.userdata.ptr = &your_font_class_or_struct; + font.height = your_font_height; + font.width = your_text_width_calculation; + font.query = query_your_font_glyph; + font.texture.id = your_font_texture; + + struct nk_context ctx; + nk_init_default(&ctx, &font); + + 3.) Nuklear font baker + ------------------------------------ + The final approach if you do not have a font handling functionality or don't + want to use it in this library is by using the optional font baker. + The font baker APIs can be used to create a font plus font atlas texture + and can be used with or without the vertex buffer output. + + It still uses the `nk_user_font` struct and the two different approaches + previously stated still work. The font baker is not located inside + `nk_context` like all other systems since it can be understood as more of + an extension to nuklear and does not really depend on any `nk_context` state. + + Font baker need to be initialized first by one of the nk_font_atlas_init_xxx + functions. If you don't care about memory just call the default version + `nk_font_atlas_init_default` which will allocate all memory from the standard library. + If you want to control memory allocation but you don't care if the allocated + memory is temporary and therefore can be freed directly after the baking process + is over or permanent you can call `nk_font_atlas_init`. + + After successfully initializing the font baker you can add Truetype(.ttf) fonts from + different sources like memory or from file by calling one of the `nk_font_atlas_add_xxx`. + functions. Adding font will permanently store each font, font config and ttf memory block(!) + inside the font atlas and allows to reuse the font atlas. If you don't want to reuse + the font baker by for example adding additional fonts you can call + `nk_font_atlas_cleanup` after the baking process is over (after calling nk_font_atlas_end). + + As soon as you added all fonts you wanted you can now start the baking process + for every selected glyph to image by calling `nk_font_atlas_bake`. + The baking process returns image memory, width and height which can be used to + either create your own image object or upload it to any graphics library. + No matter which case you finally have to call `nk_font_atlas_end` which + will free all temporary memory including the font atlas image so make sure + you created our texture beforehand. `nk_font_atlas_end` requires a handle + to your font texture or object and optionally fills a `struct nk_draw_null_texture` + which can be used for the optional vertex output. If you don't want it just + set the argument to `NULL`. + + At this point you are done and if you don't want to reuse the font atlas you + can call `nk_font_atlas_cleanup` to free all truetype blobs and configuration + memory. Finally if you don't use the font atlas and any of it's fonts anymore + you need to call `nk_font_atlas_clear` to free all memory still being used. + + struct nk_font_atlas atlas; + nk_font_atlas_init_default(&atlas); + nk_font_atlas_begin(&atlas); + nk_font *font = nk_font_atlas_add_from_file(&atlas, "Path/To/Your/TTF_Font.ttf", 13, 0); + nk_font *font2 = nk_font_atlas_add_from_file(&atlas, "Path/To/Your/TTF_Font2.ttf", 16, 0); + const void* img = nk_font_atlas_bake(&atlas, &img_width, &img_height, NK_FONT_ATLAS_RGBA32); + nk_font_atlas_end(&atlas, nk_handle_id(texture), 0); + + struct nk_context ctx; + nk_init_default(&ctx, &font->handle); + while (1) { + + } + nk_font_atlas_clear(&atlas); + + The font baker API is probably the most complex API inside this library and + I would suggest reading some of my examples `example/` to get a grip on how + to use the font atlas. There are a number of details I left out. For example + how to merge fonts, configure a font with `nk_font_config` to use other languages, + use another texture coordinate format and a lot more: + + struct nk_font_config cfg = nk_font_config(font_pixel_height); + cfg.merge_mode = nk_false or nk_true; + cfg.range = nk_font_korean_glyph_ranges(); + cfg.coord_type = NK_COORD_PIXEL; + nk_font *font = nk_font_atlas_add_from_file(&atlas, "Path/To/Your/TTF_Font.ttf", 13, &cfg); + +*/ +struct nk_user_font_glyph; +typedef float(*nk_text_width_f)(nk_handle, float h, const char*, int len); +typedef void(*nk_query_font_glyph_f)(nk_handle handle, float font_height, + struct nk_user_font_glyph *glyph, + nk_rune codepoint, nk_rune next_codepoint); + +#if defined(NK_INCLUDE_VERTEX_BUFFER_OUTPUT) || defined(NK_INCLUDE_SOFTWARE_FONT) +struct nk_user_font_glyph { + struct nk_vec2 uv[2]; + /* texture coordinates */ + struct nk_vec2 offset; + /* offset between top left and glyph */ + float width, height; + /* size of the glyph */ + float xadvance; + /* offset to the next glyph */ +}; +#endif + +struct nk_user_font { + nk_handle userdata; + /* user provided font handle */ + float height; + /* max height of the font */ + nk_text_width_f width; + /* font string width in pixel callback */ +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT + nk_query_font_glyph_f query; + /* font glyph callback to query drawing info */ + nk_handle texture; + /* texture handle to the used font atlas or texture */ +#endif +}; + +#ifdef NK_INCLUDE_FONT_BAKING +enum nk_font_coord_type { + NK_COORD_UV, /* texture coordinates inside font glyphs are clamped between 0-1 */ + NK_COORD_PIXEL /* texture coordinates inside font glyphs are in absolute pixel */ +}; + +struct nk_font; +struct nk_baked_font { + float height; + /* height of the font */ + float ascent, descent; + /* font glyphs ascent and descent */ + nk_rune glyph_offset; + /* glyph array offset inside the font glyph baking output array */ + nk_rune glyph_count; + /* number of glyphs of this font inside the glyph baking array output */ + const nk_rune *ranges; + /* font codepoint ranges as pairs of (from/to) and 0 as last element */ +}; + +struct nk_font_config { + struct nk_font_config *next; + /* NOTE: only used internally */ + void *ttf_blob; + /* pointer to loaded TTF file memory block. + * NOTE: not needed for nk_font_atlas_add_from_memory and nk_font_atlas_add_from_file. */ + nk_size ttf_size; + /* size of the loaded TTF file memory block + * NOTE: not needed for nk_font_atlas_add_from_memory and nk_font_atlas_add_from_file. */ + + unsigned char ttf_data_owned_by_atlas; + /* used inside font atlas: default to: 0*/ + unsigned char merge_mode; + /* merges this font into the last font */ + unsigned char pixel_snap; + /* align every character to pixel boundary (if true set oversample (1,1)) */ + unsigned char oversample_v, oversample_h; + /* rasterize at hight quality for sub-pixel position */ + unsigned char padding[3]; + + float size; + /* baked pixel height of the font */ + enum nk_font_coord_type coord_type; + /* texture coordinate format with either pixel or UV coordinates */ + struct nk_vec2 spacing; + /* extra pixel spacing between glyphs */ + const nk_rune *range; + /* list of unicode ranges (2 values per range, zero terminated) */ + struct nk_baked_font *font; + /* font to setup in the baking process: NOTE: not needed for font atlas */ + nk_rune fallback_glyph; + /* fallback glyph to use if a given rune is not found */ + struct nk_font_config *n; + struct nk_font_config *p; +}; + +struct nk_font_glyph { + nk_rune codepoint; + float xadvance; + float x0, y0, x1, y1, w, h; + float u0, v0, u1, v1; +}; + +struct nk_font { + struct nk_font *next; + struct nk_user_font handle; + struct nk_baked_font info; + float scale; + struct nk_font_glyph *glyphs; + const struct nk_font_glyph *fallback; + nk_rune fallback_codepoint; + nk_handle texture; + struct nk_font_config *config; +}; + +enum nk_font_atlas_format { + NK_FONT_ATLAS_ALPHA8, + NK_FONT_ATLAS_RGBA32 +}; + +struct nk_font_atlas { + void *pixel; + int tex_width; + int tex_height; + + struct nk_allocator permanent; + struct nk_allocator temporary; + + struct nk_recti custom; + struct nk_cursor cursors[NK_CURSOR_COUNT]; + + int glyph_count; + struct nk_font_glyph *glyphs; + struct nk_font *default_font; + struct nk_font *fonts; + struct nk_font_config *config; + int font_num; +}; + +/* some language glyph codepoint ranges */ +NK_API const nk_rune *nk_font_default_glyph_ranges(void); +NK_API const nk_rune *nk_font_chinese_glyph_ranges(void); +NK_API const nk_rune *nk_font_cyrillic_glyph_ranges(void); +NK_API const nk_rune *nk_font_korean_glyph_ranges(void); + +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API void nk_font_atlas_init_default(struct nk_font_atlas*); +#endif +NK_API void nk_font_atlas_init(struct nk_font_atlas*, struct nk_allocator*); +NK_API void nk_font_atlas_init_custom(struct nk_font_atlas*, struct nk_allocator *persistent, struct nk_allocator *transient); +NK_API void nk_font_atlas_begin(struct nk_font_atlas*); +NK_API struct nk_font_config nk_font_config(float pixel_height); +NK_API struct nk_font *nk_font_atlas_add(struct nk_font_atlas*, const struct nk_font_config*); +#ifdef NK_INCLUDE_DEFAULT_FONT +NK_API struct nk_font* nk_font_atlas_add_default(struct nk_font_atlas*, float height, const struct nk_font_config*); +#endif +NK_API struct nk_font* nk_font_atlas_add_from_memory(struct nk_font_atlas *atlas, void *memory, nk_size size, float height, const struct nk_font_config *config); +#ifdef NK_INCLUDE_STANDARD_IO +NK_API struct nk_font* nk_font_atlas_add_from_file(struct nk_font_atlas *atlas, const char *file_path, float height, const struct nk_font_config*); +#endif +NK_API struct nk_font *nk_font_atlas_add_compressed(struct nk_font_atlas*, void *memory, nk_size size, float height, const struct nk_font_config*); +NK_API struct nk_font* nk_font_atlas_add_compressed_base85(struct nk_font_atlas*, const char *data, float height, const struct nk_font_config *config); +NK_API const void* nk_font_atlas_bake(struct nk_font_atlas*, int *width, int *height, enum nk_font_atlas_format); +NK_API void nk_font_atlas_end(struct nk_font_atlas*, nk_handle tex, struct nk_draw_null_texture*); +NK_API const struct nk_font_glyph* nk_font_find_glyph(struct nk_font*, nk_rune unicode); +NK_API void nk_font_atlas_cleanup(struct nk_font_atlas *atlas); +NK_API void nk_font_atlas_clear(struct nk_font_atlas*); + +#endif + +/* ============================================================== + * + * MEMORY BUFFER + * + * ===============================================================*/ +/* A basic (double)-buffer with linear allocation and resetting as only + freeing policy. The buffer's main purpose is to control all memory management + inside the GUI toolkit and still leave memory control as much as possible in + the hand of the user while also making sure the library is easy to use if + not as much control is needed. + In general all memory inside this library can be provided from the user in + three different ways. + + The first way and the one providing most control is by just passing a fixed + size memory block. In this case all control lies in the hand of the user + since he can exactly control where the memory comes from and how much memory + the library should consume. Of course using the fixed size API removes the + ability to automatically resize a buffer if not enough memory is provided so + you have to take over the resizing. While being a fixed sized buffer sounds + quite limiting, it is very effective in this library since the actual memory + consumption is quite stable and has a fixed upper bound for a lot of cases. + + If you don't want to think about how much memory the library should allocate + at all time or have a very dynamic UI with unpredictable memory consumption + habits but still want control over memory allocation you can use the dynamic + allocator based API. The allocator consists of two callbacks for allocating + and freeing memory and optional userdata so you can plugin your own allocator. + + The final and easiest way can be used by defining + NK_INCLUDE_DEFAULT_ALLOCATOR which uses the standard library memory + allocation functions malloc and free and takes over complete control over + memory in this library. +*/ +struct nk_memory_status { + void *memory; + unsigned int type; + nk_size size; + nk_size allocated; + nk_size needed; + nk_size calls; +}; + +enum nk_allocation_type { + NK_BUFFER_FIXED, + NK_BUFFER_DYNAMIC +}; + +enum nk_buffer_allocation_type { + NK_BUFFER_FRONT, + NK_BUFFER_BACK, + NK_BUFFER_MAX +}; + +struct nk_buffer_marker { + int active; + nk_size offset; +}; + +struct nk_memory {void *ptr;nk_size size;}; +struct nk_buffer { + struct nk_buffer_marker marker[NK_BUFFER_MAX]; + /* buffer marker to free a buffer to a certain offset */ + struct nk_allocator pool; + /* allocator callback for dynamic buffers */ + enum nk_allocation_type type; + /* memory management type */ + struct nk_memory memory; + /* memory and size of the current memory block */ + float grow_factor; + /* growing factor for dynamic memory management */ + nk_size allocated; + /* total amount of memory allocated */ + nk_size needed; + /* totally consumed memory given that enough memory is present */ + nk_size calls; + /* number of allocation calls */ + nk_size size; + /* current size of the buffer */ +}; + +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API void nk_buffer_init_default(struct nk_buffer*); +#endif +NK_API void nk_buffer_init(struct nk_buffer*, const struct nk_allocator*, nk_size size); +NK_API void nk_buffer_init_fixed(struct nk_buffer*, void *memory, nk_size size); +NK_API void nk_buffer_info(struct nk_memory_status*, struct nk_buffer*); +NK_API void nk_buffer_push(struct nk_buffer*, enum nk_buffer_allocation_type type, const void *memory, nk_size size, nk_size align); +NK_API void nk_buffer_mark(struct nk_buffer*, enum nk_buffer_allocation_type type); +NK_API void nk_buffer_reset(struct nk_buffer*, enum nk_buffer_allocation_type type); +NK_API void nk_buffer_clear(struct nk_buffer*); +NK_API void nk_buffer_free(struct nk_buffer*); +NK_API void *nk_buffer_memory(struct nk_buffer*); +NK_API const void *nk_buffer_memory_const(const struct nk_buffer*); +NK_API nk_size nk_buffer_total(struct nk_buffer*); + +/* ============================================================== + * + * STRING + * + * ===============================================================*/ +/* Basic string buffer which is only used in context with the text editor + * to manage and manipulate dynamic or fixed size string content. This is _NOT_ + * the default string handling method. The only instance you should have any contact + * with this API is if you interact with an `nk_text_edit` object inside one of the + * copy and paste functions and even there only for more advanced cases. */ +struct nk_str { + struct nk_buffer buffer; + int len; /* in codepoints/runes/glyphs */ +}; + +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API void nk_str_init_default(struct nk_str*); +#endif +NK_API void nk_str_init(struct nk_str*, const struct nk_allocator*, nk_size size); +NK_API void nk_str_init_fixed(struct nk_str*, void *memory, nk_size size); +NK_API void nk_str_clear(struct nk_str*); +NK_API void nk_str_free(struct nk_str*); + +NK_API int nk_str_append_text_char(struct nk_str*, const char*, int); +NK_API int nk_str_append_str_char(struct nk_str*, const char*); +NK_API int nk_str_append_text_utf8(struct nk_str*, const char*, int); +NK_API int nk_str_append_str_utf8(struct nk_str*, const char*); +NK_API int nk_str_append_text_runes(struct nk_str*, const nk_rune*, int); +NK_API int nk_str_append_str_runes(struct nk_str*, const nk_rune*); + +NK_API int nk_str_insert_at_char(struct nk_str*, int pos, const char*, int); +NK_API int nk_str_insert_at_rune(struct nk_str*, int pos, const char*, int); + +NK_API int nk_str_insert_text_char(struct nk_str*, int pos, const char*, int); +NK_API int nk_str_insert_str_char(struct nk_str*, int pos, const char*); +NK_API int nk_str_insert_text_utf8(struct nk_str*, int pos, const char*, int); +NK_API int nk_str_insert_str_utf8(struct nk_str*, int pos, const char*); +NK_API int nk_str_insert_text_runes(struct nk_str*, int pos, const nk_rune*, int); +NK_API int nk_str_insert_str_runes(struct nk_str*, int pos, const nk_rune*); + +NK_API void nk_str_remove_chars(struct nk_str*, int len); +NK_API void nk_str_remove_runes(struct nk_str *str, int len); +NK_API void nk_str_delete_chars(struct nk_str*, int pos, int len); +NK_API void nk_str_delete_runes(struct nk_str*, int pos, int len); + +NK_API char *nk_str_at_char(struct nk_str*, int pos); +NK_API char *nk_str_at_rune(struct nk_str*, int pos, nk_rune *unicode, int *len); +NK_API nk_rune nk_str_rune_at(const struct nk_str*, int pos); +NK_API const char *nk_str_at_char_const(const struct nk_str*, int pos); +NK_API const char *nk_str_at_const(const struct nk_str*, int pos, nk_rune *unicode, int *len); + +NK_API char *nk_str_get(struct nk_str*); +NK_API const char *nk_str_get_const(const struct nk_str*); +NK_API int nk_str_len(struct nk_str*); +NK_API int nk_str_len_char(struct nk_str*); + +/*=============================================================== + * + * TEXT EDITOR + * + * ===============================================================*/ +/* Editing text in this library is handled by either `nk_edit_string` or + * `nk_edit_buffer`. But like almost everything in this library there are multiple + * ways of doing it and a balance between control and ease of use with memory + * as well as functionality controlled by flags. + * + * This library generally allows three different levels of memory control: + * First of is the most basic way of just providing a simple char array with + * string length. This method is probably the easiest way of handling simple + * user text input. Main upside is complete control over memory while the biggest + * downside in comparison with the other two approaches is missing undo/redo. + * + * For UIs that require undo/redo the second way was created. It is based on + * a fixed size nk_text_edit struct, which has an internal undo/redo stack. + * This is mainly useful if you want something more like a text editor but don't want + * to have a dynamically growing buffer. + * + * The final way is using a dynamically growing nk_text_edit struct, which + * has both a default version if you don't care where memory comes from and an + * allocator version if you do. While the text editor is quite powerful for its + * complexity I would not recommend editing gigabytes of data with it. + * It is rather designed for uses cases which make sense for a GUI library not for + * an full blown text editor. + */ +#ifndef NK_TEXTEDIT_UNDOSTATECOUNT +#define NK_TEXTEDIT_UNDOSTATECOUNT 99 +#endif + +#ifndef NK_TEXTEDIT_UNDOCHARCOUNT +#define NK_TEXTEDIT_UNDOCHARCOUNT 999 +#endif + +struct nk_text_edit; +struct nk_clipboard { + nk_handle userdata; + nk_plugin_paste paste; + nk_plugin_copy copy; +}; + +struct nk_text_undo_record { + int where; + short insert_length; + short delete_length; + short char_storage; +}; + +struct nk_text_undo_state { + struct nk_text_undo_record undo_rec[NK_TEXTEDIT_UNDOSTATECOUNT]; + nk_rune undo_char[NK_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point; + short redo_point; + short undo_char_point; + short redo_char_point; +}; + +enum nk_text_edit_type { + NK_TEXT_EDIT_SINGLE_LINE, + NK_TEXT_EDIT_MULTI_LINE +}; + +enum nk_text_edit_mode { + NK_TEXT_EDIT_MODE_VIEW, + NK_TEXT_EDIT_MODE_INSERT, + NK_TEXT_EDIT_MODE_REPLACE +}; + +struct nk_text_edit { + struct nk_clipboard clip; + struct nk_str string; + nk_plugin_filter filter; + struct nk_vec2 scrollbar; + + int cursor; + int select_start; + int select_end; + unsigned char mode; + unsigned char cursor_at_end_of_line; + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char active; + unsigned char padding1; + float preferred_x; + struct nk_text_undo_state undo; +}; + +/* filter function */ +NK_API int nk_filter_default(const struct nk_text_edit*, nk_rune unicode); +NK_API int nk_filter_ascii(const struct nk_text_edit*, nk_rune unicode); +NK_API int nk_filter_float(const struct nk_text_edit*, nk_rune unicode); +NK_API int nk_filter_decimal(const struct nk_text_edit*, nk_rune unicode); +NK_API int nk_filter_hex(const struct nk_text_edit*, nk_rune unicode); +NK_API int nk_filter_oct(const struct nk_text_edit*, nk_rune unicode); +NK_API int nk_filter_binary(const struct nk_text_edit*, nk_rune unicode); + +/* text editor */ +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API void nk_textedit_init_default(struct nk_text_edit*); +#endif +NK_API void nk_textedit_init(struct nk_text_edit*, struct nk_allocator*, nk_size size); +NK_API void nk_textedit_init_fixed(struct nk_text_edit*, void *memory, nk_size size); +NK_API void nk_textedit_free(struct nk_text_edit*); +NK_API void nk_textedit_text(struct nk_text_edit*, const char*, int total_len); +NK_API void nk_textedit_delete(struct nk_text_edit*, int where, int len); +NK_API void nk_textedit_delete_selection(struct nk_text_edit*); +NK_API void nk_textedit_select_all(struct nk_text_edit*); +NK_API int nk_textedit_cut(struct nk_text_edit*); +NK_API int nk_textedit_paste(struct nk_text_edit*, char const*, int len); +NK_API void nk_textedit_undo(struct nk_text_edit*); +NK_API void nk_textedit_redo(struct nk_text_edit*); + +/* =============================================================== + * + * DRAWING + * + * ===============================================================*/ +/* This library was designed to be render backend agnostic so it does + not draw anything to screen. Instead all drawn shapes, widgets + are made of, are buffered into memory and make up a command queue. + Each frame therefore fills the command buffer with draw commands + that then need to be executed by the user and his own render backend. + After that the command buffer needs to be cleared and a new frame can be + started. It is probably important to note that the command buffer is the main + drawing API and the optional vertex buffer API only takes this format and + converts it into a hardware accessible format. + + To use the command queue to draw your own widgets you can access the + command buffer of each window by calling `nk_window_get_canvas` after + previously having called `nk_begin`: + + void draw_red_rectangle_widget(struct nk_context *ctx) + { + struct nk_command_buffer *canvas; + struct nk_input *input = &ctx->input; + canvas = nk_window_get_canvas(ctx); + + struct nk_rect space; + enum nk_widget_layout_states state; + state = nk_widget(&space, ctx); + if (!state) return; + + if (state != NK_WIDGET_ROM) + update_your_widget_by_user_input(...); + nk_fill_rect(canvas, space, 0, nk_rgb(255,0,0)); + } + + if (nk_begin(...)) { + nk_layout_row_dynamic(ctx, 25, 1); + draw_red_rectangle_widget(ctx); + } + nk_end(..) + + Important to know if you want to create your own widgets is the `nk_widget` + call. It allocates space on the panel reserved for this widget to be used, + but also returns the state of the widget space. If your widget is not seen and does + not have to be updated it is '0' and you can just return. If it only has + to be drawn the state will be `NK_WIDGET_ROM` otherwise you can do both + update and draw your widget. The reason for separating is to only draw and + update what is actually necessary which is crucial for performance. +*/ +enum nk_command_type { + NK_COMMAND_NOP, + NK_COMMAND_SCISSOR, + NK_COMMAND_LINE, + NK_COMMAND_CURVE, + NK_COMMAND_RECT, + NK_COMMAND_RECT_FILLED, + NK_COMMAND_RECT_MULTI_COLOR, + NK_COMMAND_CIRCLE, + NK_COMMAND_CIRCLE_FILLED, + NK_COMMAND_ARC, + NK_COMMAND_ARC_FILLED, + NK_COMMAND_TRIANGLE, + NK_COMMAND_TRIANGLE_FILLED, + NK_COMMAND_POLYGON, + NK_COMMAND_POLYGON_FILLED, + NK_COMMAND_POLYLINE, + NK_COMMAND_TEXT, + NK_COMMAND_IMAGE, + NK_COMMAND_CUSTOM +}; + +/* command base and header of every command inside the buffer */ +struct nk_command { + enum nk_command_type type; + nk_size next; +#ifdef NK_INCLUDE_COMMAND_USERDATA + nk_handle userdata; +#endif +}; + +struct nk_command_scissor { + struct nk_command header; + short x, y; + unsigned short w, h; +}; + +struct nk_command_line { + struct nk_command header; + unsigned short line_thickness; + struct nk_vec2i begin; + struct nk_vec2i end; + struct nk_color color; +}; + +struct nk_command_curve { + struct nk_command header; + unsigned short line_thickness; + struct nk_vec2i begin; + struct nk_vec2i end; + struct nk_vec2i ctrl[2]; + struct nk_color color; +}; + +struct nk_command_rect { + struct nk_command header; + unsigned short rounding; + unsigned short line_thickness; + short x, y; + unsigned short w, h; + struct nk_color color; +}; + +struct nk_command_rect_filled { + struct nk_command header; + unsigned short rounding; + short x, y; + unsigned short w, h; + struct nk_color color; +}; + +struct nk_command_rect_multi_color { + struct nk_command header; + short x, y; + unsigned short w, h; + struct nk_color left; + struct nk_color top; + struct nk_color bottom; + struct nk_color right; +}; + +struct nk_command_triangle { + struct nk_command header; + unsigned short line_thickness; + struct nk_vec2i a; + struct nk_vec2i b; + struct nk_vec2i c; + struct nk_color color; +}; + +struct nk_command_triangle_filled { + struct nk_command header; + struct nk_vec2i a; + struct nk_vec2i b; + struct nk_vec2i c; + struct nk_color color; +}; + +struct nk_command_circle { + struct nk_command header; + short x, y; + unsigned short line_thickness; + unsigned short w, h; + struct nk_color color; +}; + +struct nk_command_circle_filled { + struct nk_command header; + short x, y; + unsigned short w, h; + struct nk_color color; +}; + +struct nk_command_arc { + struct nk_command header; + short cx, cy; + unsigned short r; + unsigned short line_thickness; + float a[2]; + struct nk_color color; +}; + +struct nk_command_arc_filled { + struct nk_command header; + short cx, cy; + unsigned short r; + float a[2]; + struct nk_color color; +}; + +struct nk_command_polygon { + struct nk_command header; + struct nk_color color; + unsigned short line_thickness; + unsigned short point_count; + struct nk_vec2i points[1]; +}; + +struct nk_command_polygon_filled { + struct nk_command header; + struct nk_color color; + unsigned short point_count; + struct nk_vec2i points[1]; +}; + +struct nk_command_polyline { + struct nk_command header; + struct nk_color color; + unsigned short line_thickness; + unsigned short point_count; + struct nk_vec2i points[1]; +}; + +struct nk_command_image { + struct nk_command header; + short x, y; + unsigned short w, h; + struct nk_image img; + struct nk_color col; +}; + +typedef void (*nk_command_custom_callback)(void *canvas, short x,short y, + unsigned short w, unsigned short h, nk_handle callback_data); +struct nk_command_custom { + struct nk_command header; + short x, y; + unsigned short w, h; + nk_handle callback_data; + nk_command_custom_callback callback; +}; + +struct nk_command_text { + struct nk_command header; + const struct nk_user_font *font; + struct nk_color background; + struct nk_color foreground; + short x, y; + unsigned short w, h; + float height; + int length; + char string[1]; +}; + +enum nk_command_clipping { + NK_CLIPPING_OFF = nk_false, + NK_CLIPPING_ON = nk_true +}; + +struct nk_command_buffer { + struct nk_buffer *base; + struct nk_rect clip; + int use_clipping; + nk_handle userdata; + nk_size begin, end, last; +}; + +/* shape outlines */ +NK_API void nk_stroke_line(struct nk_command_buffer *b, float x0, float y0, float x1, float y1, float line_thickness, struct nk_color); +NK_API void nk_stroke_curve(struct nk_command_buffer*, float, float, float, float, float, float, float, float, float line_thickness, struct nk_color); +NK_API void nk_stroke_rect(struct nk_command_buffer*, struct nk_rect, float rounding, float line_thickness, struct nk_color); +NK_API void nk_stroke_circle(struct nk_command_buffer*, struct nk_rect, float line_thickness, struct nk_color); +NK_API void nk_stroke_arc(struct nk_command_buffer*, float cx, float cy, float radius, float a_min, float a_max, float line_thickness, struct nk_color); +NK_API void nk_stroke_triangle(struct nk_command_buffer*, float, float, float, float, float, float, float line_thichness, struct nk_color); +NK_API void nk_stroke_polyline(struct nk_command_buffer*, float *points, int point_count, float line_thickness, struct nk_color col); +NK_API void nk_stroke_polygon(struct nk_command_buffer*, float*, int point_count, float line_thickness, struct nk_color); + +/* filled shades */ +NK_API void nk_fill_rect(struct nk_command_buffer*, struct nk_rect, float rounding, struct nk_color); +NK_API void nk_fill_rect_multi_color(struct nk_command_buffer*, struct nk_rect, struct nk_color left, struct nk_color top, struct nk_color right, struct nk_color bottom); +NK_API void nk_fill_circle(struct nk_command_buffer*, struct nk_rect, struct nk_color); +NK_API void nk_fill_arc(struct nk_command_buffer*, float cx, float cy, float radius, float a_min, float a_max, struct nk_color); +NK_API void nk_fill_triangle(struct nk_command_buffer*, float x0, float y0, float x1, float y1, float x2, float y2, struct nk_color); +NK_API void nk_fill_polygon(struct nk_command_buffer*, float*, int point_count, struct nk_color); + +/* misc */ +NK_API void nk_draw_image(struct nk_command_buffer*, struct nk_rect, const struct nk_image*, struct nk_color); +NK_API void nk_draw_text(struct nk_command_buffer*, struct nk_rect, const char *text, int len, const struct nk_user_font*, struct nk_color, struct nk_color); +NK_API void nk_push_scissor(struct nk_command_buffer*, struct nk_rect); +NK_API void nk_push_custom(struct nk_command_buffer*, struct nk_rect, nk_command_custom_callback, nk_handle usr); + +/* =============================================================== + * + * INPUT + * + * ===============================================================*/ +struct nk_mouse_button { + int down; + unsigned int clicked; + struct nk_vec2 clicked_pos; +}; +struct nk_mouse { + struct nk_mouse_button buttons[NK_BUTTON_MAX]; + struct nk_vec2 pos; + struct nk_vec2 prev; + struct nk_vec2 delta; + struct nk_vec2 scroll_delta; + unsigned char grab; + unsigned char grabbed; + unsigned char ungrab; +}; + +struct nk_key { + int down; + unsigned int clicked; +}; +struct nk_keyboard { + struct nk_key keys[NK_KEY_MAX]; + char text[NK_INPUT_MAX]; + int text_len; +}; + +struct nk_input { + struct nk_keyboard keyboard; + struct nk_mouse mouse; +}; + +NK_API int nk_input_has_mouse_click(const struct nk_input*, enum nk_buttons); +NK_API int nk_input_has_mouse_click_in_rect(const struct nk_input*, enum nk_buttons, struct nk_rect); +NK_API int nk_input_has_mouse_click_down_in_rect(const struct nk_input*, enum nk_buttons, struct nk_rect, int down); +NK_API int nk_input_is_mouse_click_in_rect(const struct nk_input*, enum nk_buttons, struct nk_rect); +NK_API int nk_input_is_mouse_click_down_in_rect(const struct nk_input *i, enum nk_buttons id, struct nk_rect b, int down); +NK_API int nk_input_any_mouse_click_in_rect(const struct nk_input*, struct nk_rect); +NK_API int nk_input_is_mouse_prev_hovering_rect(const struct nk_input*, struct nk_rect); +NK_API int nk_input_is_mouse_hovering_rect(const struct nk_input*, struct nk_rect); +NK_API int nk_input_mouse_clicked(const struct nk_input*, enum nk_buttons, struct nk_rect); +NK_API int nk_input_is_mouse_down(const struct nk_input*, enum nk_buttons); +NK_API int nk_input_is_mouse_pressed(const struct nk_input*, enum nk_buttons); +NK_API int nk_input_is_mouse_released(const struct nk_input*, enum nk_buttons); +NK_API int nk_input_is_key_pressed(const struct nk_input*, enum nk_keys); +NK_API int nk_input_is_key_released(const struct nk_input*, enum nk_keys); +NK_API int nk_input_is_key_down(const struct nk_input*, enum nk_keys); + +/* =============================================================== + * + * DRAW LIST + * + * ===============================================================*/ +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT +/* The optional vertex buffer draw list provides a 2D drawing context + with antialiasing functionality which takes basic filled or outlined shapes + or a path and outputs vertexes, elements and draw commands. + The actual draw list API is not required to be used directly while using this + library since converting the default library draw command output is done by + just calling `nk_convert` but I decided to still make this library accessible + since it can be useful. + + The draw list is based on a path buffering and polygon and polyline + rendering API which allows a lot of ways to draw 2D content to screen. + In fact it is probably more powerful than needed but allows even more crazy + things than this library provides by default. +*/ +#ifdef NK_UINT_DRAW_INDEX +typedef nk_uint nk_draw_index; +#else +typedef nk_ushort nk_draw_index; +#endif +enum nk_draw_list_stroke { + NK_STROKE_OPEN = nk_false, + /* build up path has no connection back to the beginning */ + NK_STROKE_CLOSED = nk_true + /* build up path has a connection back to the beginning */ +}; + +enum nk_draw_vertex_layout_attribute { + NK_VERTEX_POSITION, + NK_VERTEX_COLOR, + NK_VERTEX_TEXCOORD, + NK_VERTEX_ATTRIBUTE_COUNT +}; + +enum nk_draw_vertex_layout_format { + NK_FORMAT_SCHAR, + NK_FORMAT_SSHORT, + NK_FORMAT_SINT, + NK_FORMAT_UCHAR, + NK_FORMAT_USHORT, + NK_FORMAT_UINT, + NK_FORMAT_FLOAT, + NK_FORMAT_DOUBLE, + +NK_FORMAT_COLOR_BEGIN, + NK_FORMAT_R8G8B8 = NK_FORMAT_COLOR_BEGIN, + NK_FORMAT_R16G15B16, + NK_FORMAT_R32G32B32, + + NK_FORMAT_R8G8B8A8, + NK_FORMAT_B8G8R8A8, + NK_FORMAT_R16G15B16A16, + NK_FORMAT_R32G32B32A32, + NK_FORMAT_R32G32B32A32_FLOAT, + NK_FORMAT_R32G32B32A32_DOUBLE, + + NK_FORMAT_RGB32, + NK_FORMAT_RGBA32, +NK_FORMAT_COLOR_END = NK_FORMAT_RGBA32, + NK_FORMAT_COUNT +}; + +#define NK_VERTEX_LAYOUT_END NK_VERTEX_ATTRIBUTE_COUNT,NK_FORMAT_COUNT,0 +struct nk_draw_vertex_layout_element { + enum nk_draw_vertex_layout_attribute attribute; + enum nk_draw_vertex_layout_format format; + nk_size offset; +}; + +struct nk_draw_command { + unsigned int elem_count; + /* number of elements in the current draw batch */ + struct nk_rect clip_rect; + /* current screen clipping rectangle */ + nk_handle texture; + /* current texture to set */ +#ifdef NK_INCLUDE_COMMAND_USERDATA + nk_handle userdata; +#endif +}; + +struct nk_draw_list { + struct nk_rect clip_rect; + struct nk_vec2 circle_vtx[12]; + struct nk_convert_config config; + + struct nk_buffer *buffer; + struct nk_buffer *vertices; + struct nk_buffer *elements; + + unsigned int element_count; + unsigned int vertex_count; + unsigned int cmd_count; + nk_size cmd_offset; + + unsigned int path_count; + unsigned int path_offset; + + enum nk_anti_aliasing line_AA; + enum nk_anti_aliasing shape_AA; + +#ifdef NK_INCLUDE_COMMAND_USERDATA + nk_handle userdata; +#endif +}; + +/* draw list */ +NK_API void nk_draw_list_init(struct nk_draw_list*); +NK_API void nk_draw_list_setup(struct nk_draw_list*, const struct nk_convert_config*, struct nk_buffer *cmds, struct nk_buffer *vertices, struct nk_buffer *elements, enum nk_anti_aliasing line_aa,enum nk_anti_aliasing shape_aa); + +/* drawing */ +#define nk_draw_list_foreach(cmd, can, b) for((cmd)=nk__draw_list_begin(can, b); (cmd)!=0; (cmd)=nk__draw_list_next(cmd, b, can)) +NK_API const struct nk_draw_command* nk__draw_list_begin(const struct nk_draw_list*, const struct nk_buffer*); +NK_API const struct nk_draw_command* nk__draw_list_next(const struct nk_draw_command*, const struct nk_buffer*, const struct nk_draw_list*); +NK_API const struct nk_draw_command* nk__draw_list_end(const struct nk_draw_list*, const struct nk_buffer*); + +/* path */ +NK_API void nk_draw_list_path_clear(struct nk_draw_list*); +NK_API void nk_draw_list_path_line_to(struct nk_draw_list*, struct nk_vec2 pos); +NK_API void nk_draw_list_path_arc_to_fast(struct nk_draw_list*, struct nk_vec2 center, float radius, int a_min, int a_max); +NK_API void nk_draw_list_path_arc_to(struct nk_draw_list*, struct nk_vec2 center, float radius, float a_min, float a_max, unsigned int segments); +NK_API void nk_draw_list_path_rect_to(struct nk_draw_list*, struct nk_vec2 a, struct nk_vec2 b, float rounding); +NK_API void nk_draw_list_path_curve_to(struct nk_draw_list*, struct nk_vec2 p2, struct nk_vec2 p3, struct nk_vec2 p4, unsigned int num_segments); +NK_API void nk_draw_list_path_fill(struct nk_draw_list*, struct nk_color); +NK_API void nk_draw_list_path_stroke(struct nk_draw_list*, struct nk_color, enum nk_draw_list_stroke closed, float thickness); + +/* stroke */ +NK_API void nk_draw_list_stroke_line(struct nk_draw_list*, struct nk_vec2 a, struct nk_vec2 b, struct nk_color, float thickness); +NK_API void nk_draw_list_stroke_rect(struct nk_draw_list*, struct nk_rect rect, struct nk_color, float rounding, float thickness); +NK_API void nk_draw_list_stroke_triangle(struct nk_draw_list*, struct nk_vec2 a, struct nk_vec2 b, struct nk_vec2 c, struct nk_color, float thickness); +NK_API void nk_draw_list_stroke_circle(struct nk_draw_list*, struct nk_vec2 center, float radius, struct nk_color, unsigned int segs, float thickness); +NK_API void nk_draw_list_stroke_curve(struct nk_draw_list*, struct nk_vec2 p0, struct nk_vec2 cp0, struct nk_vec2 cp1, struct nk_vec2 p1, struct nk_color, unsigned int segments, float thickness); +NK_API void nk_draw_list_stroke_poly_line(struct nk_draw_list*, const struct nk_vec2 *pnts, const unsigned int cnt, struct nk_color, enum nk_draw_list_stroke, float thickness, enum nk_anti_aliasing); + +/* fill */ +NK_API void nk_draw_list_fill_rect(struct nk_draw_list*, struct nk_rect rect, struct nk_color, float rounding); +NK_API void nk_draw_list_fill_rect_multi_color(struct nk_draw_list*, struct nk_rect rect, struct nk_color left, struct nk_color top, struct nk_color right, struct nk_color bottom); +NK_API void nk_draw_list_fill_triangle(struct nk_draw_list*, struct nk_vec2 a, struct nk_vec2 b, struct nk_vec2 c, struct nk_color); +NK_API void nk_draw_list_fill_circle(struct nk_draw_list*, struct nk_vec2 center, float radius, struct nk_color col, unsigned int segs); +NK_API void nk_draw_list_fill_poly_convex(struct nk_draw_list*, const struct nk_vec2 *points, const unsigned int count, struct nk_color, enum nk_anti_aliasing); + +/* misc */ +NK_API void nk_draw_list_add_image(struct nk_draw_list*, struct nk_image texture, struct nk_rect rect, struct nk_color); +NK_API void nk_draw_list_add_text(struct nk_draw_list*, const struct nk_user_font*, struct nk_rect, const char *text, int len, float font_height, struct nk_color); +#ifdef NK_INCLUDE_COMMAND_USERDATA +NK_API void nk_draw_list_push_userdata(struct nk_draw_list*, nk_handle userdata); +#endif + +#endif + +/* =============================================================== + * + * GUI + * + * ===============================================================*/ +enum nk_style_item_type { + NK_STYLE_ITEM_COLOR, + NK_STYLE_ITEM_IMAGE +}; + +union nk_style_item_data { + struct nk_image image; + struct nk_color color; +}; + +struct nk_style_item { + enum nk_style_item_type type; + union nk_style_item_data data; +}; + +struct nk_style_text { + struct nk_color color; + struct nk_vec2 padding; +}; + +struct nk_style_button { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + + /* text */ + struct nk_color text_background; + struct nk_color text_normal; + struct nk_color text_hover; + struct nk_color text_active; + nk_flags text_alignment; + + /* properties */ + float border; + float rounding; + struct nk_vec2 padding; + struct nk_vec2 image_padding; + struct nk_vec2 touch_padding; + + /* optional user callbacks */ + nk_handle userdata; + void(*draw_begin)(struct nk_command_buffer*, nk_handle userdata); + void(*draw_end)(struct nk_command_buffer*, nk_handle userdata); +}; + +struct nk_style_toggle { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + + /* cursor */ + struct nk_style_item cursor_normal; + struct nk_style_item cursor_hover; + + /* text */ + struct nk_color text_normal; + struct nk_color text_hover; + struct nk_color text_active; + struct nk_color text_background; + nk_flags text_alignment; + + /* properties */ + struct nk_vec2 padding; + struct nk_vec2 touch_padding; + float spacing; + float border; + + /* optional user callbacks */ + nk_handle userdata; + void(*draw_begin)(struct nk_command_buffer*, nk_handle); + void(*draw_end)(struct nk_command_buffer*, nk_handle); +}; + +struct nk_style_selectable { + /* background (inactive) */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item pressed; + + /* background (active) */ + struct nk_style_item normal_active; + struct nk_style_item hover_active; + struct nk_style_item pressed_active; + + /* text color (inactive) */ + struct nk_color text_normal; + struct nk_color text_hover; + struct nk_color text_pressed; + + /* text color (active) */ + struct nk_color text_normal_active; + struct nk_color text_hover_active; + struct nk_color text_pressed_active; + struct nk_color text_background; + nk_flags text_alignment; + + /* properties */ + float rounding; + struct nk_vec2 padding; + struct nk_vec2 touch_padding; + struct nk_vec2 image_padding; + + /* optional user callbacks */ + nk_handle userdata; + void(*draw_begin)(struct nk_command_buffer*, nk_handle); + void(*draw_end)(struct nk_command_buffer*, nk_handle); +}; + +struct nk_style_slider { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + + /* background bar */ + struct nk_color bar_normal; + struct nk_color bar_hover; + struct nk_color bar_active; + struct nk_color bar_filled; + + /* cursor */ + struct nk_style_item cursor_normal; + struct nk_style_item cursor_hover; + struct nk_style_item cursor_active; + + /* properties */ + float border; + float rounding; + float bar_height; + struct nk_vec2 padding; + struct nk_vec2 spacing; + struct nk_vec2 cursor_size; + + /* optional buttons */ + int show_buttons; + struct nk_style_button inc_button; + struct nk_style_button dec_button; + enum nk_symbol_type inc_symbol; + enum nk_symbol_type dec_symbol; + + /* optional user callbacks */ + nk_handle userdata; + void(*draw_begin)(struct nk_command_buffer*, nk_handle); + void(*draw_end)(struct nk_command_buffer*, nk_handle); +}; + +struct nk_style_progress { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + + /* cursor */ + struct nk_style_item cursor_normal; + struct nk_style_item cursor_hover; + struct nk_style_item cursor_active; + struct nk_color cursor_border_color; + + /* properties */ + float rounding; + float border; + float cursor_border; + float cursor_rounding; + struct nk_vec2 padding; + + /* optional user callbacks */ + nk_handle userdata; + void(*draw_begin)(struct nk_command_buffer*, nk_handle); + void(*draw_end)(struct nk_command_buffer*, nk_handle); +}; + +struct nk_style_scrollbar { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + + /* cursor */ + struct nk_style_item cursor_normal; + struct nk_style_item cursor_hover; + struct nk_style_item cursor_active; + struct nk_color cursor_border_color; + + /* properties */ + float border; + float rounding; + float border_cursor; + float rounding_cursor; + struct nk_vec2 padding; + + /* optional buttons */ + int show_buttons; + struct nk_style_button inc_button; + struct nk_style_button dec_button; + enum nk_symbol_type inc_symbol; + enum nk_symbol_type dec_symbol; + + /* optional user callbacks */ + nk_handle userdata; + void(*draw_begin)(struct nk_command_buffer*, nk_handle); + void(*draw_end)(struct nk_command_buffer*, nk_handle); +}; + +struct nk_style_edit { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + struct nk_style_scrollbar scrollbar; + + /* cursor */ + struct nk_color cursor_normal; + struct nk_color cursor_hover; + struct nk_color cursor_text_normal; + struct nk_color cursor_text_hover; + + /* text (unselected) */ + struct nk_color text_normal; + struct nk_color text_hover; + struct nk_color text_active; + + /* text (selected) */ + struct nk_color selected_normal; + struct nk_color selected_hover; + struct nk_color selected_text_normal; + struct nk_color selected_text_hover; + + /* properties */ + float border; + float rounding; + float cursor_size; + struct nk_vec2 scrollbar_size; + struct nk_vec2 padding; + float row_padding; +}; + +struct nk_style_property { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + + /* text */ + struct nk_color label_normal; + struct nk_color label_hover; + struct nk_color label_active; + + /* symbols */ + enum nk_symbol_type sym_left; + enum nk_symbol_type sym_right; + + /* properties */ + float border; + float rounding; + struct nk_vec2 padding; + + struct nk_style_edit edit; + struct nk_style_button inc_button; + struct nk_style_button dec_button; + + /* optional user callbacks */ + nk_handle userdata; + void(*draw_begin)(struct nk_command_buffer*, nk_handle); + void(*draw_end)(struct nk_command_buffer*, nk_handle); +}; + +struct nk_style_chart { + /* colors */ + struct nk_style_item background; + struct nk_color border_color; + struct nk_color selected_color; + struct nk_color color; + + /* properties */ + float border; + float rounding; + struct nk_vec2 padding; +}; + +struct nk_style_combo { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + struct nk_color border_color; + + /* label */ + struct nk_color label_normal; + struct nk_color label_hover; + struct nk_color label_active; + + /* symbol */ + struct nk_color symbol_normal; + struct nk_color symbol_hover; + struct nk_color symbol_active; + + /* button */ + struct nk_style_button button; + enum nk_symbol_type sym_normal; + enum nk_symbol_type sym_hover; + enum nk_symbol_type sym_active; + + /* properties */ + float border; + float rounding; + struct nk_vec2 content_padding; + struct nk_vec2 button_padding; + struct nk_vec2 spacing; +}; + +struct nk_style_tab { + /* background */ + struct nk_style_item background; + struct nk_color border_color; + struct nk_color text; + + /* button */ + struct nk_style_button tab_maximize_button; + struct nk_style_button tab_minimize_button; + struct nk_style_button node_maximize_button; + struct nk_style_button node_minimize_button; + enum nk_symbol_type sym_minimize; + enum nk_symbol_type sym_maximize; + + /* properties */ + float border; + float rounding; + float indent; + struct nk_vec2 padding; + struct nk_vec2 spacing; +}; + +enum nk_style_header_align { + NK_HEADER_LEFT, + NK_HEADER_RIGHT +}; +struct nk_style_window_header { + /* background */ + struct nk_style_item normal; + struct nk_style_item hover; + struct nk_style_item active; + + /* button */ + struct nk_style_button close_button; + struct nk_style_button minimize_button; + enum nk_symbol_type close_symbol; + enum nk_symbol_type minimize_symbol; + enum nk_symbol_type maximize_symbol; + + /* title */ + struct nk_color label_normal; + struct nk_color label_hover; + struct nk_color label_active; + + /* properties */ + enum nk_style_header_align align; + struct nk_vec2 padding; + struct nk_vec2 label_padding; + struct nk_vec2 spacing; +}; + +struct nk_style_window { + struct nk_style_window_header header; + struct nk_style_item fixed_background; + struct nk_color background; + + struct nk_color border_color; + struct nk_color popup_border_color; + struct nk_color combo_border_color; + struct nk_color contextual_border_color; + struct nk_color menu_border_color; + struct nk_color group_border_color; + struct nk_color tooltip_border_color; + struct nk_style_item scaler; + + float border; + float combo_border; + float contextual_border; + float menu_border; + float group_border; + float tooltip_border; + float popup_border; + float min_row_height_padding; + + float rounding; + struct nk_vec2 spacing; + struct nk_vec2 scrollbar_size; + struct nk_vec2 min_size; + + struct nk_vec2 padding; + struct nk_vec2 group_padding; + struct nk_vec2 popup_padding; + struct nk_vec2 combo_padding; + struct nk_vec2 contextual_padding; + struct nk_vec2 menu_padding; + struct nk_vec2 tooltip_padding; +}; + +struct nk_style { + const struct nk_user_font *font; + const struct nk_cursor *cursors[NK_CURSOR_COUNT]; + const struct nk_cursor *cursor_active; + struct nk_cursor *cursor_last; + int cursor_visible; + + struct nk_style_text text; + struct nk_style_button button; + struct nk_style_button contextual_button; + struct nk_style_button menu_button; + struct nk_style_toggle option; + struct nk_style_toggle checkbox; + struct nk_style_selectable selectable; + struct nk_style_slider slider; + struct nk_style_progress progress; + struct nk_style_property property; + struct nk_style_edit edit; + struct nk_style_chart chart; + struct nk_style_scrollbar scrollh; + struct nk_style_scrollbar scrollv; + struct nk_style_tab tab; + struct nk_style_combo combo; + struct nk_style_window window; +}; + +NK_API struct nk_style_item nk_style_item_image(struct nk_image img); +NK_API struct nk_style_item nk_style_item_color(struct nk_color); +NK_API struct nk_style_item nk_style_item_hide(void); + +/*============================================================== + * PANEL + * =============================================================*/ +#ifndef NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS +#define NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS 16 +#endif +#ifndef NK_CHART_MAX_SLOT +#define NK_CHART_MAX_SLOT 4 +#endif + +enum nk_panel_type { + NK_PANEL_NONE = 0, + NK_PANEL_WINDOW = NK_FLAG(0), + NK_PANEL_GROUP = NK_FLAG(1), + NK_PANEL_POPUP = NK_FLAG(2), + NK_PANEL_CONTEXTUAL = NK_FLAG(4), + NK_PANEL_COMBO = NK_FLAG(5), + NK_PANEL_MENU = NK_FLAG(6), + NK_PANEL_TOOLTIP = NK_FLAG(7) +}; +enum nk_panel_set { + NK_PANEL_SET_NONBLOCK = NK_PANEL_CONTEXTUAL|NK_PANEL_COMBO|NK_PANEL_MENU|NK_PANEL_TOOLTIP, + NK_PANEL_SET_POPUP = NK_PANEL_SET_NONBLOCK|NK_PANEL_POPUP, + NK_PANEL_SET_SUB = NK_PANEL_SET_POPUP|NK_PANEL_GROUP +}; + +struct nk_chart_slot { + enum nk_chart_type type; + struct nk_color color; + struct nk_color highlight; + float min, max, range; + int count; + struct nk_vec2 last; + int index; +}; + +struct nk_chart { + int slot; + float x, y, w, h; + struct nk_chart_slot slots[NK_CHART_MAX_SLOT]; +}; + +enum nk_panel_row_layout_type { + NK_LAYOUT_DYNAMIC_FIXED = 0, + NK_LAYOUT_DYNAMIC_ROW, + NK_LAYOUT_DYNAMIC_FREE, + NK_LAYOUT_DYNAMIC, + NK_LAYOUT_STATIC_FIXED, + NK_LAYOUT_STATIC_ROW, + NK_LAYOUT_STATIC_FREE, + NK_LAYOUT_STATIC, + NK_LAYOUT_TEMPLATE, + NK_LAYOUT_COUNT +}; +struct nk_row_layout { + enum nk_panel_row_layout_type type; + int index; + float height; + float min_height; + int columns; + const float *ratio; + float item_width; + float item_height; + float item_offset; + float filled; + struct nk_rect item; + int tree_depth; + float templates[NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS]; +}; + +struct nk_popup_buffer { + nk_size begin; + nk_size parent; + nk_size last; + nk_size end; + int active; +}; + +struct nk_menu_state { + float x, y, w, h; + struct nk_scroll offset; +}; + +struct nk_panel { + enum nk_panel_type type; + nk_flags flags; + struct nk_rect bounds; + nk_uint *offset_x; + nk_uint *offset_y; + float at_x, at_y, max_x; + float footer_height; + float header_height; + float border; + unsigned int has_scrolling; + struct nk_rect clip; + struct nk_menu_state menu; + struct nk_row_layout row; + struct nk_chart chart; + struct nk_command_buffer *buffer; + struct nk_panel *parent; +}; + +/*============================================================== + * WINDOW + * =============================================================*/ +#ifndef NK_WINDOW_MAX_NAME +#define NK_WINDOW_MAX_NAME 64 +#endif + +struct nk_table; +enum nk_window_flags { + NK_WINDOW_PRIVATE = NK_FLAG(11), + NK_WINDOW_DYNAMIC = NK_WINDOW_PRIVATE, + /* special window type growing up in height while being filled to a certain maximum height */ + NK_WINDOW_ROM = NK_FLAG(12), + /* sets window widgets into a read only mode and does not allow input changes */ + NK_WINDOW_NOT_INTERACTIVE = NK_WINDOW_ROM|NK_WINDOW_NO_INPUT, + /* prevents all interaction caused by input to either window or widgets inside */ + NK_WINDOW_HIDDEN = NK_FLAG(13), + /* Hides window and stops any window interaction and drawing */ + NK_WINDOW_CLOSED = NK_FLAG(14), + /* Directly closes and frees the window at the end of the frame */ + NK_WINDOW_MINIMIZED = NK_FLAG(15), + /* marks the window as minimized */ + NK_WINDOW_REMOVE_ROM = NK_FLAG(16) + /* Removes read only mode at the end of the window */ +}; + +struct nk_popup_state { + struct nk_window *win; + enum nk_panel_type type; + struct nk_popup_buffer buf; + nk_hash name; + int active; + unsigned combo_count; + unsigned con_count, con_old; + unsigned active_con; + struct nk_rect header; +}; + +struct nk_edit_state { + nk_hash name; + unsigned int seq; + unsigned int old; + int active, prev; + int cursor; + int sel_start; + int sel_end; + struct nk_scroll scrollbar; + unsigned char mode; + unsigned char single_line; +}; + +struct nk_property_state { + int active, prev; + char buffer[NK_MAX_NUMBER_BUFFER]; + int length; + int cursor; + int select_start; + int select_end; + nk_hash name; + unsigned int seq; + unsigned int old; + int state; +}; + +struct nk_window { + unsigned int seq; + nk_hash name; + char name_string[NK_WINDOW_MAX_NAME]; + nk_flags flags; + + struct nk_rect bounds; + struct nk_scroll scrollbar; + struct nk_command_buffer buffer; + struct nk_panel *layout; + float scrollbar_hiding_timer; + + /* persistent widget state */ + struct nk_property_state property; + struct nk_popup_state popup; + struct nk_edit_state edit; + unsigned int scrolled; + + struct nk_table *tables; + unsigned int table_count; + + /* window list hooks */ + struct nk_window *next; + struct nk_window *prev; + struct nk_window *parent; +}; + +/*============================================================== + * STACK + * =============================================================*/ +/* The style modifier stack can be used to temporarily change a + * property inside `nk_style`. For example if you want a special + * red button you can temporarily push the old button color onto a stack + * draw the button with a red color and then you just pop the old color + * back from the stack: + * + * nk_style_push_style_item(ctx, &ctx->style.button.normal, nk_style_item_color(nk_rgb(255,0,0))); + * nk_style_push_style_item(ctx, &ctx->style.button.hover, nk_style_item_color(nk_rgb(255,0,0))); + * nk_style_push_style_item(ctx, &ctx->style.button.active, nk_style_item_color(nk_rgb(255,0,0))); + * nk_style_push_vec2(ctx, &cx->style.button.padding, nk_vec2(2,2)); + * + * nk_button(...); + * + * nk_style_pop_style_item(ctx); + * nk_style_pop_style_item(ctx); + * nk_style_pop_style_item(ctx); + * nk_style_pop_vec2(ctx); + * + * Nuklear has a stack for style_items, float properties, vector properties, + * flags, colors, fonts and for button_behavior. Each has it's own fixed size stack + * which can be changed at compile time. + */ +#ifndef NK_BUTTON_BEHAVIOR_STACK_SIZE +#define NK_BUTTON_BEHAVIOR_STACK_SIZE 8 +#endif + +#ifndef NK_FONT_STACK_SIZE +#define NK_FONT_STACK_SIZE 8 +#endif + +#ifndef NK_STYLE_ITEM_STACK_SIZE +#define NK_STYLE_ITEM_STACK_SIZE 16 +#endif + +#ifndef NK_FLOAT_STACK_SIZE +#define NK_FLOAT_STACK_SIZE 32 +#endif + +#ifndef NK_VECTOR_STACK_SIZE +#define NK_VECTOR_STACK_SIZE 16 +#endif + +#ifndef NK_FLAGS_STACK_SIZE +#define NK_FLAGS_STACK_SIZE 32 +#endif + +#ifndef NK_COLOR_STACK_SIZE +#define NK_COLOR_STACK_SIZE 32 +#endif + +#define NK_CONFIGURATION_STACK_TYPE(prefix, name, type)\ + struct nk_config_stack_##name##_element {\ + prefix##_##type *address;\ + prefix##_##type old_value;\ + } +#define NK_CONFIG_STACK(type,size)\ + struct nk_config_stack_##type {\ + int head;\ + struct nk_config_stack_##type##_element elements[size];\ + } + +#define nk_float float +NK_CONFIGURATION_STACK_TYPE(struct nk, style_item, style_item); +NK_CONFIGURATION_STACK_TYPE(nk ,float, float); +NK_CONFIGURATION_STACK_TYPE(struct nk, vec2, vec2); +NK_CONFIGURATION_STACK_TYPE(nk ,flags, flags); +NK_CONFIGURATION_STACK_TYPE(struct nk, color, color); +NK_CONFIGURATION_STACK_TYPE(const struct nk, user_font, user_font*); +NK_CONFIGURATION_STACK_TYPE(enum nk, button_behavior, button_behavior); + +NK_CONFIG_STACK(style_item, NK_STYLE_ITEM_STACK_SIZE); +NK_CONFIG_STACK(float, NK_FLOAT_STACK_SIZE); +NK_CONFIG_STACK(vec2, NK_VECTOR_STACK_SIZE); +NK_CONFIG_STACK(flags, NK_FLAGS_STACK_SIZE); +NK_CONFIG_STACK(color, NK_COLOR_STACK_SIZE); +NK_CONFIG_STACK(user_font, NK_FONT_STACK_SIZE); +NK_CONFIG_STACK(button_behavior, NK_BUTTON_BEHAVIOR_STACK_SIZE); + +struct nk_configuration_stacks { + struct nk_config_stack_style_item style_items; + struct nk_config_stack_float floats; + struct nk_config_stack_vec2 vectors; + struct nk_config_stack_flags flags; + struct nk_config_stack_color colors; + struct nk_config_stack_user_font fonts; + struct nk_config_stack_button_behavior button_behaviors; +}; + +/*============================================================== + * CONTEXT + * =============================================================*/ +#define NK_VALUE_PAGE_CAPACITY \ + (((NK_MAX(sizeof(struct nk_window),sizeof(struct nk_panel)) / sizeof(nk_uint))) / 2) + +struct nk_table { + unsigned int seq; + unsigned int size; + nk_hash keys[NK_VALUE_PAGE_CAPACITY]; + nk_uint values[NK_VALUE_PAGE_CAPACITY]; + struct nk_table *next, *prev; +}; + +union nk_page_data { + struct nk_table tbl; + struct nk_panel pan; + struct nk_window win; +}; + +struct nk_page_element { + union nk_page_data data; + struct nk_page_element *next; + struct nk_page_element *prev; +}; + +struct nk_page { + unsigned int size; + struct nk_page *next; + struct nk_page_element win[1]; +}; + +struct nk_pool { + struct nk_allocator alloc; + enum nk_allocation_type type; + unsigned int page_count; + struct nk_page *pages; + struct nk_page_element *freelist; + unsigned capacity; + nk_size size; + nk_size cap; +}; + +struct nk_context { +/* public: can be accessed freely */ + struct nk_input input; + struct nk_style style; + struct nk_buffer memory; + struct nk_clipboard clip; + nk_flags last_widget_state; + enum nk_button_behavior button_behavior; + struct nk_configuration_stacks stacks; + float delta_time_seconds; + +/* private: + should only be accessed if you + know what you are doing */ +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT + struct nk_draw_list draw_list; +#endif +#ifdef NK_INCLUDE_COMMAND_USERDATA + nk_handle userdata; +#endif + /* text editor objects are quite big because of an internal + * undo/redo stack. Therefore it does not make sense to have one for + * each window for temporary use cases, so I only provide *one* instance + * for all windows. This works because the content is cleared anyway */ + struct nk_text_edit text_edit; + /* draw buffer used for overlay drawing operation like cursor */ + struct nk_command_buffer overlay; + + /* windows */ + int build; + int use_pool; + struct nk_pool pool; + struct nk_window *begin; + struct nk_window *end; + struct nk_window *active; + struct nk_window *current; + struct nk_page_element *freelist; + unsigned int count; + unsigned int seq; +}; + +/* ============================================================== + * MATH + * =============================================================== */ +#define NK_PI 3.141592654f +#define NK_UTF_INVALID 0xFFFD +#define NK_MAX_FLOAT_PRECISION 2 + +#define NK_UNUSED(x) ((void)(x)) +#define NK_SATURATE(x) (NK_MAX(0, NK_MIN(1.0f, x))) +#define NK_LEN(a) (sizeof(a)/sizeof(a)[0]) +#define NK_ABS(a) (((a) < 0) ? -(a) : (a)) +#define NK_BETWEEN(x, a, b) ((a) <= (x) && (x) < (b)) +#define NK_INBOX(px, py, x, y, w, h)\ + (NK_BETWEEN(px,x,x+w) && NK_BETWEEN(py,y,y+h)) +#define NK_INTERSECT(x0, y0, w0, h0, x1, y1, w1, h1) \ + (!(((x1 > (x0 + w0)) || ((x1 + w1) < x0) || (y1 > (y0 + h0)) || (y1 + h1) < y0))) +#define NK_CONTAINS(x, y, w, h, bx, by, bw, bh)\ + (NK_INBOX(x,y, bx, by, bw, bh) && NK_INBOX(x+w,y+h, bx, by, bw, bh)) + +#define nk_vec2_sub(a, b) nk_vec2((a).x - (b).x, (a).y - (b).y) +#define nk_vec2_add(a, b) nk_vec2((a).x + (b).x, (a).y + (b).y) +#define nk_vec2_len_sqr(a) ((a).x*(a).x+(a).y*(a).y) +#define nk_vec2_muls(a, t) nk_vec2((a).x * (t), (a).y * (t)) + +#define nk_ptr_add(t, p, i) ((t*)((void*)((nk_byte*)(p) + (i)))) +#define nk_ptr_add_const(t, p, i) ((const t*)((const void*)((const nk_byte*)(p) + (i)))) +#define nk_zero_struct(s) nk_zero(&s, sizeof(s)) + +/* ============================================================== + * ALIGNMENT + * =============================================================== */ +/* Pointer to Integer type conversion for pointer alignment */ +#if defined(__PTRDIFF_TYPE__) /* This case should work for GCC*/ +# define NK_UINT_TO_PTR(x) ((void*)(__PTRDIFF_TYPE__)(x)) +# define NK_PTR_TO_UINT(x) ((nk_size)(__PTRDIFF_TYPE__)(x)) +#elif !defined(__GNUC__) /* works for compilers other than LLVM */ +# define NK_UINT_TO_PTR(x) ((void*)&((char*)0)[x]) +# define NK_PTR_TO_UINT(x) ((nk_size)(((char*)x)-(char*)0)) +#elif defined(NK_USE_FIXED_TYPES) /* used if we have */ +# define NK_UINT_TO_PTR(x) ((void*)(uintptr_t)(x)) +# define NK_PTR_TO_UINT(x) ((uintptr_t)(x)) +#else /* generates warning but works */ +# define NK_UINT_TO_PTR(x) ((void*)(x)) +# define NK_PTR_TO_UINT(x) ((nk_size)(x)) +#endif + +#define NK_ALIGN_PTR(x, mask)\ + (NK_UINT_TO_PTR((NK_PTR_TO_UINT((nk_byte*)(x) + (mask-1)) & ~(mask-1)))) +#define NK_ALIGN_PTR_BACK(x, mask)\ + (NK_UINT_TO_PTR((NK_PTR_TO_UINT((nk_byte*)(x)) & ~(mask-1)))) + +#define NK_OFFSETOF(st,m) ((nk_ptr)&(((st*)0)->m)) +#define NK_CONTAINER_OF(ptr,type,member)\ + (type*)((void*)((char*)(1 ? (ptr): &((type*)0)->member) - NK_OFFSETOF(type, member))) + +#ifdef __cplusplus +} +#endif + +#ifdef __cplusplus +template struct nk_alignof; +template struct nk_helper{enum {value = size_diff};}; +template struct nk_helper{enum {value = nk_alignof::value};}; +template struct nk_alignof{struct Big {T x; char c;}; enum { + diff = sizeof(Big) - sizeof(T), value = nk_helper::value};}; +#define NK_ALIGNOF(t) (nk_alignof::value) +#elif defined(_MSC_VER) +#define NK_ALIGNOF(t) (__alignof(t)) +#else +#define NK_ALIGNOF(t) ((char*)(&((struct {char c; t _h;}*)0)->_h) - (char*)0) +#endif + +#endif /* NK_NUKLEAR_H_ */ + +#ifdef NK_IMPLEMENTATION + +#ifndef NK_INTERNAL_H +#define NK_INTERNAL_H + +#ifndef NK_POOL_DEFAULT_CAPACITY +#define NK_POOL_DEFAULT_CAPACITY 16 +#endif + +#ifndef NK_DEFAULT_COMMAND_BUFFER_SIZE +#define NK_DEFAULT_COMMAND_BUFFER_SIZE (4*1024) +#endif + +#ifndef NK_BUFFER_DEFAULT_INITIAL_SIZE +#define NK_BUFFER_DEFAULT_INITIAL_SIZE (4*1024) +#endif + +/* standard library headers */ +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +#include /* malloc, free */ +#endif +#ifdef NK_INCLUDE_STANDARD_IO +#include /* fopen, fclose,... */ +#endif +#ifndef NK_ASSERT +#include +#define NK_ASSERT(expr) assert(expr) +#endif + +#ifndef NK_MEMSET +#define NK_MEMSET nk_memset +#endif +#ifndef NK_MEMCPY +#define NK_MEMCPY nk_memcopy +#endif +#ifndef NK_SQRT +#define NK_SQRT nk_sqrt +#endif +#ifndef NK_SIN +#define NK_SIN nk_sin +#endif +#ifndef NK_COS +#define NK_COS nk_cos +#endif +#ifndef NK_STRTOD +#define NK_STRTOD nk_strtod +#endif +#ifndef NK_DTOA +#define NK_DTOA nk_dtoa +#endif + +#define NK_DEFAULT (-1) + +#ifndef NK_VSNPRINTF +/* If your compiler does support `vsnprintf` I would highly recommend + * defining this to vsnprintf instead since `vsprintf` is basically + * unbelievable unsafe and should *NEVER* be used. But I have to support + * it since C89 only provides this unsafe version. */ + #if (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) ||\ + (defined(__cplusplus) && (__cplusplus >= 201103L)) || \ + (defined(_POSIX_C_SOURCE) && (_POSIX_C_SOURCE >= 200112L)) ||\ + (defined(_XOPEN_SOURCE) && (_XOPEN_SOURCE >= 500)) ||\ + defined(_ISOC99_SOURCE) || defined(_BSD_SOURCE) + #define NK_VSNPRINTF(s,n,f,a) vsnprintf(s,n,f,a) + #else + #define NK_VSNPRINTF(s,n,f,a) vsprintf(s,f,a) + #endif +#endif + +#define NK_SCHAR_MIN (-127) +#define NK_SCHAR_MAX 127 +#define NK_UCHAR_MIN 0 +#define NK_UCHAR_MAX 256 +#define NK_SSHORT_MIN (-32767) +#define NK_SSHORT_MAX 32767 +#define NK_USHORT_MIN 0 +#define NK_USHORT_MAX 65535 +#define NK_SINT_MIN (-2147483647) +#define NK_SINT_MAX 2147483647 +#define NK_UINT_MIN 0 +#define NK_UINT_MAX 4294967295u + +/* Make sure correct type size: + * This will fire with a negative subscript error if the type sizes + * are set incorrectly by the compiler, and compile out if not */ +NK_STATIC_ASSERT(sizeof(nk_size) >= sizeof(void*)); +NK_STATIC_ASSERT(sizeof(nk_ptr) == sizeof(void*)); +NK_STATIC_ASSERT(sizeof(nk_flags) >= 4); +NK_STATIC_ASSERT(sizeof(nk_rune) >= 4); +NK_STATIC_ASSERT(sizeof(nk_ushort) == 2); +NK_STATIC_ASSERT(sizeof(nk_short) == 2); +NK_STATIC_ASSERT(sizeof(nk_uint) == 4); +NK_STATIC_ASSERT(sizeof(nk_int) == 4); +NK_STATIC_ASSERT(sizeof(nk_byte) == 1); + +NK_GLOBAL const struct nk_rect nk_null_rect = {-8192.0f, -8192.0f, 16384, 16384}; +#define NK_FLOAT_PRECISION 0.00000000000001 + +NK_GLOBAL const struct nk_color nk_red = {255,0,0,255}; +NK_GLOBAL const struct nk_color nk_green = {0,255,0,255}; +NK_GLOBAL const struct nk_color nk_blue = {0,0,255,255}; +NK_GLOBAL const struct nk_color nk_white = {255,255,255,255}; +NK_GLOBAL const struct nk_color nk_black = {0,0,0,255}; +NK_GLOBAL const struct nk_color nk_yellow = {255,255,0,255}; + +/* widget */ +#define nk_widget_state_reset(s)\ + if ((*(s)) & NK_WIDGET_STATE_MODIFIED)\ + (*(s)) = NK_WIDGET_STATE_INACTIVE|NK_WIDGET_STATE_MODIFIED;\ + else (*(s)) = NK_WIDGET_STATE_INACTIVE; + +/* math */ +NK_LIB float nk_inv_sqrt(float n); +NK_LIB float nk_sqrt(float x); +NK_LIB float nk_sin(float x); +NK_LIB float nk_cos(float x); +NK_LIB nk_uint nk_round_up_pow2(nk_uint v); +NK_LIB struct nk_rect nk_shrink_rect(struct nk_rect r, float amount); +NK_LIB struct nk_rect nk_pad_rect(struct nk_rect r, struct nk_vec2 pad); +NK_LIB void nk_unify(struct nk_rect *clip, const struct nk_rect *a, float x0, float y0, float x1, float y1); +NK_LIB double nk_pow(double x, int n); +NK_LIB int nk_ifloord(double x); +NK_LIB int nk_ifloorf(float x); +NK_LIB int nk_iceilf(float x); +NK_LIB int nk_log10(double n); + +/* util */ +enum {NK_DO_NOT_STOP_ON_NEW_LINE, NK_STOP_ON_NEW_LINE}; +NK_LIB int nk_is_lower(int c); +NK_LIB int nk_is_upper(int c); +NK_LIB int nk_to_upper(int c); +NK_LIB int nk_to_lower(int c); +NK_LIB void* nk_memcopy(void *dst, const void *src, nk_size n); +NK_LIB void nk_memset(void *ptr, int c0, nk_size size); +NK_LIB void nk_zero(void *ptr, nk_size size); +NK_LIB char *nk_itoa(char *s, long n); +NK_LIB int nk_string_float_limit(char *string, int prec); +NK_LIB char *nk_dtoa(char *s, double n); +NK_LIB int nk_text_clamp(const struct nk_user_font *font, const char *text, int text_len, float space, int *glyphs, float *text_width, nk_rune *sep_list, int sep_count); +NK_LIB struct nk_vec2 nk_text_calculate_text_bounds(const struct nk_user_font *font, const char *begin, int byte_len, float row_height, const char **remaining, struct nk_vec2 *out_offset, int *glyphs, int op); +#ifdef NK_INCLUDE_STANDARD_VARARGS +NK_LIB int nk_strfmt(char *buf, int buf_size, const char *fmt, va_list args); +#endif +#ifdef NK_INCLUDE_STANDARD_IO +NK_LIB char *nk_file_load(const char* path, nk_size* siz, struct nk_allocator *alloc); +#endif + +/* buffer */ +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_LIB void* nk_malloc(nk_handle unused, void *old,nk_size size); +NK_LIB void nk_mfree(nk_handle unused, void *ptr); +#endif +NK_LIB void* nk_buffer_align(void *unaligned, nk_size align, nk_size *alignment, enum nk_buffer_allocation_type type); +NK_LIB void* nk_buffer_alloc(struct nk_buffer *b, enum nk_buffer_allocation_type type, nk_size size, nk_size align); +NK_LIB void* nk_buffer_realloc(struct nk_buffer *b, nk_size capacity, nk_size *size); + +/* draw */ +NK_LIB void nk_command_buffer_init(struct nk_command_buffer *cb, struct nk_buffer *b, enum nk_command_clipping clip); +NK_LIB void nk_command_buffer_reset(struct nk_command_buffer *b); +NK_LIB void* nk_command_buffer_push(struct nk_command_buffer* b, enum nk_command_type t, nk_size size); +NK_LIB void nk_draw_symbol(struct nk_command_buffer *out, enum nk_symbol_type type, struct nk_rect content, struct nk_color background, struct nk_color foreground, float border_width, const struct nk_user_font *font); + +/* buffering */ +NK_LIB void nk_start_buffer(struct nk_context *ctx, struct nk_command_buffer *b); +NK_LIB void nk_start(struct nk_context *ctx, struct nk_window *win); +NK_LIB void nk_start_popup(struct nk_context *ctx, struct nk_window *win); +NK_LIB void nk_finish_popup(struct nk_context *ctx, struct nk_window*); +NK_LIB void nk_finish_buffer(struct nk_context *ctx, struct nk_command_buffer *b); +NK_LIB void nk_finish(struct nk_context *ctx, struct nk_window *w); +NK_LIB void nk_build(struct nk_context *ctx); + +/* text editor */ +NK_LIB void nk_textedit_clear_state(struct nk_text_edit *state, enum nk_text_edit_type type, nk_plugin_filter filter); +NK_LIB void nk_textedit_click(struct nk_text_edit *state, float x, float y, const struct nk_user_font *font, float row_height); +NK_LIB void nk_textedit_drag(struct nk_text_edit *state, float x, float y, const struct nk_user_font *font, float row_height); +NK_LIB void nk_textedit_key(struct nk_text_edit *state, enum nk_keys key, int shift_mod, const struct nk_user_font *font, float row_height); + +/* window */ +enum nk_window_insert_location { + NK_INSERT_BACK, /* inserts window into the back of list (front of screen) */ + NK_INSERT_FRONT /* inserts window into the front of list (back of screen) */ +}; +NK_LIB void *nk_create_window(struct nk_context *ctx); +NK_LIB void nk_remove_window(struct nk_context*, struct nk_window*); +NK_LIB void nk_free_window(struct nk_context *ctx, struct nk_window *win); +NK_LIB struct nk_window *nk_find_window(struct nk_context *ctx, nk_hash hash, const char *name); +NK_LIB void nk_insert_window(struct nk_context *ctx, struct nk_window *win, enum nk_window_insert_location loc); + +/* pool */ +NK_LIB void nk_pool_init(struct nk_pool *pool, struct nk_allocator *alloc, unsigned int capacity); +NK_LIB void nk_pool_free(struct nk_pool *pool); +NK_LIB void nk_pool_init_fixed(struct nk_pool *pool, void *memory, nk_size size); +NK_LIB struct nk_page_element *nk_pool_alloc(struct nk_pool *pool); + +/* page-element */ +NK_LIB struct nk_page_element* nk_create_page_element(struct nk_context *ctx); +NK_LIB void nk_link_page_element_into_freelist(struct nk_context *ctx, struct nk_page_element *elem); +NK_LIB void nk_free_page_element(struct nk_context *ctx, struct nk_page_element *elem); + +/* table */ +NK_LIB struct nk_table* nk_create_table(struct nk_context *ctx); +NK_LIB void nk_remove_table(struct nk_window *win, struct nk_table *tbl); +NK_LIB void nk_free_table(struct nk_context *ctx, struct nk_table *tbl); +NK_LIB void nk_push_table(struct nk_window *win, struct nk_table *tbl); +NK_LIB nk_uint *nk_add_value(struct nk_context *ctx, struct nk_window *win, nk_hash name, nk_uint value); +NK_LIB nk_uint *nk_find_value(struct nk_window *win, nk_hash name); + +/* panel */ +NK_LIB void *nk_create_panel(struct nk_context *ctx); +NK_LIB void nk_free_panel(struct nk_context*, struct nk_panel *pan); +NK_LIB int nk_panel_has_header(nk_flags flags, const char *title); +NK_LIB struct nk_vec2 nk_panel_get_padding(const struct nk_style *style, enum nk_panel_type type); +NK_LIB float nk_panel_get_border(const struct nk_style *style, nk_flags flags, enum nk_panel_type type); +NK_LIB struct nk_color nk_panel_get_border_color(const struct nk_style *style, enum nk_panel_type type); +NK_LIB int nk_panel_is_sub(enum nk_panel_type type); +NK_LIB int nk_panel_is_nonblock(enum nk_panel_type type); +NK_LIB int nk_panel_begin(struct nk_context *ctx, const char *title, enum nk_panel_type panel_type); +NK_LIB void nk_panel_end(struct nk_context *ctx); + +/* layout */ +NK_LIB float nk_layout_row_calculate_usable_space(const struct nk_style *style, enum nk_panel_type type, float total_space, int columns); +NK_LIB void nk_panel_layout(const struct nk_context *ctx, struct nk_window *win, float height, int cols); +NK_LIB void nk_row_layout(struct nk_context *ctx, enum nk_layout_format fmt, float height, int cols, int width); +NK_LIB void nk_panel_alloc_row(const struct nk_context *ctx, struct nk_window *win); +NK_LIB void nk_layout_widget_space(struct nk_rect *bounds, const struct nk_context *ctx, struct nk_window *win, int modify); +NK_LIB void nk_panel_alloc_space(struct nk_rect *bounds, const struct nk_context *ctx); +NK_LIB void nk_layout_peek(struct nk_rect *bounds, struct nk_context *ctx); + +/* popup */ +NK_LIB int nk_nonblock_begin(struct nk_context *ctx, nk_flags flags, struct nk_rect body, struct nk_rect header, enum nk_panel_type panel_type); + +/* text */ +struct nk_text { + struct nk_vec2 padding; + struct nk_color background; + struct nk_color text; +}; +NK_LIB void nk_widget_text(struct nk_command_buffer *o, struct nk_rect b, const char *string, int len, const struct nk_text *t, nk_flags a, const struct nk_user_font *f); +NK_LIB void nk_widget_text_wrap(struct nk_command_buffer *o, struct nk_rect b, const char *string, int len, const struct nk_text *t, const struct nk_user_font *f); + +/* button */ +NK_LIB int nk_button_behavior(nk_flags *state, struct nk_rect r, const struct nk_input *i, enum nk_button_behavior behavior); +NK_LIB const struct nk_style_item* nk_draw_button(struct nk_command_buffer *out, const struct nk_rect *bounds, nk_flags state, const struct nk_style_button *style); +NK_LIB int nk_do_button(nk_flags *state, struct nk_command_buffer *out, struct nk_rect r, const struct nk_style_button *style, const struct nk_input *in, enum nk_button_behavior behavior, struct nk_rect *content); +NK_LIB void nk_draw_button_text(struct nk_command_buffer *out, const struct nk_rect *bounds, const struct nk_rect *content, nk_flags state, const struct nk_style_button *style, const char *txt, int len, nk_flags text_alignment, const struct nk_user_font *font); +NK_LIB int nk_do_button_text(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, const char *string, int len, nk_flags align, enum nk_button_behavior behavior, const struct nk_style_button *style, const struct nk_input *in, const struct nk_user_font *font); +NK_LIB void nk_draw_button_symbol(struct nk_command_buffer *out, const struct nk_rect *bounds, const struct nk_rect *content, nk_flags state, const struct nk_style_button *style, enum nk_symbol_type type, const struct nk_user_font *font); +NK_LIB int nk_do_button_symbol(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, enum nk_symbol_type symbol, enum nk_button_behavior behavior, const struct nk_style_button *style, const struct nk_input *in, const struct nk_user_font *font); +NK_LIB void nk_draw_button_image(struct nk_command_buffer *out, const struct nk_rect *bounds, const struct nk_rect *content, nk_flags state, const struct nk_style_button *style, const struct nk_image *img); +NK_LIB int nk_do_button_image(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, struct nk_image img, enum nk_button_behavior b, const struct nk_style_button *style, const struct nk_input *in); +NK_LIB void nk_draw_button_text_symbol(struct nk_command_buffer *out, const struct nk_rect *bounds, const struct nk_rect *label, const struct nk_rect *symbol, nk_flags state, const struct nk_style_button *style, const char *str, int len, enum nk_symbol_type type, const struct nk_user_font *font); +NK_LIB int nk_do_button_text_symbol(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, enum nk_symbol_type symbol, const char *str, int len, nk_flags align, enum nk_button_behavior behavior, const struct nk_style_button *style, const struct nk_user_font *font, const struct nk_input *in); +NK_LIB void nk_draw_button_text_image(struct nk_command_buffer *out, const struct nk_rect *bounds, const struct nk_rect *label, const struct nk_rect *image, nk_flags state, const struct nk_style_button *style, const char *str, int len, const struct nk_user_font *font, const struct nk_image *img); +NK_LIB int nk_do_button_text_image(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, struct nk_image img, const char* str, int len, nk_flags align, enum nk_button_behavior behavior, const struct nk_style_button *style, const struct nk_user_font *font, const struct nk_input *in); + +/* toggle */ +enum nk_toggle_type { + NK_TOGGLE_CHECK, + NK_TOGGLE_OPTION +}; +NK_LIB int nk_toggle_behavior(const struct nk_input *in, struct nk_rect select, nk_flags *state, int active); +NK_LIB void nk_draw_checkbox(struct nk_command_buffer *out, nk_flags state, const struct nk_style_toggle *style, int active, const struct nk_rect *label, const struct nk_rect *selector, const struct nk_rect *cursors, const char *string, int len, const struct nk_user_font *font); +NK_LIB void nk_draw_option(struct nk_command_buffer *out, nk_flags state, const struct nk_style_toggle *style, int active, const struct nk_rect *label, const struct nk_rect *selector, const struct nk_rect *cursors, const char *string, int len, const struct nk_user_font *font); +NK_LIB int nk_do_toggle(nk_flags *state, struct nk_command_buffer *out, struct nk_rect r, int *active, const char *str, int len, enum nk_toggle_type type, const struct nk_style_toggle *style, const struct nk_input *in, const struct nk_user_font *font); + +/* progress */ +NK_LIB nk_size nk_progress_behavior(nk_flags *state, struct nk_input *in, struct nk_rect r, struct nk_rect cursor, nk_size max, nk_size value, int modifiable); +NK_LIB void nk_draw_progress(struct nk_command_buffer *out, nk_flags state, const struct nk_style_progress *style, const struct nk_rect *bounds, const struct nk_rect *scursor, nk_size value, nk_size max); +NK_LIB nk_size nk_do_progress(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, nk_size value, nk_size max, int modifiable, const struct nk_style_progress *style, struct nk_input *in); + +/* slider */ +NK_LIB float nk_slider_behavior(nk_flags *state, struct nk_rect *logical_cursor, struct nk_rect *visual_cursor, struct nk_input *in, struct nk_rect bounds, float slider_min, float slider_max, float slider_value, float slider_step, float slider_steps); +NK_LIB void nk_draw_slider(struct nk_command_buffer *out, nk_flags state, const struct nk_style_slider *style, const struct nk_rect *bounds, const struct nk_rect *visual_cursor, float min, float value, float max); +NK_LIB float nk_do_slider(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, float min, float val, float max, float step, const struct nk_style_slider *style, struct nk_input *in, const struct nk_user_font *font); + +/* scrollbar */ +NK_LIB float nk_scrollbar_behavior(nk_flags *state, struct nk_input *in, int has_scrolling, const struct nk_rect *scroll, const struct nk_rect *cursor, const struct nk_rect *empty0, const struct nk_rect *empty1, float scroll_offset, float target, float scroll_step, enum nk_orientation o); +NK_LIB void nk_draw_scrollbar(struct nk_command_buffer *out, nk_flags state, const struct nk_style_scrollbar *style, const struct nk_rect *bounds, const struct nk_rect *scroll); +NK_LIB float nk_do_scrollbarv(nk_flags *state, struct nk_command_buffer *out, struct nk_rect scroll, int has_scrolling, float offset, float target, float step, float button_pixel_inc, const struct nk_style_scrollbar *style, struct nk_input *in, const struct nk_user_font *font); +NK_LIB float nk_do_scrollbarh(nk_flags *state, struct nk_command_buffer *out, struct nk_rect scroll, int has_scrolling, float offset, float target, float step, float button_pixel_inc, const struct nk_style_scrollbar *style, struct nk_input *in, const struct nk_user_font *font); + +/* selectable */ +NK_LIB void nk_draw_selectable(struct nk_command_buffer *out, nk_flags state, const struct nk_style_selectable *style, int active, const struct nk_rect *bounds, const struct nk_rect *icon, const struct nk_image *img, enum nk_symbol_type sym, const char *string, int len, nk_flags align, const struct nk_user_font *font); +NK_LIB int nk_do_selectable(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, const char *str, int len, nk_flags align, int *value, const struct nk_style_selectable *style, const struct nk_input *in, const struct nk_user_font *font); +NK_LIB int nk_do_selectable_image(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, const char *str, int len, nk_flags align, int *value, const struct nk_image *img, const struct nk_style_selectable *style, const struct nk_input *in, const struct nk_user_font *font); + +/* edit */ +NK_LIB void nk_edit_draw_text(struct nk_command_buffer *out, const struct nk_style_edit *style, float pos_x, float pos_y, float x_offset, const char *text, int byte_len, float row_height, const struct nk_user_font *font, struct nk_color background, struct nk_color foreground, int is_selected); +NK_LIB nk_flags nk_do_edit(nk_flags *state, struct nk_command_buffer *out, struct nk_rect bounds, nk_flags flags, nk_plugin_filter filter, struct nk_text_edit *edit, const struct nk_style_edit *style, struct nk_input *in, const struct nk_user_font *font); + +/* color-picker */ +NK_LIB int nk_color_picker_behavior(nk_flags *state, const struct nk_rect *bounds, const struct nk_rect *matrix, const struct nk_rect *hue_bar, const struct nk_rect *alpha_bar, struct nk_colorf *color, const struct nk_input *in); +NK_LIB void nk_draw_color_picker(struct nk_command_buffer *o, const struct nk_rect *matrix, const struct nk_rect *hue_bar, const struct nk_rect *alpha_bar, struct nk_colorf col); +NK_LIB int nk_do_color_picker(nk_flags *state, struct nk_command_buffer *out, struct nk_colorf *col, enum nk_color_format fmt, struct nk_rect bounds, struct nk_vec2 padding, const struct nk_input *in, const struct nk_user_font *font); + +/* property */ +enum nk_property_status { + NK_PROPERTY_DEFAULT, + NK_PROPERTY_EDIT, + NK_PROPERTY_DRAG +}; +enum nk_property_filter { + NK_FILTER_INT, + NK_FILTER_FLOAT +}; +enum nk_property_kind { + NK_PROPERTY_INT, + NK_PROPERTY_FLOAT, + NK_PROPERTY_DOUBLE +}; +union nk_property { + int i; + float f; + double d; +}; +struct nk_property_variant { + enum nk_property_kind kind; + union nk_property value; + union nk_property min_value; + union nk_property max_value; + union nk_property step; +}; +NK_LIB struct nk_property_variant nk_property_variant_int(int value, int min_value, int max_value, int step); +NK_LIB struct nk_property_variant nk_property_variant_float(float value, float min_value, float max_value, float step); +NK_LIB struct nk_property_variant nk_property_variant_double(double value, double min_value, double max_value, double step); + +NK_LIB void nk_drag_behavior(nk_flags *state, const struct nk_input *in, struct nk_rect drag, struct nk_property_variant *variant, float inc_per_pixel); +NK_LIB void nk_property_behavior(nk_flags *ws, const struct nk_input *in, struct nk_rect property, struct nk_rect label, struct nk_rect edit, struct nk_rect empty, int *state, struct nk_property_variant *variant, float inc_per_pixel); +NK_LIB void nk_draw_property(struct nk_command_buffer *out, const struct nk_style_property *style, const struct nk_rect *bounds, const struct nk_rect *label, nk_flags state, const char *name, int len, const struct nk_user_font *font); +NK_LIB void nk_do_property(nk_flags *ws, struct nk_command_buffer *out, struct nk_rect property, const char *name, struct nk_property_variant *variant, float inc_per_pixel, char *buffer, int *len, int *state, int *cursor, int *select_begin, int *select_end, const struct nk_style_property *style, enum nk_property_filter filter, struct nk_input *in, const struct nk_user_font *font, struct nk_text_edit *text_edit, enum nk_button_behavior behavior); +NK_LIB void nk_property(struct nk_context *ctx, const char *name, struct nk_property_variant *variant, float inc_per_pixel, const enum nk_property_filter filter); + +#endif + + + + + +/* =============================================================== + * + * MATH + * + * ===============================================================*/ +/* Since nuklear is supposed to work on all systems providing floating point + math without any dependencies I also had to implement my own math functions + for sqrt, sin and cos. Since the actual highly accurate implementations for + the standard library functions are quite complex and I do not need high + precision for my use cases I use approximations. + + Sqrt + ---- + For square root nuklear uses the famous fast inverse square root: + https://en.wikipedia.org/wiki/Fast_inverse_square_root with + slightly tweaked magic constant. While on today's hardware it is + probably not faster it is still fast and accurate enough for + nuklear's use cases. IMPORTANT: this requires float format IEEE 754 + + Sine/Cosine + ----------- + All constants inside both function are generated Remez's minimax + approximations for value range 0...2*PI. The reason why I decided to + approximate exactly that range is that nuklear only needs sine and + cosine to generate circles which only requires that exact range. + In addition I used Remez instead of Taylor for additional precision: + www.lolengine.net/blog/2011/12/21/better-function-approximations. + + The tool I used to generate constants for both sine and cosine + (it can actually approximate a lot more functions) can be + found here: www.lolengine.net/wiki/oss/lolremez +*/ +NK_LIB float +nk_inv_sqrt(float n) +{ + float x2; + const float threehalfs = 1.5f; + union {nk_uint i; float f;} conv = {0}; + conv.f = n; + x2 = n * 0.5f; + conv.i = 0x5f375A84 - (conv.i >> 1); + conv.f = conv.f * (threehalfs - (x2 * conv.f * conv.f)); + return conv.f; +} +NK_LIB float +nk_sqrt(float x) +{ + return x * nk_inv_sqrt(x); +} +NK_LIB float +nk_sin(float x) +{ + NK_STORAGE const float a0 = +1.91059300966915117e-31f; + NK_STORAGE const float a1 = +1.00086760103908896f; + NK_STORAGE const float a2 = -1.21276126894734565e-2f; + NK_STORAGE const float a3 = -1.38078780785773762e-1f; + NK_STORAGE const float a4 = -2.67353392911981221e-2f; + NK_STORAGE const float a5 = +2.08026600266304389e-2f; + NK_STORAGE const float a6 = -3.03996055049204407e-3f; + NK_STORAGE const float a7 = +1.38235642404333740e-4f; + return a0 + x*(a1 + x*(a2 + x*(a3 + x*(a4 + x*(a5 + x*(a6 + x*a7)))))); +} +NK_LIB float +nk_cos(float x) +{ + /* New implementation. Also generated using lolremez. */ + /* Old version significantly deviated from expected results. */ + NK_STORAGE const float a0 = 9.9995999154986614e-1f; + NK_STORAGE const float a1 = 1.2548995793001028e-3f; + NK_STORAGE const float a2 = -5.0648546280678015e-1f; + NK_STORAGE const float a3 = 1.2942246466519995e-2f; + NK_STORAGE const float a4 = 2.8668384702547972e-2f; + NK_STORAGE const float a5 = 7.3726485210586547e-3f; + NK_STORAGE const float a6 = -3.8510875386947414e-3f; + NK_STORAGE const float a7 = 4.7196604604366623e-4f; + NK_STORAGE const float a8 = -1.8776444013090451e-5f; + return a0 + x*(a1 + x*(a2 + x*(a3 + x*(a4 + x*(a5 + x*(a6 + x*(a7 + x*a8))))))); +} +NK_LIB nk_uint +nk_round_up_pow2(nk_uint v) +{ + v--; + v |= v >> 1; + v |= v >> 2; + v |= v >> 4; + v |= v >> 8; + v |= v >> 16; + v++; + return v; +} +NK_LIB double +nk_pow(double x, int n) +{ + /* check the sign of n */ + double r = 1; + int plus = n >= 0; + n = (plus) ? n : -n; + while (n > 0) { + if ((n & 1) == 1) + r *= x; + n /= 2; + x *= x; + } + return plus ? r : 1.0 / r; +} +NK_LIB int +nk_ifloord(double x) +{ + x = (double)((int)x - ((x < 0.0) ? 1 : 0)); + return (int)x; +} +NK_LIB int +nk_ifloorf(float x) +{ + x = (float)((int)x - ((x < 0.0f) ? 1 : 0)); + return (int)x; +} +NK_LIB int +nk_iceilf(float x) +{ + if (x >= 0) { + int i = (int)x; + return (x > i) ? i+1: i; + } else { + int t = (int)x; + float r = x - (float)t; + return (r > 0.0f) ? t+1: t; + } +} +NK_LIB int +nk_log10(double n) +{ + int neg; + int ret; + int exp = 0; + + neg = (n < 0) ? 1 : 0; + ret = (neg) ? (int)-n : (int)n; + while ((ret / 10) > 0) { + ret /= 10; + exp++; + } + if (neg) exp = -exp; + return exp; +} +NK_API struct nk_rect +nk_get_null_rect(void) +{ + return nk_null_rect; +} +NK_API struct nk_rect +nk_rect(float x, float y, float w, float h) +{ + struct nk_rect r; + r.x = x; r.y = y; + r.w = w; r.h = h; + return r; +} +NK_API struct nk_rect +nk_recti(int x, int y, int w, int h) +{ + struct nk_rect r; + r.x = (float)x; + r.y = (float)y; + r.w = (float)w; + r.h = (float)h; + return r; +} +NK_API struct nk_rect +nk_recta(struct nk_vec2 pos, struct nk_vec2 size) +{ + return nk_rect(pos.x, pos.y, size.x, size.y); +} +NK_API struct nk_rect +nk_rectv(const float *r) +{ + return nk_rect(r[0], r[1], r[2], r[3]); +} +NK_API struct nk_rect +nk_rectiv(const int *r) +{ + return nk_recti(r[0], r[1], r[2], r[3]); +} +NK_API struct nk_vec2 +nk_rect_pos(struct nk_rect r) +{ + struct nk_vec2 ret; + ret.x = r.x; ret.y = r.y; + return ret; +} +NK_API struct nk_vec2 +nk_rect_size(struct nk_rect r) +{ + struct nk_vec2 ret; + ret.x = r.w; ret.y = r.h; + return ret; +} +NK_LIB struct nk_rect +nk_shrink_rect(struct nk_rect r, float amount) +{ + struct nk_rect res; + r.w = NK_MAX(r.w, 2 * amount); + r.h = NK_MAX(r.h, 2 * amount); + res.x = r.x + amount; + res.y = r.y + amount; + res.w = r.w - 2 * amount; + res.h = r.h - 2 * amount; + return res; +} +NK_LIB struct nk_rect +nk_pad_rect(struct nk_rect r, struct nk_vec2 pad) +{ + r.w = NK_MAX(r.w, 2 * pad.x); + r.h = NK_MAX(r.h, 2 * pad.y); + r.x += pad.x; r.y += pad.y; + r.w -= 2 * pad.x; + r.h -= 2 * pad.y; + return r; +} +NK_API struct nk_vec2 +nk_vec2(float x, float y) +{ + struct nk_vec2 ret; + ret.x = x; ret.y = y; + return ret; +} +NK_API struct nk_vec2 +nk_vec2i(int x, int y) +{ + struct nk_vec2 ret; + ret.x = (float)x; + ret.y = (float)y; + return ret; +} +NK_API struct nk_vec2 +nk_vec2v(const float *v) +{ + return nk_vec2(v[0], v[1]); +} +NK_API struct nk_vec2 +nk_vec2iv(const int *v) +{ + return nk_vec2i(v[0], v[1]); +} +NK_LIB void +nk_unify(struct nk_rect *clip, const struct nk_rect *a, float x0, float y0, + float x1, float y1) +{ + NK_ASSERT(a); + NK_ASSERT(clip); + clip->x = NK_MAX(a->x, x0); + clip->y = NK_MAX(a->y, y0); + clip->w = NK_MIN(a->x + a->w, x1) - clip->x; + clip->h = NK_MIN(a->y + a->h, y1) - clip->y; + clip->w = NK_MAX(0, clip->w); + clip->h = NK_MAX(0, clip->h); +} + +NK_API void +nk_triangle_from_direction(struct nk_vec2 *result, struct nk_rect r, + float pad_x, float pad_y, enum nk_heading direction) +{ + float w_half, h_half; + NK_ASSERT(result); + + r.w = NK_MAX(2 * pad_x, r.w); + r.h = NK_MAX(2 * pad_y, r.h); + r.w = r.w - 2 * pad_x; + r.h = r.h - 2 * pad_y; + + r.x = r.x + pad_x; + r.y = r.y + pad_y; + + w_half = r.w / 2.0f; + h_half = r.h / 2.0f; + + if (direction == NK_UP) { + result[0] = nk_vec2(r.x + w_half, r.y); + result[1] = nk_vec2(r.x + r.w, r.y + r.h); + result[2] = nk_vec2(r.x, r.y + r.h); + } else if (direction == NK_RIGHT) { + result[0] = nk_vec2(r.x, r.y); + result[1] = nk_vec2(r.x + r.w, r.y + h_half); + result[2] = nk_vec2(r.x, r.y + r.h); + } else if (direction == NK_DOWN) { + result[0] = nk_vec2(r.x, r.y); + result[1] = nk_vec2(r.x + r.w, r.y); + result[2] = nk_vec2(r.x + w_half, r.y + r.h); + } else { + result[0] = nk_vec2(r.x, r.y + h_half); + result[1] = nk_vec2(r.x + r.w, r.y); + result[2] = nk_vec2(r.x + r.w, r.y + r.h); + } +} + + + + + +/* =============================================================== + * + * UTIL + * + * ===============================================================*/ +NK_INTERN int nk_str_match_here(const char *regexp, const char *text); +NK_INTERN int nk_str_match_star(int c, const char *regexp, const char *text); +NK_LIB int nk_is_lower(int c) {return (c >= 'a' && c <= 'z') || (c >= 0xE0 && c <= 0xFF);} +NK_LIB int nk_is_upper(int c){return (c >= 'A' && c <= 'Z') || (c >= 0xC0 && c <= 0xDF);} +NK_LIB int nk_to_upper(int c) {return (c >= 'a' && c <= 'z') ? (c - ('a' - 'A')) : c;} +NK_LIB int nk_to_lower(int c) {return (c >= 'A' && c <= 'Z') ? (c - ('a' + 'A')) : c;} + +NK_LIB void* +nk_memcopy(void *dst0, const void *src0, nk_size length) +{ + nk_ptr t; + char *dst = (char*)dst0; + const char *src = (const char*)src0; + if (length == 0 || dst == src) + goto done; + + #define nk_word int + #define nk_wsize sizeof(nk_word) + #define nk_wmask (nk_wsize-1) + #define NK_TLOOP(s) if (t) NK_TLOOP1(s) + #define NK_TLOOP1(s) do { s; } while (--t) + + if (dst < src) { + t = (nk_ptr)src; /* only need low bits */ + if ((t | (nk_ptr)dst) & nk_wmask) { + if ((t ^ (nk_ptr)dst) & nk_wmask || length < nk_wsize) + t = length; + else + t = nk_wsize - (t & nk_wmask); + length -= t; + NK_TLOOP1(*dst++ = *src++); + } + t = length / nk_wsize; + NK_TLOOP(*(nk_word*)(void*)dst = *(const nk_word*)(const void*)src; + src += nk_wsize; dst += nk_wsize); + t = length & nk_wmask; + NK_TLOOP(*dst++ = *src++); + } else { + src += length; + dst += length; + t = (nk_ptr)src; + if ((t | (nk_ptr)dst) & nk_wmask) { + if ((t ^ (nk_ptr)dst) & nk_wmask || length <= nk_wsize) + t = length; + else + t &= nk_wmask; + length -= t; + NK_TLOOP1(*--dst = *--src); + } + t = length / nk_wsize; + NK_TLOOP(src -= nk_wsize; dst -= nk_wsize; + *(nk_word*)(void*)dst = *(const nk_word*)(const void*)src); + t = length & nk_wmask; + NK_TLOOP(*--dst = *--src); + } + #undef nk_word + #undef nk_wsize + #undef nk_wmask + #undef NK_TLOOP + #undef NK_TLOOP1 +done: + return (dst0); +} +NK_LIB void +nk_memset(void *ptr, int c0, nk_size size) +{ + #define nk_word unsigned + #define nk_wsize sizeof(nk_word) + #define nk_wmask (nk_wsize - 1) + nk_byte *dst = (nk_byte*)ptr; + unsigned c = 0; + nk_size t = 0; + + if ((c = (nk_byte)c0) != 0) { + c = (c << 8) | c; /* at least 16-bits */ + if (sizeof(unsigned int) > 2) + c = (c << 16) | c; /* at least 32-bits*/ + } + + /* too small of a word count */ + dst = (nk_byte*)ptr; + if (size < 3 * nk_wsize) { + while (size--) *dst++ = (nk_byte)c0; + return; + } + + /* align destination */ + if ((t = NK_PTR_TO_UINT(dst) & nk_wmask) != 0) { + t = nk_wsize -t; + size -= t; + do { + *dst++ = (nk_byte)c0; + } while (--t != 0); + } + + /* fill word */ + t = size / nk_wsize; + do { + *(nk_word*)((void*)dst) = c; + dst += nk_wsize; + } while (--t != 0); + + /* fill trailing bytes */ + t = (size & nk_wmask); + if (t != 0) { + do { + *dst++ = (nk_byte)c0; + } while (--t != 0); + } + + #undef nk_word + #undef nk_wsize + #undef nk_wmask +} +NK_LIB void +nk_zero(void *ptr, nk_size size) +{ + NK_ASSERT(ptr); + NK_MEMSET(ptr, 0, size); +} +NK_API int +nk_strlen(const char *str) +{ + int siz = 0; + NK_ASSERT(str); + while (str && *str++ != '\0') siz++; + return siz; +} +NK_API int +nk_strtoi(const char *str, const char **endptr) +{ + int neg = 1; + const char *p = str; + int value = 0; + + NK_ASSERT(str); + if (!str) return 0; + + /* skip whitespace */ + while (*p == ' ') p++; + if (*p == '-') { + neg = -1; + p++; + } + while (*p && *p >= '0' && *p <= '9') { + value = value * 10 + (int) (*p - '0'); + p++; + } + if (endptr) + *endptr = p; + return neg*value; +} +NK_API double +nk_strtod(const char *str, const char **endptr) +{ + double m; + double neg = 1.0; + const char *p = str; + double value = 0; + double number = 0; + + NK_ASSERT(str); + if (!str) return 0; + + /* skip whitespace */ + while (*p == ' ') p++; + if (*p == '-') { + neg = -1.0; + p++; + } + + while (*p && *p != '.' && *p != 'e') { + value = value * 10.0 + (double) (*p - '0'); + p++; + } + + if (*p == '.') { + p++; + for(m = 0.1; *p && *p != 'e'; p++ ) { + value = value + (double) (*p - '0') * m; + m *= 0.1; + } + } + if (*p == 'e') { + int i, pow, div; + p++; + if (*p == '-') { + div = nk_true; + p++; + } else if (*p == '+') { + div = nk_false; + p++; + } else div = nk_false; + + for (pow = 0; *p; p++) + pow = pow * 10 + (int) (*p - '0'); + + for (m = 1.0, i = 0; i < pow; i++) + m *= 10.0; + + if (div) + value /= m; + else value *= m; + } + number = value * neg; + if (endptr) + *endptr = p; + return number; +} +NK_API float +nk_strtof(const char *str, const char **endptr) +{ + float float_value; + double double_value; + double_value = NK_STRTOD(str, endptr); + float_value = (float)double_value; + return float_value; +} +NK_API int +nk_stricmp(const char *s1, const char *s2) +{ + nk_int c1,c2,d; + do { + c1 = *s1++; + c2 = *s2++; + d = c1 - c2; + while (d) { + if (c1 <= 'Z' && c1 >= 'A') { + d += ('a' - 'A'); + if (!d) break; + } + if (c2 <= 'Z' && c2 >= 'A') { + d -= ('a' - 'A'); + if (!d) break; + } + return ((d >= 0) << 1) - 1; + } + } while (c1); + return 0; +} +NK_API int +nk_stricmpn(const char *s1, const char *s2, int n) +{ + int c1,c2,d; + NK_ASSERT(n >= 0); + do { + c1 = *s1++; + c2 = *s2++; + if (!n--) return 0; + + d = c1 - c2; + while (d) { + if (c1 <= 'Z' && c1 >= 'A') { + d += ('a' - 'A'); + if (!d) break; + } + if (c2 <= 'Z' && c2 >= 'A') { + d -= ('a' - 'A'); + if (!d) break; + } + return ((d >= 0) << 1) - 1; + } + } while (c1); + return 0; +} +NK_INTERN int +nk_str_match_here(const char *regexp, const char *text) +{ + if (regexp[0] == '\0') + return 1; + if (regexp[1] == '*') + return nk_str_match_star(regexp[0], regexp+2, text); + if (regexp[0] == '$' && regexp[1] == '\0') + return *text == '\0'; + if (*text!='\0' && (regexp[0]=='.' || regexp[0]==*text)) + return nk_str_match_here(regexp+1, text+1); + return 0; +} +NK_INTERN int +nk_str_match_star(int c, const char *regexp, const char *text) +{ + do {/* a '* matches zero or more instances */ + if (nk_str_match_here(regexp, text)) + return 1; + } while (*text != '\0' && (*text++ == c || c == '.')); + return 0; +} +NK_API int +nk_strfilter(const char *text, const char *regexp) +{ + /* + c matches any literal character c + . matches any single character + ^ matches the beginning of the input string + $ matches the end of the input string + * matches zero or more occurrences of the previous character*/ + if (regexp[0] == '^') + return nk_str_match_here(regexp+1, text); + do { /* must look even if string is empty */ + if (nk_str_match_here(regexp, text)) + return 1; + } while (*text++ != '\0'); + return 0; +} +NK_API int +nk_strmatch_fuzzy_text(const char *str, int str_len, + const char *pattern, int *out_score) +{ + /* Returns true if each character in pattern is found sequentially within str + * if found then out_score is also set. Score value has no intrinsic meaning. + * Range varies with pattern. Can only compare scores with same search pattern. */ + + /* bonus for adjacent matches */ + #define NK_ADJACENCY_BONUS 5 + /* bonus if match occurs after a separator */ + #define NK_SEPARATOR_BONUS 10 + /* bonus if match is uppercase and prev is lower */ + #define NK_CAMEL_BONUS 10 + /* penalty applied for every letter in str before the first match */ + #define NK_LEADING_LETTER_PENALTY (-3) + /* maximum penalty for leading letters */ + #define NK_MAX_LEADING_LETTER_PENALTY (-9) + /* penalty for every letter that doesn't matter */ + #define NK_UNMATCHED_LETTER_PENALTY (-1) + + /* loop variables */ + int score = 0; + char const * pattern_iter = pattern; + int str_iter = 0; + int prev_matched = nk_false; + int prev_lower = nk_false; + /* true so if first letter match gets separator bonus*/ + int prev_separator = nk_true; + + /* use "best" matched letter if multiple string letters match the pattern */ + char const * best_letter = 0; + int best_letter_score = 0; + + /* loop over strings */ + NK_ASSERT(str); + NK_ASSERT(pattern); + if (!str || !str_len || !pattern) return 0; + while (str_iter < str_len) + { + const char pattern_letter = *pattern_iter; + const char str_letter = str[str_iter]; + + int next_match = *pattern_iter != '\0' && + nk_to_lower(pattern_letter) == nk_to_lower(str_letter); + int rematch = best_letter && nk_to_upper(*best_letter) == nk_to_upper(str_letter); + + int advanced = next_match && best_letter; + int pattern_repeat = best_letter && *pattern_iter != '\0'; + pattern_repeat = pattern_repeat && + nk_to_lower(*best_letter) == nk_to_lower(pattern_letter); + + if (advanced || pattern_repeat) { + score += best_letter_score; + best_letter = 0; + best_letter_score = 0; + } + + if (next_match || rematch) + { + int new_score = 0; + /* Apply penalty for each letter before the first pattern match */ + if (pattern_iter == pattern) { + int count = (int)(&str[str_iter] - str); + int penalty = NK_LEADING_LETTER_PENALTY * count; + if (penalty < NK_MAX_LEADING_LETTER_PENALTY) + penalty = NK_MAX_LEADING_LETTER_PENALTY; + + score += penalty; + } + + /* apply bonus for consecutive bonuses */ + if (prev_matched) + new_score += NK_ADJACENCY_BONUS; + + /* apply bonus for matches after a separator */ + if (prev_separator) + new_score += NK_SEPARATOR_BONUS; + + /* apply bonus across camel case boundaries */ + if (prev_lower && nk_is_upper(str_letter)) + new_score += NK_CAMEL_BONUS; + + /* update pattern iter IFF the next pattern letter was matched */ + if (next_match) + ++pattern_iter; + + /* update best letter in str which may be for a "next" letter or a rematch */ + if (new_score >= best_letter_score) { + /* apply penalty for now skipped letter */ + if (best_letter != 0) + score += NK_UNMATCHED_LETTER_PENALTY; + + best_letter = &str[str_iter]; + best_letter_score = new_score; + } + prev_matched = nk_true; + } else { + score += NK_UNMATCHED_LETTER_PENALTY; + prev_matched = nk_false; + } + + /* separators should be more easily defined */ + prev_lower = nk_is_lower(str_letter) != 0; + prev_separator = str_letter == '_' || str_letter == ' '; + + ++str_iter; + } + + /* apply score for last match */ + if (best_letter) + score += best_letter_score; + + /* did not match full pattern */ + if (*pattern_iter != '\0') + return nk_false; + + if (out_score) + *out_score = score; + return nk_true; +} +NK_API int +nk_strmatch_fuzzy_string(char const *str, char const *pattern, int *out_score) +{ + return nk_strmatch_fuzzy_text(str, nk_strlen(str), pattern, out_score); +} +NK_LIB int +nk_string_float_limit(char *string, int prec) +{ + int dot = 0; + char *c = string; + while (*c) { + if (*c == '.') { + dot = 1; + c++; + continue; + } + if (dot == (prec+1)) { + *c = 0; + break; + } + if (dot > 0) dot++; + c++; + } + return (int)(c - string); +} +NK_INTERN void +nk_strrev_ascii(char *s) +{ + int len = nk_strlen(s); + int end = len / 2; + int i = 0; + char t; + for (; i < end; ++i) { + t = s[i]; + s[i] = s[len - 1 - i]; + s[len -1 - i] = t; + } +} +NK_LIB char* +nk_itoa(char *s, long n) +{ + long i = 0; + if (n == 0) { + s[i++] = '0'; + s[i] = 0; + return s; + } + if (n < 0) { + s[i++] = '-'; + n = -n; + } + while (n > 0) { + s[i++] = (char)('0' + (n % 10)); + n /= 10; + } + s[i] = 0; + if (s[0] == '-') + ++s; + + nk_strrev_ascii(s); + return s; +} +NK_LIB char* +nk_dtoa(char *s, double n) +{ + int useExp = 0; + int digit = 0, m = 0, m1 = 0; + char *c = s; + int neg = 0; + + NK_ASSERT(s); + if (!s) return 0; + + if (n == 0.0) { + s[0] = '0'; s[1] = '\0'; + return s; + } + + neg = (n < 0); + if (neg) n = -n; + + /* calculate magnitude */ + m = nk_log10(n); + useExp = (m >= 14 || (neg && m >= 9) || m <= -9); + if (neg) *(c++) = '-'; + + /* set up for scientific notation */ + if (useExp) { + if (m < 0) + m -= 1; + n = n / (double)nk_pow(10.0, m); + m1 = m; + m = 0; + } + if (m < 1.0) { + m = 0; + } + + /* convert the number */ + while (n > NK_FLOAT_PRECISION || m >= 0) { + double weight = nk_pow(10.0, m); + if (weight > 0) { + double t = (double)n / weight; + digit = nk_ifloord(t); + n -= ((double)digit * weight); + *(c++) = (char)('0' + (char)digit); + } + if (m == 0 && n > 0) + *(c++) = '.'; + m--; + } + + if (useExp) { + /* convert the exponent */ + int i, j; + *(c++) = 'e'; + if (m1 > 0) { + *(c++) = '+'; + } else { + *(c++) = '-'; + m1 = -m1; + } + m = 0; + while (m1 > 0) { + *(c++) = (char)('0' + (char)(m1 % 10)); + m1 /= 10; + m++; + } + c -= m; + for (i = 0, j = m-1; i= buf_size) break; + iter++; + + /* flag arguments */ + while (*iter) { + if (*iter == '-') flag |= NK_ARG_FLAG_LEFT; + else if (*iter == '+') flag |= NK_ARG_FLAG_PLUS; + else if (*iter == ' ') flag |= NK_ARG_FLAG_SPACE; + else if (*iter == '#') flag |= NK_ARG_FLAG_NUM; + else if (*iter == '0') flag |= NK_ARG_FLAG_ZERO; + else break; + iter++; + } + + /* width argument */ + width = NK_DEFAULT; + if (*iter >= '1' && *iter <= '9') { + const char *end; + width = nk_strtoi(iter, &end); + if (end == iter) + width = -1; + else iter = end; + } else if (*iter == '*') { + width = va_arg(args, int); + iter++; + } + + /* precision argument */ + precision = NK_DEFAULT; + if (*iter == '.') { + iter++; + if (*iter == '*') { + precision = va_arg(args, int); + iter++; + } else { + const char *end; + precision = nk_strtoi(iter, &end); + if (end == iter) + precision = -1; + else iter = end; + } + } + + /* length modifier */ + if (*iter == 'h') { + if (*(iter+1) == 'h') { + arg_type = NK_ARG_TYPE_CHAR; + iter++; + } else arg_type = NK_ARG_TYPE_SHORT; + iter++; + } else if (*iter == 'l') { + arg_type = NK_ARG_TYPE_LONG; + iter++; + } else arg_type = NK_ARG_TYPE_DEFAULT; + + /* specifier */ + if (*iter == '%') { + NK_ASSERT(arg_type == NK_ARG_TYPE_DEFAULT); + NK_ASSERT(precision == NK_DEFAULT); + NK_ASSERT(width == NK_DEFAULT); + if (len < buf_size) + buf[len++] = '%'; + } else if (*iter == 's') { + /* string */ + const char *str = va_arg(args, const char*); + NK_ASSERT(str != buf && "buffer and argument are not allowed to overlap!"); + NK_ASSERT(arg_type == NK_ARG_TYPE_DEFAULT); + NK_ASSERT(precision == NK_DEFAULT); + NK_ASSERT(width == NK_DEFAULT); + if (str == buf) return -1; + while (str && *str && len < buf_size) + buf[len++] = *str++; + } else if (*iter == 'n') { + /* current length callback */ + signed int *n = va_arg(args, int*); + NK_ASSERT(arg_type == NK_ARG_TYPE_DEFAULT); + NK_ASSERT(precision == NK_DEFAULT); + NK_ASSERT(width == NK_DEFAULT); + if (n) *n = len; + } else if (*iter == 'c' || *iter == 'i' || *iter == 'd') { + /* signed integer */ + long value = 0; + const char *num_iter; + int num_len, num_print, padding; + int cur_precision = NK_MAX(precision, 1); + int cur_width = NK_MAX(width, 0); + + /* retrieve correct value type */ + if (arg_type == NK_ARG_TYPE_CHAR) + value = (signed char)va_arg(args, int); + else if (arg_type == NK_ARG_TYPE_SHORT) + value = (signed short)va_arg(args, int); + else if (arg_type == NK_ARG_TYPE_LONG) + value = va_arg(args, signed long); + else if (*iter == 'c') + value = (unsigned char)va_arg(args, int); + else value = va_arg(args, signed int); + + /* convert number to string */ + nk_itoa(number_buffer, value); + num_len = nk_strlen(number_buffer); + padding = NK_MAX(cur_width - NK_MAX(cur_precision, num_len), 0); + if ((flag & NK_ARG_FLAG_PLUS) || (flag & NK_ARG_FLAG_SPACE)) + padding = NK_MAX(padding-1, 0); + + /* fill left padding up to a total of `width` characters */ + if (!(flag & NK_ARG_FLAG_LEFT)) { + while (padding-- > 0 && (len < buf_size)) { + if ((flag & NK_ARG_FLAG_ZERO) && (precision == NK_DEFAULT)) + buf[len++] = '0'; + else buf[len++] = ' '; + } + } + + /* copy string value representation into buffer */ + if ((flag & NK_ARG_FLAG_PLUS) && value >= 0 && len < buf_size) + buf[len++] = '+'; + else if ((flag & NK_ARG_FLAG_SPACE) && value >= 0 && len < buf_size) + buf[len++] = ' '; + + /* fill up to precision number of digits with '0' */ + num_print = NK_MAX(cur_precision, num_len); + while (precision && (num_print > num_len) && (len < buf_size)) { + buf[len++] = '0'; + num_print--; + } + + /* copy string value representation into buffer */ + num_iter = number_buffer; + while (precision && *num_iter && len < buf_size) + buf[len++] = *num_iter++; + + /* fill right padding up to width characters */ + if (flag & NK_ARG_FLAG_LEFT) { + while ((padding-- > 0) && (len < buf_size)) + buf[len++] = ' '; + } + } else if (*iter == 'o' || *iter == 'x' || *iter == 'X' || *iter == 'u') { + /* unsigned integer */ + unsigned long value = 0; + int num_len = 0, num_print, padding = 0; + int cur_precision = NK_MAX(precision, 1); + int cur_width = NK_MAX(width, 0); + unsigned int base = (*iter == 'o') ? 8: (*iter == 'u')? 10: 16; + + /* print oct/hex/dec value */ + const char *upper_output_format = "0123456789ABCDEF"; + const char *lower_output_format = "0123456789abcdef"; + const char *output_format = (*iter == 'x') ? + lower_output_format: upper_output_format; + + /* retrieve correct value type */ + if (arg_type == NK_ARG_TYPE_CHAR) + value = (unsigned char)va_arg(args, int); + else if (arg_type == NK_ARG_TYPE_SHORT) + value = (unsigned short)va_arg(args, int); + else if (arg_type == NK_ARG_TYPE_LONG) + value = va_arg(args, unsigned long); + else value = va_arg(args, unsigned int); + + do { + /* convert decimal number into hex/oct number */ + int digit = output_format[value % base]; + if (num_len < NK_MAX_NUMBER_BUFFER) + number_buffer[num_len++] = (char)digit; + value /= base; + } while (value > 0); + + num_print = NK_MAX(cur_precision, num_len); + padding = NK_MAX(cur_width - NK_MAX(cur_precision, num_len), 0); + if (flag & NK_ARG_FLAG_NUM) + padding = NK_MAX(padding-1, 0); + + /* fill left padding up to a total of `width` characters */ + if (!(flag & NK_ARG_FLAG_LEFT)) { + while ((padding-- > 0) && (len < buf_size)) { + if ((flag & NK_ARG_FLAG_ZERO) && (precision == NK_DEFAULT)) + buf[len++] = '0'; + else buf[len++] = ' '; + } + } + + /* fill up to precision number of digits */ + if (num_print && (flag & NK_ARG_FLAG_NUM)) { + if ((*iter == 'o') && (len < buf_size)) { + buf[len++] = '0'; + } else if ((*iter == 'x') && ((len+1) < buf_size)) { + buf[len++] = '0'; + buf[len++] = 'x'; + } else if ((*iter == 'X') && ((len+1) < buf_size)) { + buf[len++] = '0'; + buf[len++] = 'X'; + } + } + while (precision && (num_print > num_len) && (len < buf_size)) { + buf[len++] = '0'; + num_print--; + } + + /* reverse number direction */ + while (num_len > 0) { + if (precision && (len < buf_size)) + buf[len++] = number_buffer[num_len-1]; + num_len--; + } + + /* fill right padding up to width characters */ + if (flag & NK_ARG_FLAG_LEFT) { + while ((padding-- > 0) && (len < buf_size)) + buf[len++] = ' '; + } + } else if (*iter == 'f') { + /* floating point */ + const char *num_iter; + int cur_precision = (precision < 0) ? 6: precision; + int prefix, cur_width = NK_MAX(width, 0); + double value = va_arg(args, double); + int num_len = 0, frac_len = 0, dot = 0; + int padding = 0; + + NK_ASSERT(arg_type == NK_ARG_TYPE_DEFAULT); + NK_DTOA(number_buffer, value); + num_len = nk_strlen(number_buffer); + + /* calculate padding */ + num_iter = number_buffer; + while (*num_iter && *num_iter != '.') + num_iter++; + + prefix = (*num_iter == '.')?(int)(num_iter - number_buffer)+1:0; + padding = NK_MAX(cur_width - (prefix + NK_MIN(cur_precision, num_len - prefix)) , 0); + if ((flag & NK_ARG_FLAG_PLUS) || (flag & NK_ARG_FLAG_SPACE)) + padding = NK_MAX(padding-1, 0); + + /* fill left padding up to a total of `width` characters */ + if (!(flag & NK_ARG_FLAG_LEFT)) { + while (padding-- > 0 && (len < buf_size)) { + if (flag & NK_ARG_FLAG_ZERO) + buf[len++] = '0'; + else buf[len++] = ' '; + } + } + + /* copy string value representation into buffer */ + num_iter = number_buffer; + if ((flag & NK_ARG_FLAG_PLUS) && (value >= 0) && (len < buf_size)) + buf[len++] = '+'; + else if ((flag & NK_ARG_FLAG_SPACE) && (value >= 0) && (len < buf_size)) + buf[len++] = ' '; + while (*num_iter) { + if (dot) frac_len++; + if (len < buf_size) + buf[len++] = *num_iter; + if (*num_iter == '.') dot = 1; + if (frac_len >= cur_precision) break; + num_iter++; + } + + /* fill number up to precision */ + while (frac_len < cur_precision) { + if (!dot && len < buf_size) { + buf[len++] = '.'; + dot = 1; + } + if (len < buf_size) + buf[len++] = '0'; + frac_len++; + } + + /* fill right padding up to width characters */ + if (flag & NK_ARG_FLAG_LEFT) { + while ((padding-- > 0) && (len < buf_size)) + buf[len++] = ' '; + } + } else { + /* Specifier not supported: g,G,e,E,p,z */ + NK_ASSERT(0 && "specifier is not supported!"); + return result; + } + } + buf[(len >= buf_size)?(buf_size-1):len] = 0; + result = (len >= buf_size)?-1:len; + return result; +} +#endif +NK_LIB int +nk_strfmt(char *buf, int buf_size, const char *fmt, va_list args) +{ + int result = -1; + NK_ASSERT(buf); + NK_ASSERT(buf_size); + if (!buf || !buf_size || !fmt) return 0; +#ifdef NK_INCLUDE_STANDARD_IO + result = NK_VSNPRINTF(buf, (nk_size)buf_size, fmt, args); + result = (result >= buf_size) ? -1: result; + buf[buf_size-1] = 0; +#else + result = nk_vsnprintf(buf, buf_size, fmt, args); +#endif + return result; +} +#endif +NK_API nk_hash +nk_murmur_hash(const void * key, int len, nk_hash seed) +{ + /* 32-Bit MurmurHash3: https://code.google.com/p/smhasher/wiki/MurmurHash3*/ + #define NK_ROTL(x,r) ((x) << (r) | ((x) >> (32 - r))) + + nk_uint h1 = seed; + nk_uint k1; + const nk_byte *data = (const nk_byte*)key; + const nk_byte *keyptr = data; + nk_byte *k1ptr; + const int bsize = sizeof(k1); + const int nblocks = len/4; + + const nk_uint c1 = 0xcc9e2d51; + const nk_uint c2 = 0x1b873593; + const nk_byte *tail; + int i; + + /* body */ + if (!key) return 0; + for (i = 0; i < nblocks; ++i, keyptr += bsize) { + k1ptr = (nk_byte*)&k1; + k1ptr[0] = keyptr[0]; + k1ptr[1] = keyptr[1]; + k1ptr[2] = keyptr[2]; + k1ptr[3] = keyptr[3]; + + k1 *= c1; + k1 = NK_ROTL(k1,15); + k1 *= c2; + + h1 ^= k1; + h1 = NK_ROTL(h1,13); + h1 = h1*5+0xe6546b64; + } + + /* tail */ + tail = (const nk_byte*)(data + nblocks*4); + k1 = 0; + switch (len & 3) { + case 3: k1 ^= (nk_uint)(tail[2] << 16); /* fallthrough */ + case 2: k1 ^= (nk_uint)(tail[1] << 8u); /* fallthrough */ + case 1: k1 ^= tail[0]; + k1 *= c1; + k1 = NK_ROTL(k1,15); + k1 *= c2; + h1 ^= k1; + break; + default: break; + } + + /* finalization */ + h1 ^= (nk_uint)len; + /* fmix32 */ + h1 ^= h1 >> 16; + h1 *= 0x85ebca6b; + h1 ^= h1 >> 13; + h1 *= 0xc2b2ae35; + h1 ^= h1 >> 16; + + #undef NK_ROTL + return h1; +} +#ifdef NK_INCLUDE_STANDARD_IO +NK_LIB char* +nk_file_load(const char* path, nk_size* siz, struct nk_allocator *alloc) +{ + char *buf; + FILE *fd; + long ret; + + NK_ASSERT(path); + NK_ASSERT(siz); + NK_ASSERT(alloc); + if (!path || !siz || !alloc) + return 0; + + fd = fopen(path, "rb"); + if (!fd) return 0; + fseek(fd, 0, SEEK_END); + ret = ftell(fd); + if (ret < 0) { + fclose(fd); + return 0; + } + *siz = (nk_size)ret; + fseek(fd, 0, SEEK_SET); + buf = (char*)alloc->alloc(alloc->userdata,0, *siz); + NK_ASSERT(buf); + if (!buf) { + fclose(fd); + return 0; + } + *siz = (nk_size)fread(buf, 1,*siz, fd); + fclose(fd); + return buf; +} +#endif +NK_LIB int +nk_text_clamp(const struct nk_user_font *font, const char *text, + int text_len, float space, int *glyphs, float *text_width, + nk_rune *sep_list, int sep_count) +{ + int i = 0; + int glyph_len = 0; + float last_width = 0; + nk_rune unicode = 0; + float width = 0; + int len = 0; + int g = 0; + float s; + + int sep_len = 0; + int sep_g = 0; + float sep_width = 0; + sep_count = NK_MAX(sep_count,0); + + glyph_len = nk_utf_decode(text, &unicode, text_len); + while (glyph_len && (width < space) && (len < text_len)) { + len += glyph_len; + s = font->width(font->userdata, font->height, text, len); + for (i = 0; i < sep_count; ++i) { + if (unicode != sep_list[i]) continue; + sep_width = last_width = width; + sep_g = g+1; + sep_len = len; + break; + } + if (i == sep_count){ + last_width = sep_width = width; + sep_g = g+1; + } + width = s; + glyph_len = nk_utf_decode(&text[len], &unicode, text_len - len); + g++; + } + if (len >= text_len) { + *glyphs = g; + *text_width = last_width; + return len; + } else { + *glyphs = sep_g; + *text_width = sep_width; + return (!sep_len) ? len: sep_len; + } +} +NK_LIB struct nk_vec2 +nk_text_calculate_text_bounds(const struct nk_user_font *font, + const char *begin, int byte_len, float row_height, const char **remaining, + struct nk_vec2 *out_offset, int *glyphs, int op) +{ + float line_height = row_height; + struct nk_vec2 text_size = nk_vec2(0,0); + float line_width = 0.0f; + + float glyph_width; + int glyph_len = 0; + nk_rune unicode = 0; + int text_len = 0; + if (!begin || byte_len <= 0 || !font) + return nk_vec2(0,row_height); + + glyph_len = nk_utf_decode(begin, &unicode, byte_len); + if (!glyph_len) return text_size; + glyph_width = font->width(font->userdata, font->height, begin, glyph_len); + + *glyphs = 0; + while ((text_len < byte_len) && glyph_len) { + if (unicode == '\n') { + text_size.x = NK_MAX(text_size.x, line_width); + text_size.y += line_height; + line_width = 0; + *glyphs+=1; + if (op == NK_STOP_ON_NEW_LINE) + break; + + text_len++; + glyph_len = nk_utf_decode(begin + text_len, &unicode, byte_len-text_len); + continue; + } + + if (unicode == '\r') { + text_len++; + *glyphs+=1; + glyph_len = nk_utf_decode(begin + text_len, &unicode, byte_len-text_len); + continue; + } + + *glyphs = *glyphs + 1; + text_len += glyph_len; + line_width += (float)glyph_width; + glyph_len = nk_utf_decode(begin + text_len, &unicode, byte_len-text_len); + glyph_width = font->width(font->userdata, font->height, begin+text_len, glyph_len); + continue; + } + + if (text_size.x < line_width) + text_size.x = line_width; + if (out_offset) + *out_offset = nk_vec2(line_width, text_size.y + line_height); + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + if (remaining) + *remaining = begin+text_len; + return text_size; +} + + + + + +/* ============================================================== + * + * COLOR + * + * ===============================================================*/ +NK_INTERN int +nk_parse_hex(const char *p, int length) +{ + int i = 0; + int len = 0; + while (len < length) { + i <<= 4; + if (p[len] >= 'a' && p[len] <= 'f') + i += ((p[len] - 'a') + 10); + else if (p[len] >= 'A' && p[len] <= 'F') + i += ((p[len] - 'A') + 10); + else i += (p[len] - '0'); + len++; + } + return i; +} +NK_API struct nk_color +nk_rgba(int r, int g, int b, int a) +{ + struct nk_color ret; + ret.r = (nk_byte)NK_CLAMP(0, r, 255); + ret.g = (nk_byte)NK_CLAMP(0, g, 255); + ret.b = (nk_byte)NK_CLAMP(0, b, 255); + ret.a = (nk_byte)NK_CLAMP(0, a, 255); + return ret; +} +NK_API struct nk_color +nk_rgb_hex(const char *rgb) +{ + struct nk_color col; + const char *c = rgb; + if (*c == '#') c++; + col.r = (nk_byte)nk_parse_hex(c, 2); + col.g = (nk_byte)nk_parse_hex(c+2, 2); + col.b = (nk_byte)nk_parse_hex(c+4, 2); + col.a = 255; + return col; +} +NK_API struct nk_color +nk_rgba_hex(const char *rgb) +{ + struct nk_color col; + const char *c = rgb; + if (*c == '#') c++; + col.r = (nk_byte)nk_parse_hex(c, 2); + col.g = (nk_byte)nk_parse_hex(c+2, 2); + col.b = (nk_byte)nk_parse_hex(c+4, 2); + col.a = (nk_byte)nk_parse_hex(c+6, 2); + return col; +} +NK_API void +nk_color_hex_rgba(char *output, struct nk_color col) +{ + #define NK_TO_HEX(i) ((i) <= 9 ? '0' + (i): 'A' - 10 + (i)) + output[0] = (char)NK_TO_HEX((col.r & 0xF0) >> 4); + output[1] = (char)NK_TO_HEX((col.r & 0x0F)); + output[2] = (char)NK_TO_HEX((col.g & 0xF0) >> 4); + output[3] = (char)NK_TO_HEX((col.g & 0x0F)); + output[4] = (char)NK_TO_HEX((col.b & 0xF0) >> 4); + output[5] = (char)NK_TO_HEX((col.b & 0x0F)); + output[6] = (char)NK_TO_HEX((col.a & 0xF0) >> 4); + output[7] = (char)NK_TO_HEX((col.a & 0x0F)); + output[8] = '\0'; + #undef NK_TO_HEX +} +NK_API void +nk_color_hex_rgb(char *output, struct nk_color col) +{ + #define NK_TO_HEX(i) ((i) <= 9 ? '0' + (i): 'A' - 10 + (i)) + output[0] = (char)NK_TO_HEX((col.r & 0xF0) >> 4); + output[1] = (char)NK_TO_HEX((col.r & 0x0F)); + output[2] = (char)NK_TO_HEX((col.g & 0xF0) >> 4); + output[3] = (char)NK_TO_HEX((col.g & 0x0F)); + output[4] = (char)NK_TO_HEX((col.b & 0xF0) >> 4); + output[5] = (char)NK_TO_HEX((col.b & 0x0F)); + output[6] = '\0'; + #undef NK_TO_HEX +} +NK_API struct nk_color +nk_rgba_iv(const int *c) +{ + return nk_rgba(c[0], c[1], c[2], c[3]); +} +NK_API struct nk_color +nk_rgba_bv(const nk_byte *c) +{ + return nk_rgba(c[0], c[1], c[2], c[3]); +} +NK_API struct nk_color +nk_rgb(int r, int g, int b) +{ + struct nk_color ret; + ret.r = (nk_byte)NK_CLAMP(0, r, 255); + ret.g = (nk_byte)NK_CLAMP(0, g, 255); + ret.b = (nk_byte)NK_CLAMP(0, b, 255); + ret.a = (nk_byte)255; + return ret; +} +NK_API struct nk_color +nk_rgb_iv(const int *c) +{ + return nk_rgb(c[0], c[1], c[2]); +} +NK_API struct nk_color +nk_rgb_bv(const nk_byte* c) +{ + return nk_rgb(c[0], c[1], c[2]); +} +NK_API struct nk_color +nk_rgba_u32(nk_uint in) +{ + struct nk_color ret; + ret.r = (in & 0xFF); + ret.g = ((in >> 8) & 0xFF); + ret.b = ((in >> 16) & 0xFF); + ret.a = (nk_byte)((in >> 24) & 0xFF); + return ret; +} +NK_API struct nk_color +nk_rgba_f(float r, float g, float b, float a) +{ + struct nk_color ret; + ret.r = (nk_byte)(NK_SATURATE(r) * 255.0f); + ret.g = (nk_byte)(NK_SATURATE(g) * 255.0f); + ret.b = (nk_byte)(NK_SATURATE(b) * 255.0f); + ret.a = (nk_byte)(NK_SATURATE(a) * 255.0f); + return ret; +} +NK_API struct nk_color +nk_rgba_fv(const float *c) +{ + return nk_rgba_f(c[0], c[1], c[2], c[3]); +} +NK_API struct nk_color +nk_rgba_cf(struct nk_colorf c) +{ + return nk_rgba_f(c.r, c.g, c.b, c.a); +} +NK_API struct nk_color +nk_rgb_f(float r, float g, float b) +{ + struct nk_color ret; + ret.r = (nk_byte)(NK_SATURATE(r) * 255.0f); + ret.g = (nk_byte)(NK_SATURATE(g) * 255.0f); + ret.b = (nk_byte)(NK_SATURATE(b) * 255.0f); + ret.a = 255; + return ret; +} +NK_API struct nk_color +nk_rgb_fv(const float *c) +{ + return nk_rgb_f(c[0], c[1], c[2]); +} +NK_API struct nk_color +nk_rgb_cf(struct nk_colorf c) +{ + return nk_rgb_f(c.r, c.g, c.b); +} +NK_API struct nk_color +nk_hsv(int h, int s, int v) +{ + return nk_hsva(h, s, v, 255); +} +NK_API struct nk_color +nk_hsv_iv(const int *c) +{ + return nk_hsv(c[0], c[1], c[2]); +} +NK_API struct nk_color +nk_hsv_bv(const nk_byte *c) +{ + return nk_hsv(c[0], c[1], c[2]); +} +NK_API struct nk_color +nk_hsv_f(float h, float s, float v) +{ + return nk_hsva_f(h, s, v, 1.0f); +} +NK_API struct nk_color +nk_hsv_fv(const float *c) +{ + return nk_hsv_f(c[0], c[1], c[2]); +} +NK_API struct nk_color +nk_hsva(int h, int s, int v, int a) +{ + float hf = ((float)NK_CLAMP(0, h, 255)) / 255.0f; + float sf = ((float)NK_CLAMP(0, s, 255)) / 255.0f; + float vf = ((float)NK_CLAMP(0, v, 255)) / 255.0f; + float af = ((float)NK_CLAMP(0, a, 255)) / 255.0f; + return nk_hsva_f(hf, sf, vf, af); +} +NK_API struct nk_color +nk_hsva_iv(const int *c) +{ + return nk_hsva(c[0], c[1], c[2], c[3]); +} +NK_API struct nk_color +nk_hsva_bv(const nk_byte *c) +{ + return nk_hsva(c[0], c[1], c[2], c[3]); +} +NK_API struct nk_colorf +nk_hsva_colorf(float h, float s, float v, float a) +{ + int i; + float p, q, t, f; + struct nk_colorf out = {0,0,0,0}; + if (s <= 0.0f) { + out.r = v; out.g = v; out.b = v; out.a = a; + return out; + } + h = h / (60.0f/360.0f); + i = (int)h; + f = h - (float)i; + p = v * (1.0f - s); + q = v * (1.0f - (s * f)); + t = v * (1.0f - s * (1.0f - f)); + + switch (i) { + case 0: default: out.r = v; out.g = t; out.b = p; break; + case 1: out.r = q; out.g = v; out.b = p; break; + case 2: out.r = p; out.g = v; out.b = t; break; + case 3: out.r = p; out.g = q; out.b = v; break; + case 4: out.r = t; out.g = p; out.b = v; break; + case 5: out.r = v; out.g = p; out.b = q; break;} + out.a = a; + return out; +} +NK_API struct nk_colorf +nk_hsva_colorfv(float *c) +{ + return nk_hsva_colorf(c[0], c[1], c[2], c[3]); +} +NK_API struct nk_color +nk_hsva_f(float h, float s, float v, float a) +{ + struct nk_colorf c = nk_hsva_colorf(h, s, v, a); + return nk_rgba_f(c.r, c.g, c.b, c.a); +} +NK_API struct nk_color +nk_hsva_fv(const float *c) +{ + return nk_hsva_f(c[0], c[1], c[2], c[3]); +} +NK_API nk_uint +nk_color_u32(struct nk_color in) +{ + nk_uint out = (nk_uint)in.r; + out |= ((nk_uint)in.g << 8); + out |= ((nk_uint)in.b << 16); + out |= ((nk_uint)in.a << 24); + return out; +} +NK_API void +nk_color_f(float *r, float *g, float *b, float *a, struct nk_color in) +{ + NK_STORAGE const float s = 1.0f/255.0f; + *r = (float)in.r * s; + *g = (float)in.g * s; + *b = (float)in.b * s; + *a = (float)in.a * s; +} +NK_API void +nk_color_fv(float *c, struct nk_color in) +{ + nk_color_f(&c[0], &c[1], &c[2], &c[3], in); +} +NK_API struct nk_colorf +nk_color_cf(struct nk_color in) +{ + struct nk_colorf o; + nk_color_f(&o.r, &o.g, &o.b, &o.a, in); + return o; +} +NK_API void +nk_color_d(double *r, double *g, double *b, double *a, struct nk_color in) +{ + NK_STORAGE const double s = 1.0/255.0; + *r = (double)in.r * s; + *g = (double)in.g * s; + *b = (double)in.b * s; + *a = (double)in.a * s; +} +NK_API void +nk_color_dv(double *c, struct nk_color in) +{ + nk_color_d(&c[0], &c[1], &c[2], &c[3], in); +} +NK_API void +nk_color_hsv_f(float *out_h, float *out_s, float *out_v, struct nk_color in) +{ + float a; + nk_color_hsva_f(out_h, out_s, out_v, &a, in); +} +NK_API void +nk_color_hsv_fv(float *out, struct nk_color in) +{ + float a; + nk_color_hsva_f(&out[0], &out[1], &out[2], &a, in); +} +NK_API void +nk_colorf_hsva_f(float *out_h, float *out_s, + float *out_v, float *out_a, struct nk_colorf in) +{ + float chroma; + float K = 0.0f; + if (in.g < in.b) { + const float t = in.g; in.g = in.b; in.b = t; + K = -1.f; + } + if (in.r < in.g) { + const float t = in.r; in.r = in.g; in.g = t; + K = -2.f/6.0f - K; + } + chroma = in.r - ((in.g < in.b) ? in.g: in.b); + *out_h = NK_ABS(K + (in.g - in.b)/(6.0f * chroma + 1e-20f)); + *out_s = chroma / (in.r + 1e-20f); + *out_v = in.r; + *out_a = in.a; + +} +NK_API void +nk_colorf_hsva_fv(float *hsva, struct nk_colorf in) +{ + nk_colorf_hsva_f(&hsva[0], &hsva[1], &hsva[2], &hsva[3], in); +} +NK_API void +nk_color_hsva_f(float *out_h, float *out_s, + float *out_v, float *out_a, struct nk_color in) +{ + struct nk_colorf col; + nk_color_f(&col.r,&col.g,&col.b,&col.a, in); + nk_colorf_hsva_f(out_h, out_s, out_v, out_a, col); +} +NK_API void +nk_color_hsva_fv(float *out, struct nk_color in) +{ + nk_color_hsva_f(&out[0], &out[1], &out[2], &out[3], in); +} +NK_API void +nk_color_hsva_i(int *out_h, int *out_s, int *out_v, + int *out_a, struct nk_color in) +{ + float h,s,v,a; + nk_color_hsva_f(&h, &s, &v, &a, in); + *out_h = (nk_byte)(h * 255.0f); + *out_s = (nk_byte)(s * 255.0f); + *out_v = (nk_byte)(v * 255.0f); + *out_a = (nk_byte)(a * 255.0f); +} +NK_API void +nk_color_hsva_iv(int *out, struct nk_color in) +{ + nk_color_hsva_i(&out[0], &out[1], &out[2], &out[3], in); +} +NK_API void +nk_color_hsva_bv(nk_byte *out, struct nk_color in) +{ + int tmp[4]; + nk_color_hsva_i(&tmp[0], &tmp[1], &tmp[2], &tmp[3], in); + out[0] = (nk_byte)tmp[0]; + out[1] = (nk_byte)tmp[1]; + out[2] = (nk_byte)tmp[2]; + out[3] = (nk_byte)tmp[3]; +} +NK_API void +nk_color_hsva_b(nk_byte *h, nk_byte *s, nk_byte *v, nk_byte *a, struct nk_color in) +{ + int tmp[4]; + nk_color_hsva_i(&tmp[0], &tmp[1], &tmp[2], &tmp[3], in); + *h = (nk_byte)tmp[0]; + *s = (nk_byte)tmp[1]; + *v = (nk_byte)tmp[2]; + *a = (nk_byte)tmp[3]; +} +NK_API void +nk_color_hsv_i(int *out_h, int *out_s, int *out_v, struct nk_color in) +{ + int a; + nk_color_hsva_i(out_h, out_s, out_v, &a, in); +} +NK_API void +nk_color_hsv_b(nk_byte *out_h, nk_byte *out_s, nk_byte *out_v, struct nk_color in) +{ + int tmp[4]; + nk_color_hsva_i(&tmp[0], &tmp[1], &tmp[2], &tmp[3], in); + *out_h = (nk_byte)tmp[0]; + *out_s = (nk_byte)tmp[1]; + *out_v = (nk_byte)tmp[2]; +} +NK_API void +nk_color_hsv_iv(int *out, struct nk_color in) +{ + nk_color_hsv_i(&out[0], &out[1], &out[2], in); +} +NK_API void +nk_color_hsv_bv(nk_byte *out, struct nk_color in) +{ + int tmp[4]; + nk_color_hsv_i(&tmp[0], &tmp[1], &tmp[2], in); + out[0] = (nk_byte)tmp[0]; + out[1] = (nk_byte)tmp[1]; + out[2] = (nk_byte)tmp[2]; +} + + + + + +/* =============================================================== + * + * UTF-8 + * + * ===============================================================*/ +NK_GLOBAL const nk_byte nk_utfbyte[NK_UTF_SIZE+1] = {0x80, 0, 0xC0, 0xE0, 0xF0}; +NK_GLOBAL const nk_byte nk_utfmask[NK_UTF_SIZE+1] = {0xC0, 0x80, 0xE0, 0xF0, 0xF8}; +NK_GLOBAL const nk_uint nk_utfmin[NK_UTF_SIZE+1] = {0, 0, 0x80, 0x800, 0x10000}; +NK_GLOBAL const nk_uint nk_utfmax[NK_UTF_SIZE+1] = {0x10FFFF, 0x7F, 0x7FF, 0xFFFF, 0x10FFFF}; + +NK_INTERN int +nk_utf_validate(nk_rune *u, int i) +{ + NK_ASSERT(u); + if (!u) return 0; + if (!NK_BETWEEN(*u, nk_utfmin[i], nk_utfmax[i]) || + NK_BETWEEN(*u, 0xD800, 0xDFFF)) + *u = NK_UTF_INVALID; + for (i = 1; *u > nk_utfmax[i]; ++i); + return i; +} +NK_INTERN nk_rune +nk_utf_decode_byte(char c, int *i) +{ + NK_ASSERT(i); + if (!i) return 0; + for(*i = 0; *i < (int)NK_LEN(nk_utfmask); ++(*i)) { + if (((nk_byte)c & nk_utfmask[*i]) == nk_utfbyte[*i]) + return (nk_byte)(c & ~nk_utfmask[*i]); + } + return 0; +} +NK_API int +nk_utf_decode(const char *c, nk_rune *u, int clen) +{ + int i, j, len, type=0; + nk_rune udecoded; + + NK_ASSERT(c); + NK_ASSERT(u); + + if (!c || !u) return 0; + if (!clen) return 0; + *u = NK_UTF_INVALID; + + udecoded = nk_utf_decode_byte(c[0], &len); + if (!NK_BETWEEN(len, 1, NK_UTF_SIZE)) + return 1; + + for (i = 1, j = 1; i < clen && j < len; ++i, ++j) { + udecoded = (udecoded << 6) | nk_utf_decode_byte(c[i], &type); + if (type != 0) + return j; + } + if (j < len) + return 0; + *u = udecoded; + nk_utf_validate(u, len); + return len; +} +NK_INTERN char +nk_utf_encode_byte(nk_rune u, int i) +{ + return (char)((nk_utfbyte[i]) | ((nk_byte)u & ~nk_utfmask[i])); +} +NK_API int +nk_utf_encode(nk_rune u, char *c, int clen) +{ + int len, i; + len = nk_utf_validate(&u, 0); + if (clen < len || !len || len > NK_UTF_SIZE) + return 0; + + for (i = len - 1; i != 0; --i) { + c[i] = nk_utf_encode_byte(u, 0); + u >>= 6; + } + c[0] = nk_utf_encode_byte(u, len); + return len; +} +NK_API int +nk_utf_len(const char *str, int len) +{ + const char *text; + int glyphs = 0; + int text_len; + int glyph_len; + int src_len = 0; + nk_rune unicode; + + NK_ASSERT(str); + if (!str || !len) return 0; + + text = str; + text_len = len; + glyph_len = nk_utf_decode(text, &unicode, text_len); + while (glyph_len && src_len < len) { + glyphs++; + src_len = src_len + glyph_len; + glyph_len = nk_utf_decode(text + src_len, &unicode, text_len - src_len); + } + return glyphs; +} +NK_API const char* +nk_utf_at(const char *buffer, int length, int index, + nk_rune *unicode, int *len) +{ + int i = 0; + int src_len = 0; + int glyph_len = 0; + const char *text; + int text_len; + + NK_ASSERT(buffer); + NK_ASSERT(unicode); + NK_ASSERT(len); + + if (!buffer || !unicode || !len) return 0; + if (index < 0) { + *unicode = NK_UTF_INVALID; + *len = 0; + return 0; + } + + text = buffer; + text_len = length; + glyph_len = nk_utf_decode(text, unicode, text_len); + while (glyph_len) { + if (i == index) { + *len = glyph_len; + break; + } + + i++; + src_len = src_len + glyph_len; + glyph_len = nk_utf_decode(text + src_len, unicode, text_len - src_len); + } + if (i != index) return 0; + return buffer + src_len; +} + + + + + +/* ============================================================== + * + * BUFFER + * + * ===============================================================*/ +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_LIB void* +nk_malloc(nk_handle unused, void *old,nk_size size) +{ + NK_UNUSED(unused); + NK_UNUSED(old); + return malloc(size); +} +NK_LIB void +nk_mfree(nk_handle unused, void *ptr) +{ + NK_UNUSED(unused); + free(ptr); +} +NK_API void +nk_buffer_init_default(struct nk_buffer *buffer) +{ + struct nk_allocator alloc; + alloc.userdata.ptr = 0; + alloc.alloc = nk_malloc; + alloc.free = nk_mfree; + nk_buffer_init(buffer, &alloc, NK_BUFFER_DEFAULT_INITIAL_SIZE); +} +#endif + +NK_API void +nk_buffer_init(struct nk_buffer *b, const struct nk_allocator *a, + nk_size initial_size) +{ + NK_ASSERT(b); + NK_ASSERT(a); + NK_ASSERT(initial_size); + if (!b || !a || !initial_size) return; + + nk_zero(b, sizeof(*b)); + b->type = NK_BUFFER_DYNAMIC; + b->memory.ptr = a->alloc(a->userdata,0, initial_size); + b->memory.size = initial_size; + b->size = initial_size; + b->grow_factor = 2.0f; + b->pool = *a; +} +NK_API void +nk_buffer_init_fixed(struct nk_buffer *b, void *m, nk_size size) +{ + NK_ASSERT(b); + NK_ASSERT(m); + NK_ASSERT(size); + if (!b || !m || !size) return; + + nk_zero(b, sizeof(*b)); + b->type = NK_BUFFER_FIXED; + b->memory.ptr = m; + b->memory.size = size; + b->size = size; +} +NK_LIB void* +nk_buffer_align(void *unaligned, + nk_size align, nk_size *alignment, + enum nk_buffer_allocation_type type) +{ + void *memory = 0; + switch (type) { + default: + case NK_BUFFER_MAX: + case NK_BUFFER_FRONT: + if (align) { + memory = NK_ALIGN_PTR(unaligned, align); + *alignment = (nk_size)((nk_byte*)memory - (nk_byte*)unaligned); + } else { + memory = unaligned; + *alignment = 0; + } + break; + case NK_BUFFER_BACK: + if (align) { + memory = NK_ALIGN_PTR_BACK(unaligned, align); + *alignment = (nk_size)((nk_byte*)unaligned - (nk_byte*)memory); + } else { + memory = unaligned; + *alignment = 0; + } + break; + } + return memory; +} +NK_LIB void* +nk_buffer_realloc(struct nk_buffer *b, nk_size capacity, nk_size *size) +{ + void *temp; + nk_size buffer_size; + + NK_ASSERT(b); + NK_ASSERT(size); + if (!b || !size || !b->pool.alloc || !b->pool.free) + return 0; + + buffer_size = b->memory.size; + temp = b->pool.alloc(b->pool.userdata, b->memory.ptr, capacity); + NK_ASSERT(temp); + if (!temp) return 0; + + *size = capacity; + if (temp != b->memory.ptr) { + NK_MEMCPY(temp, b->memory.ptr, buffer_size); + b->pool.free(b->pool.userdata, b->memory.ptr); + } + + if (b->size == buffer_size) { + /* no back buffer so just set correct size */ + b->size = capacity; + return temp; + } else { + /* copy back buffer to the end of the new buffer */ + void *dst, *src; + nk_size back_size; + back_size = buffer_size - b->size; + dst = nk_ptr_add(void, temp, capacity - back_size); + src = nk_ptr_add(void, temp, b->size); + NK_MEMCPY(dst, src, back_size); + b->size = capacity - back_size; + } + return temp; +} +NK_LIB void* +nk_buffer_alloc(struct nk_buffer *b, enum nk_buffer_allocation_type type, + nk_size size, nk_size align) +{ + int full; + nk_size alignment; + void *unaligned; + void *memory; + + NK_ASSERT(b); + NK_ASSERT(size); + if (!b || !size) return 0; + b->needed += size; + + /* calculate total size with needed alignment + size */ + if (type == NK_BUFFER_FRONT) + unaligned = nk_ptr_add(void, b->memory.ptr, b->allocated); + else unaligned = nk_ptr_add(void, b->memory.ptr, b->size - size); + memory = nk_buffer_align(unaligned, align, &alignment, type); + + /* check if buffer has enough memory*/ + if (type == NK_BUFFER_FRONT) + full = ((b->allocated + size + alignment) > b->size); + else full = ((b->size - NK_MIN(b->size,(size + alignment))) <= b->allocated); + + if (full) { + nk_size capacity; + if (b->type != NK_BUFFER_DYNAMIC) + return 0; + NK_ASSERT(b->pool.alloc && b->pool.free); + if (b->type != NK_BUFFER_DYNAMIC || !b->pool.alloc || !b->pool.free) + return 0; + + /* buffer is full so allocate bigger buffer if dynamic */ + capacity = (nk_size)((float)b->memory.size * b->grow_factor); + capacity = NK_MAX(capacity, nk_round_up_pow2((nk_uint)(b->allocated + size))); + b->memory.ptr = nk_buffer_realloc(b, capacity, &b->memory.size); + if (!b->memory.ptr) return 0; + + /* align newly allocated pointer */ + if (type == NK_BUFFER_FRONT) + unaligned = nk_ptr_add(void, b->memory.ptr, b->allocated); + else unaligned = nk_ptr_add(void, b->memory.ptr, b->size - size); + memory = nk_buffer_align(unaligned, align, &alignment, type); + } + if (type == NK_BUFFER_FRONT) + b->allocated += size + alignment; + else b->size -= (size + alignment); + b->needed += alignment; + b->calls++; + return memory; +} +NK_API void +nk_buffer_push(struct nk_buffer *b, enum nk_buffer_allocation_type type, + const void *memory, nk_size size, nk_size align) +{ + void *mem = nk_buffer_alloc(b, type, size, align); + if (!mem) return; + NK_MEMCPY(mem, memory, size); +} +NK_API void +nk_buffer_mark(struct nk_buffer *buffer, enum nk_buffer_allocation_type type) +{ + NK_ASSERT(buffer); + if (!buffer) return; + buffer->marker[type].active = nk_true; + if (type == NK_BUFFER_BACK) + buffer->marker[type].offset = buffer->size; + else buffer->marker[type].offset = buffer->allocated; +} +NK_API void +nk_buffer_reset(struct nk_buffer *buffer, enum nk_buffer_allocation_type type) +{ + NK_ASSERT(buffer); + if (!buffer) return; + if (type == NK_BUFFER_BACK) { + /* reset back buffer either back to marker or empty */ + buffer->needed -= (buffer->memory.size - buffer->marker[type].offset); + if (buffer->marker[type].active) + buffer->size = buffer->marker[type].offset; + else buffer->size = buffer->memory.size; + buffer->marker[type].active = nk_false; + } else { + /* reset front buffer either back to back marker or empty */ + buffer->needed -= (buffer->allocated - buffer->marker[type].offset); + if (buffer->marker[type].active) + buffer->allocated = buffer->marker[type].offset; + else buffer->allocated = 0; + buffer->marker[type].active = nk_false; + } +} +NK_API void +nk_buffer_clear(struct nk_buffer *b) +{ + NK_ASSERT(b); + if (!b) return; + b->allocated = 0; + b->size = b->memory.size; + b->calls = 0; + b->needed = 0; +} +NK_API void +nk_buffer_free(struct nk_buffer *b) +{ + NK_ASSERT(b); + if (!b || !b->memory.ptr) return; + if (b->type == NK_BUFFER_FIXED) return; + if (!b->pool.free) return; + NK_ASSERT(b->pool.free); + b->pool.free(b->pool.userdata, b->memory.ptr); +} +NK_API void +nk_buffer_info(struct nk_memory_status *s, struct nk_buffer *b) +{ + NK_ASSERT(b); + NK_ASSERT(s); + if (!s || !b) return; + s->allocated = b->allocated; + s->size = b->memory.size; + s->needed = b->needed; + s->memory = b->memory.ptr; + s->calls = b->calls; +} +NK_API void* +nk_buffer_memory(struct nk_buffer *buffer) +{ + NK_ASSERT(buffer); + if (!buffer) return 0; + return buffer->memory.ptr; +} +NK_API const void* +nk_buffer_memory_const(const struct nk_buffer *buffer) +{ + NK_ASSERT(buffer); + if (!buffer) return 0; + return buffer->memory.ptr; +} +NK_API nk_size +nk_buffer_total(struct nk_buffer *buffer) +{ + NK_ASSERT(buffer); + if (!buffer) return 0; + return buffer->memory.size; +} + + + + + +/* =============================================================== + * + * STRING + * + * ===============================================================*/ +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API void +nk_str_init_default(struct nk_str *str) +{ + struct nk_allocator alloc; + alloc.userdata.ptr = 0; + alloc.alloc = nk_malloc; + alloc.free = nk_mfree; + nk_buffer_init(&str->buffer, &alloc, 32); + str->len = 0; +} +#endif + +NK_API void +nk_str_init(struct nk_str *str, const struct nk_allocator *alloc, nk_size size) +{ + nk_buffer_init(&str->buffer, alloc, size); + str->len = 0; +} +NK_API void +nk_str_init_fixed(struct nk_str *str, void *memory, nk_size size) +{ + nk_buffer_init_fixed(&str->buffer, memory, size); + str->len = 0; +} +NK_API int +nk_str_append_text_char(struct nk_str *s, const char *str, int len) +{ + char *mem; + NK_ASSERT(s); + NK_ASSERT(str); + if (!s || !str || !len) return 0; + mem = (char*)nk_buffer_alloc(&s->buffer, NK_BUFFER_FRONT, (nk_size)len * sizeof(char), 0); + if (!mem) return 0; + NK_MEMCPY(mem, str, (nk_size)len * sizeof(char)); + s->len += nk_utf_len(str, len); + return len; +} +NK_API int +nk_str_append_str_char(struct nk_str *s, const char *str) +{ + return nk_str_append_text_char(s, str, nk_strlen(str)); +} +NK_API int +nk_str_append_text_utf8(struct nk_str *str, const char *text, int len) +{ + int i = 0; + int byte_len = 0; + nk_rune unicode; + if (!str || !text || !len) return 0; + for (i = 0; i < len; ++i) + byte_len += nk_utf_decode(text+byte_len, &unicode, 4); + nk_str_append_text_char(str, text, byte_len); + return len; +} +NK_API int +nk_str_append_str_utf8(struct nk_str *str, const char *text) +{ + int runes = 0; + int byte_len = 0; + int num_runes = 0; + int glyph_len = 0; + nk_rune unicode; + if (!str || !text) return 0; + + glyph_len = byte_len = nk_utf_decode(text+byte_len, &unicode, 4); + while (unicode != '\0' && glyph_len) { + glyph_len = nk_utf_decode(text+byte_len, &unicode, 4); + byte_len += glyph_len; + num_runes++; + } + nk_str_append_text_char(str, text, byte_len); + return runes; +} +NK_API int +nk_str_append_text_runes(struct nk_str *str, const nk_rune *text, int len) +{ + int i = 0; + int byte_len = 0; + nk_glyph glyph; + + NK_ASSERT(str); + if (!str || !text || !len) return 0; + for (i = 0; i < len; ++i) { + byte_len = nk_utf_encode(text[i], glyph, NK_UTF_SIZE); + if (!byte_len) break; + nk_str_append_text_char(str, glyph, byte_len); + } + return len; +} +NK_API int +nk_str_append_str_runes(struct nk_str *str, const nk_rune *runes) +{ + int i = 0; + nk_glyph glyph; + int byte_len; + NK_ASSERT(str); + if (!str || !runes) return 0; + while (runes[i] != '\0') { + byte_len = nk_utf_encode(runes[i], glyph, NK_UTF_SIZE); + nk_str_append_text_char(str, glyph, byte_len); + i++; + } + return i; +} +NK_API int +nk_str_insert_at_char(struct nk_str *s, int pos, const char *str, int len) +{ + int i; + void *mem; + char *src; + char *dst; + + int copylen; + NK_ASSERT(s); + NK_ASSERT(str); + NK_ASSERT(len >= 0); + if (!s || !str || !len || (nk_size)pos > s->buffer.allocated) return 0; + if ((s->buffer.allocated + (nk_size)len >= s->buffer.memory.size) && + (s->buffer.type == NK_BUFFER_FIXED)) return 0; + + copylen = (int)s->buffer.allocated - pos; + if (!copylen) { + nk_str_append_text_char(s, str, len); + return 1; + } + mem = nk_buffer_alloc(&s->buffer, NK_BUFFER_FRONT, (nk_size)len * sizeof(char), 0); + if (!mem) return 0; + + /* memmove */ + NK_ASSERT(((int)pos + (int)len + ((int)copylen - 1)) >= 0); + NK_ASSERT(((int)pos + ((int)copylen - 1)) >= 0); + dst = nk_ptr_add(char, s->buffer.memory.ptr, pos + len + (copylen - 1)); + src = nk_ptr_add(char, s->buffer.memory.ptr, pos + (copylen-1)); + for (i = 0; i < copylen; ++i) *dst-- = *src--; + mem = nk_ptr_add(void, s->buffer.memory.ptr, pos); + NK_MEMCPY(mem, str, (nk_size)len * sizeof(char)); + s->len = nk_utf_len((char *)s->buffer.memory.ptr, (int)s->buffer.allocated); + return 1; +} +NK_API int +nk_str_insert_at_rune(struct nk_str *str, int pos, const char *cstr, int len) +{ + int glyph_len; + nk_rune unicode; + const char *begin; + const char *buffer; + + NK_ASSERT(str); + NK_ASSERT(cstr); + NK_ASSERT(len); + if (!str || !cstr || !len) return 0; + begin = nk_str_at_rune(str, pos, &unicode, &glyph_len); + if (!str->len) + return nk_str_append_text_char(str, cstr, len); + buffer = nk_str_get_const(str); + if (!begin) return 0; + return nk_str_insert_at_char(str, (int)(begin - buffer), cstr, len); +} +NK_API int +nk_str_insert_text_char(struct nk_str *str, int pos, const char *text, int len) +{ + return nk_str_insert_text_utf8(str, pos, text, len); +} +NK_API int +nk_str_insert_str_char(struct nk_str *str, int pos, const char *text) +{ + return nk_str_insert_text_utf8(str, pos, text, nk_strlen(text)); +} +NK_API int +nk_str_insert_text_utf8(struct nk_str *str, int pos, const char *text, int len) +{ + int i = 0; + int byte_len = 0; + nk_rune unicode; + + NK_ASSERT(str); + NK_ASSERT(text); + if (!str || !text || !len) return 0; + for (i = 0; i < len; ++i) + byte_len += nk_utf_decode(text+byte_len, &unicode, 4); + nk_str_insert_at_rune(str, pos, text, byte_len); + return len; +} +NK_API int +nk_str_insert_str_utf8(struct nk_str *str, int pos, const char *text) +{ + int runes = 0; + int byte_len = 0; + int num_runes = 0; + int glyph_len = 0; + nk_rune unicode; + if (!str || !text) return 0; + + glyph_len = byte_len = nk_utf_decode(text+byte_len, &unicode, 4); + while (unicode != '\0' && glyph_len) { + glyph_len = nk_utf_decode(text+byte_len, &unicode, 4); + byte_len += glyph_len; + num_runes++; + } + nk_str_insert_at_rune(str, pos, text, byte_len); + return runes; +} +NK_API int +nk_str_insert_text_runes(struct nk_str *str, int pos, const nk_rune *runes, int len) +{ + int i = 0; + int byte_len = 0; + nk_glyph glyph; + + NK_ASSERT(str); + if (!str || !runes || !len) return 0; + for (i = 0; i < len; ++i) { + byte_len = nk_utf_encode(runes[i], glyph, NK_UTF_SIZE); + if (!byte_len) break; + nk_str_insert_at_rune(str, pos+i, glyph, byte_len); + } + return len; +} +NK_API int +nk_str_insert_str_runes(struct nk_str *str, int pos, const nk_rune *runes) +{ + int i = 0; + nk_glyph glyph; + int byte_len; + NK_ASSERT(str); + if (!str || !runes) return 0; + while (runes[i] != '\0') { + byte_len = nk_utf_encode(runes[i], glyph, NK_UTF_SIZE); + nk_str_insert_at_rune(str, pos+i, glyph, byte_len); + i++; + } + return i; +} +NK_API void +nk_str_remove_chars(struct nk_str *s, int len) +{ + NK_ASSERT(s); + NK_ASSERT(len >= 0); + if (!s || len < 0 || (nk_size)len > s->buffer.allocated) return; + NK_ASSERT(((int)s->buffer.allocated - (int)len) >= 0); + s->buffer.allocated -= (nk_size)len; + s->len = nk_utf_len((char *)s->buffer.memory.ptr, (int)s->buffer.allocated); +} +NK_API void +nk_str_remove_runes(struct nk_str *str, int len) +{ + int index; + const char *begin; + const char *end; + nk_rune unicode; + + NK_ASSERT(str); + NK_ASSERT(len >= 0); + if (!str || len < 0) return; + if (len >= str->len) { + str->len = 0; + return; + } + + index = str->len - len; + begin = nk_str_at_rune(str, index, &unicode, &len); + end = (const char*)str->buffer.memory.ptr + str->buffer.allocated; + nk_str_remove_chars(str, (int)(end-begin)+1); +} +NK_API void +nk_str_delete_chars(struct nk_str *s, int pos, int len) +{ + NK_ASSERT(s); + if (!s || !len || (nk_size)pos > s->buffer.allocated || + (nk_size)(pos + len) > s->buffer.allocated) return; + + if ((nk_size)(pos + len) < s->buffer.allocated) { + /* memmove */ + char *dst = nk_ptr_add(char, s->buffer.memory.ptr, pos); + char *src = nk_ptr_add(char, s->buffer.memory.ptr, pos + len); + NK_MEMCPY(dst, src, s->buffer.allocated - (nk_size)(pos + len)); + NK_ASSERT(((int)s->buffer.allocated - (int)len) >= 0); + s->buffer.allocated -= (nk_size)len; + } else nk_str_remove_chars(s, len); + s->len = nk_utf_len((char *)s->buffer.memory.ptr, (int)s->buffer.allocated); +} +NK_API void +nk_str_delete_runes(struct nk_str *s, int pos, int len) +{ + char *temp; + nk_rune unicode; + char *begin; + char *end; + int unused; + + NK_ASSERT(s); + NK_ASSERT(s->len >= pos + len); + if (s->len < pos + len) + len = NK_CLAMP(0, (s->len - pos), s->len); + if (!len) return; + + temp = (char *)s->buffer.memory.ptr; + begin = nk_str_at_rune(s, pos, &unicode, &unused); + if (!begin) return; + s->buffer.memory.ptr = begin; + end = nk_str_at_rune(s, len, &unicode, &unused); + s->buffer.memory.ptr = temp; + if (!end) return; + nk_str_delete_chars(s, (int)(begin - temp), (int)(end - begin)); +} +NK_API char* +nk_str_at_char(struct nk_str *s, int pos) +{ + NK_ASSERT(s); + if (!s || pos > (int)s->buffer.allocated) return 0; + return nk_ptr_add(char, s->buffer.memory.ptr, pos); +} +NK_API char* +nk_str_at_rune(struct nk_str *str, int pos, nk_rune *unicode, int *len) +{ + int i = 0; + int src_len = 0; + int glyph_len = 0; + char *text; + int text_len; + + NK_ASSERT(str); + NK_ASSERT(unicode); + NK_ASSERT(len); + + if (!str || !unicode || !len) return 0; + if (pos < 0) { + *unicode = 0; + *len = 0; + return 0; + } + + text = (char*)str->buffer.memory.ptr; + text_len = (int)str->buffer.allocated; + glyph_len = nk_utf_decode(text, unicode, text_len); + while (glyph_len) { + if (i == pos) { + *len = glyph_len; + break; + } + + i++; + src_len = src_len + glyph_len; + glyph_len = nk_utf_decode(text + src_len, unicode, text_len - src_len); + } + if (i != pos) return 0; + return text + src_len; +} +NK_API const char* +nk_str_at_char_const(const struct nk_str *s, int pos) +{ + NK_ASSERT(s); + if (!s || pos > (int)s->buffer.allocated) return 0; + return nk_ptr_add(char, s->buffer.memory.ptr, pos); +} +NK_API const char* +nk_str_at_const(const struct nk_str *str, int pos, nk_rune *unicode, int *len) +{ + int i = 0; + int src_len = 0; + int glyph_len = 0; + char *text; + int text_len; + + NK_ASSERT(str); + NK_ASSERT(unicode); + NK_ASSERT(len); + + if (!str || !unicode || !len) return 0; + if (pos < 0) { + *unicode = 0; + *len = 0; + return 0; + } + + text = (char*)str->buffer.memory.ptr; + text_len = (int)str->buffer.allocated; + glyph_len = nk_utf_decode(text, unicode, text_len); + while (glyph_len) { + if (i == pos) { + *len = glyph_len; + break; + } + + i++; + src_len = src_len + glyph_len; + glyph_len = nk_utf_decode(text + src_len, unicode, text_len - src_len); + } + if (i != pos) return 0; + return text + src_len; +} +NK_API nk_rune +nk_str_rune_at(const struct nk_str *str, int pos) +{ + int len; + nk_rune unicode = 0; + nk_str_at_const(str, pos, &unicode, &len); + return unicode; +} +NK_API char* +nk_str_get(struct nk_str *s) +{ + NK_ASSERT(s); + if (!s || !s->len || !s->buffer.allocated) return 0; + return (char*)s->buffer.memory.ptr; +} +NK_API const char* +nk_str_get_const(const struct nk_str *s) +{ + NK_ASSERT(s); + if (!s || !s->len || !s->buffer.allocated) return 0; + return (const char*)s->buffer.memory.ptr; +} +NK_API int +nk_str_len(struct nk_str *s) +{ + NK_ASSERT(s); + if (!s || !s->len || !s->buffer.allocated) return 0; + return s->len; +} +NK_API int +nk_str_len_char(struct nk_str *s) +{ + NK_ASSERT(s); + if (!s || !s->len || !s->buffer.allocated) return 0; + return (int)s->buffer.allocated; +} +NK_API void +nk_str_clear(struct nk_str *str) +{ + NK_ASSERT(str); + nk_buffer_clear(&str->buffer); + str->len = 0; +} +NK_API void +nk_str_free(struct nk_str *str) +{ + NK_ASSERT(str); + nk_buffer_free(&str->buffer); + str->len = 0; +} + + + + + +/* ============================================================== + * + * DRAW + * + * ===============================================================*/ +NK_LIB void +nk_command_buffer_init(struct nk_command_buffer *cb, + struct nk_buffer *b, enum nk_command_clipping clip) +{ + NK_ASSERT(cb); + NK_ASSERT(b); + if (!cb || !b) return; + cb->base = b; + cb->use_clipping = (int)clip; + cb->begin = b->allocated; + cb->end = b->allocated; + cb->last = b->allocated; +} +NK_LIB void +nk_command_buffer_reset(struct nk_command_buffer *b) +{ + NK_ASSERT(b); + if (!b) return; + b->begin = 0; + b->end = 0; + b->last = 0; + b->clip = nk_null_rect; +#ifdef NK_INCLUDE_COMMAND_USERDATA + b->userdata.ptr = 0; +#endif +} +NK_LIB void* +nk_command_buffer_push(struct nk_command_buffer* b, + enum nk_command_type t, nk_size size) +{ + NK_STORAGE const nk_size align = NK_ALIGNOF(struct nk_command); + struct nk_command *cmd; + nk_size alignment; + void *unaligned; + void *memory; + + NK_ASSERT(b); + NK_ASSERT(b->base); + if (!b) return 0; + cmd = (struct nk_command*)nk_buffer_alloc(b->base,NK_BUFFER_FRONT,size,align); + if (!cmd) return 0; + + /* make sure the offset to the next command is aligned */ + b->last = (nk_size)((nk_byte*)cmd - (nk_byte*)b->base->memory.ptr); + unaligned = (nk_byte*)cmd + size; + memory = NK_ALIGN_PTR(unaligned, align); + alignment = (nk_size)((nk_byte*)memory - (nk_byte*)unaligned); +#ifdef NK_ZERO_COMMAND_MEMORY + NK_MEMSET(cmd, 0, size + alignment); +#endif + + cmd->type = t; + cmd->next = b->base->allocated + alignment; +#ifdef NK_INCLUDE_COMMAND_USERDATA + cmd->userdata = b->userdata; +#endif + b->end = cmd->next; + return cmd; +} +NK_API void +nk_push_scissor(struct nk_command_buffer *b, struct nk_rect r) +{ + struct nk_command_scissor *cmd; + NK_ASSERT(b); + if (!b) return; + + b->clip.x = r.x; + b->clip.y = r.y; + b->clip.w = r.w; + b->clip.h = r.h; + cmd = (struct nk_command_scissor*) + nk_command_buffer_push(b, NK_COMMAND_SCISSOR, sizeof(*cmd)); + + if (!cmd) return; + cmd->x = (short)r.x; + cmd->y = (short)r.y; + cmd->w = (unsigned short)NK_MAX(0, r.w); + cmd->h = (unsigned short)NK_MAX(0, r.h); +} +NK_API void +nk_stroke_line(struct nk_command_buffer *b, float x0, float y0, + float x1, float y1, float line_thickness, struct nk_color c) +{ + struct nk_command_line *cmd; + NK_ASSERT(b); + if (!b || line_thickness <= 0) return; + cmd = (struct nk_command_line*) + nk_command_buffer_push(b, NK_COMMAND_LINE, sizeof(*cmd)); + if (!cmd) return; + cmd->line_thickness = (unsigned short)line_thickness; + cmd->begin.x = (short)x0; + cmd->begin.y = (short)y0; + cmd->end.x = (short)x1; + cmd->end.y = (short)y1; + cmd->color = c; +} +NK_API void +nk_stroke_curve(struct nk_command_buffer *b, float ax, float ay, + float ctrl0x, float ctrl0y, float ctrl1x, float ctrl1y, + float bx, float by, float line_thickness, struct nk_color col) +{ + struct nk_command_curve *cmd; + NK_ASSERT(b); + if (!b || col.a == 0 || line_thickness <= 0) return; + + cmd = (struct nk_command_curve*) + nk_command_buffer_push(b, NK_COMMAND_CURVE, sizeof(*cmd)); + if (!cmd) return; + cmd->line_thickness = (unsigned short)line_thickness; + cmd->begin.x = (short)ax; + cmd->begin.y = (short)ay; + cmd->ctrl[0].x = (short)ctrl0x; + cmd->ctrl[0].y = (short)ctrl0y; + cmd->ctrl[1].x = (short)ctrl1x; + cmd->ctrl[1].y = (short)ctrl1y; + cmd->end.x = (short)bx; + cmd->end.y = (short)by; + cmd->color = col; +} +NK_API void +nk_stroke_rect(struct nk_command_buffer *b, struct nk_rect rect, + float rounding, float line_thickness, struct nk_color c) +{ + struct nk_command_rect *cmd; + NK_ASSERT(b); + if (!b || c.a == 0 || rect.w == 0 || rect.h == 0 || line_thickness <= 0) return; + if (b->use_clipping) { + const struct nk_rect *clip = &b->clip; + if (!NK_INTERSECT(rect.x, rect.y, rect.w, rect.h, + clip->x, clip->y, clip->w, clip->h)) return; + } + cmd = (struct nk_command_rect*) + nk_command_buffer_push(b, NK_COMMAND_RECT, sizeof(*cmd)); + if (!cmd) return; + cmd->rounding = (unsigned short)rounding; + cmd->line_thickness = (unsigned short)line_thickness; + cmd->x = (short)rect.x; + cmd->y = (short)rect.y; + cmd->w = (unsigned short)NK_MAX(0, rect.w); + cmd->h = (unsigned short)NK_MAX(0, rect.h); + cmd->color = c; +} +NK_API void +nk_fill_rect(struct nk_command_buffer *b, struct nk_rect rect, + float rounding, struct nk_color c) +{ + struct nk_command_rect_filled *cmd; + NK_ASSERT(b); + if (!b || c.a == 0 || rect.w == 0 || rect.h == 0) return; + if (b->use_clipping) { + const struct nk_rect *clip = &b->clip; + if (!NK_INTERSECT(rect.x, rect.y, rect.w, rect.h, + clip->x, clip->y, clip->w, clip->h)) return; + } + + cmd = (struct nk_command_rect_filled*) + nk_command_buffer_push(b, NK_COMMAND_RECT_FILLED, sizeof(*cmd)); + if (!cmd) return; + cmd->rounding = (unsigned short)rounding; + cmd->x = (short)rect.x; + cmd->y = (short)rect.y; + cmd->w = (unsigned short)NK_MAX(0, rect.w); + cmd->h = (unsigned short)NK_MAX(0, rect.h); + cmd->color = c; +} +NK_API void +nk_fill_rect_multi_color(struct nk_command_buffer *b, struct nk_rect rect, + struct nk_color left, struct nk_color top, struct nk_color right, + struct nk_color bottom) +{ + struct nk_command_rect_multi_color *cmd; + NK_ASSERT(b); + if (!b || rect.w == 0 || rect.h == 0) return; + if (b->use_clipping) { + const struct nk_rect *clip = &b->clip; + if (!NK_INTERSECT(rect.x, rect.y, rect.w, rect.h, + clip->x, clip->y, clip->w, clip->h)) return; + } + + cmd = (struct nk_command_rect_multi_color*) + nk_command_buffer_push(b, NK_COMMAND_RECT_MULTI_COLOR, sizeof(*cmd)); + if (!cmd) return; + cmd->x = (short)rect.x; + cmd->y = (short)rect.y; + cmd->w = (unsigned short)NK_MAX(0, rect.w); + cmd->h = (unsigned short)NK_MAX(0, rect.h); + cmd->left = left; + cmd->top = top; + cmd->right = right; + cmd->bottom = bottom; +} +NK_API void +nk_stroke_circle(struct nk_command_buffer *b, struct nk_rect r, + float line_thickness, struct nk_color c) +{ + struct nk_command_circle *cmd; + if (!b || r.w == 0 || r.h == 0 || line_thickness <= 0) return; + if (b->use_clipping) { + const struct nk_rect *clip = &b->clip; + if (!NK_INTERSECT(r.x, r.y, r.w, r.h, clip->x, clip->y, clip->w, clip->h)) + return; + } + + cmd = (struct nk_command_circle*) + nk_command_buffer_push(b, NK_COMMAND_CIRCLE, sizeof(*cmd)); + if (!cmd) return; + cmd->line_thickness = (unsigned short)line_thickness; + cmd->x = (short)r.x; + cmd->y = (short)r.y; + cmd->w = (unsigned short)NK_MAX(r.w, 0); + cmd->h = (unsigned short)NK_MAX(r.h, 0); + cmd->color = c; +} +NK_API void +nk_fill_circle(struct nk_command_buffer *b, struct nk_rect r, struct nk_color c) +{ + struct nk_command_circle_filled *cmd; + NK_ASSERT(b); + if (!b || c.a == 0 || r.w == 0 || r.h == 0) return; + if (b->use_clipping) { + const struct nk_rect *clip = &b->clip; + if (!NK_INTERSECT(r.x, r.y, r.w, r.h, clip->x, clip->y, clip->w, clip->h)) + return; + } + + cmd = (struct nk_command_circle_filled*) + nk_command_buffer_push(b, NK_COMMAND_CIRCLE_FILLED, sizeof(*cmd)); + if (!cmd) return; + cmd->x = (short)r.x; + cmd->y = (short)r.y; + cmd->w = (unsigned short)NK_MAX(r.w, 0); + cmd->h = (unsigned short)NK_MAX(r.h, 0); + cmd->color = c; +} +NK_API void +nk_stroke_arc(struct nk_command_buffer *b, float cx, float cy, float radius, + float a_min, float a_max, float line_thickness, struct nk_color c) +{ + struct nk_command_arc *cmd; + if (!b || c.a == 0 || line_thickness <= 0) return; + cmd = (struct nk_command_arc*) + nk_command_buffer_push(b, NK_COMMAND_ARC, sizeof(*cmd)); + if (!cmd) return; + cmd->line_thickness = (unsigned short)line_thickness; + cmd->cx = (short)cx; + cmd->cy = (short)cy; + cmd->r = (unsigned short)radius; + cmd->a[0] = a_min; + cmd->a[1] = a_max; + cmd->color = c; +} +NK_API void +nk_fill_arc(struct nk_command_buffer *b, float cx, float cy, float radius, + float a_min, float a_max, struct nk_color c) +{ + struct nk_command_arc_filled *cmd; + NK_ASSERT(b); + if (!b || c.a == 0) return; + cmd = (struct nk_command_arc_filled*) + nk_command_buffer_push(b, NK_COMMAND_ARC_FILLED, sizeof(*cmd)); + if (!cmd) return; + cmd->cx = (short)cx; + cmd->cy = (short)cy; + cmd->r = (unsigned short)radius; + cmd->a[0] = a_min; + cmd->a[1] = a_max; + cmd->color = c; +} +NK_API void +nk_stroke_triangle(struct nk_command_buffer *b, float x0, float y0, float x1, + float y1, float x2, float y2, float line_thickness, struct nk_color c) +{ + struct nk_command_triangle *cmd; + NK_ASSERT(b); + if (!b || c.a == 0 || line_thickness <= 0) return; + if (b->use_clipping) { + const struct nk_rect *clip = &b->clip; + if (!NK_INBOX(x0, y0, clip->x, clip->y, clip->w, clip->h) && + !NK_INBOX(x1, y1, clip->x, clip->y, clip->w, clip->h) && + !NK_INBOX(x2, y2, clip->x, clip->y, clip->w, clip->h)) + return; + } + + cmd = (struct nk_command_triangle*) + nk_command_buffer_push(b, NK_COMMAND_TRIANGLE, sizeof(*cmd)); + if (!cmd) return; + cmd->line_thickness = (unsigned short)line_thickness; + cmd->a.x = (short)x0; + cmd->a.y = (short)y0; + cmd->b.x = (short)x1; + cmd->b.y = (short)y1; + cmd->c.x = (short)x2; + cmd->c.y = (short)y2; + cmd->color = c; +} +NK_API void +nk_fill_triangle(struct nk_command_buffer *b, float x0, float y0, float x1, + float y1, float x2, float y2, struct nk_color c) +{ + struct nk_command_triangle_filled *cmd; + NK_ASSERT(b); + if (!b || c.a == 0) return; + if (!b) return; + if (b->use_clipping) { + const struct nk_rect *clip = &b->clip; + if (!NK_INBOX(x0, y0, clip->x, clip->y, clip->w, clip->h) && + !NK_INBOX(x1, y1, clip->x, clip->y, clip->w, clip->h) && + !NK_INBOX(x2, y2, clip->x, clip->y, clip->w, clip->h)) + return; + } + + cmd = (struct nk_command_triangle_filled*) + nk_command_buffer_push(b, NK_COMMAND_TRIANGLE_FILLED, sizeof(*cmd)); + if (!cmd) return; + cmd->a.x = (short)x0; + cmd->a.y = (short)y0; + cmd->b.x = (short)x1; + cmd->b.y = (short)y1; + cmd->c.x = (short)x2; + cmd->c.y = (short)y2; + cmd->color = c; +} +NK_API void +nk_stroke_polygon(struct nk_command_buffer *b, float *points, int point_count, + float line_thickness, struct nk_color col) +{ + int i; + nk_size size = 0; + struct nk_command_polygon *cmd; + + NK_ASSERT(b); + if (!b || col.a == 0 || line_thickness <= 0) return; + size = sizeof(*cmd) + sizeof(short) * 2 * (nk_size)point_count; + cmd = (struct nk_command_polygon*) nk_command_buffer_push(b, NK_COMMAND_POLYGON, size); + if (!cmd) return; + cmd->color = col; + cmd->line_thickness = (unsigned short)line_thickness; + cmd->point_count = (unsigned short)point_count; + for (i = 0; i < point_count; ++i) { + cmd->points[i].x = (short)points[i*2]; + cmd->points[i].y = (short)points[i*2+1]; + } +} +NK_API void +nk_fill_polygon(struct nk_command_buffer *b, float *points, int point_count, + struct nk_color col) +{ + int i; + nk_size size = 0; + struct nk_command_polygon_filled *cmd; + + NK_ASSERT(b); + if (!b || col.a == 0) return; + size = sizeof(*cmd) + sizeof(short) * 2 * (nk_size)point_count; + cmd = (struct nk_command_polygon_filled*) + nk_command_buffer_push(b, NK_COMMAND_POLYGON_FILLED, size); + if (!cmd) return; + cmd->color = col; + cmd->point_count = (unsigned short)point_count; + for (i = 0; i < point_count; ++i) { + cmd->points[i].x = (short)points[i*2+0]; + cmd->points[i].y = (short)points[i*2+1]; + } +} +NK_API void +nk_stroke_polyline(struct nk_command_buffer *b, float *points, int point_count, + float line_thickness, struct nk_color col) +{ + int i; + nk_size size = 0; + struct nk_command_polyline *cmd; + + NK_ASSERT(b); + if (!b || col.a == 0 || line_thickness <= 0) return; + size = sizeof(*cmd) + sizeof(short) * 2 * (nk_size)point_count; + cmd = (struct nk_command_polyline*) nk_command_buffer_push(b, NK_COMMAND_POLYLINE, size); + if (!cmd) return; + cmd->color = col; + cmd->point_count = (unsigned short)point_count; + cmd->line_thickness = (unsigned short)line_thickness; + for (i = 0; i < point_count; ++i) { + cmd->points[i].x = (short)points[i*2]; + cmd->points[i].y = (short)points[i*2+1]; + } +} +NK_API void +nk_draw_image(struct nk_command_buffer *b, struct nk_rect r, + const struct nk_image *img, struct nk_color col) +{ + struct nk_command_image *cmd; + NK_ASSERT(b); + if (!b) return; + if (b->use_clipping) { + const struct nk_rect *c = &b->clip; + if (c->w == 0 || c->h == 0 || !NK_INTERSECT(r.x, r.y, r.w, r.h, c->x, c->y, c->w, c->h)) + return; + } + + cmd = (struct nk_command_image*) + nk_command_buffer_push(b, NK_COMMAND_IMAGE, sizeof(*cmd)); + if (!cmd) return; + cmd->x = (short)r.x; + cmd->y = (short)r.y; + cmd->w = (unsigned short)NK_MAX(0, r.w); + cmd->h = (unsigned short)NK_MAX(0, r.h); + cmd->img = *img; + cmd->col = col; +} +NK_API void +nk_push_custom(struct nk_command_buffer *b, struct nk_rect r, + nk_command_custom_callback cb, nk_handle usr) +{ + struct nk_command_custom *cmd; + NK_ASSERT(b); + if (!b) return; + if (b->use_clipping) { + const struct nk_rect *c = &b->clip; + if (c->w == 0 || c->h == 0 || !NK_INTERSECT(r.x, r.y, r.w, r.h, c->x, c->y, c->w, c->h)) + return; + } + + cmd = (struct nk_command_custom*) + nk_command_buffer_push(b, NK_COMMAND_CUSTOM, sizeof(*cmd)); + if (!cmd) return; + cmd->x = (short)r.x; + cmd->y = (short)r.y; + cmd->w = (unsigned short)NK_MAX(0, r.w); + cmd->h = (unsigned short)NK_MAX(0, r.h); + cmd->callback_data = usr; + cmd->callback = cb; +} +NK_API void +nk_draw_text(struct nk_command_buffer *b, struct nk_rect r, + const char *string, int length, const struct nk_user_font *font, + struct nk_color bg, struct nk_color fg) +{ + float text_width = 0; + struct nk_command_text *cmd; + + NK_ASSERT(b); + NK_ASSERT(font); + if (!b || !string || !length || (bg.a == 0 && fg.a == 0)) return; + if (b->use_clipping) { + const struct nk_rect *c = &b->clip; + if (c->w == 0 || c->h == 0 || !NK_INTERSECT(r.x, r.y, r.w, r.h, c->x, c->y, c->w, c->h)) + return; + } + + /* make sure text fits inside bounds */ + text_width = font->width(font->userdata, font->height, string, length); + if (text_width > r.w){ + int glyphs = 0; + float txt_width = (float)text_width; + length = nk_text_clamp(font, string, length, r.w, &glyphs, &txt_width, 0,0); + } + + if (!length) return; + cmd = (struct nk_command_text*) + nk_command_buffer_push(b, NK_COMMAND_TEXT, sizeof(*cmd) + (nk_size)(length + 1)); + if (!cmd) return; + cmd->x = (short)r.x; + cmd->y = (short)r.y; + cmd->w = (unsigned short)r.w; + cmd->h = (unsigned short)r.h; + cmd->background = bg; + cmd->foreground = fg; + cmd->font = font; + cmd->length = length; + cmd->height = font->height; + NK_MEMCPY(cmd->string, string, (nk_size)length); + cmd->string[length] = '\0'; +} + + + + + +/* =============================================================== + * + * VERTEX + * + * ===============================================================*/ +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT +NK_API void +nk_draw_list_init(struct nk_draw_list *list) +{ + nk_size i = 0; + NK_ASSERT(list); + if (!list) return; + nk_zero(list, sizeof(*list)); + for (i = 0; i < NK_LEN(list->circle_vtx); ++i) { + const float a = ((float)i / (float)NK_LEN(list->circle_vtx)) * 2 * NK_PI; + list->circle_vtx[i].x = (float)NK_COS(a); + list->circle_vtx[i].y = (float)NK_SIN(a); + } +} +NK_API void +nk_draw_list_setup(struct nk_draw_list *canvas, const struct nk_convert_config *config, + struct nk_buffer *cmds, struct nk_buffer *vertices, struct nk_buffer *elements, + enum nk_anti_aliasing line_aa, enum nk_anti_aliasing shape_aa) +{ + NK_ASSERT(canvas); + NK_ASSERT(config); + NK_ASSERT(cmds); + NK_ASSERT(vertices); + NK_ASSERT(elements); + if (!canvas || !config || !cmds || !vertices || !elements) + return; + + canvas->buffer = cmds; + canvas->config = *config; + canvas->elements = elements; + canvas->vertices = vertices; + canvas->line_AA = line_aa; + canvas->shape_AA = shape_aa; + canvas->clip_rect = nk_null_rect; + + canvas->cmd_offset = 0; + canvas->element_count = 0; + canvas->vertex_count = 0; + canvas->cmd_offset = 0; + canvas->cmd_count = 0; + canvas->path_count = 0; +} +NK_API const struct nk_draw_command* +nk__draw_list_begin(const struct nk_draw_list *canvas, const struct nk_buffer *buffer) +{ + nk_byte *memory; + nk_size offset; + const struct nk_draw_command *cmd; + + NK_ASSERT(buffer); + if (!buffer || !buffer->size || !canvas->cmd_count) + return 0; + + memory = (nk_byte*)buffer->memory.ptr; + offset = buffer->memory.size - canvas->cmd_offset; + cmd = nk_ptr_add(const struct nk_draw_command, memory, offset); + return cmd; +} +NK_API const struct nk_draw_command* +nk__draw_list_end(const struct nk_draw_list *canvas, const struct nk_buffer *buffer) +{ + nk_size size; + nk_size offset; + nk_byte *memory; + const struct nk_draw_command *end; + + NK_ASSERT(buffer); + NK_ASSERT(canvas); + if (!buffer || !canvas) + return 0; + + memory = (nk_byte*)buffer->memory.ptr; + size = buffer->memory.size; + offset = size - canvas->cmd_offset; + end = nk_ptr_add(const struct nk_draw_command, memory, offset); + end -= (canvas->cmd_count-1); + return end; +} +NK_API const struct nk_draw_command* +nk__draw_list_next(const struct nk_draw_command *cmd, + const struct nk_buffer *buffer, const struct nk_draw_list *canvas) +{ + const struct nk_draw_command *end; + NK_ASSERT(buffer); + NK_ASSERT(canvas); + if (!cmd || !buffer || !canvas) + return 0; + + end = nk__draw_list_end(canvas, buffer); + if (cmd <= end) return 0; + return (cmd-1); +} +NK_INTERN struct nk_vec2* +nk_draw_list_alloc_path(struct nk_draw_list *list, int count) +{ + struct nk_vec2 *points; + NK_STORAGE const nk_size point_align = NK_ALIGNOF(struct nk_vec2); + NK_STORAGE const nk_size point_size = sizeof(struct nk_vec2); + points = (struct nk_vec2*) + nk_buffer_alloc(list->buffer, NK_BUFFER_FRONT, + point_size * (nk_size)count, point_align); + + if (!points) return 0; + if (!list->path_offset) { + void *memory = nk_buffer_memory(list->buffer); + list->path_offset = (unsigned int)((nk_byte*)points - (nk_byte*)memory); + } + list->path_count += (unsigned int)count; + return points; +} +NK_INTERN struct nk_vec2 +nk_draw_list_path_last(struct nk_draw_list *list) +{ + void *memory; + struct nk_vec2 *point; + NK_ASSERT(list->path_count); + memory = nk_buffer_memory(list->buffer); + point = nk_ptr_add(struct nk_vec2, memory, list->path_offset); + point += (list->path_count-1); + return *point; +} +NK_INTERN struct nk_draw_command* +nk_draw_list_push_command(struct nk_draw_list *list, struct nk_rect clip, + nk_handle texture) +{ + NK_STORAGE const nk_size cmd_align = NK_ALIGNOF(struct nk_draw_command); + NK_STORAGE const nk_size cmd_size = sizeof(struct nk_draw_command); + struct nk_draw_command *cmd; + + NK_ASSERT(list); + cmd = (struct nk_draw_command*) + nk_buffer_alloc(list->buffer, NK_BUFFER_BACK, cmd_size, cmd_align); + + if (!cmd) return 0; + if (!list->cmd_count) { + nk_byte *memory = (nk_byte*)nk_buffer_memory(list->buffer); + nk_size total = nk_buffer_total(list->buffer); + memory = nk_ptr_add(nk_byte, memory, total); + list->cmd_offset = (nk_size)(memory - (nk_byte*)cmd); + } + + cmd->elem_count = 0; + cmd->clip_rect = clip; + cmd->texture = texture; +#ifdef NK_INCLUDE_COMMAND_USERDATA + cmd->userdata = list->userdata; +#endif + + list->cmd_count++; + list->clip_rect = clip; + return cmd; +} +NK_INTERN struct nk_draw_command* +nk_draw_list_command_last(struct nk_draw_list *list) +{ + void *memory; + nk_size size; + struct nk_draw_command *cmd; + NK_ASSERT(list->cmd_count); + + memory = nk_buffer_memory(list->buffer); + size = nk_buffer_total(list->buffer); + cmd = nk_ptr_add(struct nk_draw_command, memory, size - list->cmd_offset); + return (cmd - (list->cmd_count-1)); +} +NK_INTERN void +nk_draw_list_add_clip(struct nk_draw_list *list, struct nk_rect rect) +{ + NK_ASSERT(list); + if (!list) return; + if (!list->cmd_count) { + nk_draw_list_push_command(list, rect, list->config.null.texture); + } else { + struct nk_draw_command *prev = nk_draw_list_command_last(list); + if (prev->elem_count == 0) + prev->clip_rect = rect; + nk_draw_list_push_command(list, rect, prev->texture); + } +} +NK_INTERN void +nk_draw_list_push_image(struct nk_draw_list *list, nk_handle texture) +{ + NK_ASSERT(list); + if (!list) return; + if (!list->cmd_count) { + nk_draw_list_push_command(list, nk_null_rect, texture); + } else { + struct nk_draw_command *prev = nk_draw_list_command_last(list); + if (prev->elem_count == 0) { + prev->texture = texture; + #ifdef NK_INCLUDE_COMMAND_USERDATA + prev->userdata = list->userdata; + #endif + } else if (prev->texture.id != texture.id + #ifdef NK_INCLUDE_COMMAND_USERDATA + || prev->userdata.id != list->userdata.id + #endif + ) nk_draw_list_push_command(list, prev->clip_rect, texture); + } +} +#ifdef NK_INCLUDE_COMMAND_USERDATA +NK_API void +nk_draw_list_push_userdata(struct nk_draw_list *list, nk_handle userdata) +{ + list->userdata = userdata; +} +#endif +NK_INTERN void* +nk_draw_list_alloc_vertices(struct nk_draw_list *list, nk_size count) +{ + void *vtx; + NK_ASSERT(list); + if (!list) return 0; + vtx = nk_buffer_alloc(list->vertices, NK_BUFFER_FRONT, + list->config.vertex_size*count, list->config.vertex_alignment); + if (!vtx) return 0; + list->vertex_count += (unsigned int)count; + + /* This assert triggers because your are drawing a lot of stuff and nuklear + * defined `nk_draw_index` as `nk_ushort` to safe space be default. + * + * So you reached the maximum number of indicies or rather vertexes. + * To solve this issue please change typdef `nk_draw_index` to `nk_uint` + * and don't forget to specify the new element size in your drawing + * backend (OpenGL, DirectX, ...). For example in OpenGL for `glDrawElements` + * instead of specifing `GL_UNSIGNED_SHORT` you have to define `GL_UNSIGNED_INT`. + * Sorry for the inconvenience. */ + if(sizeof(nk_draw_index)==2) NK_ASSERT((list->vertex_count < NK_USHORT_MAX && + "To many verticies for 16-bit vertex indicies. Please read comment above on how to solve this problem")); + return vtx; +} +NK_INTERN nk_draw_index* +nk_draw_list_alloc_elements(struct nk_draw_list *list, nk_size count) +{ + nk_draw_index *ids; + struct nk_draw_command *cmd; + NK_STORAGE const nk_size elem_align = NK_ALIGNOF(nk_draw_index); + NK_STORAGE const nk_size elem_size = sizeof(nk_draw_index); + NK_ASSERT(list); + if (!list) return 0; + + ids = (nk_draw_index*) + nk_buffer_alloc(list->elements, NK_BUFFER_FRONT, elem_size*count, elem_align); + if (!ids) return 0; + cmd = nk_draw_list_command_last(list); + list->element_count += (unsigned int)count; + cmd->elem_count += (unsigned int)count; + return ids; +} +NK_INTERN int +nk_draw_vertex_layout_element_is_end_of_layout( + const struct nk_draw_vertex_layout_element *element) +{ + return (element->attribute == NK_VERTEX_ATTRIBUTE_COUNT || + element->format == NK_FORMAT_COUNT); +} +NK_INTERN void +nk_draw_vertex_color(void *attr, const float *vals, + enum nk_draw_vertex_layout_format format) +{ + /* if this triggers you tried to provide a value format for a color */ + float val[4]; + NK_ASSERT(format >= NK_FORMAT_COLOR_BEGIN); + NK_ASSERT(format <= NK_FORMAT_COLOR_END); + if (format < NK_FORMAT_COLOR_BEGIN || format > NK_FORMAT_COLOR_END) return; + + val[0] = NK_SATURATE(vals[0]); + val[1] = NK_SATURATE(vals[1]); + val[2] = NK_SATURATE(vals[2]); + val[3] = NK_SATURATE(vals[3]); + + switch (format) { + default: NK_ASSERT(0 && "Invalid vertex layout color format"); break; + case NK_FORMAT_R8G8B8A8: + case NK_FORMAT_R8G8B8: { + struct nk_color col = nk_rgba_fv(val); + NK_MEMCPY(attr, &col.r, sizeof(col)); + } break; + case NK_FORMAT_B8G8R8A8: { + struct nk_color col = nk_rgba_fv(val); + struct nk_color bgra = nk_rgba(col.b, col.g, col.r, col.a); + NK_MEMCPY(attr, &bgra, sizeof(bgra)); + } break; + case NK_FORMAT_R16G15B16: { + nk_ushort col[3]; + col[0] = (nk_ushort)(val[0]*(float)NK_USHORT_MAX); + col[1] = (nk_ushort)(val[1]*(float)NK_USHORT_MAX); + col[2] = (nk_ushort)(val[2]*(float)NK_USHORT_MAX); + NK_MEMCPY(attr, col, sizeof(col)); + } break; + case NK_FORMAT_R16G15B16A16: { + nk_ushort col[4]; + col[0] = (nk_ushort)(val[0]*(float)NK_USHORT_MAX); + col[1] = (nk_ushort)(val[1]*(float)NK_USHORT_MAX); + col[2] = (nk_ushort)(val[2]*(float)NK_USHORT_MAX); + col[3] = (nk_ushort)(val[3]*(float)NK_USHORT_MAX); + NK_MEMCPY(attr, col, sizeof(col)); + } break; + case NK_FORMAT_R32G32B32: { + nk_uint col[3]; + col[0] = (nk_uint)(val[0]*(float)NK_UINT_MAX); + col[1] = (nk_uint)(val[1]*(float)NK_UINT_MAX); + col[2] = (nk_uint)(val[2]*(float)NK_UINT_MAX); + NK_MEMCPY(attr, col, sizeof(col)); + } break; + case NK_FORMAT_R32G32B32A32: { + nk_uint col[4]; + col[0] = (nk_uint)(val[0]*(float)NK_UINT_MAX); + col[1] = (nk_uint)(val[1]*(float)NK_UINT_MAX); + col[2] = (nk_uint)(val[2]*(float)NK_UINT_MAX); + col[3] = (nk_uint)(val[3]*(float)NK_UINT_MAX); + NK_MEMCPY(attr, col, sizeof(col)); + } break; + case NK_FORMAT_R32G32B32A32_FLOAT: + NK_MEMCPY(attr, val, sizeof(float)*4); + break; + case NK_FORMAT_R32G32B32A32_DOUBLE: { + double col[4]; + col[0] = (double)val[0]; + col[1] = (double)val[1]; + col[2] = (double)val[2]; + col[3] = (double)val[3]; + NK_MEMCPY(attr, col, sizeof(col)); + } break; + case NK_FORMAT_RGB32: + case NK_FORMAT_RGBA32: { + struct nk_color col = nk_rgba_fv(val); + nk_uint color = nk_color_u32(col); + NK_MEMCPY(attr, &color, sizeof(color)); + } break; } +} +NK_INTERN void +nk_draw_vertex_element(void *dst, const float *values, int value_count, + enum nk_draw_vertex_layout_format format) +{ + int value_index; + void *attribute = dst; + /* if this triggers you tried to provide a color format for a value */ + NK_ASSERT(format < NK_FORMAT_COLOR_BEGIN); + if (format >= NK_FORMAT_COLOR_BEGIN && format <= NK_FORMAT_COLOR_END) return; + for (value_index = 0; value_index < value_count; ++value_index) { + switch (format) { + default: NK_ASSERT(0 && "invalid vertex layout format"); break; + case NK_FORMAT_SCHAR: { + char value = (char)NK_CLAMP((float)NK_SCHAR_MIN, values[value_index], (float)NK_SCHAR_MAX); + NK_MEMCPY(attribute, &value, sizeof(value)); + attribute = (void*)((char*)attribute + sizeof(char)); + } break; + case NK_FORMAT_SSHORT: { + nk_short value = (nk_short)NK_CLAMP((float)NK_SSHORT_MIN, values[value_index], (float)NK_SSHORT_MAX); + NK_MEMCPY(attribute, &value, sizeof(value)); + attribute = (void*)((char*)attribute + sizeof(value)); + } break; + case NK_FORMAT_SINT: { + nk_int value = (nk_int)NK_CLAMP((float)NK_SINT_MIN, values[value_index], (float)NK_SINT_MAX); + NK_MEMCPY(attribute, &value, sizeof(value)); + attribute = (void*)((char*)attribute + sizeof(nk_int)); + } break; + case NK_FORMAT_UCHAR: { + unsigned char value = (unsigned char)NK_CLAMP((float)NK_UCHAR_MIN, values[value_index], (float)NK_UCHAR_MAX); + NK_MEMCPY(attribute, &value, sizeof(value)); + attribute = (void*)((char*)attribute + sizeof(unsigned char)); + } break; + case NK_FORMAT_USHORT: { + nk_ushort value = (nk_ushort)NK_CLAMP((float)NK_USHORT_MIN, values[value_index], (float)NK_USHORT_MAX); + NK_MEMCPY(attribute, &value, sizeof(value)); + attribute = (void*)((char*)attribute + sizeof(value)); + } break; + case NK_FORMAT_UINT: { + nk_uint value = (nk_uint)NK_CLAMP((float)NK_UINT_MIN, values[value_index], (float)NK_UINT_MAX); + NK_MEMCPY(attribute, &value, sizeof(value)); + attribute = (void*)((char*)attribute + sizeof(nk_uint)); + } break; + case NK_FORMAT_FLOAT: + NK_MEMCPY(attribute, &values[value_index], sizeof(values[value_index])); + attribute = (void*)((char*)attribute + sizeof(float)); + break; + case NK_FORMAT_DOUBLE: { + double value = (double)values[value_index]; + NK_MEMCPY(attribute, &value, sizeof(value)); + attribute = (void*)((char*)attribute + sizeof(double)); + } break; + } + } +} +NK_INTERN void* +nk_draw_vertex(void *dst, const struct nk_convert_config *config, + struct nk_vec2 pos, struct nk_vec2 uv, struct nk_colorf color) +{ + void *result = (void*)((char*)dst + config->vertex_size); + const struct nk_draw_vertex_layout_element *elem_iter = config->vertex_layout; + while (!nk_draw_vertex_layout_element_is_end_of_layout(elem_iter)) { + void *address = (void*)((char*)dst + elem_iter->offset); + switch (elem_iter->attribute) { + case NK_VERTEX_ATTRIBUTE_COUNT: + default: NK_ASSERT(0 && "wrong element attribute"); break; + case NK_VERTEX_POSITION: nk_draw_vertex_element(address, &pos.x, 2, elem_iter->format); break; + case NK_VERTEX_TEXCOORD: nk_draw_vertex_element(address, &uv.x, 2, elem_iter->format); break; + case NK_VERTEX_COLOR: nk_draw_vertex_color(address, &color.r, elem_iter->format); break; + } + elem_iter++; + } + return result; +} +NK_API void +nk_draw_list_stroke_poly_line(struct nk_draw_list *list, const struct nk_vec2 *points, + const unsigned int points_count, struct nk_color color, enum nk_draw_list_stroke closed, + float thickness, enum nk_anti_aliasing aliasing) +{ + nk_size count; + int thick_line; + struct nk_colorf col; + struct nk_colorf col_trans; + NK_ASSERT(list); + if (!list || points_count < 2) return; + + color.a = (nk_byte)((float)color.a * list->config.global_alpha); + count = points_count; + if (!closed) count = points_count-1; + thick_line = thickness > 1.0f; + +#ifdef NK_INCLUDE_COMMAND_USERDATA + nk_draw_list_push_userdata(list, list->userdata); +#endif + + color.a = (nk_byte)((float)color.a * list->config.global_alpha); + nk_color_fv(&col.r, color); + col_trans = col; + col_trans.a = 0; + + if (aliasing == NK_ANTI_ALIASING_ON) { + /* ANTI-ALIASED STROKE */ + const float AA_SIZE = 1.0f; + NK_STORAGE const nk_size pnt_align = NK_ALIGNOF(struct nk_vec2); + NK_STORAGE const nk_size pnt_size = sizeof(struct nk_vec2); + + /* allocate vertices and elements */ + nk_size i1 = 0; + nk_size vertex_offset; + nk_size index = list->vertex_count; + + const nk_size idx_count = (thick_line) ? (count * 18) : (count * 12); + const nk_size vtx_count = (thick_line) ? (points_count * 4): (points_count *3); + + void *vtx = nk_draw_list_alloc_vertices(list, vtx_count); + nk_draw_index *ids = nk_draw_list_alloc_elements(list, idx_count); + + nk_size size; + struct nk_vec2 *normals, *temp; + if (!vtx || !ids) return; + + /* temporary allocate normals + points */ + vertex_offset = (nk_size)((nk_byte*)vtx - (nk_byte*)list->vertices->memory.ptr); + nk_buffer_mark(list->vertices, NK_BUFFER_FRONT); + size = pnt_size * ((thick_line) ? 5 : 3) * points_count; + normals = (struct nk_vec2*) nk_buffer_alloc(list->vertices, NK_BUFFER_FRONT, size, pnt_align); + if (!normals) return; + temp = normals + points_count; + + /* make sure vertex pointer is still correct */ + vtx = (void*)((nk_byte*)list->vertices->memory.ptr + vertex_offset); + + /* calculate normals */ + for (i1 = 0; i1 < count; ++i1) { + const nk_size i2 = ((i1 + 1) == points_count) ? 0 : (i1 + 1); + struct nk_vec2 diff = nk_vec2_sub(points[i2], points[i1]); + float len; + + /* vec2 inverted length */ + len = nk_vec2_len_sqr(diff); + if (len != 0.0f) + len = nk_inv_sqrt(len); + else len = 1.0f; + + diff = nk_vec2_muls(diff, len); + normals[i1].x = diff.y; + normals[i1].y = -diff.x; + } + + if (!closed) + normals[points_count-1] = normals[points_count-2]; + + if (!thick_line) { + nk_size idx1, i; + if (!closed) { + struct nk_vec2 d; + temp[0] = nk_vec2_add(points[0], nk_vec2_muls(normals[0], AA_SIZE)); + temp[1] = nk_vec2_sub(points[0], nk_vec2_muls(normals[0], AA_SIZE)); + d = nk_vec2_muls(normals[points_count-1], AA_SIZE); + temp[(points_count-1) * 2 + 0] = nk_vec2_add(points[points_count-1], d); + temp[(points_count-1) * 2 + 1] = nk_vec2_sub(points[points_count-1], d); + } + + /* fill elements */ + idx1 = index; + for (i1 = 0; i1 < count; i1++) { + struct nk_vec2 dm; + float dmr2; + nk_size i2 = ((i1 + 1) == points_count) ? 0 : (i1 + 1); + nk_size idx2 = ((i1+1) == points_count) ? index: (idx1 + 3); + + /* average normals */ + dm = nk_vec2_muls(nk_vec2_add(normals[i1], normals[i2]), 0.5f); + dmr2 = dm.x * dm.x + dm.y* dm.y; + if (dmr2 > 0.000001f) { + float scale = 1.0f/dmr2; + scale = NK_MIN(100.0f, scale); + dm = nk_vec2_muls(dm, scale); + } + + dm = nk_vec2_muls(dm, AA_SIZE); + temp[i2*2+0] = nk_vec2_add(points[i2], dm); + temp[i2*2+1] = nk_vec2_sub(points[i2], dm); + + ids[0] = (nk_draw_index)(idx2 + 0); ids[1] = (nk_draw_index)(idx1+0); + ids[2] = (nk_draw_index)(idx1 + 2); ids[3] = (nk_draw_index)(idx1+2); + ids[4] = (nk_draw_index)(idx2 + 2); ids[5] = (nk_draw_index)(idx2+0); + ids[6] = (nk_draw_index)(idx2 + 1); ids[7] = (nk_draw_index)(idx1+1); + ids[8] = (nk_draw_index)(idx1 + 0); ids[9] = (nk_draw_index)(idx1+0); + ids[10]= (nk_draw_index)(idx2 + 0); ids[11]= (nk_draw_index)(idx2+1); + ids += 12; + idx1 = idx2; + } + + /* fill vertices */ + for (i = 0; i < points_count; ++i) { + const struct nk_vec2 uv = list->config.null.uv; + vtx = nk_draw_vertex(vtx, &list->config, points[i], uv, col); + vtx = nk_draw_vertex(vtx, &list->config, temp[i*2+0], uv, col_trans); + vtx = nk_draw_vertex(vtx, &list->config, temp[i*2+1], uv, col_trans); + } + } else { + nk_size idx1, i; + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + if (!closed) { + struct nk_vec2 d1 = nk_vec2_muls(normals[0], half_inner_thickness + AA_SIZE); + struct nk_vec2 d2 = nk_vec2_muls(normals[0], half_inner_thickness); + + temp[0] = nk_vec2_add(points[0], d1); + temp[1] = nk_vec2_add(points[0], d2); + temp[2] = nk_vec2_sub(points[0], d2); + temp[3] = nk_vec2_sub(points[0], d1); + + d1 = nk_vec2_muls(normals[points_count-1], half_inner_thickness + AA_SIZE); + d2 = nk_vec2_muls(normals[points_count-1], half_inner_thickness); + + temp[(points_count-1)*4+0] = nk_vec2_add(points[points_count-1], d1); + temp[(points_count-1)*4+1] = nk_vec2_add(points[points_count-1], d2); + temp[(points_count-1)*4+2] = nk_vec2_sub(points[points_count-1], d2); + temp[(points_count-1)*4+3] = nk_vec2_sub(points[points_count-1], d1); + } + + /* add all elements */ + idx1 = index; + for (i1 = 0; i1 < count; ++i1) { + struct nk_vec2 dm_out, dm_in; + const nk_size i2 = ((i1+1) == points_count) ? 0: (i1 + 1); + nk_size idx2 = ((i1+1) == points_count) ? index: (idx1 + 4); + + /* average normals */ + struct nk_vec2 dm = nk_vec2_muls(nk_vec2_add(normals[i1], normals[i2]), 0.5f); + float dmr2 = dm.x * dm.x + dm.y* dm.y; + if (dmr2 > 0.000001f) { + float scale = 1.0f/dmr2; + scale = NK_MIN(100.0f, scale); + dm = nk_vec2_muls(dm, scale); + } + + dm_out = nk_vec2_muls(dm, ((half_inner_thickness) + AA_SIZE)); + dm_in = nk_vec2_muls(dm, half_inner_thickness); + temp[i2*4+0] = nk_vec2_add(points[i2], dm_out); + temp[i2*4+1] = nk_vec2_add(points[i2], dm_in); + temp[i2*4+2] = nk_vec2_sub(points[i2], dm_in); + temp[i2*4+3] = nk_vec2_sub(points[i2], dm_out); + + /* add indexes */ + ids[0] = (nk_draw_index)(idx2 + 1); ids[1] = (nk_draw_index)(idx1+1); + ids[2] = (nk_draw_index)(idx1 + 2); ids[3] = (nk_draw_index)(idx1+2); + ids[4] = (nk_draw_index)(idx2 + 2); ids[5] = (nk_draw_index)(idx2+1); + ids[6] = (nk_draw_index)(idx2 + 1); ids[7] = (nk_draw_index)(idx1+1); + ids[8] = (nk_draw_index)(idx1 + 0); ids[9] = (nk_draw_index)(idx1+0); + ids[10]= (nk_draw_index)(idx2 + 0); ids[11] = (nk_draw_index)(idx2+1); + ids[12]= (nk_draw_index)(idx2 + 2); ids[13] = (nk_draw_index)(idx1+2); + ids[14]= (nk_draw_index)(idx1 + 3); ids[15] = (nk_draw_index)(idx1+3); + ids[16]= (nk_draw_index)(idx2 + 3); ids[17] = (nk_draw_index)(idx2+2); + ids += 18; + idx1 = idx2; + } + + /* add vertices */ + for (i = 0; i < points_count; ++i) { + const struct nk_vec2 uv = list->config.null.uv; + vtx = nk_draw_vertex(vtx, &list->config, temp[i*4+0], uv, col_trans); + vtx = nk_draw_vertex(vtx, &list->config, temp[i*4+1], uv, col); + vtx = nk_draw_vertex(vtx, &list->config, temp[i*4+2], uv, col); + vtx = nk_draw_vertex(vtx, &list->config, temp[i*4+3], uv, col_trans); + } + } + /* free temporary normals + points */ + nk_buffer_reset(list->vertices, NK_BUFFER_FRONT); + } else { + /* NON ANTI-ALIASED STROKE */ + nk_size i1 = 0; + nk_size idx = list->vertex_count; + const nk_size idx_count = count * 6; + const nk_size vtx_count = count * 4; + void *vtx = nk_draw_list_alloc_vertices(list, vtx_count); + nk_draw_index *ids = nk_draw_list_alloc_elements(list, idx_count); + if (!vtx || !ids) return; + + for (i1 = 0; i1 < count; ++i1) { + float dx, dy; + const struct nk_vec2 uv = list->config.null.uv; + const nk_size i2 = ((i1+1) == points_count) ? 0 : i1 + 1; + const struct nk_vec2 p1 = points[i1]; + const struct nk_vec2 p2 = points[i2]; + struct nk_vec2 diff = nk_vec2_sub(p2, p1); + float len; + + /* vec2 inverted length */ + len = nk_vec2_len_sqr(diff); + if (len != 0.0f) + len = nk_inv_sqrt(len); + else len = 1.0f; + diff = nk_vec2_muls(diff, len); + + /* add vertices */ + dx = diff.x * (thickness * 0.5f); + dy = diff.y * (thickness * 0.5f); + + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(p1.x + dy, p1.y - dx), uv, col); + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(p2.x + dy, p2.y - dx), uv, col); + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(p2.x - dy, p2.y + dx), uv, col); + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(p1.x - dy, p1.y + dx), uv, col); + + ids[0] = (nk_draw_index)(idx+0); ids[1] = (nk_draw_index)(idx+1); + ids[2] = (nk_draw_index)(idx+2); ids[3] = (nk_draw_index)(idx+0); + ids[4] = (nk_draw_index)(idx+2); ids[5] = (nk_draw_index)(idx+3); + + ids += 6; + idx += 4; + } + } +} +NK_API void +nk_draw_list_fill_poly_convex(struct nk_draw_list *list, + const struct nk_vec2 *points, const unsigned int points_count, + struct nk_color color, enum nk_anti_aliasing aliasing) +{ + struct nk_colorf col; + struct nk_colorf col_trans; + + NK_STORAGE const nk_size pnt_align = NK_ALIGNOF(struct nk_vec2); + NK_STORAGE const nk_size pnt_size = sizeof(struct nk_vec2); + NK_ASSERT(list); + if (!list || points_count < 3) return; + +#ifdef NK_INCLUDE_COMMAND_USERDATA + nk_draw_list_push_userdata(list, list->userdata); +#endif + + color.a = (nk_byte)((float)color.a * list->config.global_alpha); + nk_color_fv(&col.r, color); + col_trans = col; + col_trans.a = 0; + + if (aliasing == NK_ANTI_ALIASING_ON) { + nk_size i = 0; + nk_size i0 = 0; + nk_size i1 = 0; + + const float AA_SIZE = 1.0f; + nk_size vertex_offset = 0; + nk_size index = list->vertex_count; + + const nk_size idx_count = (points_count-2)*3 + points_count*6; + const nk_size vtx_count = (points_count*2); + + void *vtx = nk_draw_list_alloc_vertices(list, vtx_count); + nk_draw_index *ids = nk_draw_list_alloc_elements(list, idx_count); + + nk_size size = 0; + struct nk_vec2 *normals = 0; + unsigned int vtx_inner_idx = (unsigned int)(index + 0); + unsigned int vtx_outer_idx = (unsigned int)(index + 1); + if (!vtx || !ids) return; + + /* temporary allocate normals */ + vertex_offset = (nk_size)((nk_byte*)vtx - (nk_byte*)list->vertices->memory.ptr); + nk_buffer_mark(list->vertices, NK_BUFFER_FRONT); + size = pnt_size * points_count; + normals = (struct nk_vec2*) nk_buffer_alloc(list->vertices, NK_BUFFER_FRONT, size, pnt_align); + if (!normals) return; + vtx = (void*)((nk_byte*)list->vertices->memory.ptr + vertex_offset); + + /* add elements */ + for (i = 2; i < points_count; i++) { + ids[0] = (nk_draw_index)(vtx_inner_idx); + ids[1] = (nk_draw_index)(vtx_inner_idx + ((i-1) << 1)); + ids[2] = (nk_draw_index)(vtx_inner_idx + (i << 1)); + ids += 3; + } + + /* compute normals */ + for (i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) { + struct nk_vec2 p0 = points[i0]; + struct nk_vec2 p1 = points[i1]; + struct nk_vec2 diff = nk_vec2_sub(p1, p0); + + /* vec2 inverted length */ + float len = nk_vec2_len_sqr(diff); + if (len != 0.0f) + len = nk_inv_sqrt(len); + else len = 1.0f; + diff = nk_vec2_muls(diff, len); + + normals[i0].x = diff.y; + normals[i0].y = -diff.x; + } + + /* add vertices + indexes */ + for (i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) { + const struct nk_vec2 uv = list->config.null.uv; + struct nk_vec2 n0 = normals[i0]; + struct nk_vec2 n1 = normals[i1]; + struct nk_vec2 dm = nk_vec2_muls(nk_vec2_add(n0, n1), 0.5f); + float dmr2 = dm.x*dm.x + dm.y*dm.y; + if (dmr2 > 0.000001f) { + float scale = 1.0f / dmr2; + scale = NK_MIN(scale, 100.0f); + dm = nk_vec2_muls(dm, scale); + } + dm = nk_vec2_muls(dm, AA_SIZE * 0.5f); + + /* add vertices */ + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2_sub(points[i1], dm), uv, col); + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2_add(points[i1], dm), uv, col_trans); + + /* add indexes */ + ids[0] = (nk_draw_index)(vtx_inner_idx+(i1<<1)); + ids[1] = (nk_draw_index)(vtx_inner_idx+(i0<<1)); + ids[2] = (nk_draw_index)(vtx_outer_idx+(i0<<1)); + ids[3] = (nk_draw_index)(vtx_outer_idx+(i0<<1)); + ids[4] = (nk_draw_index)(vtx_outer_idx+(i1<<1)); + ids[5] = (nk_draw_index)(vtx_inner_idx+(i1<<1)); + ids += 6; + } + /* free temporary normals + points */ + nk_buffer_reset(list->vertices, NK_BUFFER_FRONT); + } else { + nk_size i = 0; + nk_size index = list->vertex_count; + const nk_size idx_count = (points_count-2)*3; + const nk_size vtx_count = points_count; + void *vtx = nk_draw_list_alloc_vertices(list, vtx_count); + nk_draw_index *ids = nk_draw_list_alloc_elements(list, idx_count); + + if (!vtx || !ids) return; + for (i = 0; i < vtx_count; ++i) + vtx = nk_draw_vertex(vtx, &list->config, points[i], list->config.null.uv, col); + for (i = 2; i < points_count; ++i) { + ids[0] = (nk_draw_index)index; + ids[1] = (nk_draw_index)(index+ i - 1); + ids[2] = (nk_draw_index)(index+i); + ids += 3; + } + } +} +NK_API void +nk_draw_list_path_clear(struct nk_draw_list *list) +{ + NK_ASSERT(list); + if (!list) return; + nk_buffer_reset(list->buffer, NK_BUFFER_FRONT); + list->path_count = 0; + list->path_offset = 0; +} +NK_API void +nk_draw_list_path_line_to(struct nk_draw_list *list, struct nk_vec2 pos) +{ + struct nk_vec2 *points = 0; + struct nk_draw_command *cmd = 0; + NK_ASSERT(list); + if (!list) return; + if (!list->cmd_count) + nk_draw_list_add_clip(list, nk_null_rect); + + cmd = nk_draw_list_command_last(list); + if (cmd && cmd->texture.ptr != list->config.null.texture.ptr) + nk_draw_list_push_image(list, list->config.null.texture); + + points = nk_draw_list_alloc_path(list, 1); + if (!points) return; + points[0] = pos; +} +NK_API void +nk_draw_list_path_arc_to_fast(struct nk_draw_list *list, struct nk_vec2 center, + float radius, int a_min, int a_max) +{ + int a = 0; + NK_ASSERT(list); + if (!list) return; + if (a_min <= a_max) { + for (a = a_min; a <= a_max; a++) { + const struct nk_vec2 c = list->circle_vtx[(nk_size)a % NK_LEN(list->circle_vtx)]; + const float x = center.x + c.x * radius; + const float y = center.y + c.y * radius; + nk_draw_list_path_line_to(list, nk_vec2(x, y)); + } + } +} +NK_API void +nk_draw_list_path_arc_to(struct nk_draw_list *list, struct nk_vec2 center, + float radius, float a_min, float a_max, unsigned int segments) +{ + unsigned int i = 0; + NK_ASSERT(list); + if (!list) return; + if (radius == 0.0f) return; + + /* This algorithm for arc drawing relies on these two trigonometric identities[1]: + sin(a + b) = sin(a) * cos(b) + cos(a) * sin(b) + cos(a + b) = cos(a) * cos(b) - sin(a) * sin(b) + + Two coordinates (x, y) of a point on a circle centered on + the origin can be written in polar form as: + x = r * cos(a) + y = r * sin(a) + where r is the radius of the circle, + a is the angle between (x, y) and the origin. + + This allows us to rotate the coordinates around the + origin by an angle b using the following transformation: + x' = r * cos(a + b) = x * cos(b) - y * sin(b) + y' = r * sin(a + b) = y * cos(b) + x * sin(b) + + [1] https://en.wikipedia.org/wiki/List_of_trigonometric_identities#Angle_sum_and_difference_identities + */ + {const float d_angle = (a_max - a_min) / (float)segments; + const float sin_d = (float)NK_SIN(d_angle); + const float cos_d = (float)NK_COS(d_angle); + + float cx = (float)NK_COS(a_min) * radius; + float cy = (float)NK_SIN(a_min) * radius; + for(i = 0; i <= segments; ++i) { + float new_cx, new_cy; + const float x = center.x + cx; + const float y = center.y + cy; + nk_draw_list_path_line_to(list, nk_vec2(x, y)); + + new_cx = cx * cos_d - cy * sin_d; + new_cy = cy * cos_d + cx * sin_d; + cx = new_cx; + cy = new_cy; + }} +} +NK_API void +nk_draw_list_path_rect_to(struct nk_draw_list *list, struct nk_vec2 a, + struct nk_vec2 b, float rounding) +{ + float r; + NK_ASSERT(list); + if (!list) return; + r = rounding; + r = NK_MIN(r, ((b.x-a.x) < 0) ? -(b.x-a.x): (b.x-a.x)); + r = NK_MIN(r, ((b.y-a.y) < 0) ? -(b.y-a.y): (b.y-a.y)); + + if (r == 0.0f) { + nk_draw_list_path_line_to(list, a); + nk_draw_list_path_line_to(list, nk_vec2(b.x,a.y)); + nk_draw_list_path_line_to(list, b); + nk_draw_list_path_line_to(list, nk_vec2(a.x,b.y)); + } else { + nk_draw_list_path_arc_to_fast(list, nk_vec2(a.x + r, a.y + r), r, 6, 9); + nk_draw_list_path_arc_to_fast(list, nk_vec2(b.x - r, a.y + r), r, 9, 12); + nk_draw_list_path_arc_to_fast(list, nk_vec2(b.x - r, b.y - r), r, 0, 3); + nk_draw_list_path_arc_to_fast(list, nk_vec2(a.x + r, b.y - r), r, 3, 6); + } +} +NK_API void +nk_draw_list_path_curve_to(struct nk_draw_list *list, struct nk_vec2 p2, + struct nk_vec2 p3, struct nk_vec2 p4, unsigned int num_segments) +{ + float t_step; + unsigned int i_step; + struct nk_vec2 p1; + + NK_ASSERT(list); + NK_ASSERT(list->path_count); + if (!list || !list->path_count) return; + num_segments = NK_MAX(num_segments, 1); + + p1 = nk_draw_list_path_last(list); + t_step = 1.0f/(float)num_segments; + for (i_step = 1; i_step <= num_segments; ++i_step) { + float t = t_step * (float)i_step; + float u = 1.0f - t; + float w1 = u*u*u; + float w2 = 3*u*u*t; + float w3 = 3*u*t*t; + float w4 = t * t *t; + float x = w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x; + float y = w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y; + nk_draw_list_path_line_to(list, nk_vec2(x,y)); + } +} +NK_API void +nk_draw_list_path_fill(struct nk_draw_list *list, struct nk_color color) +{ + struct nk_vec2 *points; + NK_ASSERT(list); + if (!list) return; + points = (struct nk_vec2*)nk_buffer_memory(list->buffer); + nk_draw_list_fill_poly_convex(list, points, list->path_count, color, list->config.shape_AA); + nk_draw_list_path_clear(list); +} +NK_API void +nk_draw_list_path_stroke(struct nk_draw_list *list, struct nk_color color, + enum nk_draw_list_stroke closed, float thickness) +{ + struct nk_vec2 *points; + NK_ASSERT(list); + if (!list) return; + points = (struct nk_vec2*)nk_buffer_memory(list->buffer); + nk_draw_list_stroke_poly_line(list, points, list->path_count, color, + closed, thickness, list->config.line_AA); + nk_draw_list_path_clear(list); +} +NK_API void +nk_draw_list_stroke_line(struct nk_draw_list *list, struct nk_vec2 a, + struct nk_vec2 b, struct nk_color col, float thickness) +{ + NK_ASSERT(list); + if (!list || !col.a) return; + if (list->line_AA == NK_ANTI_ALIASING_ON) { + nk_draw_list_path_line_to(list, a); + nk_draw_list_path_line_to(list, b); + } else { + nk_draw_list_path_line_to(list, nk_vec2_sub(a,nk_vec2(0.5f,0.5f))); + nk_draw_list_path_line_to(list, nk_vec2_sub(b,nk_vec2(0.5f,0.5f))); + } + nk_draw_list_path_stroke(list, col, NK_STROKE_OPEN, thickness); +} +NK_API void +nk_draw_list_fill_rect(struct nk_draw_list *list, struct nk_rect rect, + struct nk_color col, float rounding) +{ + NK_ASSERT(list); + if (!list || !col.a) return; + + if (list->line_AA == NK_ANTI_ALIASING_ON) { + nk_draw_list_path_rect_to(list, nk_vec2(rect.x, rect.y), + nk_vec2(rect.x + rect.w, rect.y + rect.h), rounding); + } else { + nk_draw_list_path_rect_to(list, nk_vec2(rect.x-0.5f, rect.y-0.5f), + nk_vec2(rect.x + rect.w, rect.y + rect.h), rounding); + } nk_draw_list_path_fill(list, col); +} +NK_API void +nk_draw_list_stroke_rect(struct nk_draw_list *list, struct nk_rect rect, + struct nk_color col, float rounding, float thickness) +{ + NK_ASSERT(list); + if (!list || !col.a) return; + if (list->line_AA == NK_ANTI_ALIASING_ON) { + nk_draw_list_path_rect_to(list, nk_vec2(rect.x, rect.y), + nk_vec2(rect.x + rect.w, rect.y + rect.h), rounding); + } else { + nk_draw_list_path_rect_to(list, nk_vec2(rect.x-0.5f, rect.y-0.5f), + nk_vec2(rect.x + rect.w, rect.y + rect.h), rounding); + } nk_draw_list_path_stroke(list, col, NK_STROKE_CLOSED, thickness); +} +NK_API void +nk_draw_list_fill_rect_multi_color(struct nk_draw_list *list, struct nk_rect rect, + struct nk_color left, struct nk_color top, struct nk_color right, + struct nk_color bottom) +{ + void *vtx; + struct nk_colorf col_left, col_top; + struct nk_colorf col_right, col_bottom; + nk_draw_index *idx; + nk_draw_index index; + + nk_color_fv(&col_left.r, left); + nk_color_fv(&col_right.r, right); + nk_color_fv(&col_top.r, top); + nk_color_fv(&col_bottom.r, bottom); + + NK_ASSERT(list); + if (!list) return; + + nk_draw_list_push_image(list, list->config.null.texture); + index = (nk_draw_index)list->vertex_count; + vtx = nk_draw_list_alloc_vertices(list, 4); + idx = nk_draw_list_alloc_elements(list, 6); + if (!vtx || !idx) return; + + idx[0] = (nk_draw_index)(index+0); idx[1] = (nk_draw_index)(index+1); + idx[2] = (nk_draw_index)(index+2); idx[3] = (nk_draw_index)(index+0); + idx[4] = (nk_draw_index)(index+2); idx[5] = (nk_draw_index)(index+3); + + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(rect.x, rect.y), list->config.null.uv, col_left); + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(rect.x + rect.w, rect.y), list->config.null.uv, col_top); + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(rect.x + rect.w, rect.y + rect.h), list->config.null.uv, col_right); + vtx = nk_draw_vertex(vtx, &list->config, nk_vec2(rect.x, rect.y + rect.h), list->config.null.uv, col_bottom); +} +NK_API void +nk_draw_list_fill_triangle(struct nk_draw_list *list, struct nk_vec2 a, + struct nk_vec2 b, struct nk_vec2 c, struct nk_color col) +{ + NK_ASSERT(list); + if (!list || !col.a) return; + nk_draw_list_path_line_to(list, a); + nk_draw_list_path_line_to(list, b); + nk_draw_list_path_line_to(list, c); + nk_draw_list_path_fill(list, col); +} +NK_API void +nk_draw_list_stroke_triangle(struct nk_draw_list *list, struct nk_vec2 a, + struct nk_vec2 b, struct nk_vec2 c, struct nk_color col, float thickness) +{ + NK_ASSERT(list); + if (!list || !col.a) return; + nk_draw_list_path_line_to(list, a); + nk_draw_list_path_line_to(list, b); + nk_draw_list_path_line_to(list, c); + nk_draw_list_path_stroke(list, col, NK_STROKE_CLOSED, thickness); +} +NK_API void +nk_draw_list_fill_circle(struct nk_draw_list *list, struct nk_vec2 center, + float radius, struct nk_color col, unsigned int segs) +{ + float a_max; + NK_ASSERT(list); + if (!list || !col.a) return; + a_max = NK_PI * 2.0f * ((float)segs - 1.0f) / (float)segs; + nk_draw_list_path_arc_to(list, center, radius, 0.0f, a_max, segs); + nk_draw_list_path_fill(list, col); +} +NK_API void +nk_draw_list_stroke_circle(struct nk_draw_list *list, struct nk_vec2 center, + float radius, struct nk_color col, unsigned int segs, float thickness) +{ + float a_max; + NK_ASSERT(list); + if (!list || !col.a) return; + a_max = NK_PI * 2.0f * ((float)segs - 1.0f) / (float)segs; + nk_draw_list_path_arc_to(list, center, radius, 0.0f, a_max, segs); + nk_draw_list_path_stroke(list, col, NK_STROKE_CLOSED, thickness); +} +NK_API void +nk_draw_list_stroke_curve(struct nk_draw_list *list, struct nk_vec2 p0, + struct nk_vec2 cp0, struct nk_vec2 cp1, struct nk_vec2 p1, + struct nk_color col, unsigned int segments, float thickness) +{ + NK_ASSERT(list); + if (!list || !col.a) return; + nk_draw_list_path_line_to(list, p0); + nk_draw_list_path_curve_to(list, cp0, cp1, p1, segments); + nk_draw_list_path_stroke(list, col, NK_STROKE_OPEN, thickness); +} +NK_INTERN void +nk_draw_list_push_rect_uv(struct nk_draw_list *list, struct nk_vec2 a, + struct nk_vec2 c, struct nk_vec2 uva, struct nk_vec2 uvc, + struct nk_color color) +{ + void *vtx; + struct nk_vec2 uvb; + struct nk_vec2 uvd; + struct nk_vec2 b; + struct nk_vec2 d; + + struct nk_colorf col; + nk_draw_index *idx; + nk_draw_index index; + NK_ASSERT(list); + if (!list) return; + + nk_color_fv(&col.r, color); + uvb = nk_vec2(uvc.x, uva.y); + uvd = nk_vec2(uva.x, uvc.y); + b = nk_vec2(c.x, a.y); + d = nk_vec2(a.x, c.y); + + index = (nk_draw_index)list->vertex_count; + vtx = nk_draw_list_alloc_vertices(list, 4); + idx = nk_draw_list_alloc_elements(list, 6); + if (!vtx || !idx) return; + + idx[0] = (nk_draw_index)(index+0); idx[1] = (nk_draw_index)(index+1); + idx[2] = (nk_draw_index)(index+2); idx[3] = (nk_draw_index)(index+0); + idx[4] = (nk_draw_index)(index+2); idx[5] = (nk_draw_index)(index+3); + + vtx = nk_draw_vertex(vtx, &list->config, a, uva, col); + vtx = nk_draw_vertex(vtx, &list->config, b, uvb, col); + vtx = nk_draw_vertex(vtx, &list->config, c, uvc, col); + vtx = nk_draw_vertex(vtx, &list->config, d, uvd, col); +} +NK_API void +nk_draw_list_add_image(struct nk_draw_list *list, struct nk_image texture, + struct nk_rect rect, struct nk_color color) +{ + NK_ASSERT(list); + if (!list) return; + /* push new command with given texture */ + nk_draw_list_push_image(list, texture.handle); + if (nk_image_is_subimage(&texture)) { + /* add region inside of the texture */ + struct nk_vec2 uv[2]; + uv[0].x = (float)texture.region[0]/(float)texture.w; + uv[0].y = (float)texture.region[1]/(float)texture.h; + uv[1].x = (float)(texture.region[0] + texture.region[2])/(float)texture.w; + uv[1].y = (float)(texture.region[1] + texture.region[3])/(float)texture.h; + nk_draw_list_push_rect_uv(list, nk_vec2(rect.x, rect.y), + nk_vec2(rect.x + rect.w, rect.y + rect.h), uv[0], uv[1], color); + } else nk_draw_list_push_rect_uv(list, nk_vec2(rect.x, rect.y), + nk_vec2(rect.x + rect.w, rect.y + rect.h), + nk_vec2(0.0f, 0.0f), nk_vec2(1.0f, 1.0f),color); +} +NK_API void +nk_draw_list_add_text(struct nk_draw_list *list, const struct nk_user_font *font, + struct nk_rect rect, const char *text, int len, float font_height, + struct nk_color fg) +{ + float x = 0; + int text_len = 0; + nk_rune unicode = 0; + nk_rune next = 0; + int glyph_len = 0; + int next_glyph_len = 0; + struct nk_user_font_glyph g; + + NK_ASSERT(list); + if (!list || !len || !text) return; + if (!NK_INTERSECT(rect.x, rect.y, rect.w, rect.h, + list->clip_rect.x, list->clip_rect.y, list->clip_rect.w, list->clip_rect.h)) return; + + nk_draw_list_push_image(list, font->texture); + x = rect.x; + glyph_len = nk_utf_decode(text, &unicode, len); + if (!glyph_len) return; + + /* draw every glyph image */ + fg.a = (nk_byte)((float)fg.a * list->config.global_alpha); + while (text_len < len && glyph_len) { + float gx, gy, gh, gw; + float char_width = 0; + if (unicode == NK_UTF_INVALID) break; + + /* query currently drawn glyph information */ + next_glyph_len = nk_utf_decode(text + text_len + glyph_len, &next, (int)len - text_len); + font->query(font->userdata, font_height, &g, unicode, + (next == NK_UTF_INVALID) ? '\0' : next); + + /* calculate and draw glyph drawing rectangle and image */ + gx = x + g.offset.x; + gy = rect.y + g.offset.y; + gw = g.width; gh = g.height; + char_width = g.xadvance; + nk_draw_list_push_rect_uv(list, nk_vec2(gx,gy), nk_vec2(gx + gw, gy+ gh), + g.uv[0], g.uv[1], fg); + + /* offset next glyph */ + text_len += glyph_len; + x += char_width; + glyph_len = next_glyph_len; + unicode = next; + } +} +NK_API nk_flags +nk_convert(struct nk_context *ctx, struct nk_buffer *cmds, + struct nk_buffer *vertices, struct nk_buffer *elements, + const struct nk_convert_config *config) +{ + nk_flags res = NK_CONVERT_SUCCESS; + const struct nk_command *cmd; + NK_ASSERT(ctx); + NK_ASSERT(cmds); + NK_ASSERT(vertices); + NK_ASSERT(elements); + NK_ASSERT(config); + NK_ASSERT(config->vertex_layout); + NK_ASSERT(config->vertex_size); + if (!ctx || !cmds || !vertices || !elements || !config || !config->vertex_layout) + return NK_CONVERT_INVALID_PARAM; + + nk_draw_list_setup(&ctx->draw_list, config, cmds, vertices, elements, + config->line_AA, config->shape_AA); + nk_foreach(cmd, ctx) + { +#ifdef NK_INCLUDE_COMMAND_USERDATA + ctx->draw_list.userdata = cmd->userdata; +#endif + switch (cmd->type) { + case NK_COMMAND_NOP: break; + case NK_COMMAND_SCISSOR: { + const struct nk_command_scissor *s = (const struct nk_command_scissor*)cmd; + nk_draw_list_add_clip(&ctx->draw_list, nk_rect(s->x, s->y, s->w, s->h)); + } break; + case NK_COMMAND_LINE: { + const struct nk_command_line *l = (const struct nk_command_line*)cmd; + nk_draw_list_stroke_line(&ctx->draw_list, nk_vec2(l->begin.x, l->begin.y), + nk_vec2(l->end.x, l->end.y), l->color, l->line_thickness); + } break; + case NK_COMMAND_CURVE: { + const struct nk_command_curve *q = (const struct nk_command_curve*)cmd; + nk_draw_list_stroke_curve(&ctx->draw_list, nk_vec2(q->begin.x, q->begin.y), + nk_vec2(q->ctrl[0].x, q->ctrl[0].y), nk_vec2(q->ctrl[1].x, + q->ctrl[1].y), nk_vec2(q->end.x, q->end.y), q->color, + config->curve_segment_count, q->line_thickness); + } break; + case NK_COMMAND_RECT: { + const struct nk_command_rect *r = (const struct nk_command_rect*)cmd; + nk_draw_list_stroke_rect(&ctx->draw_list, nk_rect(r->x, r->y, r->w, r->h), + r->color, (float)r->rounding, r->line_thickness); + } break; + case NK_COMMAND_RECT_FILLED: { + const struct nk_command_rect_filled *r = (const struct nk_command_rect_filled*)cmd; + nk_draw_list_fill_rect(&ctx->draw_list, nk_rect(r->x, r->y, r->w, r->h), + r->color, (float)r->rounding); + } break; + case NK_COMMAND_RECT_MULTI_COLOR: { + const struct nk_command_rect_multi_color *r = (const struct nk_command_rect_multi_color*)cmd; + nk_draw_list_fill_rect_multi_color(&ctx->draw_list, nk_rect(r->x, r->y, r->w, r->h), + r->left, r->top, r->right, r->bottom); + } break; + case NK_COMMAND_CIRCLE: { + const struct nk_command_circle *c = (const struct nk_command_circle*)cmd; + nk_draw_list_stroke_circle(&ctx->draw_list, nk_vec2((float)c->x + (float)c->w/2, + (float)c->y + (float)c->h/2), (float)c->w/2, c->color, + config->circle_segment_count, c->line_thickness); + } break; + case NK_COMMAND_CIRCLE_FILLED: { + const struct nk_command_circle_filled *c = (const struct nk_command_circle_filled *)cmd; + nk_draw_list_fill_circle(&ctx->draw_list, nk_vec2((float)c->x + (float)c->w/2, + (float)c->y + (float)c->h/2), (float)c->w/2, c->color, + config->circle_segment_count); + } break; + case NK_COMMAND_ARC: { + const struct nk_command_arc *c = (const struct nk_command_arc*)cmd; + nk_draw_list_path_line_to(&ctx->draw_list, nk_vec2(c->cx, c->cy)); + nk_draw_list_path_arc_to(&ctx->draw_list, nk_vec2(c->cx, c->cy), c->r, + c->a[0], c->a[1], config->arc_segment_count); + nk_draw_list_path_stroke(&ctx->draw_list, c->color, NK_STROKE_CLOSED, c->line_thickness); + } break; + case NK_COMMAND_ARC_FILLED: { + const struct nk_command_arc_filled *c = (const struct nk_command_arc_filled*)cmd; + nk_draw_list_path_line_to(&ctx->draw_list, nk_vec2(c->cx, c->cy)); + nk_draw_list_path_arc_to(&ctx->draw_list, nk_vec2(c->cx, c->cy), c->r, + c->a[0], c->a[1], config->arc_segment_count); + nk_draw_list_path_fill(&ctx->draw_list, c->color); + } break; + case NK_COMMAND_TRIANGLE: { + const struct nk_command_triangle *t = (const struct nk_command_triangle*)cmd; + nk_draw_list_stroke_triangle(&ctx->draw_list, nk_vec2(t->a.x, t->a.y), + nk_vec2(t->b.x, t->b.y), nk_vec2(t->c.x, t->c.y), t->color, + t->line_thickness); + } break; + case NK_COMMAND_TRIANGLE_FILLED: { + const struct nk_command_triangle_filled *t = (const struct nk_command_triangle_filled*)cmd; + nk_draw_list_fill_triangle(&ctx->draw_list, nk_vec2(t->a.x, t->a.y), + nk_vec2(t->b.x, t->b.y), nk_vec2(t->c.x, t->c.y), t->color); + } break; + case NK_COMMAND_POLYGON: { + int i; + const struct nk_command_polygon*p = (const struct nk_command_polygon*)cmd; + for (i = 0; i < p->point_count; ++i) { + struct nk_vec2 pnt = nk_vec2((float)p->points[i].x, (float)p->points[i].y); + nk_draw_list_path_line_to(&ctx->draw_list, pnt); + } + nk_draw_list_path_stroke(&ctx->draw_list, p->color, NK_STROKE_CLOSED, p->line_thickness); + } break; + case NK_COMMAND_POLYGON_FILLED: { + int i; + const struct nk_command_polygon_filled *p = (const struct nk_command_polygon_filled*)cmd; + for (i = 0; i < p->point_count; ++i) { + struct nk_vec2 pnt = nk_vec2((float)p->points[i].x, (float)p->points[i].y); + nk_draw_list_path_line_to(&ctx->draw_list, pnt); + } + nk_draw_list_path_fill(&ctx->draw_list, p->color); + } break; + case NK_COMMAND_POLYLINE: { + int i; + const struct nk_command_polyline *p = (const struct nk_command_polyline*)cmd; + for (i = 0; i < p->point_count; ++i) { + struct nk_vec2 pnt = nk_vec2((float)p->points[i].x, (float)p->points[i].y); + nk_draw_list_path_line_to(&ctx->draw_list, pnt); + } + nk_draw_list_path_stroke(&ctx->draw_list, p->color, NK_STROKE_OPEN, p->line_thickness); + } break; + case NK_COMMAND_TEXT: { + const struct nk_command_text *t = (const struct nk_command_text*)cmd; + nk_draw_list_add_text(&ctx->draw_list, t->font, nk_rect(t->x, t->y, t->w, t->h), + t->string, t->length, t->height, t->foreground); + } break; + case NK_COMMAND_IMAGE: { + const struct nk_command_image *i = (const struct nk_command_image*)cmd; + nk_draw_list_add_image(&ctx->draw_list, i->img, nk_rect(i->x, i->y, i->w, i->h), i->col); + } break; + case NK_COMMAND_CUSTOM: { + const struct nk_command_custom *c = (const struct nk_command_custom*)cmd; + c->callback(&ctx->draw_list, c->x, c->y, c->w, c->h, c->callback_data); + } break; + default: break; + } + } + res |= (cmds->needed > cmds->allocated + (cmds->memory.size - cmds->size)) ? NK_CONVERT_COMMAND_BUFFER_FULL: 0; + res |= (vertices->needed > vertices->allocated) ? NK_CONVERT_VERTEX_BUFFER_FULL: 0; + res |= (elements->needed > elements->allocated) ? NK_CONVERT_ELEMENT_BUFFER_FULL: 0; + return res; +} +NK_API const struct nk_draw_command* +nk__draw_begin(const struct nk_context *ctx, + const struct nk_buffer *buffer) +{ + return nk__draw_list_begin(&ctx->draw_list, buffer); +} +NK_API const struct nk_draw_command* +nk__draw_end(const struct nk_context *ctx, const struct nk_buffer *buffer) +{ + return nk__draw_list_end(&ctx->draw_list, buffer); +} +NK_API const struct nk_draw_command* +nk__draw_next(const struct nk_draw_command *cmd, + const struct nk_buffer *buffer, const struct nk_context *ctx) +{ + return nk__draw_list_next(cmd, buffer, &ctx->draw_list); +} +#endif + + + + + +#ifdef NK_INCLUDE_FONT_BAKING +/* ------------------------------------------------------------- + * + * RECT PACK + * + * --------------------------------------------------------------*/ +/* stb_rect_pack.h - v0.05 - public domain - rectangle packing */ +/* Sean Barrett 2014 */ +#define NK_RP__MAXVAL 0xffff +typedef unsigned short nk_rp_coord; + +struct nk_rp_rect { + /* reserved for your use: */ + int id; + /* input: */ + nk_rp_coord w, h; + /* output: */ + nk_rp_coord x, y; + int was_packed; + /* non-zero if valid packing */ +}; /* 16 bytes, nominally */ + +struct nk_rp_node { + nk_rp_coord x,y; + struct nk_rp_node *next; +}; + +struct nk_rp_context { + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + struct nk_rp_node *active_head; + struct nk_rp_node *free_head; + struct nk_rp_node extra[2]; + /* we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' */ +}; + +struct nk_rp__findresult { + int x,y; + struct nk_rp_node **prev_link; +}; + +enum NK_RP_HEURISTIC { + NK_RP_HEURISTIC_Skyline_default=0, + NK_RP_HEURISTIC_Skyline_BL_sortHeight = NK_RP_HEURISTIC_Skyline_default, + NK_RP_HEURISTIC_Skyline_BF_sortHeight +}; +enum NK_RP_INIT_STATE{NK_RP__INIT_skyline = 1}; + +NK_INTERN void +nk_rp_setup_allow_out_of_mem(struct nk_rp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + /* if it's ok to run out of memory, then don't bother aligning them; */ + /* this gives better packing, but may fail due to OOM (even though */ + /* the rectangles easily fit). @TODO a smarter approach would be to only */ + /* quantize once we've hit OOM, then we could get rid of this parameter. */ + context->align = 1; + else { + /* if it's not ok to run out of memory, then quantize the widths */ + /* so that num_nodes is always enough nodes. */ + /* */ + /* I.e. num_nodes * align >= width */ + /* align >= width / num_nodes */ + /* align = ceil(width/num_nodes) */ + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} +NK_INTERN void +nk_rp_init_target(struct nk_rp_context *context, int width, int height, + struct nk_rp_node *nodes, int num_nodes) +{ + int i; +#ifndef STBRP_LARGE_RECTS + NK_ASSERT(width <= 0xffff && height <= 0xffff); +#endif + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = 0; + context->init_mode = NK_RP__INIT_skyline; + context->heuristic = NK_RP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + nk_rp_setup_allow_out_of_mem(context, 0); + + /* node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) */ + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (nk_rp_coord) width; + context->extra[1].y = 65535; + context->extra[1].next = 0; +} +/* find minimum y position if it starts at x1 */ +NK_INTERN int +nk_rp__skyline_find_min_y(struct nk_rp_context *c, struct nk_rp_node *first, + int x0, int width, int *pwaste) +{ + struct nk_rp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + NK_ASSERT(first->x <= x0); + NK_UNUSED(c); + + NK_ASSERT(node->next->x > x0); + /* we ended up handling this in the caller for efficiency */ + NK_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) + { + if (node->y > min_y) { + /* raise min_y higher. */ + /* we've accounted for all waste up to min_y, */ + /* but we'll now add more waste for everything we've visited */ + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + /* the first time through, visited_width might be reduced */ + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + /* add waste area */ + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + *pwaste = waste_area; + return min_y; +} +NK_INTERN struct nk_rp__findresult +nk_rp__skyline_find_best_pos(struct nk_rp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + struct nk_rp__findresult fr; + struct nk_rp_node **prev, *node, *tail, **best = 0; + + /* align to multiple of c->align */ + width = (width + c->align - 1); + width -= width % c->align; + NK_ASSERT(width % c->align == 0); + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = nk_rp__skyline_find_min_y(c, node, node->x, width, &waste); + /* actually just want to test BL */ + if (c->heuristic == NK_RP_HEURISTIC_Skyline_BL_sortHeight) { + /* bottom left */ + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + /* best-fit */ + if (y + height <= c->height) { + /* can only use it if it first vertically */ + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + best_x = (best == 0) ? 0 : (*best)->x; + + /* if doing best-fit (BF), we also have to try aligning right edge to each node position */ + /* */ + /* e.g, if fitting */ + /* */ + /* ____________________ */ + /* |____________________| */ + /* */ + /* into */ + /* */ + /* | | */ + /* | ____________| */ + /* |____________| */ + /* */ + /* then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned */ + /* */ + /* This makes BF take about 2x the time */ + if (c->heuristic == NK_RP_HEURISTIC_Skyline_BF_sortHeight) + { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + /* find first node that's admissible */ + while (tail->x < width) + tail = tail->next; + while (tail) + { + int xpos = tail->x - width; + int y,waste; + NK_ASSERT(xpos >= 0); + /* find the left position that matches this */ + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + NK_ASSERT(node->next->x > xpos && node->x <= xpos); + y = nk_rp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height < c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + NK_ASSERT(y <= best_y); + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} +NK_INTERN struct nk_rp__findresult +nk_rp__skyline_pack_rectangle(struct nk_rp_context *context, int width, int height) +{ + /* find best position according to heuristic */ + struct nk_rp__findresult res = nk_rp__skyline_find_best_pos(context, width, height); + struct nk_rp_node *node, *cur; + + /* bail if: */ + /* 1. it failed */ + /* 2. the best node doesn't fit (we don't always check this) */ + /* 3. we're out of memory */ + if (res.prev_link == 0 || res.y + height > context->height || context->free_head == 0) { + res.prev_link = 0; + return res; + } + + /* on success, create new node */ + node = context->free_head; + node->x = (nk_rp_coord) res.x; + node->y = (nk_rp_coord) (res.y + height); + + context->free_head = node->next; + + /* insert the new node into the right starting point, and */ + /* let 'cur' point to the remaining nodes needing to be */ + /* stitched back in */ + cur = *res.prev_link; + if (cur->x < res.x) { + /* preserve the existing one, so start testing with the next one */ + struct nk_rp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + /* from here, traverse cur and free the nodes, until we get to one */ + /* that shouldn't be freed */ + while (cur->next && cur->next->x <= res.x + width) { + struct nk_rp_node *next = cur->next; + /* move the current node to the free list */ + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + /* stitch the list back in */ + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (nk_rp_coord) (res.x + width); + return res; +} +NK_INTERN int +nk_rect_height_compare(const void *a, const void *b) +{ + const struct nk_rp_rect *p = (const struct nk_rp_rect *) a; + const struct nk_rp_rect *q = (const struct nk_rp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} +NK_INTERN int +nk_rect_original_order(const void *a, const void *b) +{ + const struct nk_rp_rect *p = (const struct nk_rp_rect *) a; + const struct nk_rp_rect *q = (const struct nk_rp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} +NK_INTERN void +nk_rp_qsort(struct nk_rp_rect *array, unsigned int len, int(*cmp)(const void*,const void*)) +{ + /* iterative quick sort */ + #define NK_MAX_SORT_STACK 64 + unsigned right, left = 0, stack[NK_MAX_SORT_STACK], pos = 0; + unsigned seed = len/2 * 69069+1; + for (;;) { + for (; left+1 < len; len++) { + struct nk_rp_rect pivot, tmp; + if (pos == NK_MAX_SORT_STACK) len = stack[pos = 0]; + pivot = array[left+seed%(len-left)]; + seed = seed * 69069 + 1; + stack[pos++] = len; + for (right = left-1;;) { + while (cmp(&array[++right], &pivot) < 0); + while (cmp(&pivot, &array[--len]) < 0); + if (right >= len) break; + tmp = array[right]; + array[right] = array[len]; + array[len] = tmp; + } + } + if (pos == 0) break; + left = len; + len = stack[--pos]; + } + #undef NK_MAX_SORT_STACK +} +NK_INTERN void +nk_rp_pack_rects(struct nk_rp_context *context, struct nk_rp_rect *rects, int num_rects) +{ + int i; + /* we use the 'was_packed' field internally to allow sorting/unsorting */ + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + /* sort according to heuristic */ + nk_rp_qsort(rects, (unsigned)num_rects, nk_rect_height_compare); + + for (i=0; i < num_rects; ++i) { + struct nk_rp__findresult fr = nk_rp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (nk_rp_coord) fr.x; + rects[i].y = (nk_rp_coord) fr.y; + } else { + rects[i].x = rects[i].y = NK_RP__MAXVAL; + } + } + + /* unsort */ + nk_rp_qsort(rects, (unsigned)num_rects, nk_rect_original_order); + + /* set was_packed flags */ + for (i=0; i < num_rects; ++i) + rects[i].was_packed = !(rects[i].x == NK_RP__MAXVAL && rects[i].y == NK_RP__MAXVAL); +} + +/* + * ============================================================== + * + * TRUETYPE + * + * =============================================================== + */ +/* stb_truetype.h - v1.07 - public domain */ +#define NK_TT_MAX_OVERSAMPLE 8 +#define NK_TT__OVER_MASK (NK_TT_MAX_OVERSAMPLE-1) + +struct nk_tt_bakedchar { + unsigned short x0,y0,x1,y1; + /* coordinates of bbox in bitmap */ + float xoff,yoff,xadvance; +}; + +struct nk_tt_aligned_quad{ + float x0,y0,s0,t0; /* top-left */ + float x1,y1,s1,t1; /* bottom-right */ +}; + +struct nk_tt_packedchar { + unsigned short x0,y0,x1,y1; + /* coordinates of bbox in bitmap */ + float xoff,yoff,xadvance; + float xoff2,yoff2; +}; + +struct nk_tt_pack_range { + float font_size; + int first_unicode_codepoint_in_range; + /* if non-zero, then the chars are continuous, and this is the first codepoint */ + int *array_of_unicode_codepoints; + /* if non-zero, then this is an array of unicode codepoints */ + int num_chars; + struct nk_tt_packedchar *chardata_for_range; /* output */ + unsigned char h_oversample, v_oversample; + /* don't set these, they're used internally */ +}; + +struct nk_tt_pack_context { + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +struct nk_tt_fontinfo { + const unsigned char* data; /* pointer to .ttf file */ + int fontstart;/* offset of start of font */ + int numGlyphs;/* number of glyphs, needed for range checking */ + int loca,head,glyf,hhea,hmtx,kern; /* table locations as offset from start of .ttf */ + int index_map; /* a cmap mapping for our chosen character encoding */ + int indexToLocFormat; /* format needed to map from glyph index to glyph */ +}; + +enum { + NK_TT_vmove=1, + NK_TT_vline, + NK_TT_vcurve +}; + +struct nk_tt_vertex { + short x,y,cx,cy; + unsigned char type,padding; +}; + +struct nk_tt__bitmap{ + int w,h,stride; + unsigned char *pixels; +}; + +struct nk_tt__hheap_chunk { + struct nk_tt__hheap_chunk *next; +}; +struct nk_tt__hheap { + struct nk_allocator alloc; + struct nk_tt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +}; + +struct nk_tt__edge { + float x0,y0, x1,y1; + int invert; +}; + +struct nk_tt__active_edge { + struct nk_tt__active_edge *next; + float fx,fdx,fdy; + float direction; + float sy; + float ey; +}; +struct nk_tt__point {float x,y;}; + +#define NK_TT_MACSTYLE_DONTCARE 0 +#define NK_TT_MACSTYLE_BOLD 1 +#define NK_TT_MACSTYLE_ITALIC 2 +#define NK_TT_MACSTYLE_UNDERSCORE 4 +#define NK_TT_MACSTYLE_NONE 8 +/* <= not same as 0, this makes us check the bitfield is 0 */ + +enum { /* platformID */ + NK_TT_PLATFORM_ID_UNICODE =0, + NK_TT_PLATFORM_ID_MAC =1, + NK_TT_PLATFORM_ID_ISO =2, + NK_TT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { /* encodingID for NK_TT_PLATFORM_ID_UNICODE */ + NK_TT_UNICODE_EID_UNICODE_1_0 =0, + NK_TT_UNICODE_EID_UNICODE_1_1 =1, + NK_TT_UNICODE_EID_ISO_10646 =2, + NK_TT_UNICODE_EID_UNICODE_2_0_BMP=3, + NK_TT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { /* encodingID for NK_TT_PLATFORM_ID_MICROSOFT */ + NK_TT_MS_EID_SYMBOL =0, + NK_TT_MS_EID_UNICODE_BMP =1, + NK_TT_MS_EID_SHIFTJIS =2, + NK_TT_MS_EID_UNICODE_FULL =10 +}; + +enum { /* encodingID for NK_TT_PLATFORM_ID_MAC; same as Script Manager codes */ + NK_TT_MAC_EID_ROMAN =0, NK_TT_MAC_EID_ARABIC =4, + NK_TT_MAC_EID_JAPANESE =1, NK_TT_MAC_EID_HEBREW =5, + NK_TT_MAC_EID_CHINESE_TRAD =2, NK_TT_MAC_EID_GREEK =6, + NK_TT_MAC_EID_KOREAN =3, NK_TT_MAC_EID_RUSSIAN =7 +}; + +enum { /* languageID for NK_TT_PLATFORM_ID_MICROSOFT; same as LCID... */ + /* problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs */ + NK_TT_MS_LANG_ENGLISH =0x0409, NK_TT_MS_LANG_ITALIAN =0x0410, + NK_TT_MS_LANG_CHINESE =0x0804, NK_TT_MS_LANG_JAPANESE =0x0411, + NK_TT_MS_LANG_DUTCH =0x0413, NK_TT_MS_LANG_KOREAN =0x0412, + NK_TT_MS_LANG_FRENCH =0x040c, NK_TT_MS_LANG_RUSSIAN =0x0419, + NK_TT_MS_LANG_GERMAN =0x0407, NK_TT_MS_LANG_SPANISH =0x0409, + NK_TT_MS_LANG_HEBREW =0x040d, NK_TT_MS_LANG_SWEDISH =0x041D +}; + +enum { /* languageID for NK_TT_PLATFORM_ID_MAC */ + NK_TT_MAC_LANG_ENGLISH =0 , NK_TT_MAC_LANG_JAPANESE =11, + NK_TT_MAC_LANG_ARABIC =12, NK_TT_MAC_LANG_KOREAN =23, + NK_TT_MAC_LANG_DUTCH =4 , NK_TT_MAC_LANG_RUSSIAN =32, + NK_TT_MAC_LANG_FRENCH =1 , NK_TT_MAC_LANG_SPANISH =6 , + NK_TT_MAC_LANG_GERMAN =2 , NK_TT_MAC_LANG_SWEDISH =5 , + NK_TT_MAC_LANG_HEBREW =10, NK_TT_MAC_LANG_CHINESE_SIMPLIFIED =33, + NK_TT_MAC_LANG_ITALIAN =3 , NK_TT_MAC_LANG_CHINESE_TRAD =19 +}; + +#define nk_ttBYTE(p) (* (const nk_byte *) (p)) +#define nk_ttCHAR(p) (* (const char *) (p)) + +#if defined(NK_BIGENDIAN) && !defined(NK_ALLOW_UNALIGNED_TRUETYPE) + #define nk_ttUSHORT(p) (* (nk_ushort *) (p)) + #define nk_ttSHORT(p) (* (nk_short *) (p)) + #define nk_ttULONG(p) (* (nk_uint *) (p)) + #define nk_ttLONG(p) (* (nk_int *) (p)) +#else + static nk_ushort nk_ttUSHORT(const nk_byte *p) { return (nk_ushort)(p[0]*256 + p[1]); } + static nk_short nk_ttSHORT(const nk_byte *p) { return (nk_short)(p[0]*256 + p[1]); } + static nk_uint nk_ttULONG(const nk_byte *p) { return (nk_uint)((p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]); } +#endif + +#define nk_tt_tag4(p,c0,c1,c2,c3)\ + ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define nk_tt_tag(p,str) nk_tt_tag4(p,str[0],str[1],str[2],str[3]) + +NK_INTERN int nk_tt_GetGlyphShape(const struct nk_tt_fontinfo *info, struct nk_allocator *alloc, + int glyph_index, struct nk_tt_vertex **pvertices); + +NK_INTERN nk_uint +nk_tt__find_table(const nk_byte *data, nk_uint fontstart, const char *tag) +{ + /* @OPTIMIZE: binary search */ + nk_int num_tables = nk_ttUSHORT(data+fontstart+4); + nk_uint tabledir = fontstart + 12; + nk_int i; + for (i = 0; i < num_tables; ++i) { + nk_uint loc = tabledir + (nk_uint)(16*i); + if (nk_tt_tag(data+loc+0, tag)) + return nk_ttULONG(data+loc+8); + } + return 0; +} +NK_INTERN int +nk_tt_InitFont(struct nk_tt_fontinfo *info, const unsigned char *data2, int fontstart) +{ + nk_uint cmap, t; + nk_int i,numTables; + const nk_byte *data = (const nk_byte *) data2; + + info->data = data; + info->fontstart = fontstart; + + cmap = nk_tt__find_table(data, (nk_uint)fontstart, "cmap"); /* required */ + info->loca = (int)nk_tt__find_table(data, (nk_uint)fontstart, "loca"); /* required */ + info->head = (int)nk_tt__find_table(data, (nk_uint)fontstart, "head"); /* required */ + info->glyf = (int)nk_tt__find_table(data, (nk_uint)fontstart, "glyf"); /* required */ + info->hhea = (int)nk_tt__find_table(data, (nk_uint)fontstart, "hhea"); /* required */ + info->hmtx = (int)nk_tt__find_table(data, (nk_uint)fontstart, "hmtx"); /* required */ + info->kern = (int)nk_tt__find_table(data, (nk_uint)fontstart, "kern"); /* not required */ + if (!cmap || !info->loca || !info->head || !info->glyf || !info->hhea || !info->hmtx) + return 0; + + t = nk_tt__find_table(data, (nk_uint)fontstart, "maxp"); + if (t) info->numGlyphs = nk_ttUSHORT(data+t+4); + else info->numGlyphs = 0xffff; + + /* find a cmap encoding table we understand *now* to avoid searching */ + /* later. (todo: could make this installable) */ + /* the same regardless of glyph. */ + numTables = nk_ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) + { + nk_uint encoding_record = cmap + 4 + 8 * (nk_uint)i; + /* find an encoding we understand: */ + switch(nk_ttUSHORT(data+encoding_record)) { + case NK_TT_PLATFORM_ID_MICROSOFT: + switch (nk_ttUSHORT(data+encoding_record+2)) { + case NK_TT_MS_EID_UNICODE_BMP: + case NK_TT_MS_EID_UNICODE_FULL: + /* MS/Unicode */ + info->index_map = (int)(cmap + nk_ttULONG(data+encoding_record+4)); + break; + default: break; + } break; + case NK_TT_PLATFORM_ID_UNICODE: + /* Mac/iOS has these */ + /* all the encodingIDs are unicode, so we don't bother to check it */ + info->index_map = (int)(cmap + nk_ttULONG(data+encoding_record+4)); + break; + default: break; + } + } + if (info->index_map == 0) + return 0; + info->indexToLocFormat = nk_ttUSHORT(data+info->head + 50); + return 1; +} +NK_INTERN int +nk_tt_FindGlyphIndex(const struct nk_tt_fontinfo *info, int unicode_codepoint) +{ + const nk_byte *data = info->data; + nk_uint index_map = (nk_uint)info->index_map; + + nk_ushort format = nk_ttUSHORT(data + index_map + 0); + if (format == 0) { /* apple byte encoding */ + nk_int bytes = nk_ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return nk_ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + nk_uint first = nk_ttUSHORT(data + index_map + 6); + nk_uint count = nk_ttUSHORT(data + index_map + 8); + if ((nk_uint) unicode_codepoint >= first && (nk_uint) unicode_codepoint < first+count) + return nk_ttUSHORT(data + index_map + 10 + (unicode_codepoint - (int)first)*2); + return 0; + } else if (format == 2) { + NK_ASSERT(0); /* @TODO: high-byte mapping for japanese/chinese/korean */ + return 0; + } else if (format == 4) { /* standard mapping for windows fonts: binary search collection of ranges */ + nk_ushort segcount = nk_ttUSHORT(data+index_map+6) >> 1; + nk_ushort searchRange = nk_ttUSHORT(data+index_map+8) >> 1; + nk_ushort entrySelector = nk_ttUSHORT(data+index_map+10); + nk_ushort rangeShift = nk_ttUSHORT(data+index_map+12) >> 1; + + /* do a binary search of the segments */ + nk_uint endCount = index_map + 14; + nk_uint search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + /* they lie from endCount .. endCount + segCount */ + /* but searchRange is the nearest power of two, so... */ + if (unicode_codepoint >= nk_ttUSHORT(data + search + rangeShift*2)) + search += (nk_uint)(rangeShift*2); + + /* now decrement to bias correctly to find smallest */ + search -= 2; + while (entrySelector) { + nk_ushort end; + searchRange >>= 1; + end = nk_ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += (nk_uint)(searchRange*2); + --entrySelector; + } + search += 2; + + { + nk_ushort offset, start; + nk_ushort item = (nk_ushort) ((search - endCount) >> 1); + + NK_ASSERT(unicode_codepoint <= nk_ttUSHORT(data + endCount + 2*item)); + start = nk_ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + if (unicode_codepoint < start) + return 0; + + offset = nk_ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (nk_ushort) (unicode_codepoint + nk_ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return nk_ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + nk_uint ngroups = nk_ttULONG(data+index_map+12); + nk_int low,high; + low = 0; high = (nk_int)ngroups; + /* Binary search the right group. */ + while (low < high) { + nk_int mid = low + ((high-low) >> 1); /* rounds down, so low <= mid < high */ + nk_uint start_char = nk_ttULONG(data+index_map+16+mid*12); + nk_uint end_char = nk_ttULONG(data+index_map+16+mid*12+4); + if ((nk_uint) unicode_codepoint < start_char) + high = mid; + else if ((nk_uint) unicode_codepoint > end_char) + low = mid+1; + else { + nk_uint start_glyph = nk_ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return (int)start_glyph + (int)unicode_codepoint - (int)start_char; + else /* format == 13 */ + return (int)start_glyph; + } + } + return 0; /* not found */ + } + /* @TODO */ + NK_ASSERT(0); + return 0; +} +NK_INTERN void +nk_tt_setvertex(struct nk_tt_vertex *v, nk_byte type, nk_int x, nk_int y, nk_int cx, nk_int cy) +{ + v->type = type; + v->x = (nk_short) x; + v->y = (nk_short) y; + v->cx = (nk_short) cx; + v->cy = (nk_short) cy; +} +NK_INTERN int +nk_tt__GetGlyfOffset(const struct nk_tt_fontinfo *info, int glyph_index) +{ + int g1,g2; + if (glyph_index >= info->numGlyphs) return -1; /* glyph index out of range */ + if (info->indexToLocFormat >= 2) return -1; /* unknown index->glyph map format */ + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + nk_ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + nk_ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + (int)nk_ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + (int)nk_ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + return g1==g2 ? -1 : g1; /* if length is 0, return -1 */ +} +NK_INTERN int +nk_tt_GetGlyphBox(const struct nk_tt_fontinfo *info, int glyph_index, + int *x0, int *y0, int *x1, int *y1) +{ + int g = nk_tt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = nk_ttSHORT(info->data + g + 2); + if (y0) *y0 = nk_ttSHORT(info->data + g + 4); + if (x1) *x1 = nk_ttSHORT(info->data + g + 6); + if (y1) *y1 = nk_ttSHORT(info->data + g + 8); + return 1; +} +NK_INTERN int +nk_tt__close_shape(struct nk_tt_vertex *vertices, int num_vertices, int was_off, + int start_off, nk_int sx, nk_int sy, nk_int scx, nk_int scy, nk_int cx, nk_int cy) +{ + if (start_off) { + if (was_off) + nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vcurve,sx,sy,cx,cy); + else + nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vline,sx,sy,0,0); + } + return num_vertices; +} +NK_INTERN int +nk_tt_GetGlyphShape(const struct nk_tt_fontinfo *info, struct nk_allocator *alloc, + int glyph_index, struct nk_tt_vertex **pvertices) +{ + nk_short numberOfContours; + const nk_byte *endPtsOfContours; + const nk_byte *data = info->data; + struct nk_tt_vertex *vertices=0; + int num_vertices=0; + int g = nk_tt__GetGlyfOffset(info, glyph_index); + *pvertices = 0; + + if (g < 0) return 0; + numberOfContours = nk_ttSHORT(data + g); + if (numberOfContours > 0) { + nk_byte flags=0,flagcount; + nk_int ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + nk_int x,y,cx,cy,sx,sy, scx,scy; + const nk_byte *points; + endPtsOfContours = (data + g + 10); + ins = nk_ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+nk_ttUSHORT(endPtsOfContours + numberOfContours*2-2); + m = n + 2*numberOfContours; /* a loose bound on how many vertices we might need */ + vertices = (struct nk_tt_vertex *)alloc->alloc(alloc->userdata, 0, (nk_size)m * sizeof(vertices[0])); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + /* in first pass, we load uninterpreted data into the allocated array */ + /* above, shifted to the end of the array so we won't overwrite it when */ + /* we create our final data starting from the front */ + off = m - n; /* starting offset for uninterpreted data, regardless of how m ends up being calculated */ + + /* first load flags */ + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else --flagcount; + vertices[off+i].type = flags; + } + + /* now load x coordinates */ + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + nk_short dx = *points++; + x += (flags & 16) ? dx : -dx; /* ??? */ + } else { + if (!(flags & 16)) { + x = x + (nk_short) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (nk_short) x; + } + + /* now load y coordinates */ + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + nk_short dy = *points++; + y += (flags & 32) ? dy : -dy; /* ??? */ + } else { + if (!(flags & 32)) { + y = y + (nk_short) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (nk_short) y; + } + + /* now convert them to our format */ + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) + { + flags = vertices[off+i].type; + x = (nk_short) vertices[off+i].x; + y = (nk_short) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = nk_tt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + /* now start the new one */ + start_off = !(flags & 1); + if (start_off) { + /* if we start off with an off-curve point, then when we need to find a point on the curve */ + /* where we can start, and we need to save some state for when we wraparound. */ + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + /* next point is also a curve point, so interpolate an on-point curve */ + sx = (x + (nk_int) vertices[off+i+1].x) >> 1; + sy = (y + (nk_int) vertices[off+i+1].y) >> 1; + } else { + /* otherwise just use the next point as our start point */ + sx = (nk_int) vertices[off+i+1].x; + sy = (nk_int) vertices[off+i+1].y; + ++i; /* we're using point i+1 as the starting point, so skip it */ + } + } else { + sx = x; + sy = y; + } + nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + nk_ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) + { /* if it's a curve */ + if (was_off) /* two off-curve control points in a row means interpolate an on-curve midpoint */ + nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vcurve, x,y, cx, cy); + else nk_tt_setvertex(&vertices[num_vertices++], NK_TT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = nk_tt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours == -1) { + /* Compound shapes. */ + int more = 1; + const nk_byte *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + + while (more) + { + nk_ushort flags, gidx; + int comp_num_verts = 0, i; + struct nk_tt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = (nk_ushort)nk_ttSHORT(comp); comp+=2; + gidx = (nk_ushort)nk_ttSHORT(comp); comp+=2; + + if (flags & 2) { /* XY values */ + if (flags & 1) { /* shorts */ + mtx[4] = nk_ttSHORT(comp); comp+=2; + mtx[5] = nk_ttSHORT(comp); comp+=2; + } else { + mtx[4] = nk_ttCHAR(comp); comp+=1; + mtx[5] = nk_ttCHAR(comp); comp+=1; + } + } else { + /* @TODO handle matching point */ + NK_ASSERT(0); + } + if (flags & (1<<3)) { /* WE_HAVE_A_SCALE */ + mtx[0] = mtx[3] = nk_ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { /* WE_HAVE_AN_X_AND_YSCALE */ + mtx[0] = nk_ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = nk_ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { /* WE_HAVE_A_TWO_BY_TWO */ + mtx[0] = nk_ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = nk_ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = nk_ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = nk_ttSHORT(comp)/16384.0f; comp+=2; + } + + /* Find transformation scales. */ + m = (float) NK_SQRT(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) NK_SQRT(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + /* Get indexed glyph. */ + comp_num_verts = nk_tt_GetGlyphShape(info, alloc, gidx, &comp_verts); + if (comp_num_verts > 0) + { + /* Transform vertices. */ + for (i = 0; i < comp_num_verts; ++i) { + struct nk_tt_vertex* v = &comp_verts[i]; + short x,y; + x=v->x; y=v->y; + v->x = (short)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (short)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (short)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (short)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + /* Append vertices. */ + tmp = (struct nk_tt_vertex*)alloc->alloc(alloc->userdata, 0, + (nk_size)(num_vertices+comp_num_verts)*sizeof(struct nk_tt_vertex)); + if (!tmp) { + if (vertices) alloc->free(alloc->userdata, vertices); + if (comp_verts) alloc->free(alloc->userdata, comp_verts); + return 0; + } + if (num_vertices > 0) NK_MEMCPY(tmp, vertices, (nk_size)num_vertices*sizeof(struct nk_tt_vertex)); + NK_MEMCPY(tmp+num_vertices, comp_verts, (nk_size)comp_num_verts*sizeof(struct nk_tt_vertex)); + if (vertices) alloc->free(alloc->userdata,vertices); + vertices = tmp; + alloc->free(alloc->userdata,comp_verts); + num_vertices += comp_num_verts; + } + /* More components ? */ + more = flags & (1<<5); + } + } else if (numberOfContours < 0) { + /* @TODO other compound variations? */ + NK_ASSERT(0); + } else { + /* numberOfCounters == 0, do nothing */ + } + *pvertices = vertices; + return num_vertices; +} +NK_INTERN void +nk_tt_GetGlyphHMetrics(const struct nk_tt_fontinfo *info, int glyph_index, + int *advanceWidth, int *leftSideBearing) +{ + nk_ushort numOfLongHorMetrics = nk_ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) + *advanceWidth = nk_ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) + *leftSideBearing = nk_ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) + *advanceWidth = nk_ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) + *leftSideBearing = nk_ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} +NK_INTERN void +nk_tt_GetFontVMetrics(const struct nk_tt_fontinfo *info, + int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = nk_ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = nk_ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = nk_ttSHORT(info->data+info->hhea + 8); +} +NK_INTERN float +nk_tt_ScaleForPixelHeight(const struct nk_tt_fontinfo *info, float height) +{ + int fheight = nk_ttSHORT(info->data + info->hhea + 4) - nk_ttSHORT(info->data + info->hhea + 6); + return (float) height / (float)fheight; +} +NK_INTERN float +nk_tt_ScaleForMappingEmToPixels(const struct nk_tt_fontinfo *info, float pixels) +{ + int unitsPerEm = nk_ttUSHORT(info->data + info->head + 18); + return pixels / (float)unitsPerEm; +} + +/*------------------------------------------------------------- + * antialiasing software rasterizer + * --------------------------------------------------------------*/ +NK_INTERN void +nk_tt_GetGlyphBitmapBoxSubpixel(const struct nk_tt_fontinfo *font, + int glyph, float scale_x, float scale_y,float shift_x, float shift_y, + int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0,y0,x1,y1; + if (!nk_tt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + /* e.g. space character */ + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + /* move to integral bboxes (treating pixels as little squares, what pixels get touched)? */ + if (ix0) *ix0 = nk_ifloorf((float)x0 * scale_x + shift_x); + if (iy0) *iy0 = nk_ifloorf((float)-y1 * scale_y + shift_y); + if (ix1) *ix1 = nk_iceilf ((float)x1 * scale_x + shift_x); + if (iy1) *iy1 = nk_iceilf ((float)-y0 * scale_y + shift_y); + } +} +NK_INTERN void +nk_tt_GetGlyphBitmapBox(const struct nk_tt_fontinfo *font, int glyph, + float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + nk_tt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +/*------------------------------------------------------------- + * Rasterizer + * --------------------------------------------------------------*/ +NK_INTERN void* +nk_tt__hheap_alloc(struct nk_tt__hheap *hh, nk_size size) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + struct nk_tt__hheap_chunk *c = (struct nk_tt__hheap_chunk *) + hh->alloc.alloc(hh->alloc.userdata, 0, + sizeof(struct nk_tt__hheap_chunk) + size * (nk_size)count); + if (c == 0) return 0; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + size * (nk_size)hh->num_remaining_in_head_chunk; + } +} +NK_INTERN void +nk_tt__hheap_free(struct nk_tt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} +NK_INTERN void +nk_tt__hheap_cleanup(struct nk_tt__hheap *hh) +{ + struct nk_tt__hheap_chunk *c = hh->head; + while (c) { + struct nk_tt__hheap_chunk *n = c->next; + hh->alloc.free(hh->alloc.userdata, c); + c = n; + } +} +NK_INTERN struct nk_tt__active_edge* +nk_tt__new_active(struct nk_tt__hheap *hh, struct nk_tt__edge *e, + int off_x, float start_point) +{ + struct nk_tt__active_edge *z = (struct nk_tt__active_edge *) + nk_tt__hheap_alloc(hh, sizeof(*z)); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + /*STBTT_assert(e->y0 <= start_point); */ + if (!z) return z; + z->fdx = dxdy; + z->fdy = (dxdy != 0) ? (1/dxdy): 0; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= (float)off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +NK_INTERN void +nk_tt__handle_clipped_edge(float *scanline, int x, struct nk_tt__active_edge *e, + float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + NK_ASSERT(y0 < y1); + NK_ASSERT(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) NK_ASSERT(x1 <= x+1); + else if (x0 == x+1) NK_ASSERT(x1 >= x); + else if (x0 <= x) NK_ASSERT(x1 <= x); + else if (x0 >= x+1) NK_ASSERT(x1 >= x+1); + else NK_ASSERT(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1); + else { + NK_ASSERT(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + /* coverage = 1 - average x position */ + scanline[x] += (float)e->direction * (float)(y1-y0) * (1.0f-((x0-(float)x)+(x1-(float)x))/2.0f); + } +} +NK_INTERN void +nk_tt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, + struct nk_tt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + while (e) + { + /* brute force every pixel */ + /* compute intersection points with top & bottom */ + NK_ASSERT(e->ey >= y_top); + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + nk_tt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + nk_tt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + nk_tt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float y0,y1; + float dy = e->fdy; + NK_ASSERT(e->sy <= y_bottom && e->ey >= y_top); + + /* compute endpoints of line segment clipped to this scanline (if the */ + /* line segment starts on this scanline. x0 is the intersection of the */ + /* line with y_top, but that may be off the line segment. */ + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + y0 = e->sy; + } else { + x_top = x0; + y0 = y_top; + } + + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + y1 = e->ey; + } else { + x_bottom = xb; + y1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) + { + /* from here on, we don't have to range check x values */ + if ((int) x_top == (int) x_bottom) { + float height; + /* simple case, only spans one pixel */ + int x = (int) x_top; + height = y1 - y0; + NK_ASSERT(x >= 0 && x < len); + scanline[x] += e->direction * (1.0f-(((float)x_top - (float)x) + ((float)x_bottom-(float)x))/2.0f) * (float)height; + scanline_fill[x] += e->direction * (float)height; /* everything right of this pixel is filled */ + } else { + int x,x1,x2; + float y_crossing, step, sign, area; + /* covers 2+ pixels */ + if (x_top > x_bottom) + { + /* flip scanline vertically; signed area is the same */ + float t; + y0 = y_bottom - (y0 - y_top); + y1 = y_bottom - (y1 - y_top); + t = y0; y0 = y1; y1 = t; + t = x_bottom; x_bottom = x_top; x_top = t; + dx = -dx; + dy = -dy; + t = x0; x0 = xb; xb = t; + } + + x1 = (int) x_top; + x2 = (int) x_bottom; + /* compute intersection with y axis at x1+1 */ + y_crossing = ((float)x1+1 - (float)x0) * (float)dy + (float)y_top; + + sign = e->direction; + /* area of the rectangle covered from y0..y_crossing */ + area = sign * (y_crossing-y0); + /* area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) */ + scanline[x1] += area * (1.0f-((float)((float)x_top - (float)x1)+(float)(x1+1-x1))/2.0f); + + step = sign * dy; + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; + area += step; + } + y_crossing += (float)dy * (float)(x2 - (x1+1)); + + scanline[x2] += area + sign * (1.0f-((float)(x2-x2)+((float)x_bottom-(float)x2))/2.0f) * (y1-y_crossing); + scanline_fill[x2] += sign * (y1-y0); + } + } + else + { + /* if edge goes outside of box we're drawing, we require */ + /* clipping logic. since this does not match the intended use */ + /* of this library, we use a different, very slow brute */ + /* force implementation */ + int x; + for (x=0; x < len; ++x) + { + /* cases: */ + /* */ + /* there can be up to two intersections with the pixel. any intersection */ + /* with left or right edges can be handled by splitting into two (or three) */ + /* regions. intersections with top & bottom do not necessitate case-wise logic. */ + /* */ + /* the old way of doing this found the intersections with the left & right edges, */ + /* then used some simple logic to produce up to three segments in sorted order */ + /* from top-to-bottom. however, this had a problem: if an x edge was epsilon */ + /* across the x border, then the corresponding y position might not be distinct */ + /* from the other y segment, and it might ignored as an empty segment. to avoid */ + /* that, we need to explicitly produce segments based on x positions. */ + + /* rename variables to clear pairs */ + float ya = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + float yb,y2; + + yb = ((float)x - x0) / dx + y_top; + y2 = ((float)x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { /* three segments descending down-right */ + nk_tt__handle_clipped_edge(scanline,x,e, x0,ya, x1,yb); + nk_tt__handle_clipped_edge(scanline,x,e, x1,yb, x2,y2); + nk_tt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { /* three segments descending down-left */ + nk_tt__handle_clipped_edge(scanline,x,e, x0,ya, x2,y2); + nk_tt__handle_clipped_edge(scanline,x,e, x2,y2, x1,yb); + nk_tt__handle_clipped_edge(scanline,x,e, x1,yb, x3,y3); + } else if (x0 < x1 && x3 > x1) { /* two segments across x, down-right */ + nk_tt__handle_clipped_edge(scanline,x,e, x0,ya, x1,yb); + nk_tt__handle_clipped_edge(scanline,x,e, x1,yb, x3,y3); + } else if (x3 < x1 && x0 > x1) { /* two segments across x, down-left */ + nk_tt__handle_clipped_edge(scanline,x,e, x0,ya, x1,yb); + nk_tt__handle_clipped_edge(scanline,x,e, x1,yb, x3,y3); + } else if (x0 < x2 && x3 > x2) { /* two segments across x+1, down-right */ + nk_tt__handle_clipped_edge(scanline,x,e, x0,ya, x2,y2); + nk_tt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { /* two segments across x+1, down-left */ + nk_tt__handle_clipped_edge(scanline,x,e, x0,ya, x2,y2); + nk_tt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { /* one segment */ + nk_tt__handle_clipped_edge(scanline,x,e, x0,ya, x3,y3); + } + } + } + } + e = e->next; + } +} +NK_INTERN void +nk_tt__rasterize_sorted_edges(struct nk_tt__bitmap *result, struct nk_tt__edge *e, + int n, int vsubsample, int off_x, int off_y, struct nk_allocator *alloc) +{ + /* directly AA rasterize edges w/o supersampling */ + struct nk_tt__hheap hh; + struct nk_tt__active_edge *active = 0; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + NK_UNUSED(vsubsample); + nk_zero_struct(hh); + hh.alloc = *alloc; + + if (result->w > 64) + scanline = (float *) alloc->alloc(alloc->userdata,0, (nk_size)(result->w*2+1) * sizeof(float)); + else scanline = scanline_data; + + scanline2 = scanline + result->w; + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) + { + /* find center of pixel for this scanline */ + float scan_y_top = (float)y + 0.0f; + float scan_y_bottom = (float)y + 1.0f; + struct nk_tt__active_edge **step = &active; + + NK_MEMSET(scanline , 0, (nk_size)result->w*sizeof(scanline[0])); + NK_MEMSET(scanline2, 0, (nk_size)(result->w+1)*sizeof(scanline[0])); + + /* update all active edges; */ + /* remove all active edges that terminate before the top of this scanline */ + while (*step) { + struct nk_tt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; /* delete from list */ + NK_ASSERT(z->direction); + z->direction = 0; + nk_tt__hheap_free(&hh, z); + } else { + step = &((*step)->next); /* advance through list */ + } + } + + /* insert all edges that start before the bottom of this scanline */ + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + struct nk_tt__active_edge *z = nk_tt__new_active(&hh, e, off_x, scan_y_top); + if (z != 0) { + NK_ASSERT(z->ey >= scan_y_top); + /* insert at front */ + z->next = active; + active = z; + } + } + ++e; + } + + /* now process all active edges */ + if (active) + nk_tt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) NK_ABS(k) * 255.0f + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + /* advance all the edges */ + step = &active; + while (*step) { + struct nk_tt__active_edge *z = *step; + z->fx += z->fdx; /* advance to position for current scanline */ + step = &((*step)->next); /* advance through list */ + } + ++y; + ++j; + } + nk_tt__hheap_cleanup(&hh); + if (scanline != scanline_data) + alloc->free(alloc->userdata, scanline); +} +NK_INTERN void +nk_tt__sort_edges_ins_sort(struct nk_tt__edge *p, int n) +{ + int i,j; + #define NK_TT__COMPARE(a,b) ((a)->y0 < (b)->y0) + for (i=1; i < n; ++i) { + struct nk_tt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + struct nk_tt__edge *b = &p[j-1]; + int c = NK_TT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} +NK_INTERN void +nk_tt__sort_edges_quicksort(struct nk_tt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + struct nk_tt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = NK_TT__COMPARE(&p[0],&p[m]); + c12 = NK_TT__COMPARE(&p[m],&p[n-1]); + + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = NK_TT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!NK_TT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!NK_TT__COMPARE(&p[0], &p[j])) break; + } + + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + + } + + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + nk_tt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + nk_tt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} +NK_INTERN void +nk_tt__sort_edges(struct nk_tt__edge *p, int n) +{ + nk_tt__sort_edges_quicksort(p, n); + nk_tt__sort_edges_ins_sort(p, n); +} +NK_INTERN void +nk_tt__rasterize(struct nk_tt__bitmap *result, struct nk_tt__point *pts, + int *wcount, int windings, float scale_x, float scale_y, + float shift_x, float shift_y, int off_x, int off_y, int invert, + struct nk_allocator *alloc) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + struct nk_tt__edge *e; + int n,i,j,k,m; + int vsubsample = 1; + /* vsubsample should divide 255 evenly; otherwise we won't reach full opacity */ + + /* now we have to blow out the windings into explicit edge lists */ + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (struct nk_tt__edge*) + alloc->alloc(alloc->userdata, 0,(sizeof(*e) * (nk_size)(n+1))); + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) + { + struct nk_tt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + /* skip the edge if horizontal */ + if (p[j].y == p[k].y) + continue; + + /* add edge from j to k to the list */ + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * (float)vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * (float)vsubsample; + ++n; + } + } + + /* now sort the edges by their highest point (should snap to integer, and then by x) */ + /*STBTT_sort(e, n, sizeof(e[0]), nk_tt__edge_compare); */ + nk_tt__sort_edges(e, n); + /* now, traverse the scanlines and find the intersections on each scanline, use xor winding rule */ + nk_tt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, alloc); + alloc->free(alloc->userdata, e); +} +NK_INTERN void +nk_tt__add_point(struct nk_tt__point *points, int n, float x, float y) +{ + if (!points) return; /* during first pass, it's unallocated */ + points[n].x = x; + points[n].y = y; +} +NK_INTERN int +nk_tt__tesselate_curve(struct nk_tt__point *points, int *num_points, + float x0, float y0, float x1, float y1, float x2, float y2, + float objspace_flatness_squared, int n) +{ + /* tesselate until threshold p is happy... + * @TODO warped to compensate for non-linear stretching */ + /* midpoint */ + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + /* versus directly drawn line */ + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) /* 65536 segments on one curve better be enough! */ + return 1; + + /* half-pixel error allowed... need to be smaller if AA */ + if (dx*dx+dy*dy > objspace_flatness_squared) { + nk_tt__tesselate_curve(points, num_points, x0,y0, + (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + nk_tt__tesselate_curve(points, num_points, mx,my, + (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + nk_tt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} +NK_INTERN struct nk_tt__point* +nk_tt_FlattenCurves(struct nk_tt_vertex *vertices, int num_verts, + float objspace_flatness, int **contour_lengths, int *num_contours, + struct nk_allocator *alloc) +{ + /* returns number of contours */ + struct nk_tt__point *points=0; + int num_points=0; + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i; + int n=0; + int start=0; + int pass; + + /* count how many "moves" there are to get the contour count */ + for (i=0; i < num_verts; ++i) + if (vertices[i].type == NK_TT_vmove) ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) + alloc->alloc(alloc->userdata,0, (sizeof(**contour_lengths) * (nk_size)n)); + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + /* make two passes through the points so we don't need to realloc */ + for (pass=0; pass < 2; ++pass) + { + float x=0,y=0; + if (pass == 1) { + points = (struct nk_tt__point *) + alloc->alloc(alloc->userdata,0, (nk_size)num_points * sizeof(points[0])); + if (points == 0) goto error; + } + num_points = 0; + n= -1; + + for (i=0; i < num_verts; ++i) + { + switch (vertices[i].type) { + case NK_TT_vmove: + /* start the next contour */ + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + nk_tt__add_point(points, num_points++, x,y); + break; + case NK_TT_vline: + x = vertices[i].x, y = vertices[i].y; + nk_tt__add_point(points, num_points++, x, y); + break; + case NK_TT_vcurve: + nk_tt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + default: break; + } + } + (*contour_lengths)[n] = num_points - start; + } + return points; + +error: + alloc->free(alloc->userdata, points); + alloc->free(alloc->userdata, *contour_lengths); + *contour_lengths = 0; + *num_contours = 0; + return 0; +} +NK_INTERN void +nk_tt_Rasterize(struct nk_tt__bitmap *result, float flatness_in_pixels, + struct nk_tt_vertex *vertices, int num_verts, + float scale_x, float scale_y, float shift_x, float shift_y, + int x_off, int y_off, int invert, struct nk_allocator *alloc) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count, *winding_lengths; + struct nk_tt__point *windings = nk_tt_FlattenCurves(vertices, num_verts, + flatness_in_pixels / scale, &winding_lengths, &winding_count, alloc); + + NK_ASSERT(alloc); + if (windings) { + nk_tt__rasterize(result, windings, winding_lengths, winding_count, + scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, alloc); + alloc->free(alloc->userdata, winding_lengths); + alloc->free(alloc->userdata, windings); + } +} +NK_INTERN void +nk_tt_MakeGlyphBitmapSubpixel(const struct nk_tt_fontinfo *info, unsigned char *output, + int out_w, int out_h, int out_stride, float scale_x, float scale_y, + float shift_x, float shift_y, int glyph, struct nk_allocator *alloc) +{ + int ix0,iy0; + struct nk_tt_vertex *vertices; + int num_verts = nk_tt_GetGlyphShape(info, alloc, glyph, &vertices); + struct nk_tt__bitmap gbm; + + nk_tt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, + shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + nk_tt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, + shift_x, shift_y, ix0,iy0, 1, alloc); + alloc->free(alloc->userdata, vertices); +} + +/*------------------------------------------------------------- + * Bitmap baking + * --------------------------------------------------------------*/ +NK_INTERN int +nk_tt_PackBegin(struct nk_tt_pack_context *spc, unsigned char *pixels, + int pw, int ph, int stride_in_bytes, int padding, struct nk_allocator *alloc) +{ + int num_nodes = pw - padding; + struct nk_rp_context *context = (struct nk_rp_context *) + alloc->alloc(alloc->userdata,0, sizeof(*context)); + struct nk_rp_node *nodes = (struct nk_rp_node*) + alloc->alloc(alloc->userdata,0, (sizeof(*nodes ) * (nk_size)num_nodes)); + + if (context == 0 || nodes == 0) { + if (context != 0) alloc->free(alloc->userdata, context); + if (nodes != 0) alloc->free(alloc->userdata, nodes); + return 0; + } + + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = (stride_in_bytes != 0) ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + + nk_rp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + if (pixels) + NK_MEMSET(pixels, 0, (nk_size)(pw*ph)); /* background of 0 around pixels */ + return 1; +} +NK_INTERN void +nk_tt_PackEnd(struct nk_tt_pack_context *spc, struct nk_allocator *alloc) +{ + alloc->free(alloc->userdata, spc->nodes); + alloc->free(alloc->userdata, spc->pack_info); +} +NK_INTERN void +nk_tt_PackSetOversampling(struct nk_tt_pack_context *spc, + unsigned int h_oversample, unsigned int v_oversample) +{ + NK_ASSERT(h_oversample <= NK_TT_MAX_OVERSAMPLE); + NK_ASSERT(v_oversample <= NK_TT_MAX_OVERSAMPLE); + if (h_oversample <= NK_TT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= NK_TT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} +NK_INTERN void +nk_tt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, + int kernel_width) +{ + unsigned char buffer[NK_TT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + + for (j=0; j < h; ++j) + { + int i; + unsigned int total; + NK_MEMSET(buffer, 0, (nk_size)kernel_width); + + total = 0; + + /* make kernel_width a constant in common cases so compiler can optimize out the divide */ + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += (unsigned int)(pixels[i] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += (unsigned int)(pixels[i] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += (unsigned int)pixels[i] - buffer[i & NK_TT__OVER_MASK]; + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += (unsigned int)(pixels[i] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += (unsigned int)(pixels[i] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / (unsigned int)kernel_width); + } + break; + } + + for (; i < w; ++i) { + NK_ASSERT(pixels[i] == 0); + total -= (unsigned int)(buffer[i & NK_TT__OVER_MASK]); + pixels[i] = (unsigned char) (total / (unsigned int)kernel_width); + } + pixels += stride_in_bytes; + } +} +NK_INTERN void +nk_tt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, + int kernel_width) +{ + unsigned char buffer[NK_TT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + + for (j=0; j < w; ++j) + { + int i; + unsigned int total; + NK_MEMSET(buffer, 0, (nk_size)kernel_width); + + total = 0; + + /* make kernel_width a constant in common cases so compiler can optimize out the divide */ + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += (unsigned int)(pixels[i*stride_in_bytes] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += (unsigned int)(pixels[i*stride_in_bytes] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += (unsigned int)(pixels[i*stride_in_bytes] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += (unsigned int)(pixels[i*stride_in_bytes] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += (unsigned int)(pixels[i*stride_in_bytes] - buffer[i & NK_TT__OVER_MASK]); + buffer[(i+kernel_width) & NK_TT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / (unsigned int)kernel_width); + } + break; + } + + for (; i < h; ++i) { + NK_ASSERT(pixels[i*stride_in_bytes] == 0); + total -= (unsigned int)(buffer[i & NK_TT__OVER_MASK]); + pixels[i*stride_in_bytes] = (unsigned char) (total / (unsigned int)kernel_width); + } + pixels += 1; + } +} +NK_INTERN float +nk_tt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + /* The prefilter is a box filter of width "oversample", */ + /* which shifts phase by (oversample - 1)/2 pixels in */ + /* oversampled space. We want to shift in the opposite */ + /* direction to counter this. */ + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} +NK_INTERN int +nk_tt_PackFontRangesGatherRects(struct nk_tt_pack_context *spc, + struct nk_tt_fontinfo *info, struct nk_tt_pack_range *ranges, + int num_ranges, struct nk_rp_rect *rects) +{ + /* rects array must be big enough to accommodate all characters in the given ranges */ + int i,j,k; + k = 0; + + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = (fh > 0) ? nk_tt_ScaleForPixelHeight(info, fh): + nk_tt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].first_unicode_codepoint_in_range ? + ranges[i].first_unicode_codepoint_in_range + j : + ranges[i].array_of_unicode_codepoints[j]; + + int glyph = nk_tt_FindGlyphIndex(info, codepoint); + nk_tt_GetGlyphBitmapBoxSubpixel(info,glyph, scale * (float)spc->h_oversample, + scale * (float)spc->v_oversample, 0,0, &x0,&y0,&x1,&y1); + rects[k].w = (nk_rp_coord) (x1-x0 + spc->padding + (int)spc->h_oversample-1); + rects[k].h = (nk_rp_coord) (y1-y0 + spc->padding + (int)spc->v_oversample-1); + ++k; + } + } + return k; +} +NK_INTERN int +nk_tt_PackFontRangesRenderIntoRects(struct nk_tt_pack_context *spc, + struct nk_tt_fontinfo *info, struct nk_tt_pack_range *ranges, + int num_ranges, struct nk_rp_rect *rects, struct nk_allocator *alloc) +{ + int i,j,k, return_value = 1; + /* save current values */ + int old_h_over = (int)spc->h_oversample; + int old_v_over = (int)spc->v_oversample; + /* rects array must be big enough to accommodate all characters in the given ranges */ + + k = 0; + for (i=0; i < num_ranges; ++i) + { + float fh = ranges[i].font_size; + float recip_h,recip_v,sub_x,sub_y; + float scale = fh > 0 ? nk_tt_ScaleForPixelHeight(info, fh): + nk_tt_ScaleForMappingEmToPixels(info, -fh); + + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + + recip_h = 1.0f / (float)spc->h_oversample; + recip_v = 1.0f / (float)spc->v_oversample; + + sub_x = nk_tt__oversample_shift((int)spc->h_oversample); + sub_y = nk_tt__oversample_shift((int)spc->v_oversample); + + for (j=0; j < ranges[i].num_chars; ++j) + { + struct nk_rp_rect *r = &rects[k]; + if (r->was_packed) + { + struct nk_tt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].first_unicode_codepoint_in_range ? + ranges[i].first_unicode_codepoint_in_range + j : + ranges[i].array_of_unicode_codepoints[j]; + int glyph = nk_tt_FindGlyphIndex(info, codepoint); + nk_rp_coord pad = (nk_rp_coord) spc->padding; + + /* pad on left and top */ + r->x = (nk_rp_coord)((int)r->x + (int)pad); + r->y = (nk_rp_coord)((int)r->y + (int)pad); + r->w = (nk_rp_coord)((int)r->w - (int)pad); + r->h = (nk_rp_coord)((int)r->h - (int)pad); + + nk_tt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + nk_tt_GetGlyphBitmapBox(info, glyph, scale * (float)spc->h_oversample, + (scale * (float)spc->v_oversample), &x0,&y0,&x1,&y1); + nk_tt_MakeGlyphBitmapSubpixel(info, spc->pixels + r->x + r->y*spc->stride_in_bytes, + (int)(r->w - spc->h_oversample+1), (int)(r->h - spc->v_oversample+1), + spc->stride_in_bytes, scale * (float)spc->h_oversample, + scale * (float)spc->v_oversample, 0,0, glyph, alloc); + + if (spc->h_oversample > 1) + nk_tt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, (int)spc->h_oversample); + + if (spc->v_oversample > 1) + nk_tt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, (int)spc->v_oversample); + + bc->x0 = (nk_ushort) r->x; + bc->y0 = (nk_ushort) r->y; + bc->x1 = (nk_ushort) (r->x + r->w); + bc->y1 = (nk_ushort) (r->y + r->h); + bc->xadvance = scale * (float)advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = ((float)x0 + r->w) * recip_h + sub_x; + bc->yoff2 = ((float)y0 + r->h) * recip_v + sub_y; + } else { + return_value = 0; /* if any fail, report failure */ + } + ++k; + } + } + /* restore original values */ + spc->h_oversample = (unsigned int)old_h_over; + spc->v_oversample = (unsigned int)old_v_over; + return return_value; +} +NK_INTERN void +nk_tt_GetPackedQuad(struct nk_tt_packedchar *chardata, int pw, int ph, + int char_index, float *xpos, float *ypos, struct nk_tt_aligned_quad *q, + int align_to_integer) +{ + float ipw = 1.0f / (float)pw, iph = 1.0f / (float)ph; + struct nk_tt_packedchar *b = (struct nk_tt_packedchar*)(chardata + char_index); + if (align_to_integer) { + int tx = nk_ifloorf((*xpos + b->xoff) + 0.5f); + int ty = nk_ifloorf((*ypos + b->yoff) + 0.5f); + + float x = (float)tx; + float y = (float)ty; + + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + *xpos += b->xadvance; +} + +/* ------------------------------------------------------------- + * + * FONT BAKING + * + * --------------------------------------------------------------*/ +struct nk_font_bake_data { + struct nk_tt_fontinfo info; + struct nk_rp_rect *rects; + struct nk_tt_pack_range *ranges; + nk_rune range_count; +}; + +struct nk_font_baker { + struct nk_allocator alloc; + struct nk_tt_pack_context spc; + struct nk_font_bake_data *build; + struct nk_tt_packedchar *packed_chars; + struct nk_rp_rect *rects; + struct nk_tt_pack_range *ranges; +}; + +NK_GLOBAL const nk_size nk_rect_align = NK_ALIGNOF(struct nk_rp_rect); +NK_GLOBAL const nk_size nk_range_align = NK_ALIGNOF(struct nk_tt_pack_range); +NK_GLOBAL const nk_size nk_char_align = NK_ALIGNOF(struct nk_tt_packedchar); +NK_GLOBAL const nk_size nk_build_align = NK_ALIGNOF(struct nk_font_bake_data); +NK_GLOBAL const nk_size nk_baker_align = NK_ALIGNOF(struct nk_font_baker); + +NK_INTERN int +nk_range_count(const nk_rune *range) +{ + const nk_rune *iter = range; + NK_ASSERT(range); + if (!range) return 0; + while (*(iter++) != 0); + return (iter == range) ? 0 : (int)((iter - range)/2); +} +NK_INTERN int +nk_range_glyph_count(const nk_rune *range, int count) +{ + int i = 0; + int total_glyphs = 0; + for (i = 0; i < count; ++i) { + int diff; + nk_rune f = range[(i*2)+0]; + nk_rune t = range[(i*2)+1]; + NK_ASSERT(t >= f); + diff = (int)((t - f) + 1); + total_glyphs += diff; + } + return total_glyphs; +} +NK_API const nk_rune* +nk_font_default_glyph_ranges(void) +{ + NK_STORAGE const nk_rune ranges[] = {0x0020, 0x00FF, 0}; + return ranges; +} +NK_API const nk_rune* +nk_font_chinese_glyph_ranges(void) +{ + NK_STORAGE const nk_rune ranges[] = { + 0x0020, 0x00FF, + 0x3000, 0x30FF, + 0x31F0, 0x31FF, + 0xFF00, 0xFFEF, + 0x4e00, 0x9FAF, + 0 + }; + return ranges; +} +NK_API const nk_rune* +nk_font_cyrillic_glyph_ranges(void) +{ + NK_STORAGE const nk_rune ranges[] = { + 0x0020, 0x00FF, + 0x0400, 0x052F, + 0x2DE0, 0x2DFF, + 0xA640, 0xA69F, + 0 + }; + return ranges; +} +NK_API const nk_rune* +nk_font_korean_glyph_ranges(void) +{ + NK_STORAGE const nk_rune ranges[] = { + 0x0020, 0x00FF, + 0x3131, 0x3163, + 0xAC00, 0xD79D, + 0 + }; + return ranges; +} +NK_INTERN void +nk_font_baker_memory(nk_size *temp, int *glyph_count, + struct nk_font_config *config_list, int count) +{ + int range_count = 0; + int total_range_count = 0; + struct nk_font_config *iter, *i; + + NK_ASSERT(config_list); + NK_ASSERT(glyph_count); + if (!config_list) { + *temp = 0; + *glyph_count = 0; + return; + } + *glyph_count = 0; + for (iter = config_list; iter; iter = iter->next) { + i = iter; + do {if (!i->range) iter->range = nk_font_default_glyph_ranges(); + range_count = nk_range_count(i->range); + total_range_count += range_count; + *glyph_count += nk_range_glyph_count(i->range, range_count); + } while ((i = i->n) != iter); + } + *temp = (nk_size)*glyph_count * sizeof(struct nk_rp_rect); + *temp += (nk_size)total_range_count * sizeof(struct nk_tt_pack_range); + *temp += (nk_size)*glyph_count * sizeof(struct nk_tt_packedchar); + *temp += (nk_size)count * sizeof(struct nk_font_bake_data); + *temp += sizeof(struct nk_font_baker); + *temp += nk_rect_align + nk_range_align + nk_char_align; + *temp += nk_build_align + nk_baker_align; +} +NK_INTERN struct nk_font_baker* +nk_font_baker(void *memory, int glyph_count, int count, struct nk_allocator *alloc) +{ + struct nk_font_baker *baker; + if (!memory) return 0; + /* setup baker inside a memory block */ + baker = (struct nk_font_baker*)NK_ALIGN_PTR(memory, nk_baker_align); + baker->build = (struct nk_font_bake_data*)NK_ALIGN_PTR((baker + 1), nk_build_align); + baker->packed_chars = (struct nk_tt_packedchar*)NK_ALIGN_PTR((baker->build + count), nk_char_align); + baker->rects = (struct nk_rp_rect*)NK_ALIGN_PTR((baker->packed_chars + glyph_count), nk_rect_align); + baker->ranges = (struct nk_tt_pack_range*)NK_ALIGN_PTR((baker->rects + glyph_count), nk_range_align); + baker->alloc = *alloc; + return baker; +} +NK_INTERN int +nk_font_bake_pack(struct nk_font_baker *baker, + nk_size *image_memory, int *width, int *height, struct nk_recti *custom, + const struct nk_font_config *config_list, int count, + struct nk_allocator *alloc) +{ + NK_STORAGE const nk_size max_height = 1024 * 32; + const struct nk_font_config *config_iter, *it; + int total_glyph_count = 0; + int total_range_count = 0; + int range_count = 0; + int i = 0; + + NK_ASSERT(image_memory); + NK_ASSERT(width); + NK_ASSERT(height); + NK_ASSERT(config_list); + NK_ASSERT(count); + NK_ASSERT(alloc); + + if (!image_memory || !width || !height || !config_list || !count) return nk_false; + for (config_iter = config_list; config_iter; config_iter = config_iter->next) { + it = config_iter; + do {range_count = nk_range_count(it->range); + total_range_count += range_count; + total_glyph_count += nk_range_glyph_count(it->range, range_count); + } while ((it = it->n) != config_iter); + } + /* setup font baker from temporary memory */ + for (config_iter = config_list; config_iter; config_iter = config_iter->next) { + it = config_iter; + do {if (!nk_tt_InitFont(&baker->build[i++].info, (const unsigned char*)it->ttf_blob, 0)) + return nk_false; + } while ((it = it->n) != config_iter); + } + *height = 0; + *width = (total_glyph_count > 1000) ? 1024 : 512; + nk_tt_PackBegin(&baker->spc, 0, (int)*width, (int)max_height, 0, 1, alloc); + { + int input_i = 0; + int range_n = 0; + int rect_n = 0; + int char_n = 0; + + if (custom) { + /* pack custom user data first so it will be in the upper left corner*/ + struct nk_rp_rect custom_space; + nk_zero(&custom_space, sizeof(custom_space)); + custom_space.w = (nk_rp_coord)(custom->w); + custom_space.h = (nk_rp_coord)(custom->h); + + nk_tt_PackSetOversampling(&baker->spc, 1, 1); + nk_rp_pack_rects((struct nk_rp_context*)baker->spc.pack_info, &custom_space, 1); + *height = NK_MAX(*height, (int)(custom_space.y + custom_space.h)); + + custom->x = (short)custom_space.x; + custom->y = (short)custom_space.y; + custom->w = (short)custom_space.w; + custom->h = (short)custom_space.h; + } + + /* first font pass: pack all glyphs */ + for (input_i = 0, config_iter = config_list; input_i < count && config_iter; + config_iter = config_iter->next) { + it = config_iter; + do {int n = 0; + int glyph_count; + const nk_rune *in_range; + const struct nk_font_config *cfg = it; + struct nk_font_bake_data *tmp = &baker->build[input_i++]; + + /* count glyphs + ranges in current font */ + glyph_count = 0; range_count = 0; + for (in_range = cfg->range; in_range[0] && in_range[1]; in_range += 2) { + glyph_count += (int)(in_range[1] - in_range[0]) + 1; + range_count++; + } + + /* setup ranges */ + tmp->ranges = baker->ranges + range_n; + tmp->range_count = (nk_rune)range_count; + range_n += range_count; + for (i = 0; i < range_count; ++i) { + in_range = &cfg->range[i * 2]; + tmp->ranges[i].font_size = cfg->size; + tmp->ranges[i].first_unicode_codepoint_in_range = (int)in_range[0]; + tmp->ranges[i].num_chars = (int)(in_range[1]- in_range[0]) + 1; + tmp->ranges[i].chardata_for_range = baker->packed_chars + char_n; + char_n += tmp->ranges[i].num_chars; + } + + /* pack */ + tmp->rects = baker->rects + rect_n; + rect_n += glyph_count; + nk_tt_PackSetOversampling(&baker->spc, cfg->oversample_h, cfg->oversample_v); + n = nk_tt_PackFontRangesGatherRects(&baker->spc, &tmp->info, + tmp->ranges, (int)tmp->range_count, tmp->rects); + nk_rp_pack_rects((struct nk_rp_context*)baker->spc.pack_info, tmp->rects, (int)n); + + /* texture height */ + for (i = 0; i < n; ++i) { + if (tmp->rects[i].was_packed) + *height = NK_MAX(*height, tmp->rects[i].y + tmp->rects[i].h); + } + } while ((it = it->n) != config_iter); + } + NK_ASSERT(rect_n == total_glyph_count); + NK_ASSERT(char_n == total_glyph_count); + NK_ASSERT(range_n == total_range_count); + } + *height = (int)nk_round_up_pow2((nk_uint)*height); + *image_memory = (nk_size)(*width) * (nk_size)(*height); + return nk_true; +} +NK_INTERN void +nk_font_bake(struct nk_font_baker *baker, void *image_memory, int width, int height, + struct nk_font_glyph *glyphs, int glyphs_count, + const struct nk_font_config *config_list, int font_count) +{ + int input_i = 0; + nk_rune glyph_n = 0; + const struct nk_font_config *config_iter; + const struct nk_font_config *it; + + NK_ASSERT(image_memory); + NK_ASSERT(width); + NK_ASSERT(height); + NK_ASSERT(config_list); + NK_ASSERT(baker); + NK_ASSERT(font_count); + NK_ASSERT(glyphs_count); + if (!image_memory || !width || !height || !config_list || + !font_count || !glyphs || !glyphs_count) + return; + + /* second font pass: render glyphs */ + nk_zero(image_memory, (nk_size)((nk_size)width * (nk_size)height)); + baker->spc.pixels = (unsigned char*)image_memory; + baker->spc.height = (int)height; + for (input_i = 0, config_iter = config_list; input_i < font_count && config_iter; + config_iter = config_iter->next) { + it = config_iter; + do {const struct nk_font_config *cfg = it; + struct nk_font_bake_data *tmp = &baker->build[input_i++]; + nk_tt_PackSetOversampling(&baker->spc, cfg->oversample_h, cfg->oversample_v); + nk_tt_PackFontRangesRenderIntoRects(&baker->spc, &tmp->info, tmp->ranges, + (int)tmp->range_count, tmp->rects, &baker->alloc); + } while ((it = it->n) != config_iter); + } nk_tt_PackEnd(&baker->spc, &baker->alloc); + + /* third pass: setup font and glyphs */ + for (input_i = 0, config_iter = config_list; input_i < font_count && config_iter; + config_iter = config_iter->next) { + it = config_iter; + do {nk_size i = 0; + int char_idx = 0; + nk_rune glyph_count = 0; + const struct nk_font_config *cfg = it; + struct nk_font_bake_data *tmp = &baker->build[input_i++]; + struct nk_baked_font *dst_font = cfg->font; + + float font_scale = nk_tt_ScaleForPixelHeight(&tmp->info, cfg->size); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + nk_tt_GetFontVMetrics(&tmp->info, &unscaled_ascent, &unscaled_descent, + &unscaled_line_gap); + + /* fill baked font */ + if (!cfg->merge_mode) { + dst_font->ranges = cfg->range; + dst_font->height = cfg->size; + dst_font->ascent = ((float)unscaled_ascent * font_scale); + dst_font->descent = ((float)unscaled_descent * font_scale); + dst_font->glyph_offset = glyph_n; + // Need to zero this, or it will carry over from a previous + // bake, and cause a segfault when accessing glyphs[]. + dst_font->glyph_count = 0; + } + + /* fill own baked font glyph array */ + for (i = 0; i < tmp->range_count; ++i) { + struct nk_tt_pack_range *range = &tmp->ranges[i]; + for (char_idx = 0; char_idx < range->num_chars; char_idx++) + { + nk_rune codepoint = 0; + float dummy_x = 0, dummy_y = 0; + struct nk_tt_aligned_quad q; + struct nk_font_glyph *glyph; + + /* query glyph bounds from stb_truetype */ + const struct nk_tt_packedchar *pc = &range->chardata_for_range[char_idx]; + if (!pc->x0 && !pc->x1 && !pc->y0 && !pc->y1) continue; + codepoint = (nk_rune)(range->first_unicode_codepoint_in_range + char_idx); + nk_tt_GetPackedQuad(range->chardata_for_range, (int)width, + (int)height, char_idx, &dummy_x, &dummy_y, &q, 0); + + /* fill own glyph type with data */ + glyph = &glyphs[dst_font->glyph_offset + dst_font->glyph_count + (unsigned int)glyph_count]; + glyph->codepoint = codepoint; + glyph->x0 = q.x0; glyph->y0 = q.y0; + glyph->x1 = q.x1; glyph->y1 = q.y1; + glyph->y0 += (dst_font->ascent + 0.5f); + glyph->y1 += (dst_font->ascent + 0.5f); + glyph->w = glyph->x1 - glyph->x0 + 0.5f; + glyph->h = glyph->y1 - glyph->y0; + + if (cfg->coord_type == NK_COORD_PIXEL) { + glyph->u0 = q.s0 * (float)width; + glyph->v0 = q.t0 * (float)height; + glyph->u1 = q.s1 * (float)width; + glyph->v1 = q.t1 * (float)height; + } else { + glyph->u0 = q.s0; + glyph->v0 = q.t0; + glyph->u1 = q.s1; + glyph->v1 = q.t1; + } + glyph->xadvance = (pc->xadvance + cfg->spacing.x); + if (cfg->pixel_snap) + glyph->xadvance = (float)(int)(glyph->xadvance + 0.5f); + glyph_count++; + } + } + dst_font->glyph_count += glyph_count; + glyph_n += glyph_count; + } while ((it = it->n) != config_iter); + } +} +NK_INTERN void +nk_font_bake_custom_data(void *img_memory, int img_width, int img_height, + struct nk_recti img_dst, const char *texture_data_mask, int tex_width, + int tex_height, char white, char black) +{ + nk_byte *pixels; + int y = 0; + int x = 0; + int n = 0; + + NK_ASSERT(img_memory); + NK_ASSERT(img_width); + NK_ASSERT(img_height); + NK_ASSERT(texture_data_mask); + NK_UNUSED(tex_height); + if (!img_memory || !img_width || !img_height || !texture_data_mask) + return; + + pixels = (nk_byte*)img_memory; + for (y = 0, n = 0; y < tex_height; ++y) { + for (x = 0; x < tex_width; ++x, ++n) { + const int off0 = ((img_dst.x + x) + (img_dst.y + y) * img_width); + const int off1 = off0 + 1 + tex_width; + pixels[off0] = (texture_data_mask[n] == white) ? 0xFF : 0x00; + pixels[off1] = (texture_data_mask[n] == black) ? 0xFF : 0x00; + } + } +} +NK_INTERN void +nk_font_bake_convert(void *out_memory, int img_width, int img_height, + const void *in_memory) +{ + int n = 0; + nk_rune *dst; + const nk_byte *src; + + NK_ASSERT(out_memory); + NK_ASSERT(in_memory); + NK_ASSERT(img_width); + NK_ASSERT(img_height); + if (!out_memory || !in_memory || !img_height || !img_width) return; + + dst = (nk_rune*)out_memory; + src = (const nk_byte*)in_memory; + for (n = (int)(img_width * img_height); n > 0; n--) + *dst++ = ((nk_rune)(*src++) << 24) | 0x00FFFFFF; +} + +/* ------------------------------------------------------------- + * + * FONT + * + * --------------------------------------------------------------*/ +NK_INTERN float +nk_font_text_width(nk_handle handle, float height, const char *text, int len) +{ + nk_rune unicode; + int text_len = 0; + float text_width = 0; + int glyph_len = 0; + float scale = 0; + + struct nk_font *font = (struct nk_font*)handle.ptr; + NK_ASSERT(font); + NK_ASSERT(font->glyphs); + if (!font || !text || !len) + return 0; + + scale = height/font->info.height; + glyph_len = text_len = nk_utf_decode(text, &unicode, (int)len); + if (!glyph_len) return 0; + while (text_len <= (int)len && glyph_len) { + const struct nk_font_glyph *g; + if (unicode == NK_UTF_INVALID) break; + + /* query currently drawn glyph information */ + g = nk_font_find_glyph(font, unicode); + text_width += g->xadvance * scale; + + /* offset next glyph */ + glyph_len = nk_utf_decode(text + text_len, &unicode, (int)len - text_len); + text_len += glyph_len; + } + return text_width; +} +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT +NK_INTERN void +nk_font_query_font_glyph(nk_handle handle, float height, + struct nk_user_font_glyph *glyph, nk_rune codepoint, nk_rune next_codepoint) +{ + float scale; + const struct nk_font_glyph *g; + struct nk_font *font; + + NK_ASSERT(glyph); + NK_UNUSED(next_codepoint); + + font = (struct nk_font*)handle.ptr; + NK_ASSERT(font); + NK_ASSERT(font->glyphs); + if (!font || !glyph) + return; + + scale = height/font->info.height; + g = nk_font_find_glyph(font, codepoint); + glyph->width = (g->x1 - g->x0) * scale; + glyph->height = (g->y1 - g->y0) * scale; + glyph->offset = nk_vec2(g->x0 * scale, g->y0 * scale); + glyph->xadvance = (g->xadvance * scale); + glyph->uv[0] = nk_vec2(g->u0, g->v0); + glyph->uv[1] = nk_vec2(g->u1, g->v1); +} +#endif +NK_API const struct nk_font_glyph* +nk_font_find_glyph(struct nk_font *font, nk_rune unicode) +{ + int i = 0; + int count; + int total_glyphs = 0; + const struct nk_font_glyph *glyph = 0; + const struct nk_font_config *iter = 0; + + NK_ASSERT(font); + NK_ASSERT(font->glyphs); + NK_ASSERT(font->info.ranges); + if (!font || !font->glyphs) return 0; + + glyph = font->fallback; + iter = font->config; + do {count = nk_range_count(iter->range); + for (i = 0; i < count; ++i) { + nk_rune f = iter->range[(i*2)+0]; + nk_rune t = iter->range[(i*2)+1]; + int diff = (int)((t - f) + 1); + if (unicode >= f && unicode <= t) + return &font->glyphs[((nk_rune)total_glyphs + (unicode - f))]; + total_glyphs += diff; + } + } while ((iter = iter->n) != font->config); + return glyph; +} +NK_INTERN void +nk_font_init(struct nk_font *font, float pixel_height, + nk_rune fallback_codepoint, struct nk_font_glyph *glyphs, + const struct nk_baked_font *baked_font, nk_handle atlas) +{ + struct nk_baked_font baked; + NK_ASSERT(font); + NK_ASSERT(glyphs); + NK_ASSERT(baked_font); + if (!font || !glyphs || !baked_font) + return; + + baked = *baked_font; + font->fallback = 0; + font->info = baked; + font->scale = (float)pixel_height / (float)font->info.height; + font->glyphs = &glyphs[baked_font->glyph_offset]; + font->texture = atlas; + font->fallback_codepoint = fallback_codepoint; + font->fallback = nk_font_find_glyph(font, fallback_codepoint); + + font->handle.height = font->info.height * font->scale; + font->handle.width = nk_font_text_width; + font->handle.userdata.ptr = font; +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT + font->handle.query = nk_font_query_font_glyph; + font->handle.texture = font->texture; +#endif +} + +/* --------------------------------------------------------------------------- + * + * DEFAULT FONT + * + * ProggyClean.ttf + * Copyright (c) 2004, 2005 Tristan Grimmer + * MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) + * Download and more information at http://upperbounds.net + *-----------------------------------------------------------------------------*/ +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Woverlength-strings" +#elif defined(__GNUC__) || defined(__GNUG__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Woverlength-strings" +#endif + +#ifdef NK_INCLUDE_DEFAULT_FONT + +NK_GLOBAL 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"^V'9;jY@;)br#q^YQpx:X#Te$Z^'=-=bGhLf:D6&bNwZ9-ZD#n^9HhLMr5G;']d&6'wYmTFmLq9wI>P(9mI[>kC-ekLC/R&CH+s'B;K-M6$EB%is00:" + "+A4[7xks.LrNk0&E)wILYF@2L'0Nb$+pv<(2.768/FrY&h$^3i&@+G%JT'<-,v`3;_)I9M^AE]CN?Cl2AZg+%4iTpT3$U4O]GKx'm9)b@p7YsvK3w^YR-" + "CdQ*:Ir<($u&)#(&?L9Rg3H)4fiEp^iI9O8KnTj,]H?D*r7'M;PwZ9K0E^k&-cpI;.p/6_vwoFMV<->#%Xi.LxVnrU(4&8/P+:hLSKj$#U%]49t'I:rgMi'FL@a:0Y-uA[39',(vbma*" + "hU%<-SRF`Tt:542R_VV$p@[p8DV[A,?1839FWdFTi1O*H&#(AL8[_P%.M>v^-))qOT*F5Cq0`Ye%+$B6i:7@0IXSsDiWP,##P`%/L-" + "S(qw%sf/@%#B6;/U7K]uZbi^Oc^2n%t<)'mEVE''n`WnJra$^TKvX5B>;_aSEK',(hwa0:i4G?.Bci.(X[?b*($,=-n<.Q%`(X=?+@Am*Js0&=3bh8K]mL69=Lb,OcZV/);TTm8VI;?%OtJ<(b4mq7M6:u?KRdFl*:xP?Yb.5)%w_I?7uk5JC+FS(m#i'k.'a0i)9<7b'fs'59hq$*5Uhv##pi^8+hIEBF`nvo`;'l0.^S1<-wUK2/Coh58KKhLj" + "M=SO*rfO`+qC`W-On.=AJ56>>i2@2LH6A:&5q`?9I3@@'04&p2/LVa*T-4<-i3;M9UvZd+N7>b*eIwg:CC)c<>nO&#$(>.Z-I&J(Q0Hd5Q%7Co-b`-cP)hI;*_F]u`Rb[.j8_Q/<&>uu+VsH$sM9TA%?)(vmJ80),P7E>)tjD%2L=-t#fK[%`v=Q8WlA2);Sa" + ">gXm8YB`1d@K#n]76-a$U,mF%Ul:#/'xoFM9QX-$.QN'>" + "[%$Z$uF6pA6Ki2O5:8w*vP1<-1`[G,)-m#>0`P&#eb#.3i)rtB61(o'$?X3B2Qft^ae_5tKL9MUe9b*sLEQ95C&`=G?@Mj=wh*'3E>=-<)Gt*Iw)'QG:`@I" + "wOf7&]1i'S01B+Ev/Nac#9S;=;YQpg_6U`*kVY39xK,[/6Aj7:'1Bm-_1EYfa1+o&o4hp7KN_Q(OlIo@S%;jVdn0'1h19w,WQhLI)3S#f$2(eb,jr*b;3Vw]*7NH%$c4Vs,eD9>XW8?N]o+(*pgC%/72LV-uW%iewS8W6m2rtCpo'RS1R84=@paTKt)>=%&1[)*vp'u+x,VrwN;&]kuO9JDbg=pO$J*.jVe;u'm0dr9l,<*wMK*Oe=g8lV_KEBFkO'oU]^=[-792#ok,)" + "i]lR8qQ2oA8wcRCZ^7w/Njh;?.stX?Q1>S1q4Bn$)K1<-rGdO'$Wr.Lc.CG)$/*JL4tNR/,SVO3,aUw'DJN:)Ss;wGn9A32ijw%FL+Z0Fn.U9;reSq)bmI32U==5ALuG&#Vf1398/pVo" + "1*c-(aY168o<`JsSbk-,1N;$>0:OUas(3:8Z972LSfF8eb=c-;>SPw7.6hn3m`9^Xkn(r.qS[0;T%&Qc=+STRxX'q1BNk3&*eu2;&8q$&x>Q#Q7^Tf+6<(d%ZVmj2bDi%.3L2n+4W'$P" + "iDDG)g,r%+?,$@?uou5tSe2aN_AQU*'IAO" + "URQ##V^Fv-XFbGM7Fl(N<3DhLGF%q.1rC$#:T__&Pi68%0xi_&[qFJ(77j_&JWoF.V735&T,[R*:xFR*K5>>#`bW-?4Ne_&6Ne_&6Ne_&n`kr-#GJcM6X;uM6X;uM(.a..^2TkL%oR(#" + ";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T" + "w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4" + "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#" + "/QHC#3^ZC#7jmC#;v)D#?,)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP" + "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp" + "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#"; + +#endif /* NK_INCLUDE_DEFAULT_FONT */ + +#define NK_CURSOR_DATA_W 90 +#define NK_CURSOR_DATA_H 27 +NK_GLOBAL const char nk_custom_cursor_data[NK_CURSOR_DATA_W * NK_CURSOR_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX" + "..- -X.....X- X.X - X.X -X.....X - X.....X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X" + "X - X.X - X.....X - X.....X -X...X - X...X" + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X" + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X" + "X..X - X.X - X.X - X.X -XX X.X - X.X XX" + "X...X - X.X - X.X - XX X.X XX - X.X - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X " + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X " + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X " + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------" + "X.X X..X - -X.......X- X.......X - XX XX - " + "XX X..X - - X.....X - X.....X - X.X X.X - " + " X..X - X...X - X...X - X..X X..X - " + " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - " + "------------ - X - X -X.....................X- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +#ifdef __clang__ +#pragma clang diagnostic pop +#elif defined(__GNUC__) || defined(__GNUG__) +#pragma GCC diagnostic pop +#endif + +NK_GLOBAL unsigned char *nk__barrier; +NK_GLOBAL unsigned char *nk__barrier2; +NK_GLOBAL unsigned char *nk__barrier3; +NK_GLOBAL unsigned char *nk__barrier4; +NK_GLOBAL unsigned char *nk__dout; + +NK_INTERN unsigned int +nk_decompress_length(unsigned char *input) +{ + return (unsigned int)((input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]); +} +NK_INTERN void +nk__match(unsigned char *data, unsigned int length) +{ + /* INVERSE of memmove... write each byte before copying the next...*/ + NK_ASSERT (nk__dout + length <= nk__barrier); + if (nk__dout + length > nk__barrier) { nk__dout += length; return; } + if (data < nk__barrier4) { nk__dout = nk__barrier+1; return; } + while (length--) *nk__dout++ = *data++; +} +NK_INTERN void +nk__lit(unsigned char *data, unsigned int length) +{ + NK_ASSERT (nk__dout + length <= nk__barrier); + if (nk__dout + length > nk__barrier) { nk__dout += length; return; } + if (data < nk__barrier2) { nk__dout = nk__barrier+1; return; } + NK_MEMCPY(nk__dout, data, length); + nk__dout += length; +} +NK_INTERN unsigned char* +nk_decompress_token(unsigned char *i) +{ + #define nk__in2(x) ((i[x] << 8) + i[(x)+1]) + #define nk__in3(x) ((i[x] << 16) + nk__in2((x)+1)) + #define nk__in4(x) ((i[x] << 24) + nk__in3((x)+1)) + + if (*i >= 0x20) { /* use fewer if's for cases that expand small */ + if (*i >= 0x80) nk__match(nk__dout-i[1]-1, (unsigned int)i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) nk__match(nk__dout-(nk__in2(0) - 0x4000 + 1), (unsigned int)i[2]+1), i += 3; + else /* *i >= 0x20 */ nk__lit(i+1, (unsigned int)i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { /* more ifs for cases that expand large, since overhead is amortized */ + if (*i >= 0x18) nk__match(nk__dout-(unsigned int)(nk__in3(0) - 0x180000 + 1), (unsigned int)i[3]+1), i += 4; + else if (*i >= 0x10) nk__match(nk__dout-(unsigned int)(nk__in3(0) - 0x100000 + 1), (unsigned int)nk__in2(3)+1), i += 5; + else if (*i >= 0x08) nk__lit(i+2, (unsigned int)nk__in2(0) - 0x0800 + 1), i += 2 + (nk__in2(0) - 0x0800 + 1); + else if (*i == 0x07) nk__lit(i+3, (unsigned int)nk__in2(1) + 1), i += 3 + (nk__in2(1) + 1); + else if (*i == 0x06) nk__match(nk__dout-(unsigned int)(nk__in3(1)+1), i[4]+1u), i += 5; + else if (*i == 0x04) nk__match(nk__dout-(unsigned int)(nk__in3(1)+1), (unsigned int)nk__in2(4)+1u), i += 6; + } + return i; +} +NK_INTERN unsigned int +nk_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen, i; + + blocklen = buflen % 5552; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0]; s2 += s1; + s1 += buffer[1]; s2 += s1; + s1 += buffer[2]; s2 += s1; + s1 += buffer[3]; s2 += s1; + s1 += buffer[4]; s2 += s1; + s1 += buffer[5]; s2 += s1; + s1 += buffer[6]; s2 += s1; + s1 += buffer[7]; s2 += s1; + buffer += 8; + } + for (; i < blocklen; ++i) { + s1 += *buffer++; s2 += s1; + } + + s1 %= ADLER_MOD; s2 %= ADLER_MOD; + buflen -= (unsigned int)blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} +NK_INTERN unsigned int +nk_decompress(unsigned char *output, unsigned char *i, unsigned int length) +{ + unsigned int olen; + if (nk__in4(0) != 0x57bC0000) return 0; + if (nk__in4(4) != 0) return 0; /* error! stream is > 4GB */ + olen = nk_decompress_length(i); + nk__barrier2 = i; + nk__barrier3 = i+length; + nk__barrier = output + olen; + nk__barrier4 = output; + i += 16; + + nk__dout = output; + for (;;) { + unsigned char *old_i = i; + i = nk_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + NK_ASSERT(nk__dout == output + olen); + if (nk__dout != output + olen) return 0; + if (nk_adler32(1, output, olen) != (unsigned int) nk__in4(2)) + return 0; + return olen; + } else { + NK_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + NK_ASSERT(nk__dout <= output + olen); + if (nk__dout > output + olen) + return 0; + } +} +NK_INTERN unsigned int +nk_decode_85_byte(char c) +{ + return (unsigned int)((c >= '\\') ? c-36 : c-35); +} +NK_INTERN void +nk_decode_85(unsigned char* dst, const unsigned char* src) +{ + while (*src) + { + unsigned int tmp = + nk_decode_85_byte((char)src[0]) + + 85 * (nk_decode_85_byte((char)src[1]) + + 85 * (nk_decode_85_byte((char)src[2]) + + 85 * (nk_decode_85_byte((char)src[3]) + + 85 * nk_decode_85_byte((char)src[4])))); + + /* we can't assume little-endianess. */ + dst[0] = (unsigned char)((tmp >> 0) & 0xFF); + dst[1] = (unsigned char)((tmp >> 8) & 0xFF); + dst[2] = (unsigned char)((tmp >> 16) & 0xFF); + dst[3] = (unsigned char)((tmp >> 24) & 0xFF); + + src += 5; + dst += 4; + } +} + +/* ------------------------------------------------------------- + * + * FONT ATLAS + * + * --------------------------------------------------------------*/ +NK_API struct nk_font_config +nk_font_config(float pixel_height) +{ + struct nk_font_config cfg; + nk_zero_struct(cfg); + cfg.ttf_blob = 0; + cfg.ttf_size = 0; + cfg.ttf_data_owned_by_atlas = 0; + cfg.size = pixel_height; + cfg.oversample_h = 3; + cfg.oversample_v = 1; + cfg.pixel_snap = 0; + cfg.coord_type = NK_COORD_UV; + cfg.spacing = nk_vec2(0,0); + cfg.range = nk_font_default_glyph_ranges(); + cfg.merge_mode = 0; + cfg.fallback_glyph = '?'; + cfg.font = 0; + cfg.n = 0; + return cfg; +} +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API void +nk_font_atlas_init_default(struct nk_font_atlas *atlas) +{ + NK_ASSERT(atlas); + if (!atlas) return; + nk_zero_struct(*atlas); + atlas->temporary.userdata.ptr = 0; + atlas->temporary.alloc = nk_malloc; + atlas->temporary.free = nk_mfree; + atlas->permanent.userdata.ptr = 0; + atlas->permanent.alloc = nk_malloc; + atlas->permanent.free = nk_mfree; +} +#endif +NK_API void +nk_font_atlas_init(struct nk_font_atlas *atlas, struct nk_allocator *alloc) +{ + NK_ASSERT(atlas); + NK_ASSERT(alloc); + if (!atlas || !alloc) return; + nk_zero_struct(*atlas); + atlas->permanent = *alloc; + atlas->temporary = *alloc; +} +NK_API void +nk_font_atlas_init_custom(struct nk_font_atlas *atlas, + struct nk_allocator *permanent, struct nk_allocator *temporary) +{ + NK_ASSERT(atlas); + NK_ASSERT(permanent); + NK_ASSERT(temporary); + if (!atlas || !permanent || !temporary) return; + nk_zero_struct(*atlas); + atlas->permanent = *permanent; + atlas->temporary = *temporary; +} +NK_API void +nk_font_atlas_begin(struct nk_font_atlas *atlas) +{ + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc && atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc && atlas->permanent.free); + if (!atlas || !atlas->permanent.alloc || !atlas->permanent.free || + !atlas->temporary.alloc || !atlas->temporary.free) return; + if (atlas->glyphs) { + atlas->permanent.free(atlas->permanent.userdata, atlas->glyphs); + atlas->glyphs = 0; + } + if (atlas->pixel) { + atlas->permanent.free(atlas->permanent.userdata, atlas->pixel); + atlas->pixel = 0; + } +} +NK_API struct nk_font* +nk_font_atlas_add(struct nk_font_atlas *atlas, const struct nk_font_config *config) +{ + struct nk_font *font = 0; + struct nk_font_config *cfg; + + NK_ASSERT(atlas); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + + NK_ASSERT(config); + NK_ASSERT(config->ttf_blob); + NK_ASSERT(config->ttf_size); + NK_ASSERT(config->size > 0.0f); + + if (!atlas || !config || !config->ttf_blob || !config->ttf_size || config->size <= 0.0f|| + !atlas->permanent.alloc || !atlas->permanent.free || + !atlas->temporary.alloc || !atlas->temporary.free) + return 0; + + /* allocate font config */ + cfg = (struct nk_font_config*) + atlas->permanent.alloc(atlas->permanent.userdata,0, sizeof(struct nk_font_config)); + NK_MEMCPY(cfg, config, sizeof(*config)); + cfg->n = cfg; + cfg->p = cfg; + + if (!config->merge_mode) { + /* insert font config into list */ + if (!atlas->config) { + atlas->config = cfg; + cfg->next = 0; + } else { + struct nk_font_config *i = atlas->config; + while (i->next) i = i->next; + i->next = cfg; + cfg->next = 0; + } + /* allocate new font */ + font = (struct nk_font*) + atlas->permanent.alloc(atlas->permanent.userdata,0, sizeof(struct nk_font)); + NK_ASSERT(font); + nk_zero(font, sizeof(*font)); + if (!font) return 0; + font->config = cfg; + + /* insert font into list */ + if (!atlas->fonts) { + atlas->fonts = font; + font->next = 0; + } else { + struct nk_font *i = atlas->fonts; + while (i->next) i = i->next; + i->next = font; + font->next = 0; + } + cfg->font = &font->info; + } else { + /* extend previously added font */ + struct nk_font *f = 0; + struct nk_font_config *c = 0; + NK_ASSERT(atlas->font_num); + f = atlas->fonts; + c = f->config; + cfg->font = &f->info; + + cfg->n = c; + cfg->p = c->p; + c->p->n = cfg; + c->p = cfg; + } + /* create own copy of .TTF font blob */ + if (!config->ttf_data_owned_by_atlas) { + cfg->ttf_blob = atlas->permanent.alloc(atlas->permanent.userdata,0, cfg->ttf_size); + NK_ASSERT(cfg->ttf_blob); + if (!cfg->ttf_blob) { + atlas->font_num++; + return 0; + } + NK_MEMCPY(cfg->ttf_blob, config->ttf_blob, cfg->ttf_size); + cfg->ttf_data_owned_by_atlas = 1; + } + atlas->font_num++; + return font; +} +NK_API struct nk_font* +nk_font_atlas_add_from_memory(struct nk_font_atlas *atlas, void *memory, + nk_size size, float height, const struct nk_font_config *config) +{ + struct nk_font_config cfg; + NK_ASSERT(memory); + NK_ASSERT(size); + + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + if (!atlas || !atlas->temporary.alloc || !atlas->temporary.free || !memory || !size || + !atlas->permanent.alloc || !atlas->permanent.free) + return 0; + + cfg = (config) ? *config: nk_font_config(height); + cfg.ttf_blob = memory; + cfg.ttf_size = size; + cfg.size = height; + cfg.ttf_data_owned_by_atlas = 0; + return nk_font_atlas_add(atlas, &cfg); +} +#ifdef NK_INCLUDE_STANDARD_IO +NK_API struct nk_font* +nk_font_atlas_add_from_file(struct nk_font_atlas *atlas, const char *file_path, + float height, const struct nk_font_config *config) +{ + nk_size size; + char *memory; + struct nk_font_config cfg; + + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + + if (!atlas || !file_path) return 0; + memory = nk_file_load(file_path, &size, &atlas->permanent); + if (!memory) return 0; + + cfg = (config) ? *config: nk_font_config(height); + cfg.ttf_blob = memory; + cfg.ttf_size = size; + cfg.size = height; + cfg.ttf_data_owned_by_atlas = 1; + return nk_font_atlas_add(atlas, &cfg); +} +#endif +NK_API struct nk_font* +nk_font_atlas_add_compressed(struct nk_font_atlas *atlas, + void *compressed_data, nk_size compressed_size, float height, + const struct nk_font_config *config) +{ + unsigned int decompressed_size; + void *decompressed_data; + struct nk_font_config cfg; + + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + + NK_ASSERT(compressed_data); + NK_ASSERT(compressed_size); + if (!atlas || !compressed_data || !atlas->temporary.alloc || !atlas->temporary.free || + !atlas->permanent.alloc || !atlas->permanent.free) + return 0; + + decompressed_size = nk_decompress_length((unsigned char*)compressed_data); + decompressed_data = atlas->permanent.alloc(atlas->permanent.userdata,0,decompressed_size); + NK_ASSERT(decompressed_data); + if (!decompressed_data) return 0; + nk_decompress((unsigned char*)decompressed_data, (unsigned char*)compressed_data, + (unsigned int)compressed_size); + + cfg = (config) ? *config: nk_font_config(height); + cfg.ttf_blob = decompressed_data; + cfg.ttf_size = decompressed_size; + cfg.size = height; + cfg.ttf_data_owned_by_atlas = 1; + return nk_font_atlas_add(atlas, &cfg); +} +NK_API struct nk_font* +nk_font_atlas_add_compressed_base85(struct nk_font_atlas *atlas, + const char *data_base85, float height, const struct nk_font_config *config) +{ + int compressed_size; + void *compressed_data; + struct nk_font *font; + + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + + NK_ASSERT(data_base85); + if (!atlas || !data_base85 || !atlas->temporary.alloc || !atlas->temporary.free || + !atlas->permanent.alloc || !atlas->permanent.free) + return 0; + + compressed_size = (((int)nk_strlen(data_base85) + 4) / 5) * 4; + compressed_data = atlas->temporary.alloc(atlas->temporary.userdata,0, (nk_size)compressed_size); + NK_ASSERT(compressed_data); + if (!compressed_data) return 0; + nk_decode_85((unsigned char*)compressed_data, (const unsigned char*)data_base85); + font = nk_font_atlas_add_compressed(atlas, compressed_data, + (nk_size)compressed_size, height, config); + atlas->temporary.free(atlas->temporary.userdata, compressed_data); + return font; +} + +#ifdef NK_INCLUDE_DEFAULT_FONT +NK_API struct nk_font* +nk_font_atlas_add_default(struct nk_font_atlas *atlas, + float pixel_height, const struct nk_font_config *config) +{ + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + return nk_font_atlas_add_compressed_base85(atlas, + nk_proggy_clean_ttf_compressed_data_base85, pixel_height, config); +} +#endif +NK_API const void* +nk_font_atlas_bake(struct nk_font_atlas *atlas, int *width, int *height, + enum nk_font_atlas_format fmt) +{ + int i = 0; + void *tmp = 0; + nk_size tmp_size, img_size; + struct nk_font *font_iter; + struct nk_font_baker *baker; + + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + + NK_ASSERT(width); + NK_ASSERT(height); + if (!atlas || !width || !height || + !atlas->temporary.alloc || !atlas->temporary.free || + !atlas->permanent.alloc || !atlas->permanent.free) + return 0; + +#ifdef NK_INCLUDE_DEFAULT_FONT + /* no font added so just use default font */ + if (!atlas->font_num) + atlas->default_font = nk_font_atlas_add_default(atlas, 13.0f, 0); +#endif + NK_ASSERT(atlas->font_num); + if (!atlas->font_num) return 0; + + /* allocate temporary baker memory required for the baking process */ + nk_font_baker_memory(&tmp_size, &atlas->glyph_count, atlas->config, atlas->font_num); + tmp = atlas->temporary.alloc(atlas->temporary.userdata,0, tmp_size); + NK_ASSERT(tmp); + if (!tmp) goto failed; + + /* allocate glyph memory for all fonts */ + baker = nk_font_baker(tmp, atlas->glyph_count, atlas->font_num, &atlas->temporary); + atlas->glyphs = (struct nk_font_glyph*)atlas->permanent.alloc( + atlas->permanent.userdata,0, sizeof(struct nk_font_glyph)*(nk_size)atlas->glyph_count); + NK_ASSERT(atlas->glyphs); + if (!atlas->glyphs) + goto failed; + + /* pack all glyphs into a tight fit space */ + atlas->custom.w = (NK_CURSOR_DATA_W*2)+1; + atlas->custom.h = NK_CURSOR_DATA_H + 1; + if (!nk_font_bake_pack(baker, &img_size, width, height, &atlas->custom, + atlas->config, atlas->font_num, &atlas->temporary)) + goto failed; + + /* allocate memory for the baked image font atlas */ + atlas->pixel = atlas->temporary.alloc(atlas->temporary.userdata,0, img_size); + NK_ASSERT(atlas->pixel); + if (!atlas->pixel) + goto failed; + + /* bake glyphs and custom white pixel into image */ + nk_font_bake(baker, atlas->pixel, *width, *height, + atlas->glyphs, atlas->glyph_count, atlas->config, atlas->font_num); + nk_font_bake_custom_data(atlas->pixel, *width, *height, atlas->custom, + nk_custom_cursor_data, NK_CURSOR_DATA_W, NK_CURSOR_DATA_H, '.', 'X'); + + if (fmt == NK_FONT_ATLAS_RGBA32) { + /* convert alpha8 image into rgba32 image */ + void *img_rgba = atlas->temporary.alloc(atlas->temporary.userdata,0, + (nk_size)(*width * *height * 4)); + NK_ASSERT(img_rgba); + if (!img_rgba) goto failed; + nk_font_bake_convert(img_rgba, *width, *height, atlas->pixel); + atlas->temporary.free(atlas->temporary.userdata, atlas->pixel); + atlas->pixel = img_rgba; + } + atlas->tex_width = *width; + atlas->tex_height = *height; + + /* initialize each font */ + for (font_iter = atlas->fonts; font_iter; font_iter = font_iter->next) { + struct nk_font *font = font_iter; + struct nk_font_config *config = font->config; + nk_font_init(font, config->size, config->fallback_glyph, atlas->glyphs, + config->font, nk_handle_ptr(0)); + } + + /* initialize each cursor */ + {NK_STORAGE const struct nk_vec2 nk_cursor_data[NK_CURSOR_COUNT][3] = { + /* Pos Size Offset */ + {{ 0, 3}, {12,19}, { 0, 0}}, + {{13, 0}, { 7,16}, { 4, 8}}, + {{31, 0}, {23,23}, {11,11}}, + {{21, 0}, { 9, 23}, { 5,11}}, + {{55,18}, {23, 9}, {11, 5}}, + {{73, 0}, {17,17}, { 9, 9}}, + {{55, 0}, {17,17}, { 9, 9}} + }; + for (i = 0; i < NK_CURSOR_COUNT; ++i) { + struct nk_cursor *cursor = &atlas->cursors[i]; + cursor->img.w = (unsigned short)*width; + cursor->img.h = (unsigned short)*height; + cursor->img.region[0] = (unsigned short)(atlas->custom.x + nk_cursor_data[i][0].x); + cursor->img.region[1] = (unsigned short)(atlas->custom.y + nk_cursor_data[i][0].y); + cursor->img.region[2] = (unsigned short)nk_cursor_data[i][1].x; + cursor->img.region[3] = (unsigned short)nk_cursor_data[i][1].y; + cursor->size = nk_cursor_data[i][1]; + cursor->offset = nk_cursor_data[i][2]; + }} + /* free temporary memory */ + atlas->temporary.free(atlas->temporary.userdata, tmp); + return atlas->pixel; + +failed: + /* error so cleanup all memory */ + if (tmp) atlas->temporary.free(atlas->temporary.userdata, tmp); + if (atlas->glyphs) { + atlas->permanent.free(atlas->permanent.userdata, atlas->glyphs); + atlas->glyphs = 0; + } + if (atlas->pixel) { + atlas->temporary.free(atlas->temporary.userdata, atlas->pixel); + atlas->pixel = 0; + } + return 0; +} +NK_API void +nk_font_atlas_end(struct nk_font_atlas *atlas, nk_handle texture, + struct nk_draw_null_texture *null) +{ + int i = 0; + struct nk_font *font_iter; + NK_ASSERT(atlas); + if (!atlas) { + if (!null) return; + null->texture = texture; + null->uv = nk_vec2(0.5f,0.5f); + } + if (null) { + null->texture = texture; + null->uv.x = (atlas->custom.x + 0.5f)/(float)atlas->tex_width; + null->uv.y = (atlas->custom.y + 0.5f)/(float)atlas->tex_height; + } + for (font_iter = atlas->fonts; font_iter; font_iter = font_iter->next) { + font_iter->texture = texture; +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT + font_iter->handle.texture = texture; +#endif + } + for (i = 0; i < NK_CURSOR_COUNT; ++i) + atlas->cursors[i].img.handle = texture; + + atlas->temporary.free(atlas->temporary.userdata, atlas->pixel); + atlas->pixel = 0; + atlas->tex_width = 0; + atlas->tex_height = 0; + atlas->custom.x = 0; + atlas->custom.y = 0; + atlas->custom.w = 0; + atlas->custom.h = 0; +} +NK_API void +nk_font_atlas_cleanup(struct nk_font_atlas *atlas) +{ + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + if (!atlas || !atlas->permanent.alloc || !atlas->permanent.free) return; + if (atlas->config) { + struct nk_font_config *iter; + for (iter = atlas->config; iter; iter = iter->next) { + struct nk_font_config *i; + for (i = iter->n; i != iter; i = i->n) { + atlas->permanent.free(atlas->permanent.userdata, i->ttf_blob); + i->ttf_blob = 0; + } + atlas->permanent.free(atlas->permanent.userdata, iter->ttf_blob); + iter->ttf_blob = 0; + } + } +} +NK_API void +nk_font_atlas_clear(struct nk_font_atlas *atlas) +{ + NK_ASSERT(atlas); + NK_ASSERT(atlas->temporary.alloc); + NK_ASSERT(atlas->temporary.free); + NK_ASSERT(atlas->permanent.alloc); + NK_ASSERT(atlas->permanent.free); + if (!atlas || !atlas->permanent.alloc || !atlas->permanent.free) return; + + if (atlas->config) { + struct nk_font_config *iter, *next; + for (iter = atlas->config; iter; iter = next) { + struct nk_font_config *i, *n; + for (i = iter->n; i != iter; i = n) { + n = i->n; + if (i->ttf_blob) + atlas->permanent.free(atlas->permanent.userdata, i->ttf_blob); + atlas->permanent.free(atlas->permanent.userdata, i); + } + next = iter->next; + if (i->ttf_blob) + atlas->permanent.free(atlas->permanent.userdata, iter->ttf_blob); + atlas->permanent.free(atlas->permanent.userdata, iter); + } + atlas->config = 0; + } + if (atlas->fonts) { + struct nk_font *iter, *next; + for (iter = atlas->fonts; iter; iter = next) { + next = iter->next; + atlas->permanent.free(atlas->permanent.userdata, iter); + } + atlas->fonts = 0; + } + if (atlas->glyphs) + atlas->permanent.free(atlas->permanent.userdata, atlas->glyphs); + nk_zero_struct(*atlas); +} +#endif + + + + + +/* =============================================================== + * + * INPUT + * + * ===============================================================*/ +NK_API void +nk_input_begin(struct nk_context *ctx) +{ + int i; + struct nk_input *in; + NK_ASSERT(ctx); + if (!ctx) return; + in = &ctx->input; + for (i = 0; i < NK_BUTTON_MAX; ++i) + in->mouse.buttons[i].clicked = 0; + + in->keyboard.text_len = 0; + in->mouse.scroll_delta = nk_vec2(0,0); + in->mouse.prev.x = in->mouse.pos.x; + in->mouse.prev.y = in->mouse.pos.y; + in->mouse.delta.x = 0; + in->mouse.delta.y = 0; + for (i = 0; i < NK_KEY_MAX; i++) + in->keyboard.keys[i].clicked = 0; +} +NK_API void +nk_input_end(struct nk_context *ctx) +{ + struct nk_input *in; + NK_ASSERT(ctx); + if (!ctx) return; + in = &ctx->input; + if (in->mouse.grab) + in->mouse.grab = 0; + if (in->mouse.ungrab) { + in->mouse.grabbed = 0; + in->mouse.ungrab = 0; + in->mouse.grab = 0; + } +} +NK_API void +nk_input_motion(struct nk_context *ctx, int x, int y) +{ + struct nk_input *in; + NK_ASSERT(ctx); + if (!ctx) return; + in = &ctx->input; + in->mouse.pos.x = (float)x; + in->mouse.pos.y = (float)y; + in->mouse.delta.x = in->mouse.pos.x - in->mouse.prev.x; + in->mouse.delta.y = in->mouse.pos.y - in->mouse.prev.y; +} +NK_API void +nk_input_key(struct nk_context *ctx, enum nk_keys key, int down) +{ + struct nk_input *in; + NK_ASSERT(ctx); + if (!ctx) return; + in = &ctx->input; +#ifdef NK_KEYSTATE_BASED_INPUT + if (in->keyboard.keys[key].down != down) + in->keyboard.keys[key].clicked++; +#else + in->keyboard.keys[key].clicked++; +#endif + in->keyboard.keys[key].down = down; +} +NK_API void +nk_input_button(struct nk_context *ctx, enum nk_buttons id, int x, int y, int down) +{ + struct nk_mouse_button *btn; + struct nk_input *in; + NK_ASSERT(ctx); + if (!ctx) return; + in = &ctx->input; + if (in->mouse.buttons[id].down == down) return; + + btn = &in->mouse.buttons[id]; + btn->clicked_pos.x = (float)x; + btn->clicked_pos.y = (float)y; + btn->down = down; + btn->clicked++; +} +NK_API void +nk_input_scroll(struct nk_context *ctx, struct nk_vec2 val) +{ + NK_ASSERT(ctx); + if (!ctx) return; + ctx->input.mouse.scroll_delta.x += val.x; + ctx->input.mouse.scroll_delta.y += val.y; +} +NK_API void +nk_input_glyph(struct nk_context *ctx, const nk_glyph glyph) +{ + int len = 0; + nk_rune unicode; + struct nk_input *in; + + NK_ASSERT(ctx); + if (!ctx) return; + in = &ctx->input; + + len = nk_utf_decode(glyph, &unicode, NK_UTF_SIZE); + if (len && ((in->keyboard.text_len + len) < NK_INPUT_MAX)) { + nk_utf_encode(unicode, &in->keyboard.text[in->keyboard.text_len], + NK_INPUT_MAX - in->keyboard.text_len); + in->keyboard.text_len += len; + } +} +NK_API void +nk_input_char(struct nk_context *ctx, char c) +{ + nk_glyph glyph; + NK_ASSERT(ctx); + if (!ctx) return; + glyph[0] = c; + nk_input_glyph(ctx, glyph); +} +NK_API void +nk_input_unicode(struct nk_context *ctx, nk_rune unicode) +{ + nk_glyph rune; + NK_ASSERT(ctx); + if (!ctx) return; + nk_utf_encode(unicode, rune, NK_UTF_SIZE); + nk_input_glyph(ctx, rune); +} +NK_API int +nk_input_has_mouse_click(const struct nk_input *i, enum nk_buttons id) +{ + const struct nk_mouse_button *btn; + if (!i) return nk_false; + btn = &i->mouse.buttons[id]; + return (btn->clicked && btn->down == nk_false) ? nk_true : nk_false; +} +NK_API int +nk_input_has_mouse_click_in_rect(const struct nk_input *i, enum nk_buttons id, + struct nk_rect b) +{ + const struct nk_mouse_button *btn; + if (!i) return nk_false; + btn = &i->mouse.buttons[id]; + if (!NK_INBOX(btn->clicked_pos.x,btn->clicked_pos.y,b.x,b.y,b.w,b.h)) + return nk_false; + return nk_true; +} +NK_API int +nk_input_has_mouse_click_down_in_rect(const struct nk_input *i, enum nk_buttons id, + struct nk_rect b, int down) +{ + const struct nk_mouse_button *btn; + if (!i) return nk_false; + btn = &i->mouse.buttons[id]; + return nk_input_has_mouse_click_in_rect(i, id, b) && (btn->down == down); +} +NK_API int +nk_input_is_mouse_click_in_rect(const struct nk_input *i, enum nk_buttons id, + struct nk_rect b) +{ + const struct nk_mouse_button *btn; + if (!i) return nk_false; + btn = &i->mouse.buttons[id]; + return (nk_input_has_mouse_click_down_in_rect(i, id, b, nk_false) && + btn->clicked) ? nk_true : nk_false; +} +NK_API int +nk_input_is_mouse_click_down_in_rect(const struct nk_input *i, enum nk_buttons id, + struct nk_rect b, int down) +{ + const struct nk_mouse_button *btn; + if (!i) return nk_false; + btn = &i->mouse.buttons[id]; + return (nk_input_has_mouse_click_down_in_rect(i, id, b, down) && + btn->clicked) ? nk_true : nk_false; +} +NK_API int +nk_input_any_mouse_click_in_rect(const struct nk_input *in, struct nk_rect b) +{ + int i, down = 0; + for (i = 0; i < NK_BUTTON_MAX; ++i) + down = down || nk_input_is_mouse_click_in_rect(in, (enum nk_buttons)i, b); + return down; +} +NK_API int +nk_input_is_mouse_hovering_rect(const struct nk_input *i, struct nk_rect rect) +{ + if (!i) return nk_false; + return NK_INBOX(i->mouse.pos.x, i->mouse.pos.y, rect.x, rect.y, rect.w, rect.h); +} +NK_API int +nk_input_is_mouse_prev_hovering_rect(const struct nk_input *i, struct nk_rect rect) +{ + if (!i) return nk_false; + return NK_INBOX(i->mouse.prev.x, i->mouse.prev.y, rect.x, rect.y, rect.w, rect.h); +} +NK_API int +nk_input_mouse_clicked(const struct nk_input *i, enum nk_buttons id, struct nk_rect rect) +{ + if (!i) return nk_false; + if (!nk_input_is_mouse_hovering_rect(i, rect)) return nk_false; + return nk_input_is_mouse_click_in_rect(i, id, rect); +} +NK_API int +nk_input_is_mouse_down(const struct nk_input *i, enum nk_buttons id) +{ + if (!i) return nk_false; + return i->mouse.buttons[id].down; +} +NK_API int +nk_input_is_mouse_pressed(const struct nk_input *i, enum nk_buttons id) +{ + const struct nk_mouse_button *b; + if (!i) return nk_false; + b = &i->mouse.buttons[id]; + if (b->down && b->clicked) + return nk_true; + return nk_false; +} +NK_API int +nk_input_is_mouse_released(const struct nk_input *i, enum nk_buttons id) +{ + if (!i) return nk_false; + return (!i->mouse.buttons[id].down && i->mouse.buttons[id].clicked); +} +NK_API int +nk_input_is_key_pressed(const struct nk_input *i, enum nk_keys key) +{ + const struct nk_key *k; + if (!i) return nk_false; + k = &i->keyboard.keys[key]; + if ((k->down && k->clicked) || (!k->down && k->clicked >= 2)) + return nk_true; + return nk_false; +} +NK_API int +nk_input_is_key_released(const struct nk_input *i, enum nk_keys key) +{ + const struct nk_key *k; + if (!i) return nk_false; + k = &i->keyboard.keys[key]; + if ((!k->down && k->clicked) || (k->down && k->clicked >= 2)) + return nk_true; + return nk_false; +} +NK_API int +nk_input_is_key_down(const struct nk_input *i, enum nk_keys key) +{ + const struct nk_key *k; + if (!i) return nk_false; + k = &i->keyboard.keys[key]; + if (k->down) return nk_true; + return nk_false; +} + + + + + +/* =============================================================== + * + * STYLE + * + * ===============================================================*/ +NK_API void nk_style_default(struct nk_context *ctx){nk_style_from_table(ctx, 0);} +#define NK_COLOR_MAP(NK_COLOR)\ + NK_COLOR(NK_COLOR_TEXT, 175,175,175,255) \ + NK_COLOR(NK_COLOR_WINDOW, 45, 45, 45, 255) \ + NK_COLOR(NK_COLOR_HEADER, 40, 40, 40, 255) \ + NK_COLOR(NK_COLOR_BORDER, 65, 65, 65, 255) \ + NK_COLOR(NK_COLOR_BUTTON, 50, 50, 50, 255) \ + NK_COLOR(NK_COLOR_BUTTON_HOVER, 40, 40, 40, 255) \ + NK_COLOR(NK_COLOR_BUTTON_ACTIVE, 35, 35, 35, 255) \ + NK_COLOR(NK_COLOR_TOGGLE, 100,100,100,255) \ + NK_COLOR(NK_COLOR_TOGGLE_HOVER, 120,120,120,255) \ + NK_COLOR(NK_COLOR_TOGGLE_CURSOR, 45, 45, 45, 255) \ + NK_COLOR(NK_COLOR_SELECT, 45, 45, 45, 255) \ + NK_COLOR(NK_COLOR_SELECT_ACTIVE, 35, 35, 35,255) \ + NK_COLOR(NK_COLOR_SLIDER, 38, 38, 38, 255) \ + NK_COLOR(NK_COLOR_SLIDER_CURSOR, 100,100,100,255) \ + NK_COLOR(NK_COLOR_SLIDER_CURSOR_HOVER, 120,120,120,255) \ + NK_COLOR(NK_COLOR_SLIDER_CURSOR_ACTIVE, 150,150,150,255) \ + NK_COLOR(NK_COLOR_PROPERTY, 38, 38, 38, 255) \ + NK_COLOR(NK_COLOR_EDIT, 38, 38, 38, 255) \ + NK_COLOR(NK_COLOR_EDIT_CURSOR, 175,175,175,255) \ + NK_COLOR(NK_COLOR_COMBO, 45, 45, 45, 255) \ + NK_COLOR(NK_COLOR_CHART, 120,120,120,255) \ + NK_COLOR(NK_COLOR_CHART_COLOR, 45, 45, 45, 255) \ + NK_COLOR(NK_COLOR_CHART_COLOR_HIGHLIGHT, 255, 0, 0, 255) \ + NK_COLOR(NK_COLOR_SCROLLBAR, 40, 40, 40, 255) \ + NK_COLOR(NK_COLOR_SCROLLBAR_CURSOR, 100,100,100,255) \ + NK_COLOR(NK_COLOR_SCROLLBAR_CURSOR_HOVER, 120,120,120,255) \ + NK_COLOR(NK_COLOR_SCROLLBAR_CURSOR_ACTIVE, 150,150,150,255) \ + NK_COLOR(NK_COLOR_TAB_HEADER, 40, 40, 40,255) + +NK_GLOBAL const struct nk_color +nk_default_color_style[NK_COLOR_COUNT] = { +#define NK_COLOR(a,b,c,d,e) {b,c,d,e}, + NK_COLOR_MAP(NK_COLOR) +#undef NK_COLOR +}; +NK_GLOBAL const char *nk_color_names[NK_COLOR_COUNT] = { +#define NK_COLOR(a,b,c,d,e) #a, + NK_COLOR_MAP(NK_COLOR) +#undef NK_COLOR +}; + +NK_API const char* +nk_style_get_color_by_name(enum nk_style_colors c) +{ + return nk_color_names[c]; +} +NK_API struct nk_style_item +nk_style_item_image(struct nk_image img) +{ + struct nk_style_item i; + i.type = NK_STYLE_ITEM_IMAGE; + i.data.image = img; + return i; +} +NK_API struct nk_style_item +nk_style_item_color(struct nk_color col) +{ + struct nk_style_item i; + i.type = NK_STYLE_ITEM_COLOR; + i.data.color = col; + return i; +} +NK_API struct nk_style_item +nk_style_item_hide(void) +{ + struct nk_style_item i; + i.type = NK_STYLE_ITEM_COLOR; + i.data.color = nk_rgba(0,0,0,0); + return i; +} +NK_API void +nk_style_from_table(struct nk_context *ctx, const struct nk_color *table) +{ + struct nk_style *style; + struct nk_style_text *text; + struct nk_style_button *button; + struct nk_style_toggle *toggle; + struct nk_style_selectable *select; + struct nk_style_slider *slider; + struct nk_style_progress *prog; + struct nk_style_scrollbar *scroll; + struct nk_style_edit *edit; + struct nk_style_property *property; + struct nk_style_combo *combo; + struct nk_style_chart *chart; + struct nk_style_tab *tab; + struct nk_style_window *win; + + NK_ASSERT(ctx); + if (!ctx) return; + style = &ctx->style; + table = (!table) ? nk_default_color_style: table; + + /* default text */ + text = &style->text; + text->color = table[NK_COLOR_TEXT]; + text->padding = nk_vec2(0,0); + + /* default button */ + button = &style->button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_BUTTON]); + button->hover = nk_style_item_color(table[NK_COLOR_BUTTON_HOVER]); + button->active = nk_style_item_color(table[NK_COLOR_BUTTON_ACTIVE]); + button->border_color = table[NK_COLOR_BORDER]; + button->text_background = table[NK_COLOR_BUTTON]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(2.0f,2.0f); + button->image_padding = nk_vec2(0.0f,0.0f); + button->touch_padding = nk_vec2(0.0f, 0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 1.0f; + button->rounding = 4.0f; + button->draw_begin = 0; + button->draw_end = 0; + + /* contextual button */ + button = &style->contextual_button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_WINDOW]); + button->hover = nk_style_item_color(table[NK_COLOR_BUTTON_HOVER]); + button->active = nk_style_item_color(table[NK_COLOR_BUTTON_ACTIVE]); + button->border_color = table[NK_COLOR_WINDOW]; + button->text_background = table[NK_COLOR_WINDOW]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(2.0f,2.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + + /* menu button */ + button = &style->menu_button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_WINDOW]); + button->hover = nk_style_item_color(table[NK_COLOR_WINDOW]); + button->active = nk_style_item_color(table[NK_COLOR_WINDOW]); + button->border_color = table[NK_COLOR_WINDOW]; + button->text_background = table[NK_COLOR_WINDOW]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(2.0f,2.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 1.0f; + button->draw_begin = 0; + button->draw_end = 0; + + /* checkbox toggle */ + toggle = &style->checkbox; + nk_zero_struct(*toggle); + toggle->normal = nk_style_item_color(table[NK_COLOR_TOGGLE]); + toggle->hover = nk_style_item_color(table[NK_COLOR_TOGGLE_HOVER]); + toggle->active = nk_style_item_color(table[NK_COLOR_TOGGLE_HOVER]); + toggle->cursor_normal = nk_style_item_color(table[NK_COLOR_TOGGLE_CURSOR]); + toggle->cursor_hover = nk_style_item_color(table[NK_COLOR_TOGGLE_CURSOR]); + toggle->userdata = nk_handle_ptr(0); + toggle->text_background = table[NK_COLOR_WINDOW]; + toggle->text_normal = table[NK_COLOR_TEXT]; + toggle->text_hover = table[NK_COLOR_TEXT]; + toggle->text_active = table[NK_COLOR_TEXT]; + toggle->padding = nk_vec2(2.0f, 2.0f); + toggle->touch_padding = nk_vec2(0,0); + toggle->border_color = nk_rgba(0,0,0,0); + toggle->border = 0.0f; + toggle->spacing = 4; + + /* option toggle */ + toggle = &style->option; + nk_zero_struct(*toggle); + toggle->normal = nk_style_item_color(table[NK_COLOR_TOGGLE]); + toggle->hover = nk_style_item_color(table[NK_COLOR_TOGGLE_HOVER]); + toggle->active = nk_style_item_color(table[NK_COLOR_TOGGLE_HOVER]); + toggle->cursor_normal = nk_style_item_color(table[NK_COLOR_TOGGLE_CURSOR]); + toggle->cursor_hover = nk_style_item_color(table[NK_COLOR_TOGGLE_CURSOR]); + toggle->userdata = nk_handle_ptr(0); + toggle->text_background = table[NK_COLOR_WINDOW]; + toggle->text_normal = table[NK_COLOR_TEXT]; + toggle->text_hover = table[NK_COLOR_TEXT]; + toggle->text_active = table[NK_COLOR_TEXT]; + toggle->padding = nk_vec2(3.0f, 3.0f); + toggle->touch_padding = nk_vec2(0,0); + toggle->border_color = nk_rgba(0,0,0,0); + toggle->border = 0.0f; + toggle->spacing = 4; + + /* selectable */ + select = &style->selectable; + nk_zero_struct(*select); + select->normal = nk_style_item_color(table[NK_COLOR_SELECT]); + select->hover = nk_style_item_color(table[NK_COLOR_SELECT]); + select->pressed = nk_style_item_color(table[NK_COLOR_SELECT]); + select->normal_active = nk_style_item_color(table[NK_COLOR_SELECT_ACTIVE]); + select->hover_active = nk_style_item_color(table[NK_COLOR_SELECT_ACTIVE]); + select->pressed_active = nk_style_item_color(table[NK_COLOR_SELECT_ACTIVE]); + select->text_normal = table[NK_COLOR_TEXT]; + select->text_hover = table[NK_COLOR_TEXT]; + select->text_pressed = table[NK_COLOR_TEXT]; + select->text_normal_active = table[NK_COLOR_TEXT]; + select->text_hover_active = table[NK_COLOR_TEXT]; + select->text_pressed_active = table[NK_COLOR_TEXT]; + select->padding = nk_vec2(2.0f,2.0f); + select->image_padding = nk_vec2(2.0f,2.0f); + select->touch_padding = nk_vec2(0,0); + select->userdata = nk_handle_ptr(0); + select->rounding = 0.0f; + select->draw_begin = 0; + select->draw_end = 0; + + /* slider */ + slider = &style->slider; + nk_zero_struct(*slider); + slider->normal = nk_style_item_hide(); + slider->hover = nk_style_item_hide(); + slider->active = nk_style_item_hide(); + slider->bar_normal = table[NK_COLOR_SLIDER]; + slider->bar_hover = table[NK_COLOR_SLIDER]; + slider->bar_active = table[NK_COLOR_SLIDER]; + slider->bar_filled = table[NK_COLOR_SLIDER_CURSOR]; + slider->cursor_normal = nk_style_item_color(table[NK_COLOR_SLIDER_CURSOR]); + slider->cursor_hover = nk_style_item_color(table[NK_COLOR_SLIDER_CURSOR_HOVER]); + slider->cursor_active = nk_style_item_color(table[NK_COLOR_SLIDER_CURSOR_ACTIVE]); + slider->inc_symbol = NK_SYMBOL_TRIANGLE_RIGHT; + slider->dec_symbol = NK_SYMBOL_TRIANGLE_LEFT; + slider->cursor_size = nk_vec2(16,16); + slider->padding = nk_vec2(2,2); + slider->spacing = nk_vec2(2,2); + slider->userdata = nk_handle_ptr(0); + slider->show_buttons = nk_false; + slider->bar_height = 8; + slider->rounding = 0; + slider->draw_begin = 0; + slider->draw_end = 0; + + /* slider buttons */ + button = &style->slider.inc_button; + button->normal = nk_style_item_color(nk_rgb(40,40,40)); + button->hover = nk_style_item_color(nk_rgb(42,42,42)); + button->active = nk_style_item_color(nk_rgb(44,44,44)); + button->border_color = nk_rgb(65,65,65); + button->text_background = nk_rgb(40,40,40); + button->text_normal = nk_rgb(175,175,175); + button->text_hover = nk_rgb(175,175,175); + button->text_active = nk_rgb(175,175,175); + button->padding = nk_vec2(8.0f,8.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 1.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + style->slider.dec_button = style->slider.inc_button; + + /* progressbar */ + prog = &style->progress; + nk_zero_struct(*prog); + prog->normal = nk_style_item_color(table[NK_COLOR_SLIDER]); + prog->hover = nk_style_item_color(table[NK_COLOR_SLIDER]); + prog->active = nk_style_item_color(table[NK_COLOR_SLIDER]); + prog->cursor_normal = nk_style_item_color(table[NK_COLOR_SLIDER_CURSOR]); + prog->cursor_hover = nk_style_item_color(table[NK_COLOR_SLIDER_CURSOR_HOVER]); + prog->cursor_active = nk_style_item_color(table[NK_COLOR_SLIDER_CURSOR_ACTIVE]); + prog->border_color = nk_rgba(0,0,0,0); + prog->cursor_border_color = nk_rgba(0,0,0,0); + prog->userdata = nk_handle_ptr(0); + prog->padding = nk_vec2(4,4); + prog->rounding = 0; + prog->border = 0; + prog->cursor_rounding = 0; + prog->cursor_border = 0; + prog->draw_begin = 0; + prog->draw_end = 0; + + /* scrollbars */ + scroll = &style->scrollh; + nk_zero_struct(*scroll); + scroll->normal = nk_style_item_color(table[NK_COLOR_SCROLLBAR]); + scroll->hover = nk_style_item_color(table[NK_COLOR_SCROLLBAR]); + scroll->active = nk_style_item_color(table[NK_COLOR_SCROLLBAR]); + scroll->cursor_normal = nk_style_item_color(table[NK_COLOR_SCROLLBAR_CURSOR]); + scroll->cursor_hover = nk_style_item_color(table[NK_COLOR_SCROLLBAR_CURSOR_HOVER]); + scroll->cursor_active = nk_style_item_color(table[NK_COLOR_SCROLLBAR_CURSOR_ACTIVE]); + scroll->dec_symbol = NK_SYMBOL_CIRCLE_SOLID; + scroll->inc_symbol = NK_SYMBOL_CIRCLE_SOLID; + scroll->userdata = nk_handle_ptr(0); + scroll->border_color = table[NK_COLOR_SCROLLBAR]; + scroll->cursor_border_color = table[NK_COLOR_SCROLLBAR]; + scroll->padding = nk_vec2(0,0); + scroll->show_buttons = nk_false; + scroll->border = 0; + scroll->rounding = 0; + scroll->border_cursor = 0; + scroll->rounding_cursor = 0; + scroll->draw_begin = 0; + scroll->draw_end = 0; + style->scrollv = style->scrollh; + + /* scrollbars buttons */ + button = &style->scrollh.inc_button; + button->normal = nk_style_item_color(nk_rgb(40,40,40)); + button->hover = nk_style_item_color(nk_rgb(42,42,42)); + button->active = nk_style_item_color(nk_rgb(44,44,44)); + button->border_color = nk_rgb(65,65,65); + button->text_background = nk_rgb(40,40,40); + button->text_normal = nk_rgb(175,175,175); + button->text_hover = nk_rgb(175,175,175); + button->text_active = nk_rgb(175,175,175); + button->padding = nk_vec2(4.0f,4.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 1.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + style->scrollh.dec_button = style->scrollh.inc_button; + style->scrollv.inc_button = style->scrollh.inc_button; + style->scrollv.dec_button = style->scrollh.inc_button; + + /* edit */ + edit = &style->edit; + nk_zero_struct(*edit); + edit->normal = nk_style_item_color(table[NK_COLOR_EDIT]); + edit->hover = nk_style_item_color(table[NK_COLOR_EDIT]); + edit->active = nk_style_item_color(table[NK_COLOR_EDIT]); + edit->cursor_normal = table[NK_COLOR_TEXT]; + edit->cursor_hover = table[NK_COLOR_TEXT]; + edit->cursor_text_normal= table[NK_COLOR_EDIT]; + edit->cursor_text_hover = table[NK_COLOR_EDIT]; + edit->border_color = table[NK_COLOR_BORDER]; + edit->text_normal = table[NK_COLOR_TEXT]; + edit->text_hover = table[NK_COLOR_TEXT]; + edit->text_active = table[NK_COLOR_TEXT]; + edit->selected_normal = table[NK_COLOR_TEXT]; + edit->selected_hover = table[NK_COLOR_TEXT]; + edit->selected_text_normal = table[NK_COLOR_EDIT]; + edit->selected_text_hover = table[NK_COLOR_EDIT]; + edit->scrollbar_size = nk_vec2(10,10); + edit->scrollbar = style->scrollv; + edit->padding = nk_vec2(4,4); + edit->row_padding = 2; + edit->cursor_size = 4; + edit->border = 1; + edit->rounding = 0; + + /* property */ + property = &style->property; + nk_zero_struct(*property); + property->normal = nk_style_item_color(table[NK_COLOR_PROPERTY]); + property->hover = nk_style_item_color(table[NK_COLOR_PROPERTY]); + property->active = nk_style_item_color(table[NK_COLOR_PROPERTY]); + property->border_color = table[NK_COLOR_BORDER]; + property->label_normal = table[NK_COLOR_TEXT]; + property->label_hover = table[NK_COLOR_TEXT]; + property->label_active = table[NK_COLOR_TEXT]; + property->sym_left = NK_SYMBOL_TRIANGLE_LEFT; + property->sym_right = NK_SYMBOL_TRIANGLE_RIGHT; + property->userdata = nk_handle_ptr(0); + property->padding = nk_vec2(4,4); + property->border = 1; + property->rounding = 10; + property->draw_begin = 0; + property->draw_end = 0; + + /* property buttons */ + button = &style->property.dec_button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_PROPERTY]); + button->hover = nk_style_item_color(table[NK_COLOR_PROPERTY]); + button->active = nk_style_item_color(table[NK_COLOR_PROPERTY]); + button->border_color = nk_rgba(0,0,0,0); + button->text_background = table[NK_COLOR_PROPERTY]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(0.0f,0.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + style->property.inc_button = style->property.dec_button; + + /* property edit */ + edit = &style->property.edit; + nk_zero_struct(*edit); + edit->normal = nk_style_item_color(table[NK_COLOR_PROPERTY]); + edit->hover = nk_style_item_color(table[NK_COLOR_PROPERTY]); + edit->active = nk_style_item_color(table[NK_COLOR_PROPERTY]); + edit->border_color = nk_rgba(0,0,0,0); + edit->cursor_normal = table[NK_COLOR_TEXT]; + edit->cursor_hover = table[NK_COLOR_TEXT]; + edit->cursor_text_normal= table[NK_COLOR_EDIT]; + edit->cursor_text_hover = table[NK_COLOR_EDIT]; + edit->text_normal = table[NK_COLOR_TEXT]; + edit->text_hover = table[NK_COLOR_TEXT]; + edit->text_active = table[NK_COLOR_TEXT]; + edit->selected_normal = table[NK_COLOR_TEXT]; + edit->selected_hover = table[NK_COLOR_TEXT]; + edit->selected_text_normal = table[NK_COLOR_EDIT]; + edit->selected_text_hover = table[NK_COLOR_EDIT]; + edit->padding = nk_vec2(0,0); + edit->cursor_size = 8; + edit->border = 0; + edit->rounding = 0; + + /* chart */ + chart = &style->chart; + nk_zero_struct(*chart); + chart->background = nk_style_item_color(table[NK_COLOR_CHART]); + chart->border_color = table[NK_COLOR_BORDER]; + chart->selected_color = table[NK_COLOR_CHART_COLOR_HIGHLIGHT]; + chart->color = table[NK_COLOR_CHART_COLOR]; + chart->padding = nk_vec2(4,4); + chart->border = 0; + chart->rounding = 0; + + /* combo */ + combo = &style->combo; + combo->normal = nk_style_item_color(table[NK_COLOR_COMBO]); + combo->hover = nk_style_item_color(table[NK_COLOR_COMBO]); + combo->active = nk_style_item_color(table[NK_COLOR_COMBO]); + combo->border_color = table[NK_COLOR_BORDER]; + combo->label_normal = table[NK_COLOR_TEXT]; + combo->label_hover = table[NK_COLOR_TEXT]; + combo->label_active = table[NK_COLOR_TEXT]; + combo->sym_normal = NK_SYMBOL_TRIANGLE_DOWN; + combo->sym_hover = NK_SYMBOL_TRIANGLE_DOWN; + combo->sym_active = NK_SYMBOL_TRIANGLE_DOWN; + combo->content_padding = nk_vec2(4,4); + combo->button_padding = nk_vec2(0,4); + combo->spacing = nk_vec2(4,0); + combo->border = 1; + combo->rounding = 0; + + /* combo button */ + button = &style->combo.button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_COMBO]); + button->hover = nk_style_item_color(table[NK_COLOR_COMBO]); + button->active = nk_style_item_color(table[NK_COLOR_COMBO]); + button->border_color = nk_rgba(0,0,0,0); + button->text_background = table[NK_COLOR_COMBO]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(2.0f,2.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + + /* tab */ + tab = &style->tab; + tab->background = nk_style_item_color(table[NK_COLOR_TAB_HEADER]); + tab->border_color = table[NK_COLOR_BORDER]; + tab->text = table[NK_COLOR_TEXT]; + tab->sym_minimize = NK_SYMBOL_TRIANGLE_RIGHT; + tab->sym_maximize = NK_SYMBOL_TRIANGLE_DOWN; + tab->padding = nk_vec2(4,4); + tab->spacing = nk_vec2(4,4); + tab->indent = 10.0f; + tab->border = 1; + tab->rounding = 0; + + /* tab button */ + button = &style->tab.tab_minimize_button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_TAB_HEADER]); + button->hover = nk_style_item_color(table[NK_COLOR_TAB_HEADER]); + button->active = nk_style_item_color(table[NK_COLOR_TAB_HEADER]); + button->border_color = nk_rgba(0,0,0,0); + button->text_background = table[NK_COLOR_TAB_HEADER]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(2.0f,2.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + style->tab.tab_maximize_button =*button; + + /* node button */ + button = &style->tab.node_minimize_button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_WINDOW]); + button->hover = nk_style_item_color(table[NK_COLOR_WINDOW]); + button->active = nk_style_item_color(table[NK_COLOR_WINDOW]); + button->border_color = nk_rgba(0,0,0,0); + button->text_background = table[NK_COLOR_TAB_HEADER]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(2.0f,2.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + style->tab.node_maximize_button =*button; + + /* window header */ + win = &style->window; + win->header.align = NK_HEADER_RIGHT; + win->header.close_symbol = NK_SYMBOL_X; + win->header.minimize_symbol = NK_SYMBOL_MINUS; + win->header.maximize_symbol = NK_SYMBOL_PLUS; + win->header.normal = nk_style_item_color(table[NK_COLOR_HEADER]); + win->header.hover = nk_style_item_color(table[NK_COLOR_HEADER]); + win->header.active = nk_style_item_color(table[NK_COLOR_HEADER]); + win->header.label_normal = table[NK_COLOR_TEXT]; + win->header.label_hover = table[NK_COLOR_TEXT]; + win->header.label_active = table[NK_COLOR_TEXT]; + win->header.label_padding = nk_vec2(4,4); + win->header.padding = nk_vec2(4,4); + win->header.spacing = nk_vec2(0,0); + + /* window header close button */ + button = &style->window.header.close_button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_HEADER]); + button->hover = nk_style_item_color(table[NK_COLOR_HEADER]); + button->active = nk_style_item_color(table[NK_COLOR_HEADER]); + button->border_color = nk_rgba(0,0,0,0); + button->text_background = table[NK_COLOR_HEADER]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(0.0f,0.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + + /* window header minimize button */ + button = &style->window.header.minimize_button; + nk_zero_struct(*button); + button->normal = nk_style_item_color(table[NK_COLOR_HEADER]); + button->hover = nk_style_item_color(table[NK_COLOR_HEADER]); + button->active = nk_style_item_color(table[NK_COLOR_HEADER]); + button->border_color = nk_rgba(0,0,0,0); + button->text_background = table[NK_COLOR_HEADER]; + button->text_normal = table[NK_COLOR_TEXT]; + button->text_hover = table[NK_COLOR_TEXT]; + button->text_active = table[NK_COLOR_TEXT]; + button->padding = nk_vec2(0.0f,0.0f); + button->touch_padding = nk_vec2(0.0f,0.0f); + button->userdata = nk_handle_ptr(0); + button->text_alignment = NK_TEXT_CENTERED; + button->border = 0.0f; + button->rounding = 0.0f; + button->draw_begin = 0; + button->draw_end = 0; + + /* window */ + win->background = table[NK_COLOR_WINDOW]; + win->fixed_background = nk_style_item_color(table[NK_COLOR_WINDOW]); + win->border_color = table[NK_COLOR_BORDER]; + win->popup_border_color = table[NK_COLOR_BORDER]; + win->combo_border_color = table[NK_COLOR_BORDER]; + win->contextual_border_color = table[NK_COLOR_BORDER]; + win->menu_border_color = table[NK_COLOR_BORDER]; + win->group_border_color = table[NK_COLOR_BORDER]; + win->tooltip_border_color = table[NK_COLOR_BORDER]; + win->scaler = nk_style_item_color(table[NK_COLOR_TEXT]); + + win->rounding = 0.0f; + win->spacing = nk_vec2(4,4); + win->scrollbar_size = nk_vec2(10,10); + win->min_size = nk_vec2(64,64); + + win->combo_border = 1.0f; + win->contextual_border = 1.0f; + win->menu_border = 1.0f; + win->group_border = 1.0f; + win->tooltip_border = 1.0f; + win->popup_border = 1.0f; + win->border = 2.0f; + win->min_row_height_padding = 8; + + win->padding = nk_vec2(4,4); + win->group_padding = nk_vec2(4,4); + win->popup_padding = nk_vec2(4,4); + win->combo_padding = nk_vec2(4,4); + win->contextual_padding = nk_vec2(4,4); + win->menu_padding = nk_vec2(4,4); + win->tooltip_padding = nk_vec2(4,4); +} +NK_API void +nk_style_set_font(struct nk_context *ctx, const struct nk_user_font *font) +{ + struct nk_style *style; + NK_ASSERT(ctx); + + if (!ctx) return; + style = &ctx->style; + style->font = font; + ctx->stacks.fonts.head = 0; + if (ctx->current) + nk_layout_reset_min_row_height(ctx); +} +NK_API int +nk_style_push_font(struct nk_context *ctx, const struct nk_user_font *font) +{ + struct nk_config_stack_user_font *font_stack; + struct nk_config_stack_user_font_element *element; + + NK_ASSERT(ctx); + if (!ctx) return 0; + + font_stack = &ctx->stacks.fonts; + NK_ASSERT(font_stack->head < (int)NK_LEN(font_stack->elements)); + if (font_stack->head >= (int)NK_LEN(font_stack->elements)) + return 0; + + element = &font_stack->elements[font_stack->head++]; + element->address = &ctx->style.font; + element->old_value = ctx->style.font; + ctx->style.font = font; + return 1; +} +NK_API int +nk_style_pop_font(struct nk_context *ctx) +{ + struct nk_config_stack_user_font *font_stack; + struct nk_config_stack_user_font_element *element; + + NK_ASSERT(ctx); + if (!ctx) return 0; + + font_stack = &ctx->stacks.fonts; + NK_ASSERT(font_stack->head > 0); + if (font_stack->head < 1) + return 0; + + element = &font_stack->elements[--font_stack->head]; + *element->address = element->old_value; + return 1; +} +#define NK_STYLE_PUSH_IMPLEMENATION(prefix, type, stack) \ +nk_style_push_##type(struct nk_context *ctx, prefix##_##type *address, prefix##_##type value)\ +{\ + struct nk_config_stack_##type * type_stack;\ + struct nk_config_stack_##type##_element *element;\ + NK_ASSERT(ctx);\ + if (!ctx) return 0;\ + type_stack = &ctx->stacks.stack;\ + NK_ASSERT(type_stack->head < (int)NK_LEN(type_stack->elements));\ + if (type_stack->head >= (int)NK_LEN(type_stack->elements))\ + return 0;\ + element = &type_stack->elements[type_stack->head++];\ + element->address = address;\ + element->old_value = *address;\ + *address = value;\ + return 1;\ +} +#define NK_STYLE_POP_IMPLEMENATION(type, stack) \ +nk_style_pop_##type(struct nk_context *ctx)\ +{\ + struct nk_config_stack_##type *type_stack;\ + struct nk_config_stack_##type##_element *element;\ + NK_ASSERT(ctx);\ + if (!ctx) return 0;\ + type_stack = &ctx->stacks.stack;\ + NK_ASSERT(type_stack->head > 0);\ + if (type_stack->head < 1)\ + return 0;\ + element = &type_stack->elements[--type_stack->head];\ + *element->address = element->old_value;\ + return 1;\ +} +NK_API int NK_STYLE_PUSH_IMPLEMENATION(struct nk, style_item, style_items) +NK_API int NK_STYLE_PUSH_IMPLEMENATION(nk,float, floats) +NK_API int NK_STYLE_PUSH_IMPLEMENATION(struct nk, vec2, vectors) +NK_API int NK_STYLE_PUSH_IMPLEMENATION(nk,flags, flags) +NK_API int NK_STYLE_PUSH_IMPLEMENATION(struct nk,color, colors) + +NK_API int NK_STYLE_POP_IMPLEMENATION(style_item, style_items) +NK_API int NK_STYLE_POP_IMPLEMENATION(float,floats) +NK_API int NK_STYLE_POP_IMPLEMENATION(vec2, vectors) +NK_API int NK_STYLE_POP_IMPLEMENATION(flags,flags) +NK_API int NK_STYLE_POP_IMPLEMENATION(color,colors) + +NK_API int +nk_style_set_cursor(struct nk_context *ctx, enum nk_style_cursor c) +{ + struct nk_style *style; + NK_ASSERT(ctx); + if (!ctx) return 0; + style = &ctx->style; + if (style->cursors[c]) { + style->cursor_active = style->cursors[c]; + return 1; + } + return 0; +} +NK_API void +nk_style_show_cursor(struct nk_context *ctx) +{ + ctx->style.cursor_visible = nk_true; +} +NK_API void +nk_style_hide_cursor(struct nk_context *ctx) +{ + ctx->style.cursor_visible = nk_false; +} +NK_API void +nk_style_load_cursor(struct nk_context *ctx, enum nk_style_cursor cursor, + const struct nk_cursor *c) +{ + struct nk_style *style; + NK_ASSERT(ctx); + if (!ctx) return; + style = &ctx->style; + style->cursors[cursor] = c; +} +NK_API void +nk_style_load_all_cursors(struct nk_context *ctx, struct nk_cursor *cursors) +{ + int i = 0; + struct nk_style *style; + NK_ASSERT(ctx); + if (!ctx) return; + style = &ctx->style; + for (i = 0; i < NK_CURSOR_COUNT; ++i) + style->cursors[i] = &cursors[i]; + style->cursor_visible = nk_true; +} + + + + + +/* ============================================================== + * + * CONTEXT + * + * ===============================================================*/ +NK_INTERN void +nk_setup(struct nk_context *ctx, const struct nk_user_font *font) +{ + NK_ASSERT(ctx); + if (!ctx) return; + nk_zero_struct(*ctx); + nk_style_default(ctx); + ctx->seq = 1; + if (font) ctx->style.font = font; +#ifdef NK_INCLUDE_VERTEX_BUFFER_OUTPUT + nk_draw_list_init(&ctx->draw_list); +#endif +} +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API int +nk_init_default(struct nk_context *ctx, const struct nk_user_font *font) +{ + struct nk_allocator alloc; + alloc.userdata.ptr = 0; + alloc.alloc = nk_malloc; + alloc.free = nk_mfree; + return nk_init(ctx, &alloc, font); +} +#endif +NK_API int +nk_init_fixed(struct nk_context *ctx, void *memory, nk_size size, + const struct nk_user_font *font) +{ + NK_ASSERT(memory); + if (!memory) return 0; + nk_setup(ctx, font); + nk_buffer_init_fixed(&ctx->memory, memory, size); + ctx->use_pool = nk_false; + return 1; +} +NK_API int +nk_init_custom(struct nk_context *ctx, struct nk_buffer *cmds, + struct nk_buffer *pool, const struct nk_user_font *font) +{ + NK_ASSERT(cmds); + NK_ASSERT(pool); + if (!cmds || !pool) return 0; + + nk_setup(ctx, font); + ctx->memory = *cmds; + if (pool->type == NK_BUFFER_FIXED) { + /* take memory from buffer and alloc fixed pool */ + nk_pool_init_fixed(&ctx->pool, pool->memory.ptr, pool->memory.size); + } else { + /* create dynamic pool from buffer allocator */ + struct nk_allocator *alloc = &pool->pool; + nk_pool_init(&ctx->pool, alloc, NK_POOL_DEFAULT_CAPACITY); + } + ctx->use_pool = nk_true; + return 1; +} +NK_API int +nk_init(struct nk_context *ctx, struct nk_allocator *alloc, + const struct nk_user_font *font) +{ + NK_ASSERT(alloc); + if (!alloc) return 0; + nk_setup(ctx, font); + nk_buffer_init(&ctx->memory, alloc, NK_DEFAULT_COMMAND_BUFFER_SIZE); + nk_pool_init(&ctx->pool, alloc, NK_POOL_DEFAULT_CAPACITY); + ctx->use_pool = nk_true; + return 1; +} +#ifdef NK_INCLUDE_COMMAND_USERDATA +NK_API void +nk_set_user_data(struct nk_context *ctx, nk_handle handle) +{ + if (!ctx) return; + ctx->userdata = handle; + if (ctx->current) + ctx->current->buffer.userdata = handle; +} +#endif +NK_API void +nk_free(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + if (!ctx) return; + nk_buffer_free(&ctx->memory); + if (ctx->use_pool) + nk_pool_free(&ctx->pool); + + nk_zero(&ctx->input, sizeof(ctx->input)); + nk_zero(&ctx->style, sizeof(ctx->style)); + nk_zero(&ctx->memory, sizeof(ctx->memory)); + + ctx->seq = 0; + ctx->build = 0; + ctx->begin = 0; + ctx->end = 0; + ctx->active = 0; + ctx->current = 0; + ctx->freelist = 0; + ctx->count = 0; +} +NK_API void +nk_clear(struct nk_context *ctx) +{ + struct nk_window *iter; + struct nk_window *next; + NK_ASSERT(ctx); + + if (!ctx) return; + if (ctx->use_pool) + nk_buffer_clear(&ctx->memory); + else nk_buffer_reset(&ctx->memory, NK_BUFFER_FRONT); + + ctx->build = 0; + ctx->memory.calls = 0; + ctx->last_widget_state = 0; + ctx->style.cursor_active = ctx->style.cursors[NK_CURSOR_ARROW]; + NK_MEMSET(&ctx->overlay, 0, sizeof(ctx->overlay)); + + /* garbage collector */ + iter = ctx->begin; + while (iter) { + /* make sure valid minimized windows do not get removed */ + if ((iter->flags & NK_WINDOW_MINIMIZED) && + !(iter->flags & NK_WINDOW_CLOSED) && + iter->seq == ctx->seq) { + iter = iter->next; + continue; + } + /* remove hotness from hidden or closed windows*/ + if (((iter->flags & NK_WINDOW_HIDDEN) || + (iter->flags & NK_WINDOW_CLOSED)) && + iter == ctx->active) { + ctx->active = iter->prev; + ctx->end = iter->prev; + if (!ctx->end) + ctx->begin = 0; + if (ctx->active) + ctx->active->flags &= ~(unsigned)NK_WINDOW_ROM; + } + /* free unused popup windows */ + if (iter->popup.win && iter->popup.win->seq != ctx->seq) { + nk_free_window(ctx, iter->popup.win); + iter->popup.win = 0; + } + /* remove unused window state tables */ + {struct nk_table *n, *it = iter->tables; + while (it) { + n = it->next; + if (it->seq != ctx->seq) { + nk_remove_table(iter, it); + nk_zero(it, sizeof(union nk_page_data)); + nk_free_table(ctx, it); + if (it == iter->tables) + iter->tables = n; + } it = n; + }} + /* window itself is not used anymore so free */ + if (iter->seq != ctx->seq || iter->flags & NK_WINDOW_CLOSED) { + next = iter->next; + nk_remove_window(ctx, iter); + nk_free_window(ctx, iter); + iter = next; + } else iter = iter->next; + } + ctx->seq++; +} +NK_LIB void +nk_start_buffer(struct nk_context *ctx, struct nk_command_buffer *buffer) +{ + NK_ASSERT(ctx); + NK_ASSERT(buffer); + if (!ctx || !buffer) return; + buffer->begin = ctx->memory.allocated; + buffer->end = buffer->begin; + buffer->last = buffer->begin; + buffer->clip = nk_null_rect; +} +NK_LIB void +nk_start(struct nk_context *ctx, struct nk_window *win) +{ + NK_ASSERT(ctx); + NK_ASSERT(win); + nk_start_buffer(ctx, &win->buffer); +} +NK_LIB void +nk_start_popup(struct nk_context *ctx, struct nk_window *win) +{ + struct nk_popup_buffer *buf; + NK_ASSERT(ctx); + NK_ASSERT(win); + if (!ctx || !win) return; + + /* save buffer fill state for popup */ + buf = &win->popup.buf; + buf->begin = win->buffer.end; + buf->end = win->buffer.end; + buf->parent = win->buffer.last; + buf->last = buf->begin; + buf->active = nk_true; +} +NK_LIB void +nk_finish_popup(struct nk_context *ctx, struct nk_window *win) +{ + struct nk_popup_buffer *buf; + NK_ASSERT(ctx); + NK_ASSERT(win); + if (!ctx || !win) return; + + buf = &win->popup.buf; + buf->last = win->buffer.last; + buf->end = win->buffer.end; +} +NK_LIB void +nk_finish_buffer(struct nk_context *ctx, struct nk_command_buffer *buffer) +{ + NK_ASSERT(ctx); + NK_ASSERT(buffer); + if (!ctx || !buffer) return; + buffer->end = ctx->memory.allocated; +} +NK_LIB void +nk_finish(struct nk_context *ctx, struct nk_window *win) +{ + struct nk_popup_buffer *buf; + struct nk_command *parent_last; + void *memory; + + NK_ASSERT(ctx); + NK_ASSERT(win); + if (!ctx || !win) return; + nk_finish_buffer(ctx, &win->buffer); + if (!win->popup.buf.active) return; + + buf = &win->popup.buf; + memory = ctx->memory.memory.ptr; + parent_last = nk_ptr_add(struct nk_command, memory, buf->parent); + parent_last->next = buf->end; +} +NK_LIB void +nk_build(struct nk_context *ctx) +{ + struct nk_window *it = 0; + struct nk_command *cmd = 0; + nk_byte *buffer = 0; + + /* draw cursor overlay */ + if (!ctx->style.cursor_active) + ctx->style.cursor_active = ctx->style.cursors[NK_CURSOR_ARROW]; + if (ctx->style.cursor_active && !ctx->input.mouse.grabbed && ctx->style.cursor_visible) { + struct nk_rect mouse_bounds; + const struct nk_cursor *cursor = ctx->style.cursor_active; + nk_command_buffer_init(&ctx->overlay, &ctx->memory, NK_CLIPPING_OFF); + nk_start_buffer(ctx, &ctx->overlay); + + mouse_bounds.x = ctx->input.mouse.pos.x - cursor->offset.x; + mouse_bounds.y = ctx->input.mouse.pos.y - cursor->offset.y; + mouse_bounds.w = cursor->size.x; + mouse_bounds.h = cursor->size.y; + + nk_draw_image(&ctx->overlay, mouse_bounds, &cursor->img, nk_white); + nk_finish_buffer(ctx, &ctx->overlay); + } + /* build one big draw command list out of all window buffers */ + it = ctx->begin; + buffer = (nk_byte*)ctx->memory.memory.ptr; + while (it != 0) { + struct nk_window *next = it->next; + if (it->buffer.last == it->buffer.begin || (it->flags & NK_WINDOW_HIDDEN)|| + it->seq != ctx->seq) + goto cont; + + cmd = nk_ptr_add(struct nk_command, buffer, it->buffer.last); + while (next && ((next->buffer.last == next->buffer.begin) || + (next->flags & NK_WINDOW_HIDDEN) || next->seq != ctx->seq)) + next = next->next; /* skip empty command buffers */ + + if (next) cmd->next = next->buffer.begin; + cont: it = next; + } + /* append all popup draw commands into lists */ + it = ctx->begin; + while (it != 0) { + struct nk_window *next = it->next; + struct nk_popup_buffer *buf; + if (!it->popup.buf.active) + goto skip; + + buf = &it->popup.buf; + cmd->next = buf->begin; + cmd = nk_ptr_add(struct nk_command, buffer, buf->last); + buf->active = nk_false; + skip: it = next; + } + if (cmd) { + /* append overlay commands */ + if (ctx->overlay.end != ctx->overlay.begin) + cmd->next = ctx->overlay.begin; + else cmd->next = ctx->memory.allocated; + } +} +NK_API const struct nk_command* +nk__begin(struct nk_context *ctx) +{ + struct nk_window *iter; + nk_byte *buffer; + NK_ASSERT(ctx); + if (!ctx) return 0; + if (!ctx->count) return 0; + + buffer = (nk_byte*)ctx->memory.memory.ptr; + if (!ctx->build) { + nk_build(ctx); + ctx->build = nk_true; + } + iter = ctx->begin; + while (iter && ((iter->buffer.begin == iter->buffer.end) || + (iter->flags & NK_WINDOW_HIDDEN) || iter->seq != ctx->seq)) + iter = iter->next; + if (!iter) return 0; + return nk_ptr_add_const(struct nk_command, buffer, iter->buffer.begin); +} + +NK_API const struct nk_command* +nk__next(struct nk_context *ctx, const struct nk_command *cmd) +{ + nk_byte *buffer; + const struct nk_command *next; + NK_ASSERT(ctx); + if (!ctx || !cmd || !ctx->count) return 0; + if (cmd->next >= ctx->memory.allocated) return 0; + buffer = (nk_byte*)ctx->memory.memory.ptr; + next = nk_ptr_add_const(struct nk_command, buffer, cmd->next); + return next; +} + + + + + + +/* =============================================================== + * + * POOL + * + * ===============================================================*/ +NK_LIB void +nk_pool_init(struct nk_pool *pool, struct nk_allocator *alloc, + unsigned int capacity) +{ + nk_zero(pool, sizeof(*pool)); + pool->alloc = *alloc; + pool->capacity = capacity; + pool->type = NK_BUFFER_DYNAMIC; + pool->pages = 0; +} +NK_LIB void +nk_pool_free(struct nk_pool *pool) +{ + struct nk_page *iter = pool->pages; + if (!pool) return; + if (pool->type == NK_BUFFER_FIXED) return; + while (iter) { + struct nk_page *next = iter->next; + pool->alloc.free(pool->alloc.userdata, iter); + iter = next; + } +} +NK_LIB void +nk_pool_init_fixed(struct nk_pool *pool, void *memory, nk_size size) +{ + nk_zero(pool, sizeof(*pool)); + NK_ASSERT(size >= sizeof(struct nk_page)); + if (size < sizeof(struct nk_page)) return; + pool->capacity = (unsigned)(size - sizeof(struct nk_page)) / sizeof(struct nk_page_element); + pool->pages = (struct nk_page*)memory; + pool->type = NK_BUFFER_FIXED; + pool->size = size; +} +NK_LIB struct nk_page_element* +nk_pool_alloc(struct nk_pool *pool) +{ + if (!pool->pages || pool->pages->size >= pool->capacity) { + /* allocate new page */ + struct nk_page *page; + if (pool->type == NK_BUFFER_FIXED) { + NK_ASSERT(pool->pages); + if (!pool->pages) return 0; + NK_ASSERT(pool->pages->size < pool->capacity); + return 0; + } else { + nk_size size = sizeof(struct nk_page); + size += NK_POOL_DEFAULT_CAPACITY * sizeof(union nk_page_data); + page = (struct nk_page*)pool->alloc.alloc(pool->alloc.userdata,0, size); + page->next = pool->pages; + pool->pages = page; + page->size = 0; + } + } return &pool->pages->win[pool->pages->size++]; +} + + + + + +/* =============================================================== + * + * PAGE ELEMENT + * + * ===============================================================*/ +NK_LIB struct nk_page_element* +nk_create_page_element(struct nk_context *ctx) +{ + struct nk_page_element *elem; + if (ctx->freelist) { + /* unlink page element from free list */ + elem = ctx->freelist; + ctx->freelist = elem->next; + } else if (ctx->use_pool) { + /* allocate page element from memory pool */ + elem = nk_pool_alloc(&ctx->pool); + NK_ASSERT(elem); + if (!elem) return 0; + } else { + /* allocate new page element from back of fixed size memory buffer */ + NK_STORAGE const nk_size size = sizeof(struct nk_page_element); + NK_STORAGE const nk_size align = NK_ALIGNOF(struct nk_page_element); + elem = (struct nk_page_element*)nk_buffer_alloc(&ctx->memory, NK_BUFFER_BACK, size, align); + NK_ASSERT(elem); + if (!elem) return 0; + } + nk_zero_struct(*elem); + elem->next = 0; + elem->prev = 0; + return elem; +} +NK_LIB void +nk_link_page_element_into_freelist(struct nk_context *ctx, + struct nk_page_element *elem) +{ + /* link table into freelist */ + if (!ctx->freelist) { + ctx->freelist = elem; + } else { + elem->next = ctx->freelist; + ctx->freelist = elem; + } +} +NK_LIB void +nk_free_page_element(struct nk_context *ctx, struct nk_page_element *elem) +{ + /* we have a pool so just add to free list */ + if (ctx->use_pool) { + nk_link_page_element_into_freelist(ctx, elem); + return; + } + /* if possible remove last element from back of fixed memory buffer */ + {void *elem_end = (void*)(elem + 1); + void *buffer_end = (nk_byte*)ctx->memory.memory.ptr + ctx->memory.size; + if (elem_end == buffer_end) + ctx->memory.size -= sizeof(struct nk_page_element); + else nk_link_page_element_into_freelist(ctx, elem);} +} + + + + + +/* =============================================================== + * + * TABLE + * + * ===============================================================*/ +NK_LIB struct nk_table* +nk_create_table(struct nk_context *ctx) +{ + struct nk_page_element *elem; + elem = nk_create_page_element(ctx); + if (!elem) return 0; + nk_zero_struct(*elem); + return &elem->data.tbl; +} +NK_LIB void +nk_free_table(struct nk_context *ctx, struct nk_table *tbl) +{ + union nk_page_data *pd = NK_CONTAINER_OF(tbl, union nk_page_data, tbl); + struct nk_page_element *pe = NK_CONTAINER_OF(pd, struct nk_page_element, data); + nk_free_page_element(ctx, pe); +} +NK_LIB void +nk_push_table(struct nk_window *win, struct nk_table *tbl) +{ + if (!win->tables) { + win->tables = tbl; + tbl->next = 0; + tbl->prev = 0; + tbl->size = 0; + win->table_count = 1; + return; + } + win->tables->prev = tbl; + tbl->next = win->tables; + tbl->prev = 0; + tbl->size = 0; + win->tables = tbl; + win->table_count++; +} +NK_LIB void +nk_remove_table(struct nk_window *win, struct nk_table *tbl) +{ + if (win->tables == tbl) + win->tables = tbl->next; + if (tbl->next) + tbl->next->prev = tbl->prev; + if (tbl->prev) + tbl->prev->next = tbl->next; + tbl->next = 0; + tbl->prev = 0; +} +NK_LIB nk_uint* +nk_add_value(struct nk_context *ctx, struct nk_window *win, + nk_hash name, nk_uint value) +{ + NK_ASSERT(ctx); + NK_ASSERT(win); + if (!win || !ctx) return 0; + if (!win->tables || win->tables->size >= NK_VALUE_PAGE_CAPACITY) { + struct nk_table *tbl = nk_create_table(ctx); + NK_ASSERT(tbl); + if (!tbl) return 0; + nk_push_table(win, tbl); + } + win->tables->seq = win->seq; + win->tables->keys[win->tables->size] = name; + win->tables->values[win->tables->size] = value; + return &win->tables->values[win->tables->size++]; +} +NK_LIB nk_uint* +nk_find_value(struct nk_window *win, nk_hash name) +{ + struct nk_table *iter = win->tables; + while (iter) { + unsigned int i = 0; + unsigned int size = iter->size; + for (i = 0; i < size; ++i) { + if (iter->keys[i] == name) { + iter->seq = win->seq; + return &iter->values[i]; + } + } size = NK_VALUE_PAGE_CAPACITY; + iter = iter->next; + } + return 0; +} + + + + + +/* =============================================================== + * + * PANEL + * + * ===============================================================*/ +NK_LIB void* +nk_create_panel(struct nk_context *ctx) +{ + struct nk_page_element *elem; + elem = nk_create_page_element(ctx); + if (!elem) return 0; + nk_zero_struct(*elem); + return &elem->data.pan; +} +NK_LIB void +nk_free_panel(struct nk_context *ctx, struct nk_panel *pan) +{ + union nk_page_data *pd = NK_CONTAINER_OF(pan, union nk_page_data, pan); + struct nk_page_element *pe = NK_CONTAINER_OF(pd, struct nk_page_element, data); + nk_free_page_element(ctx, pe); +} +NK_LIB int +nk_panel_has_header(nk_flags flags, const char *title) +{ + int active = 0; + active = (flags & (NK_WINDOW_CLOSABLE|NK_WINDOW_MINIMIZABLE)); + active = active || (flags & NK_WINDOW_TITLE); + active = active && !(flags & NK_WINDOW_HIDDEN) && title; + return active; +} +NK_LIB struct nk_vec2 +nk_panel_get_padding(const struct nk_style *style, enum nk_panel_type type) +{ + switch (type) { + default: + case NK_PANEL_WINDOW: return style->window.padding; + case NK_PANEL_GROUP: return style->window.group_padding; + case NK_PANEL_POPUP: return style->window.popup_padding; + case NK_PANEL_CONTEXTUAL: return style->window.contextual_padding; + case NK_PANEL_COMBO: return style->window.combo_padding; + case NK_PANEL_MENU: return style->window.menu_padding; + case NK_PANEL_TOOLTIP: return style->window.menu_padding;} +} +NK_LIB float +nk_panel_get_border(const struct nk_style *style, nk_flags flags, + enum nk_panel_type type) +{ + if (flags & NK_WINDOW_BORDER) { + switch (type) { + default: + case NK_PANEL_WINDOW: return style->window.border; + case NK_PANEL_GROUP: return style->window.group_border; + case NK_PANEL_POPUP: return style->window.popup_border; + case NK_PANEL_CONTEXTUAL: return style->window.contextual_border; + case NK_PANEL_COMBO: return style->window.combo_border; + case NK_PANEL_MENU: return style->window.menu_border; + case NK_PANEL_TOOLTIP: return style->window.menu_border; + }} else return 0; +} +NK_LIB struct nk_color +nk_panel_get_border_color(const struct nk_style *style, enum nk_panel_type type) +{ + switch (type) { + default: + case NK_PANEL_WINDOW: return style->window.border_color; + case NK_PANEL_GROUP: return style->window.group_border_color; + case NK_PANEL_POPUP: return style->window.popup_border_color; + case NK_PANEL_CONTEXTUAL: return style->window.contextual_border_color; + case NK_PANEL_COMBO: return style->window.combo_border_color; + case NK_PANEL_MENU: return style->window.menu_border_color; + case NK_PANEL_TOOLTIP: return style->window.menu_border_color;} +} +NK_LIB int +nk_panel_is_sub(enum nk_panel_type type) +{ + return (type & NK_PANEL_SET_SUB)?1:0; +} +NK_LIB int +nk_panel_is_nonblock(enum nk_panel_type type) +{ + return (type & NK_PANEL_SET_NONBLOCK)?1:0; +} +NK_LIB int +nk_panel_begin(struct nk_context *ctx, const char *title, enum nk_panel_type panel_type) +{ + struct nk_input *in; + struct nk_window *win; + struct nk_panel *layout; + struct nk_command_buffer *out; + const struct nk_style *style; + const struct nk_user_font *font; + + struct nk_vec2 scrollbar_size; + struct nk_vec2 panel_padding; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) return 0; + nk_zero(ctx->current->layout, sizeof(*ctx->current->layout)); + if ((ctx->current->flags & NK_WINDOW_HIDDEN) || (ctx->current->flags & NK_WINDOW_CLOSED)) { + nk_zero(ctx->current->layout, sizeof(struct nk_panel)); + ctx->current->layout->type = panel_type; + return 0; + } + /* pull state into local stack */ + style = &ctx->style; + font = style->font; + win = ctx->current; + layout = win->layout; + out = &win->buffer; + in = (win->flags & NK_WINDOW_NO_INPUT) ? 0: &ctx->input; +#ifdef NK_INCLUDE_COMMAND_USERDATA + win->buffer.userdata = ctx->userdata; +#endif + /* pull style configuration into local stack */ + scrollbar_size = style->window.scrollbar_size; + panel_padding = nk_panel_get_padding(style, panel_type); + + /* window movement */ + if ((win->flags & NK_WINDOW_MOVABLE) && !(win->flags & NK_WINDOW_ROM)) { + int left_mouse_down; + int left_mouse_clicked; + int left_mouse_click_in_cursor; + + /* calculate draggable window space */ + struct nk_rect header; + header.x = win->bounds.x; + header.y = win->bounds.y; + header.w = win->bounds.w; + if (nk_panel_has_header(win->flags, title)) { + header.h = font->height + 2.0f * style->window.header.padding.y; + header.h += 2.0f * style->window.header.label_padding.y; + } else header.h = panel_padding.y; + + /* window movement by dragging */ + left_mouse_down = in->mouse.buttons[NK_BUTTON_LEFT].down; + left_mouse_clicked = (int)in->mouse.buttons[NK_BUTTON_LEFT].clicked; + left_mouse_click_in_cursor = nk_input_has_mouse_click_down_in_rect(in, + NK_BUTTON_LEFT, header, nk_true); + if (left_mouse_down && left_mouse_click_in_cursor && !left_mouse_clicked) { + win->bounds.x = win->bounds.x + in->mouse.delta.x; + win->bounds.y = win->bounds.y + in->mouse.delta.y; + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.x += in->mouse.delta.x; + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.y += in->mouse.delta.y; + ctx->style.cursor_active = ctx->style.cursors[NK_CURSOR_MOVE]; + } + } + + /* setup panel */ + layout->type = panel_type; + layout->flags = win->flags; + layout->bounds = win->bounds; + layout->bounds.x += panel_padding.x; + layout->bounds.w -= 2*panel_padding.x; + if (win->flags & NK_WINDOW_BORDER) { + layout->border = nk_panel_get_border(style, win->flags, panel_type); + layout->bounds = nk_shrink_rect(layout->bounds, layout->border); + } else layout->border = 0; + layout->at_y = layout->bounds.y; + layout->at_x = layout->bounds.x; + layout->max_x = 0; + layout->header_height = 0; + layout->footer_height = 0; + nk_layout_reset_min_row_height(ctx); + layout->row.index = 0; + layout->row.columns = 0; + layout->row.ratio = 0; + layout->row.item_width = 0; + layout->row.tree_depth = 0; + layout->row.height = panel_padding.y; + layout->has_scrolling = nk_true; + if (!(win->flags & NK_WINDOW_NO_SCROLLBAR)) + layout->bounds.w -= scrollbar_size.x; + if (!nk_panel_is_nonblock(panel_type)) { + layout->footer_height = 0; + if (!(win->flags & NK_WINDOW_NO_SCROLLBAR) || win->flags & NK_WINDOW_SCALABLE) + layout->footer_height = scrollbar_size.y; + layout->bounds.h -= layout->footer_height; + } + + /* panel header */ + if (nk_panel_has_header(win->flags, title)) + { + struct nk_text text; + struct nk_rect header; + const struct nk_style_item *background = 0; + + /* calculate header bounds */ + header.x = win->bounds.x; + header.y = win->bounds.y; + header.w = win->bounds.w; + header.h = font->height + 2.0f * style->window.header.padding.y; + header.h += (2.0f * style->window.header.label_padding.y); + + /* shrink panel by header */ + layout->header_height = header.h; + layout->bounds.y += header.h; + layout->bounds.h -= header.h; + layout->at_y += header.h; + + /* select correct header background and text color */ + if (ctx->active == win) { + background = &style->window.header.active; + text.text = style->window.header.label_active; + } else if (nk_input_is_mouse_hovering_rect(&ctx->input, header)) { + background = &style->window.header.hover; + text.text = style->window.header.label_hover; + } else { + background = &style->window.header.normal; + text.text = style->window.header.label_normal; + } + + /* draw header background */ + header.h += 1.0f; + if (background->type == NK_STYLE_ITEM_IMAGE) { + text.background = nk_rgba(0,0,0,0); + nk_draw_image(&win->buffer, header, &background->data.image, nk_white); + } else { + text.background = background->data.color; + nk_fill_rect(out, header, 0, background->data.color); + } + + /* window close button */ + {struct nk_rect button; + button.y = header.y + style->window.header.padding.y; + button.h = header.h - 2 * style->window.header.padding.y; + button.w = button.h; + if (win->flags & NK_WINDOW_CLOSABLE) { + nk_flags ws = 0; + if (style->window.header.align == NK_HEADER_RIGHT) { + button.x = (header.w + header.x) - (button.w + style->window.header.padding.x); + header.w -= button.w + style->window.header.spacing.x + style->window.header.padding.x; + } else { + button.x = header.x + style->window.header.padding.x; + header.x += button.w + style->window.header.spacing.x + style->window.header.padding.x; + } + + if (nk_do_button_symbol(&ws, &win->buffer, button, + style->window.header.close_symbol, NK_BUTTON_DEFAULT, + &style->window.header.close_button, in, style->font) && !(win->flags & NK_WINDOW_ROM)) + { + layout->flags |= NK_WINDOW_HIDDEN; + layout->flags &= (nk_flags)~NK_WINDOW_MINIMIZED; + } + } + + /* window minimize button */ + if (win->flags & NK_WINDOW_MINIMIZABLE) { + nk_flags ws = 0; + if (style->window.header.align == NK_HEADER_RIGHT) { + button.x = (header.w + header.x) - button.w; + if (!(win->flags & NK_WINDOW_CLOSABLE)) { + button.x -= style->window.header.padding.x; + header.w -= style->window.header.padding.x; + } + header.w -= button.w + style->window.header.spacing.x; + } else { + button.x = header.x; + header.x += button.w + style->window.header.spacing.x + style->window.header.padding.x; + } + if (nk_do_button_symbol(&ws, &win->buffer, button, (layout->flags & NK_WINDOW_MINIMIZED)? + style->window.header.maximize_symbol: style->window.header.minimize_symbol, + NK_BUTTON_DEFAULT, &style->window.header.minimize_button, in, style->font) && !(win->flags & NK_WINDOW_ROM)) + layout->flags = (layout->flags & NK_WINDOW_MINIMIZED) ? + layout->flags & (nk_flags)~NK_WINDOW_MINIMIZED: + layout->flags | NK_WINDOW_MINIMIZED; + }} + + {/* window header title */ + int text_len = nk_strlen(title); + struct nk_rect label = {0,0,0,0}; + float t = font->width(font->userdata, font->height, title, text_len); + text.padding = nk_vec2(0,0); + + label.x = header.x + style->window.header.padding.x; + label.x += style->window.header.label_padding.x; + label.y = header.y + style->window.header.label_padding.y; + label.h = font->height + 2 * style->window.header.label_padding.y; + label.w = t + 2 * style->window.header.spacing.x; + label.w = NK_CLAMP(0, label.w, header.x + header.w - label.x); + nk_widget_text(out, label,(const char*)title, text_len, &text, NK_TEXT_LEFT, font);} + } + + /* draw window background */ + if (!(layout->flags & NK_WINDOW_MINIMIZED) && !(layout->flags & NK_WINDOW_DYNAMIC)) { + struct nk_rect body; + body.x = win->bounds.x; + body.w = win->bounds.w; + body.y = (win->bounds.y + layout->header_height); + body.h = (win->bounds.h - layout->header_height); + if (style->window.fixed_background.type == NK_STYLE_ITEM_IMAGE) + nk_draw_image(out, body, &style->window.fixed_background.data.image, nk_white); + else nk_fill_rect(out, body, 0, style->window.fixed_background.data.color); + } + + /* set clipping rectangle */ + {struct nk_rect clip; + layout->clip = layout->bounds; + nk_unify(&clip, &win->buffer.clip, layout->clip.x, layout->clip.y, + layout->clip.x + layout->clip.w, layout->clip.y + layout->clip.h); + nk_push_scissor(out, clip); + layout->clip = clip;} + return !(layout->flags & NK_WINDOW_HIDDEN) && !(layout->flags & NK_WINDOW_MINIMIZED); +} +NK_LIB void +nk_panel_end(struct nk_context *ctx) +{ + struct nk_input *in; + struct nk_window *window; + struct nk_panel *layout; + const struct nk_style *style; + struct nk_command_buffer *out; + + struct nk_vec2 scrollbar_size; + struct nk_vec2 panel_padding; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + window = ctx->current; + layout = window->layout; + style = &ctx->style; + out = &window->buffer; + in = (layout->flags & NK_WINDOW_ROM || layout->flags & NK_WINDOW_NO_INPUT) ? 0 :&ctx->input; + if (!nk_panel_is_sub(layout->type)) + nk_push_scissor(out, nk_null_rect); + + /* cache configuration data */ + scrollbar_size = style->window.scrollbar_size; + panel_padding = nk_panel_get_padding(style, layout->type); + + /* update the current cursor Y-position to point over the last added widget */ + layout->at_y += layout->row.height; + + /* dynamic panels */ + if (layout->flags & NK_WINDOW_DYNAMIC && !(layout->flags & NK_WINDOW_MINIMIZED)) + { + /* update panel height to fit dynamic growth */ + struct nk_rect empty_space; + if (layout->at_y < (layout->bounds.y + layout->bounds.h)) + layout->bounds.h = layout->at_y - layout->bounds.y; + + /* fill top empty space */ + empty_space.x = window->bounds.x; + empty_space.y = layout->bounds.y; + empty_space.h = panel_padding.y; + empty_space.w = window->bounds.w; + nk_fill_rect(out, empty_space, 0, style->window.background); + + /* fill left empty space */ + empty_space.x = window->bounds.x; + empty_space.y = layout->bounds.y; + empty_space.w = panel_padding.x + layout->border; + empty_space.h = layout->bounds.h; + nk_fill_rect(out, empty_space, 0, style->window.background); + + /* fill right empty space */ + empty_space.x = layout->bounds.x + layout->bounds.w; + empty_space.y = layout->bounds.y; + empty_space.w = panel_padding.x + layout->border; + empty_space.h = layout->bounds.h; + if (*layout->offset_y == 0 && !(layout->flags & NK_WINDOW_NO_SCROLLBAR)) + empty_space.w += scrollbar_size.x; + nk_fill_rect(out, empty_space, 0, style->window.background); + + /* fill bottom empty space */ + if (layout->footer_height > 0) { + empty_space.x = window->bounds.x; + empty_space.y = layout->bounds.y + layout->bounds.h; + empty_space.w = window->bounds.w; + empty_space.h = layout->footer_height; + nk_fill_rect(out, empty_space, 0, style->window.background); + } + } + + /* scrollbars */ + if (!(layout->flags & NK_WINDOW_NO_SCROLLBAR) && + !(layout->flags & NK_WINDOW_MINIMIZED) && + window->scrollbar_hiding_timer < NK_SCROLLBAR_HIDING_TIMEOUT) + { + struct nk_rect scroll; + int scroll_has_scrolling; + float scroll_target; + float scroll_offset; + float scroll_step; + float scroll_inc; + + /* mouse wheel scrolling */ + if (nk_panel_is_sub(layout->type)) + { + /* sub-window mouse wheel scrolling */ + struct nk_window *root_window = window; + struct nk_panel *root_panel = window->layout; + while (root_panel->parent) + root_panel = root_panel->parent; + while (root_window->parent) + root_window = root_window->parent; + + /* only allow scrolling if parent window is active */ + scroll_has_scrolling = 0; + if ((root_window == ctx->active) && layout->has_scrolling) { + /* and panel is being hovered and inside clip rect*/ + if (nk_input_is_mouse_hovering_rect(in, layout->bounds) && + NK_INTERSECT(layout->bounds.x, layout->bounds.y, layout->bounds.w, layout->bounds.h, + root_panel->clip.x, root_panel->clip.y, root_panel->clip.w, root_panel->clip.h)) + { + /* deactivate all parent scrolling */ + root_panel = window->layout; + while (root_panel->parent) { + root_panel->has_scrolling = nk_false; + root_panel = root_panel->parent; + } + root_panel->has_scrolling = nk_false; + scroll_has_scrolling = nk_true; + } + } + } else if (!nk_panel_is_sub(layout->type)) { + /* window mouse wheel scrolling */ + scroll_has_scrolling = (window == ctx->active) && layout->has_scrolling; + if (in && (in->mouse.scroll_delta.y > 0 || in->mouse.scroll_delta.x > 0) && scroll_has_scrolling) + window->scrolled = nk_true; + else window->scrolled = nk_false; + } else scroll_has_scrolling = nk_false; + + { + /* vertical scrollbar */ + nk_flags state = 0; + scroll.x = layout->bounds.x + layout->bounds.w + panel_padding.x; + scroll.y = layout->bounds.y; + scroll.w = scrollbar_size.x; + scroll.h = layout->bounds.h; + + scroll_offset = (float)*layout->offset_y; + scroll_step = scroll.h * 0.10f; + scroll_inc = scroll.h * 0.01f; + scroll_target = (float)(int)(layout->at_y - scroll.y); + scroll_offset = nk_do_scrollbarv(&state, out, scroll, scroll_has_scrolling, + scroll_offset, scroll_target, scroll_step, scroll_inc, + &ctx->style.scrollv, in, style->font); + *layout->offset_y = (nk_uint)scroll_offset; + if (in && scroll_has_scrolling) + in->mouse.scroll_delta.y = 0; + } + { + /* horizontal scrollbar */ + nk_flags state = 0; + scroll.x = layout->bounds.x; + scroll.y = layout->bounds.y + layout->bounds.h; + scroll.w = layout->bounds.w; + scroll.h = scrollbar_size.y; + + scroll_offset = (float)*layout->offset_x; + scroll_target = (float)(int)(layout->max_x - scroll.x); + scroll_step = layout->max_x * 0.05f; + scroll_inc = layout->max_x * 0.005f; + scroll_offset = nk_do_scrollbarh(&state, out, scroll, scroll_has_scrolling, + scroll_offset, scroll_target, scroll_step, scroll_inc, + &ctx->style.scrollh, in, style->font); + *layout->offset_x = (nk_uint)scroll_offset; + } + } + + /* hide scroll if no user input */ + if (window->flags & NK_WINDOW_SCROLL_AUTO_HIDE) { + int has_input = ctx->input.mouse.delta.x != 0 || ctx->input.mouse.delta.y != 0 || ctx->input.mouse.scroll_delta.y != 0; + int is_window_hovered = nk_window_is_hovered(ctx); + int any_item_active = (ctx->last_widget_state & NK_WIDGET_STATE_MODIFIED); + if ((!has_input && is_window_hovered) || (!is_window_hovered && !any_item_active)) + window->scrollbar_hiding_timer += ctx->delta_time_seconds; + else window->scrollbar_hiding_timer = 0; + } else window->scrollbar_hiding_timer = 0; + + /* window border */ + if (layout->flags & NK_WINDOW_BORDER) + { + struct nk_color border_color = nk_panel_get_border_color(style, layout->type); + const float padding_y = (layout->flags & NK_WINDOW_MINIMIZED) + ? (style->window.border + window->bounds.y + layout->header_height) + : ((layout->flags & NK_WINDOW_DYNAMIC) + ? (layout->bounds.y + layout->bounds.h + layout->footer_height) + : (window->bounds.y + window->bounds.h)); + struct nk_rect b = window->bounds; + b.h = padding_y - window->bounds.y; + nk_stroke_rect(out, b, 0, layout->border, border_color); + } + + /* scaler */ + if ((layout->flags & NK_WINDOW_SCALABLE) && in && !(layout->flags & NK_WINDOW_MINIMIZED)) + { + /* calculate scaler bounds */ + struct nk_rect scaler; + scaler.w = scrollbar_size.x; + scaler.h = scrollbar_size.y; + scaler.y = layout->bounds.y + layout->bounds.h; + if (layout->flags & NK_WINDOW_SCALE_LEFT) + scaler.x = layout->bounds.x - panel_padding.x * 0.5f; + else scaler.x = layout->bounds.x + layout->bounds.w + panel_padding.x; + if (layout->flags & NK_WINDOW_NO_SCROLLBAR) + scaler.x -= scaler.w; + + /* draw scaler */ + {const struct nk_style_item *item = &style->window.scaler; + if (item->type == NK_STYLE_ITEM_IMAGE) + nk_draw_image(out, scaler, &item->data.image, nk_white); + else { + if (layout->flags & NK_WINDOW_SCALE_LEFT) { + nk_fill_triangle(out, scaler.x, scaler.y, scaler.x, + scaler.y + scaler.h, scaler.x + scaler.w, + scaler.y + scaler.h, item->data.color); + } else { + nk_fill_triangle(out, scaler.x + scaler.w, scaler.y, scaler.x + scaler.w, + scaler.y + scaler.h, scaler.x, scaler.y + scaler.h, item->data.color); + } + }} + + /* do window scaling */ + if (!(window->flags & NK_WINDOW_ROM)) { + struct nk_vec2 window_size = style->window.min_size; + int left_mouse_down = in->mouse.buttons[NK_BUTTON_LEFT].down; + int left_mouse_click_in_scaler = nk_input_has_mouse_click_down_in_rect(in, + NK_BUTTON_LEFT, scaler, nk_true); + + if (left_mouse_down && left_mouse_click_in_scaler) { + float delta_x = in->mouse.delta.x; + if (layout->flags & NK_WINDOW_SCALE_LEFT) { + delta_x = -delta_x; + window->bounds.x += in->mouse.delta.x; + } + /* dragging in x-direction */ + if (window->bounds.w + delta_x >= window_size.x) { + if ((delta_x < 0) || (delta_x > 0 && in->mouse.pos.x >= scaler.x)) { + window->bounds.w = window->bounds.w + delta_x; + scaler.x += in->mouse.delta.x; + } + } + /* dragging in y-direction (only possible if static window) */ + if (!(layout->flags & NK_WINDOW_DYNAMIC)) { + if (window_size.y < window->bounds.h + in->mouse.delta.y) { + if ((in->mouse.delta.y < 0) || (in->mouse.delta.y > 0 && in->mouse.pos.y >= scaler.y)) { + window->bounds.h = window->bounds.h + in->mouse.delta.y; + scaler.y += in->mouse.delta.y; + } + } + } + ctx->style.cursor_active = ctx->style.cursors[NK_CURSOR_RESIZE_TOP_RIGHT_DOWN_LEFT]; + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.x = scaler.x + scaler.w/2.0f; + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.y = scaler.y + scaler.h/2.0f; + } + } + } + if (!nk_panel_is_sub(layout->type)) { + /* window is hidden so clear command buffer */ + if (layout->flags & NK_WINDOW_HIDDEN) + nk_command_buffer_reset(&window->buffer); + /* window is visible and not tab */ + else nk_finish(ctx, window); + } + + /* NK_WINDOW_REMOVE_ROM flag was set so remove NK_WINDOW_ROM */ + if (layout->flags & NK_WINDOW_REMOVE_ROM) { + layout->flags &= ~(nk_flags)NK_WINDOW_ROM; + layout->flags &= ~(nk_flags)NK_WINDOW_REMOVE_ROM; + } + window->flags = layout->flags; + + /* property garbage collector */ + if (window->property.active && window->property.old != window->property.seq && + window->property.active == window->property.prev) { + nk_zero(&window->property, sizeof(window->property)); + } else { + window->property.old = window->property.seq; + window->property.prev = window->property.active; + window->property.seq = 0; + } + /* edit garbage collector */ + if (window->edit.active && window->edit.old != window->edit.seq && + window->edit.active == window->edit.prev) { + nk_zero(&window->edit, sizeof(window->edit)); + } else { + window->edit.old = window->edit.seq; + window->edit.prev = window->edit.active; + window->edit.seq = 0; + } + /* contextual garbage collector */ + if (window->popup.active_con && window->popup.con_old != window->popup.con_count) { + window->popup.con_count = 0; + window->popup.con_old = 0; + window->popup.active_con = 0; + } else { + window->popup.con_old = window->popup.con_count; + window->popup.con_count = 0; + } + window->popup.combo_count = 0; + /* helper to make sure you have a 'nk_tree_push' for every 'nk_tree_pop' */ + NK_ASSERT(!layout->row.tree_depth); +} + + + + + +/* =============================================================== + * + * WINDOW + * + * ===============================================================*/ +NK_LIB void* +nk_create_window(struct nk_context *ctx) +{ + struct nk_page_element *elem; + elem = nk_create_page_element(ctx); + if (!elem) return 0; + elem->data.win.seq = ctx->seq; + return &elem->data.win; +} +NK_LIB void +nk_free_window(struct nk_context *ctx, struct nk_window *win) +{ + /* unlink windows from list */ + struct nk_table *it = win->tables; + if (win->popup.win) { + nk_free_window(ctx, win->popup.win); + win->popup.win = 0; + } + win->next = 0; + win->prev = 0; + + while (it) { + /*free window state tables */ + struct nk_table *n = it->next; + nk_remove_table(win, it); + nk_free_table(ctx, it); + if (it == win->tables) + win->tables = n; + it = n; + } + + /* link windows into freelist */ + {union nk_page_data *pd = NK_CONTAINER_OF(win, union nk_page_data, win); + struct nk_page_element *pe = NK_CONTAINER_OF(pd, struct nk_page_element, data); + nk_free_page_element(ctx, pe);} +} +NK_LIB struct nk_window* +nk_find_window(struct nk_context *ctx, nk_hash hash, const char *name) +{ + struct nk_window *iter; + iter = ctx->begin; + while (iter) { + NK_ASSERT(iter != iter->next); + if (iter->name == hash) { + int max_len = nk_strlen(iter->name_string); + if (!nk_stricmpn(iter->name_string, name, max_len)) + return iter; + } + iter = iter->next; + } + return 0; +} +NK_LIB void +nk_insert_window(struct nk_context *ctx, struct nk_window *win, + enum nk_window_insert_location loc) +{ + const struct nk_window *iter; + NK_ASSERT(ctx); + NK_ASSERT(win); + if (!win || !ctx) return; + + iter = ctx->begin; + while (iter) { + NK_ASSERT(iter != iter->next); + NK_ASSERT(iter != win); + if (iter == win) return; + iter = iter->next; + } + + if (!ctx->begin) { + win->next = 0; + win->prev = 0; + ctx->begin = win; + ctx->end = win; + ctx->count = 1; + return; + } + if (loc == NK_INSERT_BACK) { + struct nk_window *end; + end = ctx->end; + end->flags |= NK_WINDOW_ROM; + end->next = win; + win->prev = ctx->end; + win->next = 0; + ctx->end = win; + ctx->active = ctx->end; + ctx->end->flags &= ~(nk_flags)NK_WINDOW_ROM; + } else { + /*ctx->end->flags |= NK_WINDOW_ROM;*/ + ctx->begin->prev = win; + win->next = ctx->begin; + win->prev = 0; + ctx->begin = win; + ctx->begin->flags &= ~(nk_flags)NK_WINDOW_ROM; + } + ctx->count++; +} +NK_LIB void +nk_remove_window(struct nk_context *ctx, struct nk_window *win) +{ + if (win == ctx->begin || win == ctx->end) { + if (win == ctx->begin) { + ctx->begin = win->next; + if (win->next) + win->next->prev = 0; + } + if (win == ctx->end) { + ctx->end = win->prev; + if (win->prev) + win->prev->next = 0; + } + } else { + if (win->next) + win->next->prev = win->prev; + if (win->prev) + win->prev->next = win->next; + } + if (win == ctx->active || !ctx->active) { + ctx->active = ctx->end; + if (ctx->end) + ctx->end->flags &= ~(nk_flags)NK_WINDOW_ROM; + } + win->next = 0; + win->prev = 0; + ctx->count--; +} +NK_API int +nk_begin(struct nk_context *ctx, const char *title, + struct nk_rect bounds, nk_flags flags) +{ + return nk_begin_titled(ctx, title, title, bounds, flags); +} +NK_API int +nk_begin_titled(struct nk_context *ctx, const char *name, const char *title, + struct nk_rect bounds, nk_flags flags) +{ + struct nk_window *win; + struct nk_style *style; + nk_hash name_hash; + int name_len; + int ret = 0; + + NK_ASSERT(ctx); + NK_ASSERT(name); + NK_ASSERT(title); + NK_ASSERT(ctx->style.font && ctx->style.font->width && "if this triggers you forgot to add a font"); + NK_ASSERT(!ctx->current && "if this triggers you missed a `nk_end` call"); + if (!ctx || ctx->current || !title || !name) + return 0; + + /* find or create window */ + style = &ctx->style; + name_len = (int)nk_strlen(name); + name_hash = nk_murmur_hash(name, (int)name_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, name_hash, name); + if (!win) { + /* create new window */ + nk_size name_length = (nk_size)name_len; + win = (struct nk_window*)nk_create_window(ctx); + NK_ASSERT(win); + if (!win) return 0; + + if (flags & NK_WINDOW_BACKGROUND) + nk_insert_window(ctx, win, NK_INSERT_FRONT); + else nk_insert_window(ctx, win, NK_INSERT_BACK); + nk_command_buffer_init(&win->buffer, &ctx->memory, NK_CLIPPING_ON); + + win->flags = flags; + win->bounds = bounds; + win->name = name_hash; + name_length = NK_MIN(name_length, NK_WINDOW_MAX_NAME-1); + NK_MEMCPY(win->name_string, name, name_length); + win->name_string[name_length] = 0; + win->popup.win = 0; + if (!ctx->active) + ctx->active = win; + } else { + /* update window */ + win->flags &= ~(nk_flags)(NK_WINDOW_PRIVATE-1); + win->flags |= flags; + if (!(win->flags & (NK_WINDOW_MOVABLE | NK_WINDOW_SCALABLE))) + win->bounds = bounds; + /* If this assert triggers you either: + * + * I.) Have more than one window with the same name or + * II.) You forgot to actually draw the window. + * More specific you did not call `nk_clear` (nk_clear will be + * automatically called for you if you are using one of the + * provided demo backends). */ + NK_ASSERT(win->seq != ctx->seq); + win->seq = ctx->seq; + if (!ctx->active && !(win->flags & NK_WINDOW_HIDDEN)) { + ctx->active = win; + ctx->end = win; + } + } + if (win->flags & NK_WINDOW_HIDDEN) { + ctx->current = win; + win->layout = 0; + return 0; + } else nk_start(ctx, win); + + /* window overlapping */ + if (!(win->flags & NK_WINDOW_HIDDEN) && !(win->flags & NK_WINDOW_NO_INPUT)) + { + int inpanel, ishovered; + struct nk_window *iter = win; + float h = ctx->style.font->height + 2.0f * style->window.header.padding.y + + (2.0f * style->window.header.label_padding.y); + struct nk_rect win_bounds = (!(win->flags & NK_WINDOW_MINIMIZED))? + win->bounds: nk_rect(win->bounds.x, win->bounds.y, win->bounds.w, h); + + /* activate window if hovered and no other window is overlapping this window */ + inpanel = nk_input_has_mouse_click_down_in_rect(&ctx->input, NK_BUTTON_LEFT, win_bounds, nk_true); + inpanel = inpanel && ctx->input.mouse.buttons[NK_BUTTON_LEFT].clicked; + ishovered = nk_input_is_mouse_hovering_rect(&ctx->input, win_bounds); + if ((win != ctx->active) && ishovered && !ctx->input.mouse.buttons[NK_BUTTON_LEFT].down) { + iter = win->next; + while (iter) { + struct nk_rect iter_bounds = (!(iter->flags & NK_WINDOW_MINIMIZED))? + iter->bounds: nk_rect(iter->bounds.x, iter->bounds.y, iter->bounds.w, h); + if (NK_INTERSECT(win_bounds.x, win_bounds.y, win_bounds.w, win_bounds.h, + iter_bounds.x, iter_bounds.y, iter_bounds.w, iter_bounds.h) && + (!(iter->flags & NK_WINDOW_HIDDEN))) + break; + + if (iter->popup.win && iter->popup.active && !(iter->flags & NK_WINDOW_HIDDEN) && + NK_INTERSECT(win->bounds.x, win_bounds.y, win_bounds.w, win_bounds.h, + iter->popup.win->bounds.x, iter->popup.win->bounds.y, + iter->popup.win->bounds.w, iter->popup.win->bounds.h)) + break; + iter = iter->next; + } + } + + /* activate window if clicked */ + if (iter && inpanel && (win != ctx->end)) { + iter = win->next; + while (iter) { + /* try to find a panel with higher priority in the same position */ + struct nk_rect iter_bounds = (!(iter->flags & NK_WINDOW_MINIMIZED))? + iter->bounds: nk_rect(iter->bounds.x, iter->bounds.y, iter->bounds.w, h); + if (NK_INBOX(ctx->input.mouse.pos.x, ctx->input.mouse.pos.y, + iter_bounds.x, iter_bounds.y, iter_bounds.w, iter_bounds.h) && + !(iter->flags & NK_WINDOW_HIDDEN)) + break; + if (iter->popup.win && iter->popup.active && !(iter->flags & NK_WINDOW_HIDDEN) && + NK_INTERSECT(win_bounds.x, win_bounds.y, win_bounds.w, win_bounds.h, + iter->popup.win->bounds.x, iter->popup.win->bounds.y, + iter->popup.win->bounds.w, iter->popup.win->bounds.h)) + break; + iter = iter->next; + } + } + if (iter && !(win->flags & NK_WINDOW_ROM) && (win->flags & NK_WINDOW_BACKGROUND)) { + win->flags |= (nk_flags)NK_WINDOW_ROM; + iter->flags &= ~(nk_flags)NK_WINDOW_ROM; + ctx->active = iter; + if (!(iter->flags & NK_WINDOW_BACKGROUND)) { + /* current window is active in that position so transfer to top + * at the highest priority in stack */ + nk_remove_window(ctx, iter); + nk_insert_window(ctx, iter, NK_INSERT_BACK); + } + } else { + if (!iter && ctx->end != win) { + if (!(win->flags & NK_WINDOW_BACKGROUND)) { + /* current window is active in that position so transfer to top + * at the highest priority in stack */ + nk_remove_window(ctx, win); + nk_insert_window(ctx, win, NK_INSERT_BACK); + } + win->flags &= ~(nk_flags)NK_WINDOW_ROM; + ctx->active = win; + } + if (ctx->end != win && !(win->flags & NK_WINDOW_BACKGROUND)) + win->flags |= NK_WINDOW_ROM; + } + } + win->layout = (struct nk_panel*)nk_create_panel(ctx); + ctx->current = win; + ret = nk_panel_begin(ctx, title, NK_PANEL_WINDOW); + win->layout->offset_x = &win->scrollbar.x; + win->layout->offset_y = &win->scrollbar.y; + return ret; +} +NK_API void +nk_end(struct nk_context *ctx) +{ + struct nk_panel *layout; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current && "if this triggers you forgot to call `nk_begin`"); + if (!ctx || !ctx->current) + return; + + layout = ctx->current->layout; + if (!layout || (layout->type == NK_PANEL_WINDOW && (ctx->current->flags & NK_WINDOW_HIDDEN))) { + ctx->current = 0; + return; + } + nk_panel_end(ctx); + nk_free_panel(ctx, ctx->current->layout); + ctx->current = 0; +} +NK_API struct nk_rect +nk_window_get_bounds(const struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return nk_rect(0,0,0,0); + return ctx->current->bounds; +} +NK_API struct nk_vec2 +nk_window_get_position(const struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return nk_vec2(0,0); + return nk_vec2(ctx->current->bounds.x, ctx->current->bounds.y); +} +NK_API struct nk_vec2 +nk_window_get_size(const struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return nk_vec2(0,0); + return nk_vec2(ctx->current->bounds.w, ctx->current->bounds.h); +} +NK_API float +nk_window_get_width(const struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return 0; + return ctx->current->bounds.w; +} +NK_API float +nk_window_get_height(const struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return 0; + return ctx->current->bounds.h; +} +NK_API struct nk_rect +nk_window_get_content_region(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return nk_rect(0,0,0,0); + return ctx->current->layout->clip; +} +NK_API struct nk_vec2 +nk_window_get_content_region_min(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current) return nk_vec2(0,0); + return nk_vec2(ctx->current->layout->clip.x, ctx->current->layout->clip.y); +} +NK_API struct nk_vec2 +nk_window_get_content_region_max(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current) return nk_vec2(0,0); + return nk_vec2(ctx->current->layout->clip.x + ctx->current->layout->clip.w, + ctx->current->layout->clip.y + ctx->current->layout->clip.h); +} +NK_API struct nk_vec2 +nk_window_get_content_region_size(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current) return nk_vec2(0,0); + return nk_vec2(ctx->current->layout->clip.w, ctx->current->layout->clip.h); +} +NK_API struct nk_command_buffer* +nk_window_get_canvas(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current) return 0; + return &ctx->current->buffer; +} +NK_API struct nk_panel* +nk_window_get_panel(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return 0; + return ctx->current->layout; +} +NK_API void +nk_window_get_scroll(struct nk_context *ctx, nk_uint *offset_x, nk_uint *offset_y) +{ + struct nk_window *win; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return ; + win = ctx->current; + if (offset_x) + *offset_x = win->scrollbar.x; + if (offset_y) + *offset_y = win->scrollbar.y; +} +NK_API int +nk_window_has_focus(const struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current) return 0; + return ctx->current == ctx->active; +} +NK_API int +nk_window_is_hovered(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return 0; + if(ctx->current->flags & NK_WINDOW_HIDDEN) + return 0; + return nk_input_is_mouse_hovering_rect(&ctx->input, ctx->current->bounds); +} +NK_API int +nk_window_is_any_hovered(struct nk_context *ctx) +{ + struct nk_window *iter; + NK_ASSERT(ctx); + if (!ctx) return 0; + iter = ctx->begin; + while (iter) { + /* check if window is being hovered */ + if(!(iter->flags & NK_WINDOW_HIDDEN)) { + /* check if window popup is being hovered */ + if (iter->popup.active && iter->popup.win && nk_input_is_mouse_hovering_rect(&ctx->input, iter->popup.win->bounds)) + return 1; + + if (iter->flags & NK_WINDOW_MINIMIZED) { + struct nk_rect header = iter->bounds; + header.h = ctx->style.font->height + 2 * ctx->style.window.header.padding.y; + if (nk_input_is_mouse_hovering_rect(&ctx->input, header)) + return 1; + } else if (nk_input_is_mouse_hovering_rect(&ctx->input, iter->bounds)) { + return 1; + } + } + iter = iter->next; + } + return 0; +} +NK_API int +nk_item_is_any_active(struct nk_context *ctx) +{ + int any_hovered = nk_window_is_any_hovered(ctx); + int any_active = (ctx->last_widget_state & NK_WIDGET_STATE_MODIFIED); + return any_hovered || any_active; +} +NK_API int +nk_window_is_collapsed(struct nk_context *ctx, const char *name) +{ + int title_len; + nk_hash title_hash; + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return 0; + + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, title_hash, name); + if (!win) return 0; + return win->flags & NK_WINDOW_MINIMIZED; +} +NK_API int +nk_window_is_closed(struct nk_context *ctx, const char *name) +{ + int title_len; + nk_hash title_hash; + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return 1; + + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, title_hash, name); + if (!win) return 1; + return (win->flags & NK_WINDOW_CLOSED); +} +NK_API int +nk_window_is_hidden(struct nk_context *ctx, const char *name) +{ + int title_len; + nk_hash title_hash; + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return 1; + + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, title_hash, name); + if (!win) return 1; + return (win->flags & NK_WINDOW_HIDDEN); +} +NK_API int +nk_window_is_active(struct nk_context *ctx, const char *name) +{ + int title_len; + nk_hash title_hash; + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return 0; + + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, title_hash, name); + if (!win) return 0; + return win == ctx->active; +} +NK_API struct nk_window* +nk_window_find(struct nk_context *ctx, const char *name) +{ + int title_len; + nk_hash title_hash; + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + return nk_find_window(ctx, title_hash, name); +} +NK_API void +nk_window_close(struct nk_context *ctx, const char *name) +{ + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return; + win = nk_window_find(ctx, name); + if (!win) return; + NK_ASSERT(ctx->current != win && "You cannot close a currently active window"); + if (ctx->current == win) return; + win->flags |= NK_WINDOW_HIDDEN; + win->flags |= NK_WINDOW_CLOSED; +} +NK_API void +nk_window_set_bounds(struct nk_context *ctx, + const char *name, struct nk_rect bounds) +{ + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return; + win = nk_window_find(ctx, name); + if (!win) return; + NK_ASSERT(ctx->current != win && "You cannot update a currently in procecss window"); + win->bounds = bounds; +} +NK_API void +nk_window_set_position(struct nk_context *ctx, + const char *name, struct nk_vec2 pos) +{ + struct nk_window *win = nk_window_find(ctx, name); + if (!win) return; + win->bounds.x = pos.x; + win->bounds.y = pos.y; +} +NK_API void +nk_window_set_size(struct nk_context *ctx, + const char *name, struct nk_vec2 size) +{ + struct nk_window *win = nk_window_find(ctx, name); + if (!win) return; + win->bounds.w = size.x; + win->bounds.h = size.y; +} +NK_API void +nk_window_set_scroll(struct nk_context *ctx, nk_uint offset_x, nk_uint offset_y) +{ + struct nk_window *win; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return; + win = ctx->current; + win->scrollbar.x = offset_x; + win->scrollbar.y = offset_y; +} +NK_API void +nk_window_collapse(struct nk_context *ctx, const char *name, + enum nk_collapse_states c) +{ + int title_len; + nk_hash title_hash; + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return; + + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, title_hash, name); + if (!win) return; + if (c == NK_MINIMIZED) + win->flags |= NK_WINDOW_MINIMIZED; + else win->flags &= ~(nk_flags)NK_WINDOW_MINIMIZED; +} +NK_API void +nk_window_collapse_if(struct nk_context *ctx, const char *name, + enum nk_collapse_states c, int cond) +{ + NK_ASSERT(ctx); + if (!ctx || !cond) return; + nk_window_collapse(ctx, name, c); +} +NK_API void +nk_window_show(struct nk_context *ctx, const char *name, enum nk_show_states s) +{ + int title_len; + nk_hash title_hash; + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return; + + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, title_hash, name); + if (!win) return; + if (s == NK_HIDDEN) { + win->flags |= NK_WINDOW_HIDDEN; + } else win->flags &= ~(nk_flags)NK_WINDOW_HIDDEN; +} +NK_API void +nk_window_show_if(struct nk_context *ctx, const char *name, + enum nk_show_states s, int cond) +{ + NK_ASSERT(ctx); + if (!ctx || !cond) return; + nk_window_show(ctx, name, s); +} + +NK_API void +nk_window_set_focus(struct nk_context *ctx, const char *name) +{ + int title_len; + nk_hash title_hash; + struct nk_window *win; + NK_ASSERT(ctx); + if (!ctx) return; + + title_len = (int)nk_strlen(name); + title_hash = nk_murmur_hash(name, (int)title_len, NK_WINDOW_TITLE); + win = nk_find_window(ctx, title_hash, name); + if (win && ctx->end != win) { + nk_remove_window(ctx, win); + nk_insert_window(ctx, win, NK_INSERT_BACK); + } + ctx->active = win; +} + + + + +/* =============================================================== + * + * POPUP + * + * ===============================================================*/ +NK_API int +nk_popup_begin(struct nk_context *ctx, enum nk_popup_type type, + const char *title, nk_flags flags, struct nk_rect rect) +{ + struct nk_window *popup; + struct nk_window *win; + struct nk_panel *panel; + + int title_len; + nk_hash title_hash; + nk_size allocated; + + NK_ASSERT(ctx); + NK_ASSERT(title); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + panel = win->layout; + NK_ASSERT(!(panel->type & NK_PANEL_SET_POPUP) && "popups are not allowed to have popups"); + (void)panel; + title_len = (int)nk_strlen(title); + title_hash = nk_murmur_hash(title, (int)title_len, NK_PANEL_POPUP); + + popup = win->popup.win; + if (!popup) { + popup = (struct nk_window*)nk_create_window(ctx); + popup->parent = win; + win->popup.win = popup; + win->popup.active = 0; + win->popup.type = NK_PANEL_POPUP; + } + + /* make sure we have correct popup */ + if (win->popup.name != title_hash) { + if (!win->popup.active) { + nk_zero(popup, sizeof(*popup)); + win->popup.name = title_hash; + win->popup.active = 1; + win->popup.type = NK_PANEL_POPUP; + } else return 0; + } + + /* popup position is local to window */ + ctx->current = popup; + rect.x += win->layout->clip.x; + rect.y += win->layout->clip.y; + + /* setup popup data */ + popup->parent = win; + popup->bounds = rect; + popup->seq = ctx->seq; + popup->layout = (struct nk_panel*)nk_create_panel(ctx); + popup->flags = flags; + popup->flags |= NK_WINDOW_BORDER; + if (type == NK_POPUP_DYNAMIC) + popup->flags |= NK_WINDOW_DYNAMIC; + + popup->buffer = win->buffer; + nk_start_popup(ctx, win); + allocated = ctx->memory.allocated; + nk_push_scissor(&popup->buffer, nk_null_rect); + + if (nk_panel_begin(ctx, title, NK_PANEL_POPUP)) { + /* popup is running therefore invalidate parent panels */ + struct nk_panel *root; + root = win->layout; + while (root) { + root->flags |= NK_WINDOW_ROM; + root->flags &= ~(nk_flags)NK_WINDOW_REMOVE_ROM; + root = root->parent; + } + win->popup.active = 1; + popup->layout->offset_x = &popup->scrollbar.x; + popup->layout->offset_y = &popup->scrollbar.y; + popup->layout->parent = win->layout; + return 1; + } else { + /* popup was closed/is invalid so cleanup */ + struct nk_panel *root; + root = win->layout; + while (root) { + root->flags |= NK_WINDOW_REMOVE_ROM; + root = root->parent; + } + win->popup.buf.active = 0; + win->popup.active = 0; + ctx->memory.allocated = allocated; + ctx->current = win; + nk_free_panel(ctx, popup->layout); + popup->layout = 0; + return 0; + } +} +NK_LIB int +nk_nonblock_begin(struct nk_context *ctx, + nk_flags flags, struct nk_rect body, struct nk_rect header, + enum nk_panel_type panel_type) +{ + struct nk_window *popup; + struct nk_window *win; + struct nk_panel *panel; + int is_active = nk_true; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + /* popups cannot have popups */ + win = ctx->current; + panel = win->layout; + NK_ASSERT(!(panel->type & NK_PANEL_SET_POPUP)); + (void)panel; + popup = win->popup.win; + if (!popup) { + /* create window for nonblocking popup */ + popup = (struct nk_window*)nk_create_window(ctx); + popup->parent = win; + win->popup.win = popup; + win->popup.type = panel_type; + nk_command_buffer_init(&popup->buffer, &ctx->memory, NK_CLIPPING_ON); + } else { + /* close the popup if user pressed outside or in the header */ + int pressed, in_body, in_header; +#ifdef NK_BUTTON_TRIGGER_ON_RELEASE + pressed = nk_input_is_mouse_released(&ctx->input, NK_BUTTON_LEFT); +#else + pressed = nk_input_is_mouse_pressed(&ctx->input, NK_BUTTON_LEFT); +#endif + in_body = nk_input_is_mouse_hovering_rect(&ctx->input, body); + in_header = nk_input_is_mouse_hovering_rect(&ctx->input, header); + if (pressed && (!in_body || in_header)) + is_active = nk_false; + } + win->popup.header = header; + + if (!is_active) { + /* remove read only mode from all parent panels */ + struct nk_panel *root = win->layout; + while (root) { + root->flags |= NK_WINDOW_REMOVE_ROM; + root = root->parent; + } + return is_active; + } + popup->bounds = body; + popup->parent = win; + popup->layout = (struct nk_panel*)nk_create_panel(ctx); + popup->flags = flags; + popup->flags |= NK_WINDOW_BORDER; + popup->flags |= NK_WINDOW_DYNAMIC; + popup->seq = ctx->seq; + win->popup.active = 1; + NK_ASSERT(popup->layout); + + nk_start_popup(ctx, win); + popup->buffer = win->buffer; + nk_push_scissor(&popup->buffer, nk_null_rect); + ctx->current = popup; + + nk_panel_begin(ctx, 0, panel_type); + win->buffer = popup->buffer; + popup->layout->parent = win->layout; + popup->layout->offset_x = &popup->scrollbar.x; + popup->layout->offset_y = &popup->scrollbar.y; + + /* set read only mode to all parent panels */ + {struct nk_panel *root; + root = win->layout; + while (root) { + root->flags |= NK_WINDOW_ROM; + root = root->parent; + }} + return is_active; +} +NK_API void +nk_popup_close(struct nk_context *ctx) +{ + struct nk_window *popup; + NK_ASSERT(ctx); + if (!ctx || !ctx->current) return; + + popup = ctx->current; + NK_ASSERT(popup->parent); + NK_ASSERT(popup->layout->type & NK_PANEL_SET_POPUP); + popup->flags |= NK_WINDOW_HIDDEN; +} +NK_API void +nk_popup_end(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_window *popup; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + popup = ctx->current; + if (!popup->parent) return; + win = popup->parent; + if (popup->flags & NK_WINDOW_HIDDEN) { + struct nk_panel *root; + root = win->layout; + while (root) { + root->flags |= NK_WINDOW_REMOVE_ROM; + root = root->parent; + } + win->popup.active = 0; + } + nk_push_scissor(&popup->buffer, nk_null_rect); + nk_end(ctx); + + win->buffer = popup->buffer; + nk_finish_popup(ctx, win); + ctx->current = win; + nk_push_scissor(&win->buffer, win->layout->clip); +} +NK_API void +nk_popup_get_scroll(struct nk_context *ctx, nk_uint *offset_x, nk_uint *offset_y) +{ + struct nk_window *popup; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + popup = ctx->current; + if (offset_x) + *offset_x = popup->scrollbar.x; + if (offset_y) + *offset_y = popup->scrollbar.y; +} +NK_API void +nk_popup_set_scroll(struct nk_context *ctx, nk_uint offset_x, nk_uint offset_y) +{ + struct nk_window *popup; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + popup = ctx->current; + popup->scrollbar.x = offset_x; + popup->scrollbar.y = offset_y; +} + + + + +/* ============================================================== + * + * CONTEXTUAL + * + * ===============================================================*/ +NK_API int +nk_contextual_begin(struct nk_context *ctx, nk_flags flags, struct nk_vec2 size, + struct nk_rect trigger_bounds) +{ + struct nk_window *win; + struct nk_window *popup; + struct nk_rect body; + + NK_STORAGE const struct nk_rect null_rect = {-1,-1,0,0}; + int is_clicked = 0; + int is_open = 0; + int ret = 0; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + ++win->popup.con_count; + if (ctx->current != ctx->active) + return 0; + + /* check if currently active contextual is active */ + popup = win->popup.win; + is_open = (popup && win->popup.type == NK_PANEL_CONTEXTUAL); + is_clicked = nk_input_mouse_clicked(&ctx->input, NK_BUTTON_RIGHT, trigger_bounds); + if (win->popup.active_con && win->popup.con_count != win->popup.active_con) + return 0; + if (!is_open && win->popup.active_con) + win->popup.active_con = 0; + if ((!is_open && !is_clicked)) + return 0; + + /* calculate contextual position on click */ + win->popup.active_con = win->popup.con_count; + if (is_clicked) { + body.x = ctx->input.mouse.pos.x; + body.y = ctx->input.mouse.pos.y; + } else { + body.x = popup->bounds.x; + body.y = popup->bounds.y; + } + body.w = size.x; + body.h = size.y; + + /* start nonblocking contextual popup */ + ret = nk_nonblock_begin(ctx, flags|NK_WINDOW_NO_SCROLLBAR, body, + null_rect, NK_PANEL_CONTEXTUAL); + if (ret) win->popup.type = NK_PANEL_CONTEXTUAL; + else { + win->popup.active_con = 0; + win->popup.type = NK_PANEL_NONE; + if (win->popup.win) + win->popup.win->flags = 0; + } + return ret; +} +NK_API int +nk_contextual_item_text(struct nk_context *ctx, const char *text, int len, + nk_flags alignment) +{ + struct nk_window *win; + const struct nk_input *in; + const struct nk_style *style; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + state = nk_widget_fitting(&bounds, ctx, style->contextual_button.padding); + if (!state) return nk_false; + + in = (state == NK_WIDGET_ROM || win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_text(&ctx->last_widget_state, &win->buffer, bounds, + text, len, alignment, NK_BUTTON_DEFAULT, &style->contextual_button, in, style->font)) { + nk_contextual_close(ctx); + return nk_true; + } + return nk_false; +} +NK_API int +nk_contextual_item_label(struct nk_context *ctx, const char *label, nk_flags align) +{ + return nk_contextual_item_text(ctx, label, nk_strlen(label), align); +} +NK_API int +nk_contextual_item_image_text(struct nk_context *ctx, struct nk_image img, + const char *text, int len, nk_flags align) +{ + struct nk_window *win; + const struct nk_input *in; + const struct nk_style *style; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + state = nk_widget_fitting(&bounds, ctx, style->contextual_button.padding); + if (!state) return nk_false; + + in = (state == NK_WIDGET_ROM || win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_text_image(&ctx->last_widget_state, &win->buffer, bounds, + img, text, len, align, NK_BUTTON_DEFAULT, &style->contextual_button, style->font, in)){ + nk_contextual_close(ctx); + return nk_true; + } + return nk_false; +} +NK_API int +nk_contextual_item_image_label(struct nk_context *ctx, struct nk_image img, + const char *label, nk_flags align) +{ + return nk_contextual_item_image_text(ctx, img, label, nk_strlen(label), align); +} +NK_API int +nk_contextual_item_symbol_text(struct nk_context *ctx, enum nk_symbol_type symbol, + const char *text, int len, nk_flags align) +{ + struct nk_window *win; + const struct nk_input *in; + const struct nk_style *style; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + state = nk_widget_fitting(&bounds, ctx, style->contextual_button.padding); + if (!state) return nk_false; + + in = (state == NK_WIDGET_ROM || win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_text_symbol(&ctx->last_widget_state, &win->buffer, bounds, + symbol, text, len, align, NK_BUTTON_DEFAULT, &style->contextual_button, style->font, in)) { + nk_contextual_close(ctx); + return nk_true; + } + return nk_false; +} +NK_API int +nk_contextual_item_symbol_label(struct nk_context *ctx, enum nk_symbol_type symbol, + const char *text, nk_flags align) +{ + return nk_contextual_item_symbol_text(ctx, symbol, text, nk_strlen(text), align); +} +NK_API void +nk_contextual_close(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) return; + nk_popup_close(ctx); +} +NK_API void +nk_contextual_end(struct nk_context *ctx) +{ + struct nk_window *popup; + struct nk_panel *panel; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return; + + popup = ctx->current; + panel = popup->layout; + NK_ASSERT(popup->parent); + NK_ASSERT(panel->type & NK_PANEL_SET_POPUP); + if (panel->flags & NK_WINDOW_DYNAMIC) { + /* Close behavior + This is a bit of a hack solution since we do not know before we end our popup + how big it will be. We therefore do not directly know when a + click outside the non-blocking popup must close it at that direct frame. + Instead it will be closed in the next frame.*/ + struct nk_rect body = {0,0,0,0}; + if (panel->at_y < (panel->bounds.y + panel->bounds.h)) { + struct nk_vec2 padding = nk_panel_get_padding(&ctx->style, panel->type); + body = panel->bounds; + body.y = (panel->at_y + panel->footer_height + panel->border + padding.y + panel->row.height); + body.h = (panel->bounds.y + panel->bounds.h) - body.y; + } + {int pressed = nk_input_is_mouse_pressed(&ctx->input, NK_BUTTON_LEFT); + int in_body = nk_input_is_mouse_hovering_rect(&ctx->input, body); + if (pressed && in_body) + popup->flags |= NK_WINDOW_HIDDEN; + } + } + if (popup->flags & NK_WINDOW_HIDDEN) + popup->seq = 0; + nk_popup_end(ctx); + return; +} + + + + + +/* =============================================================== + * + * MENU + * + * ===============================================================*/ +NK_API void +nk_menubar_begin(struct nk_context *ctx) +{ + struct nk_panel *layout; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + layout = ctx->current->layout; + NK_ASSERT(layout->at_y == layout->bounds.y); + /* if this assert triggers you allocated space between nk_begin and nk_menubar_begin. + If you want a menubar the first nuklear function after `nk_begin` has to be a + `nk_menubar_begin` call. Inside the menubar you then have to allocate space for + widgets (also supports multiple rows). + Example: + if (nk_begin(...)) { + nk_menubar_begin(...); + nk_layout_xxxx(...); + nk_button(...); + nk_layout_xxxx(...); + nk_button(...); + nk_menubar_end(...); + } + nk_end(...); + */ + if (layout->flags & NK_WINDOW_HIDDEN || layout->flags & NK_WINDOW_MINIMIZED) + return; + + layout->menu.x = layout->at_x; + layout->menu.y = layout->at_y + layout->row.height; + layout->menu.w = layout->bounds.w; + layout->menu.offset.x = *layout->offset_x; + layout->menu.offset.y = *layout->offset_y; + *layout->offset_y = 0; +} +NK_API void +nk_menubar_end(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *layout; + struct nk_command_buffer *out; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + out = &win->buffer; + layout = win->layout; + if (layout->flags & NK_WINDOW_HIDDEN || layout->flags & NK_WINDOW_MINIMIZED) + return; + + layout->menu.h = layout->at_y - layout->menu.y; + layout->bounds.y += layout->menu.h + ctx->style.window.spacing.y + layout->row.height; + layout->bounds.h -= layout->menu.h + ctx->style.window.spacing.y + layout->row.height; + + *layout->offset_x = layout->menu.offset.x; + *layout->offset_y = layout->menu.offset.y; + layout->at_y = layout->bounds.y - layout->row.height; + + layout->clip.y = layout->bounds.y; + layout->clip.h = layout->bounds.h; + nk_push_scissor(out, layout->clip); +} +NK_INTERN int +nk_menu_begin(struct nk_context *ctx, struct nk_window *win, + const char *id, int is_clicked, struct nk_rect header, struct nk_vec2 size) +{ + int is_open = 0; + int is_active = 0; + struct nk_rect body; + struct nk_window *popup; + nk_hash hash = nk_murmur_hash(id, (int)nk_strlen(id), NK_PANEL_MENU); + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + body.x = header.x; + body.w = size.x; + body.y = header.y + header.h; + body.h = size.y; + + popup = win->popup.win; + is_open = popup ? nk_true : nk_false; + is_active = (popup && (win->popup.name == hash) && win->popup.type == NK_PANEL_MENU); + if ((is_clicked && is_open && !is_active) || (is_open && !is_active) || + (!is_open && !is_active && !is_clicked)) return 0; + if (!nk_nonblock_begin(ctx, NK_WINDOW_NO_SCROLLBAR, body, header, NK_PANEL_MENU)) + return 0; + + win->popup.type = NK_PANEL_MENU; + win->popup.name = hash; + return 1; +} +NK_API int +nk_menu_begin_text(struct nk_context *ctx, const char *title, int len, + nk_flags align, struct nk_vec2 size) +{ + struct nk_window *win; + const struct nk_input *in; + struct nk_rect header; + int is_clicked = nk_false; + nk_flags state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + state = nk_widget(&header, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || win->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_text(&ctx->last_widget_state, &win->buffer, header, + title, len, align, NK_BUTTON_DEFAULT, &ctx->style.menu_button, in, ctx->style.font)) + is_clicked = nk_true; + return nk_menu_begin(ctx, win, title, is_clicked, header, size); +} +NK_API int nk_menu_begin_label(struct nk_context *ctx, + const char *text, nk_flags align, struct nk_vec2 size) +{ + return nk_menu_begin_text(ctx, text, nk_strlen(text), align, size); +} +NK_API int +nk_menu_begin_image(struct nk_context *ctx, const char *id, struct nk_image img, + struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_rect header; + const struct nk_input *in; + int is_clicked = nk_false; + nk_flags state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + state = nk_widget(&header, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_image(&ctx->last_widget_state, &win->buffer, header, + img, NK_BUTTON_DEFAULT, &ctx->style.menu_button, in)) + is_clicked = nk_true; + return nk_menu_begin(ctx, win, id, is_clicked, header, size); +} +NK_API int +nk_menu_begin_symbol(struct nk_context *ctx, const char *id, + enum nk_symbol_type sym, struct nk_vec2 size) +{ + struct nk_window *win; + const struct nk_input *in; + struct nk_rect header; + int is_clicked = nk_false; + nk_flags state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + state = nk_widget(&header, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_symbol(&ctx->last_widget_state, &win->buffer, header, + sym, NK_BUTTON_DEFAULT, &ctx->style.menu_button, in, ctx->style.font)) + is_clicked = nk_true; + return nk_menu_begin(ctx, win, id, is_clicked, header, size); +} +NK_API int +nk_menu_begin_image_text(struct nk_context *ctx, const char *title, int len, + nk_flags align, struct nk_image img, struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_rect header; + const struct nk_input *in; + int is_clicked = nk_false; + nk_flags state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + state = nk_widget(&header, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_text_image(&ctx->last_widget_state, &win->buffer, + header, img, title, len, align, NK_BUTTON_DEFAULT, &ctx->style.menu_button, + ctx->style.font, in)) + is_clicked = nk_true; + return nk_menu_begin(ctx, win, title, is_clicked, header, size); +} +NK_API int +nk_menu_begin_image_label(struct nk_context *ctx, + const char *title, nk_flags align, struct nk_image img, struct nk_vec2 size) +{ + return nk_menu_begin_image_text(ctx, title, nk_strlen(title), align, img, size); +} +NK_API int +nk_menu_begin_symbol_text(struct nk_context *ctx, const char *title, int len, + nk_flags align, enum nk_symbol_type sym, struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_rect header; + const struct nk_input *in; + int is_clicked = nk_false; + nk_flags state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + state = nk_widget(&header, ctx); + if (!state) return 0; + + in = (state == NK_WIDGET_ROM || win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + if (nk_do_button_text_symbol(&ctx->last_widget_state, &win->buffer, + header, sym, title, len, align, NK_BUTTON_DEFAULT, &ctx->style.menu_button, + ctx->style.font, in)) is_clicked = nk_true; + return nk_menu_begin(ctx, win, title, is_clicked, header, size); +} +NK_API int +nk_menu_begin_symbol_label(struct nk_context *ctx, + const char *title, nk_flags align, enum nk_symbol_type sym, struct nk_vec2 size ) +{ + return nk_menu_begin_symbol_text(ctx, title, nk_strlen(title), align,sym,size); +} +NK_API int +nk_menu_item_text(struct nk_context *ctx, const char *title, int len, nk_flags align) +{ + return nk_contextual_item_text(ctx, title, len, align); +} +NK_API int +nk_menu_item_label(struct nk_context *ctx, const char *label, nk_flags align) +{ + return nk_contextual_item_label(ctx, label, align); +} +NK_API int +nk_menu_item_image_label(struct nk_context *ctx, struct nk_image img, + const char *label, nk_flags align) +{ + return nk_contextual_item_image_label(ctx, img, label, align); +} +NK_API int +nk_menu_item_image_text(struct nk_context *ctx, struct nk_image img, + const char *text, int len, nk_flags align) +{ + return nk_contextual_item_image_text(ctx, img, text, len, align); +} +NK_API int nk_menu_item_symbol_text(struct nk_context *ctx, enum nk_symbol_type sym, + const char *text, int len, nk_flags align) +{ + return nk_contextual_item_symbol_text(ctx, sym, text, len, align); +} +NK_API int nk_menu_item_symbol_label(struct nk_context *ctx, enum nk_symbol_type sym, + const char *label, nk_flags align) +{ + return nk_contextual_item_symbol_label(ctx, sym, label, align); +} +NK_API void nk_menu_close(struct nk_context *ctx) +{ + nk_contextual_close(ctx); +} +NK_API void +nk_menu_end(struct nk_context *ctx) +{ + nk_contextual_end(ctx); +} + + + + + +/* =============================================================== + * + * LAYOUT + * + * ===============================================================*/ +NK_API void +nk_layout_set_min_row_height(struct nk_context *ctx, float height) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + layout->row.min_height = height; +} +NK_API void +nk_layout_reset_min_row_height(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + layout->row.min_height = ctx->style.font->height; + layout->row.min_height += ctx->style.text.padding.y*2; + layout->row.min_height += ctx->style.window.min_row_height_padding*2; +} +NK_LIB float +nk_layout_row_calculate_usable_space(const struct nk_style *style, enum nk_panel_type type, + float total_space, int columns) +{ + float panel_padding; + float panel_spacing; + float panel_space; + + struct nk_vec2 spacing; + struct nk_vec2 padding; + + spacing = style->window.spacing; + padding = nk_panel_get_padding(style, type); + + /* calculate the usable panel space */ + panel_padding = 2 * padding.x; + panel_spacing = (float)NK_MAX(columns - 1, 0) * spacing.x; + panel_space = total_space - panel_padding - panel_spacing; + return panel_space; +} +NK_LIB void +nk_panel_layout(const struct nk_context *ctx, struct nk_window *win, + float height, int cols) +{ + struct nk_panel *layout; + const struct nk_style *style; + struct nk_command_buffer *out; + + struct nk_vec2 item_spacing; + struct nk_color color; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + /* prefetch some configuration data */ + layout = win->layout; + style = &ctx->style; + out = &win->buffer; + color = style->window.background; + item_spacing = style->window.spacing; + + /* if one of these triggers you forgot to add an `if` condition around either + a window, group, popup, combobox or contextual menu `begin` and `end` block. + Example: + if (nk_begin(...) {...} nk_end(...); or + if (nk_group_begin(...) { nk_group_end(...);} */ + NK_ASSERT(!(layout->flags & NK_WINDOW_MINIMIZED)); + NK_ASSERT(!(layout->flags & NK_WINDOW_HIDDEN)); + NK_ASSERT(!(layout->flags & NK_WINDOW_CLOSED)); + + /* update the current row and set the current row layout */ + layout->row.index = 0; + layout->at_y += layout->row.height; + layout->row.columns = cols; + if (height == 0.0f) + layout->row.height = NK_MAX(height, layout->row.min_height) + item_spacing.y; + else layout->row.height = height + item_spacing.y; + + layout->row.item_offset = 0; + if (layout->flags & NK_WINDOW_DYNAMIC) { + /* draw background for dynamic panels */ + struct nk_rect background; + background.x = win->bounds.x; + background.w = win->bounds.w; + background.y = layout->at_y - 1.0f; + background.h = layout->row.height + 1.0f; + nk_fill_rect(out, background, 0, color); + } +} +NK_LIB void +nk_row_layout(struct nk_context *ctx, enum nk_layout_format fmt, + float height, int cols, int width) +{ + /* update the current row and set the current row layout */ + struct nk_window *win; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + nk_panel_layout(ctx, win, height, cols); + if (fmt == NK_DYNAMIC) + win->layout->row.type = NK_LAYOUT_DYNAMIC_FIXED; + else win->layout->row.type = NK_LAYOUT_STATIC_FIXED; + + win->layout->row.ratio = 0; + win->layout->row.filled = 0; + win->layout->row.item_offset = 0; + win->layout->row.item_width = (float)width; +} +NK_API float +nk_layout_ratio_from_pixel(struct nk_context *ctx, float pixel_width) +{ + struct nk_window *win; + NK_ASSERT(ctx); + NK_ASSERT(pixel_width); + if (!ctx || !ctx->current || !ctx->current->layout) return 0; + win = ctx->current; + return NK_CLAMP(0.0f, pixel_width/win->bounds.x, 1.0f); +} +NK_API void +nk_layout_row_dynamic(struct nk_context *ctx, float height, int cols) +{ + nk_row_layout(ctx, NK_DYNAMIC, height, cols, 0); +} +NK_API void +nk_layout_row_static(struct nk_context *ctx, float height, int item_width, int cols) +{ + nk_row_layout(ctx, NK_STATIC, height, cols, item_width); +} +NK_API void +nk_layout_row_begin(struct nk_context *ctx, enum nk_layout_format fmt, + float row_height, int cols) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + nk_panel_layout(ctx, win, row_height, cols); + if (fmt == NK_DYNAMIC) + layout->row.type = NK_LAYOUT_DYNAMIC_ROW; + else layout->row.type = NK_LAYOUT_STATIC_ROW; + + layout->row.ratio = 0; + layout->row.filled = 0; + layout->row.item_width = 0; + layout->row.item_offset = 0; + layout->row.columns = cols; +} +NK_API void +nk_layout_row_push(struct nk_context *ctx, float ratio_or_width) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + NK_ASSERT(layout->row.type == NK_LAYOUT_STATIC_ROW || layout->row.type == NK_LAYOUT_DYNAMIC_ROW); + if (layout->row.type != NK_LAYOUT_STATIC_ROW && layout->row.type != NK_LAYOUT_DYNAMIC_ROW) + return; + + if (layout->row.type == NK_LAYOUT_DYNAMIC_ROW) { + float ratio = ratio_or_width; + if ((ratio + layout->row.filled) > 1.0f) return; + if (ratio > 0.0f) + layout->row.item_width = NK_SATURATE(ratio); + else layout->row.item_width = 1.0f - layout->row.filled; + } else layout->row.item_width = ratio_or_width; +} +NK_API void +nk_layout_row_end(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + NK_ASSERT(layout->row.type == NK_LAYOUT_STATIC_ROW || layout->row.type == NK_LAYOUT_DYNAMIC_ROW); + if (layout->row.type != NK_LAYOUT_STATIC_ROW && layout->row.type != NK_LAYOUT_DYNAMIC_ROW) + return; + layout->row.item_width = 0; + layout->row.item_offset = 0; +} +NK_API void +nk_layout_row(struct nk_context *ctx, enum nk_layout_format fmt, + float height, int cols, const float *ratio) +{ + int i; + int n_undef = 0; + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + nk_panel_layout(ctx, win, height, cols); + if (fmt == NK_DYNAMIC) { + /* calculate width of undefined widget ratios */ + float r = 0; + layout->row.ratio = ratio; + for (i = 0; i < cols; ++i) { + if (ratio[i] < 0.0f) + n_undef++; + else r += ratio[i]; + } + r = NK_SATURATE(1.0f - r); + layout->row.type = NK_LAYOUT_DYNAMIC; + layout->row.item_width = (r > 0 && n_undef > 0) ? (r / (float)n_undef):0; + } else { + layout->row.ratio = ratio; + layout->row.type = NK_LAYOUT_STATIC; + layout->row.item_width = 0; + layout->row.item_offset = 0; + } + layout->row.item_offset = 0; + layout->row.filled = 0; +} +NK_API void +nk_layout_row_template_begin(struct nk_context *ctx, float height) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + nk_panel_layout(ctx, win, height, 1); + layout->row.type = NK_LAYOUT_TEMPLATE; + layout->row.columns = 0; + layout->row.ratio = 0; + layout->row.item_width = 0; + layout->row.item_height = 0; + layout->row.item_offset = 0; + layout->row.filled = 0; + layout->row.item.x = 0; + layout->row.item.y = 0; + layout->row.item.w = 0; + layout->row.item.h = 0; +} +NK_API void +nk_layout_row_template_push_dynamic(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + NK_ASSERT(layout->row.type == NK_LAYOUT_TEMPLATE); + NK_ASSERT(layout->row.columns < NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS); + if (layout->row.type != NK_LAYOUT_TEMPLATE) return; + if (layout->row.columns >= NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS) return; + layout->row.templates[layout->row.columns++] = -1.0f; +} +NK_API void +nk_layout_row_template_push_variable(struct nk_context *ctx, float min_width) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + NK_ASSERT(layout->row.type == NK_LAYOUT_TEMPLATE); + NK_ASSERT(layout->row.columns < NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS); + if (layout->row.type != NK_LAYOUT_TEMPLATE) return; + if (layout->row.columns >= NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS) return; + layout->row.templates[layout->row.columns++] = -min_width; +} +NK_API void +nk_layout_row_template_push_static(struct nk_context *ctx, float width) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + NK_ASSERT(layout->row.type == NK_LAYOUT_TEMPLATE); + NK_ASSERT(layout->row.columns < NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS); + if (layout->row.type != NK_LAYOUT_TEMPLATE) return; + if (layout->row.columns >= NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS) return; + layout->row.templates[layout->row.columns++] = width; +} +NK_API void +nk_layout_row_template_end(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *layout; + + int i = 0; + int variable_count = 0; + int min_variable_count = 0; + float min_fixed_width = 0.0f; + float total_fixed_width = 0.0f; + float max_variable_width = 0.0f; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + NK_ASSERT(layout->row.type == NK_LAYOUT_TEMPLATE); + if (layout->row.type != NK_LAYOUT_TEMPLATE) return; + for (i = 0; i < layout->row.columns; ++i) { + float width = layout->row.templates[i]; + if (width >= 0.0f) { + total_fixed_width += width; + min_fixed_width += width; + } else if (width < -1.0f) { + width = -width; + total_fixed_width += width; + max_variable_width = NK_MAX(max_variable_width, width); + variable_count++; + } else { + min_variable_count++; + variable_count++; + } + } + if (variable_count) { + float space = nk_layout_row_calculate_usable_space(&ctx->style, layout->type, + layout->bounds.w, layout->row.columns); + float var_width = (NK_MAX(space-min_fixed_width,0.0f)) / (float)variable_count; + int enough_space = var_width >= max_variable_width; + if (!enough_space) + var_width = (NK_MAX(space-total_fixed_width,0)) / (float)min_variable_count; + for (i = 0; i < layout->row.columns; ++i) { + float *width = &layout->row.templates[i]; + *width = (*width >= 0.0f)? *width: (*width < -1.0f && !enough_space)? -(*width): var_width; + } + } +} +NK_API void +nk_layout_space_begin(struct nk_context *ctx, enum nk_layout_format fmt, + float height, int widget_count) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + nk_panel_layout(ctx, win, height, widget_count); + if (fmt == NK_STATIC) + layout->row.type = NK_LAYOUT_STATIC_FREE; + else layout->row.type = NK_LAYOUT_DYNAMIC_FREE; + + layout->row.ratio = 0; + layout->row.filled = 0; + layout->row.item_width = 0; + layout->row.item_offset = 0; +} +NK_API void +nk_layout_space_end(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + layout->row.item_width = 0; + layout->row.item_height = 0; + layout->row.item_offset = 0; + nk_zero(&layout->row.item, sizeof(layout->row.item)); +} +NK_API void +nk_layout_space_push(struct nk_context *ctx, struct nk_rect rect) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + layout->row.item = rect; +} +NK_API struct nk_rect +nk_layout_space_bounds(struct nk_context *ctx) +{ + struct nk_rect ret; + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + win = ctx->current; + layout = win->layout; + + ret.x = layout->clip.x; + ret.y = layout->clip.y; + ret.w = layout->clip.w; + ret.h = layout->row.height; + return ret; +} +NK_API struct nk_rect +nk_layout_widget_bounds(struct nk_context *ctx) +{ + struct nk_rect ret; + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + win = ctx->current; + layout = win->layout; + + ret.x = layout->at_x; + ret.y = layout->at_y; + ret.w = layout->bounds.w - NK_MAX(layout->at_x - layout->bounds.x,0); + ret.h = layout->row.height; + return ret; +} +NK_API struct nk_vec2 +nk_layout_space_to_screen(struct nk_context *ctx, struct nk_vec2 ret) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + win = ctx->current; + layout = win->layout; + + ret.x += layout->at_x - (float)*layout->offset_x; + ret.y += layout->at_y - (float)*layout->offset_y; + return ret; +} +NK_API struct nk_vec2 +nk_layout_space_to_local(struct nk_context *ctx, struct nk_vec2 ret) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + win = ctx->current; + layout = win->layout; + + ret.x += -layout->at_x + (float)*layout->offset_x; + ret.y += -layout->at_y + (float)*layout->offset_y; + return ret; +} +NK_API struct nk_rect +nk_layout_space_rect_to_screen(struct nk_context *ctx, struct nk_rect ret) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + win = ctx->current; + layout = win->layout; + + ret.x += layout->at_x - (float)*layout->offset_x; + ret.y += layout->at_y - (float)*layout->offset_y; + return ret; +} +NK_API struct nk_rect +nk_layout_space_rect_to_local(struct nk_context *ctx, struct nk_rect ret) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + win = ctx->current; + layout = win->layout; + + ret.x += -layout->at_x + (float)*layout->offset_x; + ret.y += -layout->at_y + (float)*layout->offset_y; + return ret; +} +NK_LIB void +nk_panel_alloc_row(const struct nk_context *ctx, struct nk_window *win) +{ + struct nk_panel *layout = win->layout; + struct nk_vec2 spacing = ctx->style.window.spacing; + const float row_height = layout->row.height - spacing.y; + nk_panel_layout(ctx, win, row_height, layout->row.columns); +} +NK_LIB void +nk_layout_widget_space(struct nk_rect *bounds, const struct nk_context *ctx, + struct nk_window *win, int modify) +{ + struct nk_panel *layout; + const struct nk_style *style; + + struct nk_vec2 spacing; + struct nk_vec2 padding; + + float item_offset = 0; + float item_width = 0; + float item_spacing = 0; + float panel_space = 0; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + style = &ctx->style; + NK_ASSERT(bounds); + + spacing = style->window.spacing; + padding = nk_panel_get_padding(style, layout->type); + panel_space = nk_layout_row_calculate_usable_space(&ctx->style, layout->type, + layout->bounds.w, layout->row.columns); + + #define NK_FRAC(x) (x - (int)x) /* will be used to remove fookin gaps */ + /* calculate the width of one item inside the current layout space */ + switch (layout->row.type) { + case NK_LAYOUT_DYNAMIC_FIXED: { + /* scaling fixed size widgets item width */ + float w = NK_MAX(1.0f,panel_space) / (float)layout->row.columns; + item_offset = (float)layout->row.index * w; + item_width = w + NK_FRAC(item_offset); + item_spacing = (float)layout->row.index * spacing.x; + } break; + case NK_LAYOUT_DYNAMIC_ROW: { + /* scaling single ratio widget width */ + float w = layout->row.item_width * panel_space; + item_offset = layout->row.item_offset; + item_width = w + NK_FRAC(item_offset); + item_spacing = 0; + + if (modify) { + layout->row.item_offset += w + spacing.x; + layout->row.filled += layout->row.item_width; + layout->row.index = 0; + } + } break; + case NK_LAYOUT_DYNAMIC_FREE: { + /* panel width depended free widget placing */ + bounds->x = layout->at_x + (layout->bounds.w * layout->row.item.x); + bounds->x -= (float)*layout->offset_x; + bounds->y = layout->at_y + (layout->row.height * layout->row.item.y); + bounds->y -= (float)*layout->offset_y; + bounds->w = layout->bounds.w * layout->row.item.w + NK_FRAC(bounds->x); + bounds->h = layout->row.height * layout->row.item.h + NK_FRAC(bounds->y); + return; + } + case NK_LAYOUT_DYNAMIC: { + /* scaling arrays of panel width ratios for every widget */ + float ratio, w; + NK_ASSERT(layout->row.ratio); + ratio = (layout->row.ratio[layout->row.index] < 0) ? + layout->row.item_width : layout->row.ratio[layout->row.index]; + + w = (ratio * panel_space); + item_spacing = (float)layout->row.index * spacing.x; + item_offset = layout->row.item_offset; + item_width = w + NK_FRAC(item_offset); + + if (modify) { + layout->row.item_offset += w; + layout->row.filled += ratio; + } + } break; + case NK_LAYOUT_STATIC_FIXED: { + /* non-scaling fixed widgets item width */ + item_width = layout->row.item_width; + item_offset = (float)layout->row.index * item_width; + item_spacing = (float)layout->row.index * spacing.x; + } break; + case NK_LAYOUT_STATIC_ROW: { + /* scaling single ratio widget width */ + item_width = layout->row.item_width; + item_offset = layout->row.item_offset; + item_spacing = (float)layout->row.index * spacing.x; + if (modify) layout->row.item_offset += item_width; + } break; + case NK_LAYOUT_STATIC_FREE: { + /* free widget placing */ + bounds->x = layout->at_x + layout->row.item.x; + bounds->w = layout->row.item.w; + if (((bounds->x + bounds->w) > layout->max_x) && modify) + layout->max_x = (bounds->x + bounds->w); + bounds->x -= (float)*layout->offset_x; + bounds->y = layout->at_y + layout->row.item.y; + bounds->y -= (float)*layout->offset_y; + bounds->h = layout->row.item.h; + return; + } + case NK_LAYOUT_STATIC: { + /* non-scaling array of panel pixel width for every widget */ + item_spacing = (float)layout->row.index * spacing.x; + item_width = layout->row.ratio[layout->row.index]; + item_offset = layout->row.item_offset; + if (modify) layout->row.item_offset += item_width; + } break; + case NK_LAYOUT_TEMPLATE: { + /* stretchy row layout with combined dynamic/static widget width*/ + float w; + NK_ASSERT(layout->row.index < layout->row.columns); + NK_ASSERT(layout->row.index < NK_MAX_LAYOUT_ROW_TEMPLATE_COLUMNS); + w = layout->row.templates[layout->row.index]; + item_offset = layout->row.item_offset; + item_width = w + NK_FRAC(item_offset); + item_spacing = (float)layout->row.index * spacing.x; + if (modify) layout->row.item_offset += w; + } break; + #undef NK_FRAC + default: NK_ASSERT(0); break; + }; + + /* set the bounds of the newly allocated widget */ + bounds->w = item_width; + bounds->h = layout->row.height - spacing.y; + bounds->y = layout->at_y - (float)*layout->offset_y; + bounds->x = layout->at_x + item_offset + item_spacing + padding.x; + if (((bounds->x + bounds->w) > layout->max_x) && modify) + layout->max_x = bounds->x + bounds->w; + bounds->x -= (float)*layout->offset_x; +} +NK_LIB void +nk_panel_alloc_space(struct nk_rect *bounds, const struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + /* check if the end of the row has been hit and begin new row if so */ + win = ctx->current; + layout = win->layout; + if (layout->row.index >= layout->row.columns) + nk_panel_alloc_row(ctx, win); + + /* calculate widget position and size */ + nk_layout_widget_space(bounds, ctx, win, nk_true); + layout->row.index++; +} +NK_LIB void +nk_layout_peek(struct nk_rect *bounds, struct nk_context *ctx) +{ + float y; + int index; + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + y = layout->at_y; + index = layout->row.index; + if (layout->row.index >= layout->row.columns) { + layout->at_y += layout->row.height; + layout->row.index = 0; + } + nk_layout_widget_space(bounds, ctx, win, nk_false); + if (!layout->row.index) { + bounds->x -= layout->row.item_offset; + } + layout->at_y = y; + layout->row.index = index; +} + + + + + +/* =============================================================== + * + * TREE + * + * ===============================================================*/ +NK_INTERN int +nk_tree_state_base(struct nk_context *ctx, enum nk_tree_type type, + struct nk_image *img, const char *title, enum nk_collapse_states *state) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_style *style; + struct nk_command_buffer *out; + const struct nk_input *in; + const struct nk_style_button *button; + enum nk_symbol_type symbol; + float row_height; + + struct nk_vec2 item_spacing; + struct nk_rect header = {0,0,0,0}; + struct nk_rect sym = {0,0,0,0}; + struct nk_text text; + + nk_flags ws = 0; + enum nk_widget_layout_states widget_state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + /* cache some data */ + win = ctx->current; + layout = win->layout; + out = &win->buffer; + style = &ctx->style; + item_spacing = style->window.spacing; + + /* calculate header bounds and draw background */ + row_height = style->font->height + 2 * style->tab.padding.y; + nk_layout_set_min_row_height(ctx, row_height); + nk_layout_row_dynamic(ctx, row_height, 1); + nk_layout_reset_min_row_height(ctx); + + widget_state = nk_widget(&header, ctx); + if (type == NK_TREE_TAB) { + const struct nk_style_item *background = &style->tab.background; + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(out, header, &background->data.image, nk_white); + text.background = nk_rgba(0,0,0,0); + } else { + text.background = background->data.color; + nk_fill_rect(out, header, 0, style->tab.border_color); + nk_fill_rect(out, nk_shrink_rect(header, style->tab.border), + style->tab.rounding, background->data.color); + } + } else text.background = style->window.background; + + /* update node state */ + in = (!(layout->flags & NK_WINDOW_ROM)) ? &ctx->input: 0; + in = (in && widget_state == NK_WIDGET_VALID) ? &ctx->input : 0; + if (nk_button_behavior(&ws, header, in, NK_BUTTON_DEFAULT)) + *state = (*state == NK_MAXIMIZED) ? NK_MINIMIZED : NK_MAXIMIZED; + + /* select correct button style */ + if (*state == NK_MAXIMIZED) { + symbol = style->tab.sym_maximize; + if (type == NK_TREE_TAB) + button = &style->tab.tab_maximize_button; + else button = &style->tab.node_maximize_button; + } else { + symbol = style->tab.sym_minimize; + if (type == NK_TREE_TAB) + button = &style->tab.tab_minimize_button; + else button = &style->tab.node_minimize_button; + } + + {/* draw triangle button */ + sym.w = sym.h = style->font->height; + sym.y = header.y + style->tab.padding.y; + sym.x = header.x + style->tab.padding.x; + nk_do_button_symbol(&ws, &win->buffer, sym, symbol, NK_BUTTON_DEFAULT, + button, 0, style->font); + + if (img) { + /* draw optional image icon */ + sym.x = sym.x + sym.w + 4 * item_spacing.x; + nk_draw_image(&win->buffer, sym, img, nk_white); + sym.w = style->font->height + style->tab.spacing.x;} + } + + {/* draw label */ + struct nk_rect label; + header.w = NK_MAX(header.w, sym.w + item_spacing.x); + label.x = sym.x + sym.w + item_spacing.x; + label.y = sym.y; + label.w = header.w - (sym.w + item_spacing.y + style->tab.indent); + label.h = style->font->height; + text.text = style->tab.text; + text.padding = nk_vec2(0,0); + nk_widget_text(out, label, title, nk_strlen(title), &text, + NK_TEXT_LEFT, style->font);} + + /* increase x-axis cursor widget position pointer */ + if (*state == NK_MAXIMIZED) { + layout->at_x = header.x + (float)*layout->offset_x + style->tab.indent; + layout->bounds.w = NK_MAX(layout->bounds.w, style->tab.indent); + layout->bounds.w -= (style->tab.indent + style->window.padding.x); + layout->row.tree_depth++; + return nk_true; + } else return nk_false; +} +NK_INTERN int +nk_tree_base(struct nk_context *ctx, enum nk_tree_type type, + struct nk_image *img, const char *title, enum nk_collapse_states initial_state, + const char *hash, int len, int line) +{ + struct nk_window *win = ctx->current; + int title_len = 0; + nk_hash tree_hash = 0; + nk_uint *state = 0; + + /* retrieve tree state from internal widget state tables */ + if (!hash) { + title_len = (int)nk_strlen(title); + tree_hash = nk_murmur_hash(title, (int)title_len, (nk_hash)line); + } else tree_hash = nk_murmur_hash(hash, len, (nk_hash)line); + state = nk_find_value(win, tree_hash); + if (!state) { + state = nk_add_value(ctx, win, tree_hash, 0); + *state = initial_state; + } + return nk_tree_state_base(ctx, type, img, title, (enum nk_collapse_states*)state); +} +NK_API int +nk_tree_state_push(struct nk_context *ctx, enum nk_tree_type type, + const char *title, enum nk_collapse_states *state) +{ + return nk_tree_state_base(ctx, type, 0, title, state); +} +NK_API int +nk_tree_state_image_push(struct nk_context *ctx, enum nk_tree_type type, + struct nk_image img, const char *title, enum nk_collapse_states *state) +{ + return nk_tree_state_base(ctx, type, &img, title, state); +} +NK_API void +nk_tree_state_pop(struct nk_context *ctx) +{ + struct nk_window *win = 0; + struct nk_panel *layout = 0; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + layout->at_x -= ctx->style.tab.indent + ctx->style.window.padding.x; + layout->bounds.w += ctx->style.tab.indent + ctx->style.window.padding.x; + NK_ASSERT(layout->row.tree_depth); + layout->row.tree_depth--; +} +NK_API int +nk_tree_push_hashed(struct nk_context *ctx, enum nk_tree_type type, + const char *title, enum nk_collapse_states initial_state, + const char *hash, int len, int line) +{ + return nk_tree_base(ctx, type, 0, title, initial_state, hash, len, line); +} +NK_API int +nk_tree_image_push_hashed(struct nk_context *ctx, enum nk_tree_type type, + struct nk_image img, const char *title, enum nk_collapse_states initial_state, + const char *hash, int len,int seed) +{ + return nk_tree_base(ctx, type, &img, title, initial_state, hash, len, seed); +} +NK_API void +nk_tree_pop(struct nk_context *ctx) +{ + nk_tree_state_pop(ctx); +} +NK_INTERN int +nk_tree_element_image_push_hashed_base(struct nk_context *ctx, enum nk_tree_type type, + struct nk_image *img, const char *title, int title_len, + enum nk_collapse_states *state, int *selected) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_style *style; + struct nk_command_buffer *out; + const struct nk_input *in; + const struct nk_style_button *button; + enum nk_symbol_type symbol; + float row_height; + struct nk_vec2 padding; + + int text_len; + float text_width; + + struct nk_vec2 item_spacing; + struct nk_rect header = {0,0,0,0}; + struct nk_rect sym = {0,0,0,0}; + struct nk_text text; + + nk_flags ws = 0; + enum nk_widget_layout_states widget_state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + /* cache some data */ + win = ctx->current; + layout = win->layout; + out = &win->buffer; + style = &ctx->style; + item_spacing = style->window.spacing; + padding = style->selectable.padding; + + /* calculate header bounds and draw background */ + row_height = style->font->height + 2 * style->tab.padding.y; + nk_layout_set_min_row_height(ctx, row_height); + nk_layout_row_dynamic(ctx, row_height, 1); + nk_layout_reset_min_row_height(ctx); + + widget_state = nk_widget(&header, ctx); + if (type == NK_TREE_TAB) { + const struct nk_style_item *background = &style->tab.background; + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(out, header, &background->data.image, nk_white); + text.background = nk_rgba(0,0,0,0); + } else { + text.background = background->data.color; + nk_fill_rect(out, header, 0, style->tab.border_color); + nk_fill_rect(out, nk_shrink_rect(header, style->tab.border), + style->tab.rounding, background->data.color); + } + } else text.background = style->window.background; + + in = (!(layout->flags & NK_WINDOW_ROM)) ? &ctx->input: 0; + in = (in && widget_state == NK_WIDGET_VALID) ? &ctx->input : 0; + + /* select correct button style */ + if (*state == NK_MAXIMIZED) { + symbol = style->tab.sym_maximize; + if (type == NK_TREE_TAB) + button = &style->tab.tab_maximize_button; + else button = &style->tab.node_maximize_button; + } else { + symbol = style->tab.sym_minimize; + if (type == NK_TREE_TAB) + button = &style->tab.tab_minimize_button; + else button = &style->tab.node_minimize_button; + } + {/* draw triangle button */ + sym.w = sym.h = style->font->height; + sym.y = header.y + style->tab.padding.y; + sym.x = header.x + style->tab.padding.x; + if (nk_do_button_symbol(&ws, &win->buffer, sym, symbol, NK_BUTTON_DEFAULT, button, in, style->font)) + *state = (*state == NK_MAXIMIZED) ? NK_MINIMIZED : NK_MAXIMIZED;} + + /* draw label */ + {nk_flags dummy = 0; + struct nk_rect label; + /* calculate size of the text and tooltip */ + text_len = nk_strlen(title); + text_width = style->font->width(style->font->userdata, style->font->height, title, text_len); + text_width += (4 * padding.x); + + header.w = NK_MAX(header.w, sym.w + item_spacing.x); + label.x = sym.x + sym.w + item_spacing.x; + label.y = sym.y; + label.w = NK_MIN(header.w - (sym.w + item_spacing.y + style->tab.indent), text_width); + label.h = style->font->height; + + if (img) { + nk_do_selectable_image(&dummy, &win->buffer, label, title, title_len, NK_TEXT_LEFT, + selected, img, &style->selectable, in, style->font); + } else nk_do_selectable(&dummy, &win->buffer, label, title, title_len, NK_TEXT_LEFT, + selected, &style->selectable, in, style->font); + } + /* increase x-axis cursor widget position pointer */ + if (*state == NK_MAXIMIZED) { + layout->at_x = header.x + (float)*layout->offset_x + style->tab.indent; + layout->bounds.w = NK_MAX(layout->bounds.w, style->tab.indent); + layout->bounds.w -= (style->tab.indent + style->window.padding.x); + layout->row.tree_depth++; + return nk_true; + } else return nk_false; +} +NK_INTERN int +nk_tree_element_base(struct nk_context *ctx, enum nk_tree_type type, + struct nk_image *img, const char *title, enum nk_collapse_states initial_state, + int *selected, const char *hash, int len, int line) +{ + struct nk_window *win = ctx->current; + int title_len = 0; + nk_hash tree_hash = 0; + nk_uint *state = 0; + + /* retrieve tree state from internal widget state tables */ + if (!hash) { + title_len = (int)nk_strlen(title); + tree_hash = nk_murmur_hash(title, (int)title_len, (nk_hash)line); + } else tree_hash = nk_murmur_hash(hash, len, (nk_hash)line); + state = nk_find_value(win, tree_hash); + if (!state) { + state = nk_add_value(ctx, win, tree_hash, 0); + *state = initial_state; + } return nk_tree_element_image_push_hashed_base(ctx, type, img, title, + nk_strlen(title), (enum nk_collapse_states*)state, selected); +} +NK_API int +nk_tree_element_push_hashed(struct nk_context *ctx, enum nk_tree_type type, + const char *title, enum nk_collapse_states initial_state, + int *selected, const char *hash, int len, int seed) +{ + return nk_tree_element_base(ctx, type, 0, title, initial_state, selected, hash, len, seed); +} +NK_API int +nk_tree_element_image_push_hashed(struct nk_context *ctx, enum nk_tree_type type, + struct nk_image img, const char *title, enum nk_collapse_states initial_state, + int *selected, const char *hash, int len,int seed) +{ + return nk_tree_element_base(ctx, type, &img, title, initial_state, selected, hash, len, seed); +} +NK_API void +nk_tree_element_pop(struct nk_context *ctx) +{ + nk_tree_state_pop(ctx); +} + + + + + +/* =============================================================== + * + * GROUP + * + * ===============================================================*/ +NK_API int +nk_group_scrolled_offset_begin(struct nk_context *ctx, + nk_uint *x_offset, nk_uint *y_offset, const char *title, nk_flags flags) +{ + struct nk_rect bounds; + struct nk_window panel; + struct nk_window *win; + + win = ctx->current; + nk_panel_alloc_space(&bounds, ctx); + {const struct nk_rect *c = &win->layout->clip; + if (!NK_INTERSECT(c->x, c->y, c->w, c->h, bounds.x, bounds.y, bounds.w, bounds.h) && + !(flags & NK_WINDOW_MOVABLE)) { + return 0; + }} + if (win->flags & NK_WINDOW_ROM) + flags |= NK_WINDOW_ROM; + + /* initialize a fake window to create the panel from */ + nk_zero(&panel, sizeof(panel)); + panel.bounds = bounds; + panel.flags = flags; + panel.scrollbar.x = *x_offset; + panel.scrollbar.y = *y_offset; + panel.buffer = win->buffer; + panel.layout = (struct nk_panel*)nk_create_panel(ctx); + ctx->current = &panel; + nk_panel_begin(ctx, (flags & NK_WINDOW_TITLE) ? title: 0, NK_PANEL_GROUP); + + win->buffer = panel.buffer; + win->buffer.clip = panel.layout->clip; + panel.layout->offset_x = x_offset; + panel.layout->offset_y = y_offset; + panel.layout->parent = win->layout; + win->layout = panel.layout; + + ctx->current = win; + if ((panel.layout->flags & NK_WINDOW_CLOSED) || + (panel.layout->flags & NK_WINDOW_MINIMIZED)) + { + nk_flags f = panel.layout->flags; + nk_group_scrolled_end(ctx); + if (f & NK_WINDOW_CLOSED) + return NK_WINDOW_CLOSED; + if (f & NK_WINDOW_MINIMIZED) + return NK_WINDOW_MINIMIZED; + } + return 1; +} +NK_API void +nk_group_scrolled_end(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_panel *parent; + struct nk_panel *g; + + struct nk_rect clip; + struct nk_window pan; + struct nk_vec2 panel_padding; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return; + + /* make sure nk_group_begin was called correctly */ + NK_ASSERT(ctx->current); + win = ctx->current; + NK_ASSERT(win->layout); + g = win->layout; + NK_ASSERT(g->parent); + parent = g->parent; + + /* dummy window */ + nk_zero_struct(pan); + panel_padding = nk_panel_get_padding(&ctx->style, NK_PANEL_GROUP); + pan.bounds.y = g->bounds.y - (g->header_height + g->menu.h); + pan.bounds.x = g->bounds.x - panel_padding.x; + pan.bounds.w = g->bounds.w + 2 * panel_padding.x; + pan.bounds.h = g->bounds.h + g->header_height + g->menu.h; + if (g->flags & NK_WINDOW_BORDER) { + pan.bounds.x -= g->border; + pan.bounds.y -= g->border; + pan.bounds.w += 2*g->border; + pan.bounds.h += 2*g->border; + } + if (!(g->flags & NK_WINDOW_NO_SCROLLBAR)) { + pan.bounds.w += ctx->style.window.scrollbar_size.x; + pan.bounds.h += ctx->style.window.scrollbar_size.y; + } + pan.scrollbar.x = *g->offset_x; + pan.scrollbar.y = *g->offset_y; + pan.flags = g->flags; + pan.buffer = win->buffer; + pan.layout = g; + pan.parent = win; + ctx->current = &pan; + + /* make sure group has correct clipping rectangle */ + nk_unify(&clip, &parent->clip, pan.bounds.x, pan.bounds.y, + pan.bounds.x + pan.bounds.w, pan.bounds.y + pan.bounds.h + panel_padding.x); + nk_push_scissor(&pan.buffer, clip); + nk_end(ctx); + + win->buffer = pan.buffer; + nk_push_scissor(&win->buffer, parent->clip); + ctx->current = win; + win->layout = parent; + g->bounds = pan.bounds; + return; +} +NK_API int +nk_group_scrolled_begin(struct nk_context *ctx, + struct nk_scroll *scroll, const char *title, nk_flags flags) +{ + return nk_group_scrolled_offset_begin(ctx, &scroll->x, &scroll->y, title, flags); +} +NK_API int +nk_group_begin_titled(struct nk_context *ctx, const char *id, + const char *title, nk_flags flags) +{ + int id_len; + nk_hash id_hash; + struct nk_window *win; + nk_uint *x_offset; + nk_uint *y_offset; + + NK_ASSERT(ctx); + NK_ASSERT(id); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !id) + return 0; + + /* find persistent group scrollbar value */ + win = ctx->current; + id_len = (int)nk_strlen(id); + id_hash = nk_murmur_hash(id, (int)id_len, NK_PANEL_GROUP); + x_offset = nk_find_value(win, id_hash); + if (!x_offset) { + x_offset = nk_add_value(ctx, win, id_hash, 0); + y_offset = nk_add_value(ctx, win, id_hash+1, 0); + + NK_ASSERT(x_offset); + NK_ASSERT(y_offset); + if (!x_offset || !y_offset) return 0; + *x_offset = *y_offset = 0; + } else y_offset = nk_find_value(win, id_hash+1); + return nk_group_scrolled_offset_begin(ctx, x_offset, y_offset, title, flags); +} +NK_API int +nk_group_begin(struct nk_context *ctx, const char *title, nk_flags flags) +{ + return nk_group_begin_titled(ctx, title, title, flags); +} +NK_API void +nk_group_end(struct nk_context *ctx) +{ + nk_group_scrolled_end(ctx); +} +NK_API void +nk_group_get_scroll(struct nk_context *ctx, const char *id, nk_uint *x_offset, nk_uint *y_offset) +{ + int id_len; + nk_hash id_hash; + struct nk_window *win; + nk_uint *x_offset_ptr; + nk_uint *y_offset_ptr; + + NK_ASSERT(ctx); + NK_ASSERT(id); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !id) + return; + + /* find persistent group scrollbar value */ + win = ctx->current; + id_len = (int)nk_strlen(id); + id_hash = nk_murmur_hash(id, (int)id_len, NK_PANEL_GROUP); + x_offset_ptr = nk_find_value(win, id_hash); + if (!x_offset_ptr) { + x_offset_ptr = nk_add_value(ctx, win, id_hash, 0); + y_offset_ptr = nk_add_value(ctx, win, id_hash+1, 0); + + NK_ASSERT(x_offset_ptr); + NK_ASSERT(y_offset_ptr); + if (!x_offset_ptr || !y_offset_ptr) return; + *x_offset_ptr = *y_offset_ptr = 0; + } else y_offset_ptr = nk_find_value(win, id_hash+1); + if (x_offset) + *x_offset = *x_offset_ptr; + if (y_offset) + *y_offset = *y_offset_ptr; +} +NK_API void +nk_group_set_scroll(struct nk_context *ctx, const char *id, nk_uint x_offset, nk_uint y_offset) +{ + int id_len; + nk_hash id_hash; + struct nk_window *win; + nk_uint *x_offset_ptr; + nk_uint *y_offset_ptr; + + NK_ASSERT(ctx); + NK_ASSERT(id); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !id) + return; + + /* find persistent group scrollbar value */ + win = ctx->current; + id_len = (int)nk_strlen(id); + id_hash = nk_murmur_hash(id, (int)id_len, NK_PANEL_GROUP); + x_offset_ptr = nk_find_value(win, id_hash); + if (!x_offset_ptr) { + x_offset_ptr = nk_add_value(ctx, win, id_hash, 0); + y_offset_ptr = nk_add_value(ctx, win, id_hash+1, 0); + + NK_ASSERT(x_offset_ptr); + NK_ASSERT(y_offset_ptr); + if (!x_offset_ptr || !y_offset_ptr) return; + *x_offset_ptr = *y_offset_ptr = 0; + } else y_offset_ptr = nk_find_value(win, id_hash+1); + *x_offset_ptr = x_offset; + *y_offset_ptr = y_offset; +} + + + + +/* =============================================================== + * + * LIST VIEW + * + * ===============================================================*/ +NK_API int +nk_list_view_begin(struct nk_context *ctx, struct nk_list_view *view, + const char *title, nk_flags flags, int row_height, int row_count) +{ + int title_len; + nk_hash title_hash; + nk_uint *x_offset; + nk_uint *y_offset; + + int result; + struct nk_window *win; + struct nk_panel *layout; + const struct nk_style *style; + struct nk_vec2 item_spacing; + + NK_ASSERT(ctx); + NK_ASSERT(view); + NK_ASSERT(title); + if (!ctx || !view || !title) return 0; + + win = ctx->current; + style = &ctx->style; + item_spacing = style->window.spacing; + row_height += NK_MAX(0, (int)item_spacing.y); + + /* find persistent list view scrollbar offset */ + title_len = (int)nk_strlen(title); + title_hash = nk_murmur_hash(title, (int)title_len, NK_PANEL_GROUP); + x_offset = nk_find_value(win, title_hash); + if (!x_offset) { + x_offset = nk_add_value(ctx, win, title_hash, 0); + y_offset = nk_add_value(ctx, win, title_hash+1, 0); + + NK_ASSERT(x_offset); + NK_ASSERT(y_offset); + if (!x_offset || !y_offset) return 0; + *x_offset = *y_offset = 0; + } else y_offset = nk_find_value(win, title_hash+1); + view->scroll_value = *y_offset; + view->scroll_pointer = y_offset; + + *y_offset = 0; + result = nk_group_scrolled_offset_begin(ctx, x_offset, y_offset, title, flags); + win = ctx->current; + layout = win->layout; + + view->total_height = row_height * NK_MAX(row_count,1); + view->begin = (int)NK_MAX(((float)view->scroll_value / (float)row_height), 0.0f); + view->count = (int)NK_MAX(nk_iceilf((layout->clip.h)/(float)row_height),0); + view->count = NK_MIN(view->count, row_count - view->begin); + view->end = view->begin + view->count; + view->ctx = ctx; + return result; +} +NK_API void +nk_list_view_end(struct nk_list_view *view) +{ + struct nk_context *ctx; + struct nk_window *win; + struct nk_panel *layout; + + NK_ASSERT(view); + NK_ASSERT(view->ctx); + NK_ASSERT(view->scroll_pointer); + if (!view || !view->ctx) return; + + ctx = view->ctx; + win = ctx->current; + layout = win->layout; + layout->at_y = layout->bounds.y + (float)view->total_height; + *view->scroll_pointer = *view->scroll_pointer + view->scroll_value; + nk_group_end(view->ctx); +} + + + + + +/* =============================================================== + * + * WIDGET + * + * ===============================================================*/ +NK_API struct nk_rect +nk_widget_bounds(struct nk_context *ctx) +{ + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return nk_rect(0,0,0,0); + nk_layout_peek(&bounds, ctx); + return bounds; +} +NK_API struct nk_vec2 +nk_widget_position(struct nk_context *ctx) +{ + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return nk_vec2(0,0); + + nk_layout_peek(&bounds, ctx); + return nk_vec2(bounds.x, bounds.y); +} +NK_API struct nk_vec2 +nk_widget_size(struct nk_context *ctx) +{ + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return nk_vec2(0,0); + + nk_layout_peek(&bounds, ctx); + return nk_vec2(bounds.w, bounds.h); +} +NK_API float +nk_widget_width(struct nk_context *ctx) +{ + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return 0; + + nk_layout_peek(&bounds, ctx); + return bounds.w; +} +NK_API float +nk_widget_height(struct nk_context *ctx) +{ + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return 0; + + nk_layout_peek(&bounds, ctx); + return bounds.h; +} +NK_API int +nk_widget_is_hovered(struct nk_context *ctx) +{ + struct nk_rect c, v; + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current || ctx->active != ctx->current) + return 0; + + c = ctx->current->layout->clip; + c.x = (float)((int)c.x); + c.y = (float)((int)c.y); + c.w = (float)((int)c.w); + c.h = (float)((int)c.h); + + nk_layout_peek(&bounds, ctx); + nk_unify(&v, &c, bounds.x, bounds.y, bounds.x + bounds.w, bounds.y + bounds.h); + if (!NK_INTERSECT(c.x, c.y, c.w, c.h, bounds.x, bounds.y, bounds.w, bounds.h)) + return 0; + return nk_input_is_mouse_hovering_rect(&ctx->input, bounds); +} +NK_API int +nk_widget_is_mouse_clicked(struct nk_context *ctx, enum nk_buttons btn) +{ + struct nk_rect c, v; + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current || ctx->active != ctx->current) + return 0; + + c = ctx->current->layout->clip; + c.x = (float)((int)c.x); + c.y = (float)((int)c.y); + c.w = (float)((int)c.w); + c.h = (float)((int)c.h); + + nk_layout_peek(&bounds, ctx); + nk_unify(&v, &c, bounds.x, bounds.y, bounds.x + bounds.w, bounds.y + bounds.h); + if (!NK_INTERSECT(c.x, c.y, c.w, c.h, bounds.x, bounds.y, bounds.w, bounds.h)) + return 0; + return nk_input_mouse_clicked(&ctx->input, btn, bounds); +} +NK_API int +nk_widget_has_mouse_click_down(struct nk_context *ctx, enum nk_buttons btn, int down) +{ + struct nk_rect c, v; + struct nk_rect bounds; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current || ctx->active != ctx->current) + return 0; + + c = ctx->current->layout->clip; + c.x = (float)((int)c.x); + c.y = (float)((int)c.y); + c.w = (float)((int)c.w); + c.h = (float)((int)c.h); + + nk_layout_peek(&bounds, ctx); + nk_unify(&v, &c, bounds.x, bounds.y, bounds.x + bounds.w, bounds.y + bounds.h); + if (!NK_INTERSECT(c.x, c.y, c.w, c.h, bounds.x, bounds.y, bounds.w, bounds.h)) + return 0; + return nk_input_has_mouse_click_down_in_rect(&ctx->input, btn, bounds, down); +} +NK_API enum nk_widget_layout_states +nk_widget(struct nk_rect *bounds, const struct nk_context *ctx) +{ + struct nk_rect c, v; + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return NK_WIDGET_INVALID; + + /* allocate space and check if the widget needs to be updated and drawn */ + nk_panel_alloc_space(bounds, ctx); + win = ctx->current; + layout = win->layout; + in = &ctx->input; + c = layout->clip; + + /* if one of these triggers you forgot to add an `if` condition around either + a window, group, popup, combobox or contextual menu `begin` and `end` block. + Example: + if (nk_begin(...) {...} nk_end(...); or + if (nk_group_begin(...) { nk_group_end(...);} */ + NK_ASSERT(!(layout->flags & NK_WINDOW_MINIMIZED)); + NK_ASSERT(!(layout->flags & NK_WINDOW_HIDDEN)); + NK_ASSERT(!(layout->flags & NK_WINDOW_CLOSED)); + + /* need to convert to int here to remove floating point errors */ + bounds->x = (float)((int)bounds->x); + bounds->y = (float)((int)bounds->y); + bounds->w = (float)((int)bounds->w); + bounds->h = (float)((int)bounds->h); + + c.x = (float)((int)c.x); + c.y = (float)((int)c.y); + c.w = (float)((int)c.w); + c.h = (float)((int)c.h); + + nk_unify(&v, &c, bounds->x, bounds->y, bounds->x + bounds->w, bounds->y + bounds->h); + if (!NK_INTERSECT(c.x, c.y, c.w, c.h, bounds->x, bounds->y, bounds->w, bounds->h)) + return NK_WIDGET_INVALID; + if (!NK_INBOX(in->mouse.pos.x, in->mouse.pos.y, v.x, v.y, v.w, v.h)) + return NK_WIDGET_ROM; + return NK_WIDGET_VALID; +} +NK_API enum nk_widget_layout_states +nk_widget_fitting(struct nk_rect *bounds, struct nk_context *ctx, + struct nk_vec2 item_padding) +{ + /* update the bounds to stand without padding */ + struct nk_window *win; + struct nk_style *style; + struct nk_panel *layout; + enum nk_widget_layout_states state; + struct nk_vec2 panel_padding; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return NK_WIDGET_INVALID; + + win = ctx->current; + style = &ctx->style; + layout = win->layout; + state = nk_widget(bounds, ctx); + + panel_padding = nk_panel_get_padding(style, layout->type); + if (layout->row.index == 1) { + bounds->w += panel_padding.x; + bounds->x -= panel_padding.x; + } else bounds->x -= item_padding.x; + + if (layout->row.index == layout->row.columns) + bounds->w += panel_padding.x; + else bounds->w += item_padding.x; + return state; +} +NK_API void +nk_spacing(struct nk_context *ctx, int cols) +{ + struct nk_window *win; + struct nk_panel *layout; + struct nk_rect none; + int i, index, rows; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + /* spacing over row boundaries */ + win = ctx->current; + layout = win->layout; + index = (layout->row.index + cols) % layout->row.columns; + rows = (layout->row.index + cols) / layout->row.columns; + if (rows) { + for (i = 0; i < rows; ++i) + nk_panel_alloc_row(ctx, win); + cols = index; + } + /* non table layout need to allocate space */ + if (layout->row.type != NK_LAYOUT_DYNAMIC_FIXED && + layout->row.type != NK_LAYOUT_STATIC_FIXED) { + for (i = 0; i < cols; ++i) + nk_panel_alloc_space(&none, ctx); + } layout->row.index = index; +} + + + + + +/* =============================================================== + * + * TEXT + * + * ===============================================================*/ +NK_LIB void +nk_widget_text(struct nk_command_buffer *o, struct nk_rect b, + const char *string, int len, const struct nk_text *t, + nk_flags a, const struct nk_user_font *f) +{ + struct nk_rect label; + float text_width; + + NK_ASSERT(o); + NK_ASSERT(t); + if (!o || !t) return; + + b.h = NK_MAX(b.h, 2 * t->padding.y); + label.x = 0; label.w = 0; + label.y = b.y + t->padding.y; + label.h = NK_MIN(f->height, b.h - 2 * t->padding.y); + + text_width = f->width(f->userdata, f->height, (const char*)string, len); + text_width += (2.0f * t->padding.x); + + /* align in x-axis */ + if (a & NK_TEXT_ALIGN_LEFT) { + label.x = b.x + t->padding.x; + label.w = NK_MAX(0, b.w - 2 * t->padding.x); + } else if (a & NK_TEXT_ALIGN_CENTERED) { + label.w = NK_MAX(1, 2 * t->padding.x + (float)text_width); + label.x = (b.x + t->padding.x + ((b.w - 2 * t->padding.x) - label.w) / 2); + label.x = NK_MAX(b.x + t->padding.x, label.x); + label.w = NK_MIN(b.x + b.w, label.x + label.w); + if (label.w >= label.x) label.w -= label.x; + } else if (a & NK_TEXT_ALIGN_RIGHT) { + label.x = NK_MAX(b.x + t->padding.x, (b.x + b.w) - (2 * t->padding.x + (float)text_width)); + label.w = (float)text_width + 2 * t->padding.x; + } else return; + + /* align in y-axis */ + if (a & NK_TEXT_ALIGN_MIDDLE) { + label.y = b.y + b.h/2.0f - (float)f->height/2.0f; + label.h = NK_MAX(b.h/2.0f, b.h - (b.h/2.0f + f->height/2.0f)); + } else if (a & NK_TEXT_ALIGN_BOTTOM) { + label.y = b.y + b.h - f->height; + label.h = f->height; + } + nk_draw_text(o, label, (const char*)string, len, f, t->background, t->text); +} +NK_LIB void +nk_widget_text_wrap(struct nk_command_buffer *o, struct nk_rect b, + const char *string, int len, const struct nk_text *t, + const struct nk_user_font *f) +{ + float width; + int glyphs = 0; + int fitting = 0; + int done = 0; + struct nk_rect line; + struct nk_text text; + NK_INTERN nk_rune seperator[] = {' '}; + + NK_ASSERT(o); + NK_ASSERT(t); + if (!o || !t) return; + + text.padding = nk_vec2(0,0); + text.background = t->background; + text.text = t->text; + + b.w = NK_MAX(b.w, 2 * t->padding.x); + b.h = NK_MAX(b.h, 2 * t->padding.y); + b.h = b.h - 2 * t->padding.y; + + line.x = b.x + t->padding.x; + line.y = b.y + t->padding.y; + line.w = b.w - 2 * t->padding.x; + line.h = 2 * t->padding.y + f->height; + + fitting = nk_text_clamp(f, string, len, line.w, &glyphs, &width, seperator,NK_LEN(seperator)); + while (done < len) { + if (!fitting || line.y + line.h >= (b.y + b.h)) break; + nk_widget_text(o, line, &string[done], fitting, &text, NK_TEXT_LEFT, f); + done += fitting; + line.y += f->height + 2 * t->padding.y; + fitting = nk_text_clamp(f, &string[done], len - done, line.w, &glyphs, &width, seperator,NK_LEN(seperator)); + } +} +NK_API void +nk_text_colored(struct nk_context *ctx, const char *str, int len, + nk_flags alignment, struct nk_color color) +{ + struct nk_window *win; + const struct nk_style *style; + + struct nk_vec2 item_padding; + struct nk_rect bounds; + struct nk_text text; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) return; + + win = ctx->current; + style = &ctx->style; + nk_panel_alloc_space(&bounds, ctx); + item_padding = style->text.padding; + + text.padding.x = item_padding.x; + text.padding.y = item_padding.y; + text.background = style->window.background; + text.text = color; + nk_widget_text(&win->buffer, bounds, str, len, &text, alignment, style->font); +} +NK_API void +nk_text_wrap_colored(struct nk_context *ctx, const char *str, + int len, struct nk_color color) +{ + struct nk_window *win; + const struct nk_style *style; + + struct nk_vec2 item_padding; + struct nk_rect bounds; + struct nk_text text; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) return; + + win = ctx->current; + style = &ctx->style; + nk_panel_alloc_space(&bounds, ctx); + item_padding = style->text.padding; + + text.padding.x = item_padding.x; + text.padding.y = item_padding.y; + text.background = style->window.background; + text.text = color; + nk_widget_text_wrap(&win->buffer, bounds, str, len, &text, style->font); +} +#ifdef NK_INCLUDE_STANDARD_VARARGS +NK_API void +nk_labelf_colored(struct nk_context *ctx, nk_flags flags, + struct nk_color color, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + nk_labelfv_colored(ctx, flags, color, fmt, args); + va_end(args); +} +NK_API void +nk_labelf_colored_wrap(struct nk_context *ctx, struct nk_color color, + const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + nk_labelfv_colored_wrap(ctx, color, fmt, args); + va_end(args); +} +NK_API void +nk_labelf(struct nk_context *ctx, nk_flags flags, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + nk_labelfv(ctx, flags, fmt, args); + va_end(args); +} +NK_API void +nk_labelf_wrap(struct nk_context *ctx, const char *fmt,...) +{ + va_list args; + va_start(args, fmt); + nk_labelfv_wrap(ctx, fmt, args); + va_end(args); +} +NK_API void +nk_labelfv_colored(struct nk_context *ctx, nk_flags flags, + struct nk_color color, const char *fmt, va_list args) +{ + char buf[256]; + nk_strfmt(buf, NK_LEN(buf), fmt, args); + nk_label_colored(ctx, buf, flags, color); +} + +NK_API void +nk_labelfv_colored_wrap(struct nk_context *ctx, struct nk_color color, + const char *fmt, va_list args) +{ + char buf[256]; + nk_strfmt(buf, NK_LEN(buf), fmt, args); + nk_label_colored_wrap(ctx, buf, color); +} + +NK_API void +nk_labelfv(struct nk_context *ctx, nk_flags flags, const char *fmt, va_list args) +{ + char buf[256]; + nk_strfmt(buf, NK_LEN(buf), fmt, args); + nk_label(ctx, buf, flags); +} + +NK_API void +nk_labelfv_wrap(struct nk_context *ctx, const char *fmt, va_list args) +{ + char buf[256]; + nk_strfmt(buf, NK_LEN(buf), fmt, args); + nk_label_wrap(ctx, buf); +} + +NK_API void +nk_value_bool(struct nk_context *ctx, const char *prefix, int value) +{ + nk_labelf(ctx, NK_TEXT_LEFT, "%s: %s", prefix, ((value) ? "true": "false")); +} +NK_API void +nk_value_int(struct nk_context *ctx, const char *prefix, int value) +{ + nk_labelf(ctx, NK_TEXT_LEFT, "%s: %d", prefix, value); +} +NK_API void +nk_value_uint(struct nk_context *ctx, const char *prefix, unsigned int value) +{ + nk_labelf(ctx, NK_TEXT_LEFT, "%s: %u", prefix, value); +} +NK_API void +nk_value_float(struct nk_context *ctx, const char *prefix, float value) +{ + double double_value = (double)value; + nk_labelf(ctx, NK_TEXT_LEFT, "%s: %.3f", prefix, double_value); +} +NK_API void +nk_value_color_byte(struct nk_context *ctx, const char *p, struct nk_color c) +{ + nk_labelf(ctx, NK_TEXT_LEFT, "%s: (%d, %d, %d, %d)", p, c.r, c.g, c.b, c.a); +} +NK_API void +nk_value_color_float(struct nk_context *ctx, const char *p, struct nk_color color) +{ + double c[4]; nk_color_dv(c, color); + nk_labelf(ctx, NK_TEXT_LEFT, "%s: (%.2f, %.2f, %.2f, %.2f)", + p, c[0], c[1], c[2], c[3]); +} +NK_API void +nk_value_color_hex(struct nk_context *ctx, const char *prefix, struct nk_color color) +{ + char hex[16]; + nk_color_hex_rgba(hex, color); + nk_labelf(ctx, NK_TEXT_LEFT, "%s: %s", prefix, hex); +} +#endif +NK_API void +nk_text(struct nk_context *ctx, const char *str, int len, nk_flags alignment) +{ + NK_ASSERT(ctx); + if (!ctx) return; + nk_text_colored(ctx, str, len, alignment, ctx->style.text.color); +} +NK_API void +nk_text_wrap(struct nk_context *ctx, const char *str, int len) +{ + NK_ASSERT(ctx); + if (!ctx) return; + nk_text_wrap_colored(ctx, str, len, ctx->style.text.color); +} +NK_API void +nk_label(struct nk_context *ctx, const char *str, nk_flags alignment) +{ + nk_text(ctx, str, nk_strlen(str), alignment); +} +NK_API void +nk_label_colored(struct nk_context *ctx, const char *str, nk_flags align, + struct nk_color color) +{ + nk_text_colored(ctx, str, nk_strlen(str), align, color); +} +NK_API void +nk_label_wrap(struct nk_context *ctx, const char *str) +{ + nk_text_wrap(ctx, str, nk_strlen(str)); +} +NK_API void +nk_label_colored_wrap(struct nk_context *ctx, const char *str, struct nk_color color) +{ + nk_text_wrap_colored(ctx, str, nk_strlen(str), color); +} + + + + + +/* =============================================================== + * + * IMAGE + * + * ===============================================================*/ +NK_API nk_handle +nk_handle_ptr(void *ptr) +{ + nk_handle handle = {0}; + handle.ptr = ptr; + return handle; +} +NK_API nk_handle +nk_handle_id(int id) +{ + nk_handle handle; + nk_zero_struct(handle); + handle.id = id; + return handle; +} +NK_API struct nk_image +nk_subimage_ptr(void *ptr, unsigned short w, unsigned short h, struct nk_rect r) +{ + struct nk_image s; + nk_zero(&s, sizeof(s)); + s.handle.ptr = ptr; + s.w = w; s.h = h; + s.region[0] = (unsigned short)r.x; + s.region[1] = (unsigned short)r.y; + s.region[2] = (unsigned short)r.w; + s.region[3] = (unsigned short)r.h; + return s; +} +NK_API struct nk_image +nk_subimage_id(int id, unsigned short w, unsigned short h, struct nk_rect r) +{ + struct nk_image s; + nk_zero(&s, sizeof(s)); + s.handle.id = id; + s.w = w; s.h = h; + s.region[0] = (unsigned short)r.x; + s.region[1] = (unsigned short)r.y; + s.region[2] = (unsigned short)r.w; + s.region[3] = (unsigned short)r.h; + return s; +} +NK_API struct nk_image +nk_subimage_handle(nk_handle handle, unsigned short w, unsigned short h, + struct nk_rect r) +{ + struct nk_image s; + nk_zero(&s, sizeof(s)); + s.handle = handle; + s.w = w; s.h = h; + s.region[0] = (unsigned short)r.x; + s.region[1] = (unsigned short)r.y; + s.region[2] = (unsigned short)r.w; + s.region[3] = (unsigned short)r.h; + return s; +} +NK_API struct nk_image +nk_image_handle(nk_handle handle) +{ + struct nk_image s; + nk_zero(&s, sizeof(s)); + s.handle = handle; + s.w = 0; s.h = 0; + s.region[0] = 0; + s.region[1] = 0; + s.region[2] = 0; + s.region[3] = 0; + return s; +} +NK_API struct nk_image +nk_image_ptr(void *ptr) +{ + struct nk_image s; + nk_zero(&s, sizeof(s)); + NK_ASSERT(ptr); + s.handle.ptr = ptr; + s.w = 0; s.h = 0; + s.region[0] = 0; + s.region[1] = 0; + s.region[2] = 0; + s.region[3] = 0; + return s; +} +NK_API struct nk_image +nk_image_id(int id) +{ + struct nk_image s; + nk_zero(&s, sizeof(s)); + s.handle.id = id; + s.w = 0; s.h = 0; + s.region[0] = 0; + s.region[1] = 0; + s.region[2] = 0; + s.region[3] = 0; + return s; +} +NK_API int +nk_image_is_subimage(const struct nk_image* img) +{ + NK_ASSERT(img); + return !(img->w == 0 && img->h == 0); +} +NK_API void +nk_image(struct nk_context *ctx, struct nk_image img) +{ + struct nk_window *win; + struct nk_rect bounds; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) return; + + win = ctx->current; + if (!nk_widget(&bounds, ctx)) return; + nk_draw_image(&win->buffer, bounds, &img, nk_white); +} +NK_API void +nk_image_color(struct nk_context *ctx, struct nk_image img, struct nk_color col) +{ + struct nk_window *win; + struct nk_rect bounds; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) return; + + win = ctx->current; + if (!nk_widget(&bounds, ctx)) return; + nk_draw_image(&win->buffer, bounds, &img, col); +} + + + + + +/* ============================================================== + * + * BUTTON + * + * ===============================================================*/ +NK_LIB void +nk_draw_symbol(struct nk_command_buffer *out, enum nk_symbol_type type, + struct nk_rect content, struct nk_color background, struct nk_color foreground, + float border_width, const struct nk_user_font *font) +{ + switch (type) { + case NK_SYMBOL_X: + case NK_SYMBOL_UNDERSCORE: + case NK_SYMBOL_PLUS: + case NK_SYMBOL_MINUS: { + /* single character text symbol */ + const char *X = (type == NK_SYMBOL_X) ? "x": + (type == NK_SYMBOL_UNDERSCORE) ? "_": + (type == NK_SYMBOL_PLUS) ? "+": "-"; + struct nk_text text; + text.padding = nk_vec2(0,0); + text.background = background; + text.text = foreground; + nk_widget_text(out, content, X, 1, &text, NK_TEXT_CENTERED, font); + } break; + case NK_SYMBOL_CIRCLE_SOLID: + case NK_SYMBOL_CIRCLE_OUTLINE: + case NK_SYMBOL_RECT_SOLID: + case NK_SYMBOL_RECT_OUTLINE: { + /* simple empty/filled shapes */ + if (type == NK_SYMBOL_RECT_SOLID || type == NK_SYMBOL_RECT_OUTLINE) { + nk_fill_rect(out, content, 0, foreground); + if (type == NK_SYMBOL_RECT_OUTLINE) + nk_fill_rect(out, nk_shrink_rect(content, border_width), 0, background); + } else { + nk_fill_circle(out, content, foreground); + if (type == NK_SYMBOL_CIRCLE_OUTLINE) + nk_fill_circle(out, nk_shrink_rect(content, 1), background); + } + } break; + case NK_SYMBOL_TRIANGLE_UP: + case NK_SYMBOL_TRIANGLE_DOWN: + case NK_SYMBOL_TRIANGLE_LEFT: + case NK_SYMBOL_TRIANGLE_RIGHT: { + enum nk_heading heading; + struct nk_vec2 points[3]; + heading = (type == NK_SYMBOL_TRIANGLE_RIGHT) ? NK_RIGHT : + (type == NK_SYMBOL_TRIANGLE_LEFT) ? NK_LEFT: + (type == NK_SYMBOL_TRIANGLE_UP) ? NK_UP: NK_DOWN; + nk_triangle_from_direction(points, content, 0, 0, heading); + nk_fill_triangle(out, points[0].x, points[0].y, points[1].x, points[1].y, + points[2].x, points[2].y, foreground); + } break; + default: + case NK_SYMBOL_NONE: + case NK_SYMBOL_MAX: break; + } +} +NK_LIB int +nk_button_behavior(nk_flags *state, struct nk_rect r, + const struct nk_input *i, enum nk_button_behavior behavior) +{ + int ret = 0; + nk_widget_state_reset(state); + if (!i) return 0; + if (nk_input_is_mouse_hovering_rect(i, r)) { + *state = NK_WIDGET_STATE_HOVERED; + if (nk_input_is_mouse_down(i, NK_BUTTON_LEFT)) + *state = NK_WIDGET_STATE_ACTIVE; + if (nk_input_has_mouse_click_in_rect(i, NK_BUTTON_LEFT, r)) { + ret = (behavior != NK_BUTTON_DEFAULT) ? + nk_input_is_mouse_down(i, NK_BUTTON_LEFT): +#ifdef NK_BUTTON_TRIGGER_ON_RELEASE + nk_input_is_mouse_released(i, NK_BUTTON_LEFT); +#else + nk_input_is_mouse_pressed(i, NK_BUTTON_LEFT); +#endif + } + } + if (*state & NK_WIDGET_STATE_HOVER && !nk_input_is_mouse_prev_hovering_rect(i, r)) + *state |= NK_WIDGET_STATE_ENTERED; + else if (nk_input_is_mouse_prev_hovering_rect(i, r)) + *state |= NK_WIDGET_STATE_LEFT; + return ret; +} +NK_LIB const struct nk_style_item* +nk_draw_button(struct nk_command_buffer *out, + const struct nk_rect *bounds, nk_flags state, + const struct nk_style_button *style) +{ + const struct nk_style_item *background; + if (state & NK_WIDGET_STATE_HOVER) + background = &style->hover; + else if (state & NK_WIDGET_STATE_ACTIVED) + background = &style->active; + else background = &style->normal; + + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(out, *bounds, &background->data.image, nk_white); + } else { + nk_fill_rect(out, *bounds, style->rounding, background->data.color); + nk_stroke_rect(out, *bounds, style->rounding, style->border, style->border_color); + } + return background; +} +NK_LIB int +nk_do_button(nk_flags *state, struct nk_command_buffer *out, struct nk_rect r, + const struct nk_style_button *style, const struct nk_input *in, + enum nk_button_behavior behavior, struct nk_rect *content) +{ + struct nk_rect bounds; + NK_ASSERT(style); + NK_ASSERT(state); + NK_ASSERT(out); + if (!out || !style) + return nk_false; + + /* calculate button content space */ + content->x = r.x + style->padding.x + style->border + style->rounding; + content->y = r.y + style->padding.y + style->border + style->rounding; + content->w = r.w - (2 * style->padding.x + style->border + style->rounding*2); + content->h = r.h - (2 * style->padding.y + style->border + style->rounding*2); + + /* execute button behavior */ + bounds.x = r.x - style->touch_padding.x; + bounds.y = r.y - style->touch_padding.y; + bounds.w = r.w + 2 * style->touch_padding.x; + bounds.h = r.h + 2 * style->touch_padding.y; + return nk_button_behavior(state, bounds, in, behavior); +} +NK_LIB void +nk_draw_button_text(struct nk_command_buffer *out, + const struct nk_rect *bounds, const struct nk_rect *content, nk_flags state, + const struct nk_style_button *style, const char *txt, int len, + nk_flags text_alignment, const struct nk_user_font *font) +{ + struct nk_text text; + const struct nk_style_item *background; + background = nk_draw_button(out, bounds, state, style); + + /* select correct colors/images */ + if (background->type == NK_STYLE_ITEM_COLOR) + text.background = background->data.color; + else text.background = style->text_background; + if (state & NK_WIDGET_STATE_HOVER) + text.text = style->text_hover; + else if (state & NK_WIDGET_STATE_ACTIVED) + text.text = style->text_active; + else text.text = style->text_normal; + + text.padding = nk_vec2(0,0); + nk_widget_text(out, *content, txt, len, &text, text_alignment, font); +} +NK_LIB int +nk_do_button_text(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect bounds, + const char *string, int len, nk_flags align, enum nk_button_behavior behavior, + const struct nk_style_button *style, const struct nk_input *in, + const struct nk_user_font *font) +{ + struct nk_rect content; + int ret = nk_false; + + NK_ASSERT(state); + NK_ASSERT(style); + NK_ASSERT(out); + NK_ASSERT(string); + NK_ASSERT(font); + if (!out || !style || !font || !string) + return nk_false; + + ret = nk_do_button(state, out, bounds, style, in, behavior, &content); + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_button_text(out, &bounds, &content, *state, style, string, len, align, font); + if (style->draw_end) style->draw_end(out, style->userdata); + return ret; +} +NK_LIB void +nk_draw_button_symbol(struct nk_command_buffer *out, + const struct nk_rect *bounds, const struct nk_rect *content, + nk_flags state, const struct nk_style_button *style, + enum nk_symbol_type type, const struct nk_user_font *font) +{ + struct nk_color sym, bg; + const struct nk_style_item *background; + + /* select correct colors/images */ + background = nk_draw_button(out, bounds, state, style); + if (background->type == NK_STYLE_ITEM_COLOR) + bg = background->data.color; + else bg = style->text_background; + + if (state & NK_WIDGET_STATE_HOVER) + sym = style->text_hover; + else if (state & NK_WIDGET_STATE_ACTIVED) + sym = style->text_active; + else sym = style->text_normal; + nk_draw_symbol(out, type, *content, bg, sym, 1, font); +} +NK_LIB int +nk_do_button_symbol(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect bounds, + enum nk_symbol_type symbol, enum nk_button_behavior behavior, + const struct nk_style_button *style, const struct nk_input *in, + const struct nk_user_font *font) +{ + int ret; + struct nk_rect content; + + NK_ASSERT(state); + NK_ASSERT(style); + NK_ASSERT(font); + NK_ASSERT(out); + if (!out || !style || !font || !state) + return nk_false; + + ret = nk_do_button(state, out, bounds, style, in, behavior, &content); + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_button_symbol(out, &bounds, &content, *state, style, symbol, font); + if (style->draw_end) style->draw_end(out, style->userdata); + return ret; +} +NK_LIB void +nk_draw_button_image(struct nk_command_buffer *out, + const struct nk_rect *bounds, const struct nk_rect *content, + nk_flags state, const struct nk_style_button *style, const struct nk_image *img) +{ + nk_draw_button(out, bounds, state, style); + nk_draw_image(out, *content, img, nk_white); +} +NK_LIB int +nk_do_button_image(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect bounds, + struct nk_image img, enum nk_button_behavior b, + const struct nk_style_button *style, const struct nk_input *in) +{ + int ret; + struct nk_rect content; + + NK_ASSERT(state); + NK_ASSERT(style); + NK_ASSERT(out); + if (!out || !style || !state) + return nk_false; + + ret = nk_do_button(state, out, bounds, style, in, b, &content); + content.x += style->image_padding.x; + content.y += style->image_padding.y; + content.w -= 2 * style->image_padding.x; + content.h -= 2 * style->image_padding.y; + + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_button_image(out, &bounds, &content, *state, style, &img); + if (style->draw_end) style->draw_end(out, style->userdata); + return ret; +} +NK_LIB void +nk_draw_button_text_symbol(struct nk_command_buffer *out, + const struct nk_rect *bounds, const struct nk_rect *label, + const struct nk_rect *symbol, nk_flags state, const struct nk_style_button *style, + const char *str, int len, enum nk_symbol_type type, + const struct nk_user_font *font) +{ + struct nk_color sym; + struct nk_text text; + const struct nk_style_item *background; + + /* select correct background colors/images */ + background = nk_draw_button(out, bounds, state, style); + if (background->type == NK_STYLE_ITEM_COLOR) + text.background = background->data.color; + else text.background = style->text_background; + + /* select correct text colors */ + if (state & NK_WIDGET_STATE_HOVER) { + sym = style->text_hover; + text.text = style->text_hover; + } else if (state & NK_WIDGET_STATE_ACTIVED) { + sym = style->text_active; + text.text = style->text_active; + } else { + sym = style->text_normal; + text.text = style->text_normal; + } + + text.padding = nk_vec2(0,0); + nk_draw_symbol(out, type, *symbol, style->text_background, sym, 0, font); + nk_widget_text(out, *label, str, len, &text, NK_TEXT_CENTERED, font); +} +NK_LIB int +nk_do_button_text_symbol(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect bounds, + enum nk_symbol_type symbol, const char *str, int len, nk_flags align, + enum nk_button_behavior behavior, const struct nk_style_button *style, + const struct nk_user_font *font, const struct nk_input *in) +{ + int ret; + struct nk_rect tri = {0,0,0,0}; + struct nk_rect content; + + NK_ASSERT(style); + NK_ASSERT(out); + NK_ASSERT(font); + if (!out || !style || !font) + return nk_false; + + ret = nk_do_button(state, out, bounds, style, in, behavior, &content); + tri.y = content.y + (content.h/2) - font->height/2; + tri.w = font->height; tri.h = font->height; + if (align & NK_TEXT_ALIGN_LEFT) { + tri.x = (content.x + content.w) - (2 * style->padding.x + tri.w); + tri.x = NK_MAX(tri.x, 0); + } else tri.x = content.x + 2 * style->padding.x; + + /* draw button */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_button_text_symbol(out, &bounds, &content, &tri, + *state, style, str, len, symbol, font); + if (style->draw_end) style->draw_end(out, style->userdata); + return ret; +} +NK_LIB void +nk_draw_button_text_image(struct nk_command_buffer *out, + const struct nk_rect *bounds, const struct nk_rect *label, + const struct nk_rect *image, nk_flags state, const struct nk_style_button *style, + const char *str, int len, const struct nk_user_font *font, + const struct nk_image *img) +{ + struct nk_text text; + const struct nk_style_item *background; + background = nk_draw_button(out, bounds, state, style); + + /* select correct colors */ + if (background->type == NK_STYLE_ITEM_COLOR) + text.background = background->data.color; + else text.background = style->text_background; + if (state & NK_WIDGET_STATE_HOVER) + text.text = style->text_hover; + else if (state & NK_WIDGET_STATE_ACTIVED) + text.text = style->text_active; + else text.text = style->text_normal; + + text.padding = nk_vec2(0,0); + nk_widget_text(out, *label, str, len, &text, NK_TEXT_CENTERED, font); + nk_draw_image(out, *image, img, nk_white); +} +NK_LIB int +nk_do_button_text_image(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect bounds, + struct nk_image img, const char* str, int len, nk_flags align, + enum nk_button_behavior behavior, const struct nk_style_button *style, + const struct nk_user_font *font, const struct nk_input *in) +{ + int ret; + struct nk_rect icon; + struct nk_rect content; + + NK_ASSERT(style); + NK_ASSERT(state); + NK_ASSERT(font); + NK_ASSERT(out); + if (!out || !font || !style || !str) + return nk_false; + + ret = nk_do_button(state, out, bounds, style, in, behavior, &content); + icon.y = bounds.y + style->padding.y; + icon.w = icon.h = bounds.h - 2 * style->padding.y; + if (align & NK_TEXT_ALIGN_LEFT) { + icon.x = (bounds.x + bounds.w) - (2 * style->padding.x + icon.w); + icon.x = NK_MAX(icon.x, 0); + } else icon.x = bounds.x + 2 * style->padding.x; + + icon.x += style->image_padding.x; + icon.y += style->image_padding.y; + icon.w -= 2 * style->image_padding.x; + icon.h -= 2 * style->image_padding.y; + + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_button_text_image(out, &bounds, &content, &icon, *state, style, str, len, font, &img); + if (style->draw_end) style->draw_end(out, style->userdata); + return ret; +} +NK_API void +nk_button_set_behavior(struct nk_context *ctx, enum nk_button_behavior behavior) +{ + NK_ASSERT(ctx); + if (!ctx) return; + ctx->button_behavior = behavior; +} +NK_API int +nk_button_push_behavior(struct nk_context *ctx, enum nk_button_behavior behavior) +{ + struct nk_config_stack_button_behavior *button_stack; + struct nk_config_stack_button_behavior_element *element; + + NK_ASSERT(ctx); + if (!ctx) return 0; + + button_stack = &ctx->stacks.button_behaviors; + NK_ASSERT(button_stack->head < (int)NK_LEN(button_stack->elements)); + if (button_stack->head >= (int)NK_LEN(button_stack->elements)) + return 0; + + element = &button_stack->elements[button_stack->head++]; + element->address = &ctx->button_behavior; + element->old_value = ctx->button_behavior; + ctx->button_behavior = behavior; + return 1; +} +NK_API int +nk_button_pop_behavior(struct nk_context *ctx) +{ + struct nk_config_stack_button_behavior *button_stack; + struct nk_config_stack_button_behavior_element *element; + + NK_ASSERT(ctx); + if (!ctx) return 0; + + button_stack = &ctx->stacks.button_behaviors; + NK_ASSERT(button_stack->head > 0); + if (button_stack->head < 1) + return 0; + + element = &button_stack->elements[--button_stack->head]; + *element->address = element->old_value; + return 1; +} +NK_API int +nk_button_text_styled(struct nk_context *ctx, + const struct nk_style_button *style, const char *title, int len) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(style); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!style || !ctx || !ctx->current || !ctx->current->layout) return 0; + + win = ctx->current; + layout = win->layout; + state = nk_widget(&bounds, ctx); + + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_button_text(&ctx->last_widget_state, &win->buffer, bounds, + title, len, style->text_alignment, ctx->button_behavior, + style, in, ctx->style.font); +} +NK_API int +nk_button_text(struct nk_context *ctx, const char *title, int len) +{ + NK_ASSERT(ctx); + if (!ctx) return 0; + return nk_button_text_styled(ctx, &ctx->style.button, title, len); +} +NK_API int nk_button_label_styled(struct nk_context *ctx, + const struct nk_style_button *style, const char *title) +{ + return nk_button_text_styled(ctx, style, title, nk_strlen(title)); +} +NK_API int nk_button_label(struct nk_context *ctx, const char *title) +{ + return nk_button_text(ctx, title, nk_strlen(title)); +} +NK_API int +nk_button_color(struct nk_context *ctx, struct nk_color color) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + struct nk_style_button button; + + int ret = 0; + struct nk_rect bounds; + struct nk_rect content; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + layout = win->layout; + + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + + button = ctx->style.button; + button.normal = nk_style_item_color(color); + button.hover = nk_style_item_color(color); + button.active = nk_style_item_color(color); + ret = nk_do_button(&ctx->last_widget_state, &win->buffer, bounds, + &button, in, ctx->button_behavior, &content); + nk_draw_button(&win->buffer, &bounds, ctx->last_widget_state, &button); + return ret; +} +NK_API int +nk_button_symbol_styled(struct nk_context *ctx, + const struct nk_style_button *style, enum nk_symbol_type symbol) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + layout = win->layout; + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_button_symbol(&ctx->last_widget_state, &win->buffer, bounds, + symbol, ctx->button_behavior, style, in, ctx->style.font); +} +NK_API int +nk_button_symbol(struct nk_context *ctx, enum nk_symbol_type symbol) +{ + NK_ASSERT(ctx); + if (!ctx) return 0; + return nk_button_symbol_styled(ctx, &ctx->style.button, symbol); +} +NK_API int +nk_button_image_styled(struct nk_context *ctx, const struct nk_style_button *style, + struct nk_image img) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + layout = win->layout; + + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_button_image(&ctx->last_widget_state, &win->buffer, bounds, + img, ctx->button_behavior, style, in); +} +NK_API int +nk_button_image(struct nk_context *ctx, struct nk_image img) +{ + NK_ASSERT(ctx); + if (!ctx) return 0; + return nk_button_image_styled(ctx, &ctx->style.button, img); +} +NK_API int +nk_button_symbol_text_styled(struct nk_context *ctx, + const struct nk_style_button *style, enum nk_symbol_type symbol, + const char *text, int len, nk_flags align) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + layout = win->layout; + + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_button_text_symbol(&ctx->last_widget_state, &win->buffer, bounds, + symbol, text, len, align, ctx->button_behavior, + style, ctx->style.font, in); +} +NK_API int +nk_button_symbol_text(struct nk_context *ctx, enum nk_symbol_type symbol, + const char* text, int len, nk_flags align) +{ + NK_ASSERT(ctx); + if (!ctx) return 0; + return nk_button_symbol_text_styled(ctx, &ctx->style.button, symbol, text, len, align); +} +NK_API int nk_button_symbol_label(struct nk_context *ctx, enum nk_symbol_type symbol, + const char *label, nk_flags align) +{ + return nk_button_symbol_text(ctx, symbol, label, nk_strlen(label), align); +} +NK_API int nk_button_symbol_label_styled(struct nk_context *ctx, + const struct nk_style_button *style, enum nk_symbol_type symbol, + const char *title, nk_flags align) +{ + return nk_button_symbol_text_styled(ctx, style, symbol, title, nk_strlen(title), align); +} +NK_API int +nk_button_image_text_styled(struct nk_context *ctx, + const struct nk_style_button *style, struct nk_image img, const char *text, + int len, nk_flags align) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + layout = win->layout; + + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_button_text_image(&ctx->last_widget_state, &win->buffer, + bounds, img, text, len, align, ctx->button_behavior, + style, ctx->style.font, in); +} +NK_API int +nk_button_image_text(struct nk_context *ctx, struct nk_image img, + const char *text, int len, nk_flags align) +{ + return nk_button_image_text_styled(ctx, &ctx->style.button,img, text, len, align); +} +NK_API int nk_button_image_label(struct nk_context *ctx, struct nk_image img, + const char *label, nk_flags align) +{ + return nk_button_image_text(ctx, img, label, nk_strlen(label), align); +} +NK_API int nk_button_image_label_styled(struct nk_context *ctx, + const struct nk_style_button *style, struct nk_image img, + const char *label, nk_flags text_alignment) +{ + return nk_button_image_text_styled(ctx, style, img, label, nk_strlen(label), text_alignment); +} + + + + + +/* =============================================================== + * + * TOGGLE + * + * ===============================================================*/ +NK_LIB int +nk_toggle_behavior(const struct nk_input *in, struct nk_rect select, + nk_flags *state, int active) +{ + nk_widget_state_reset(state); + if (nk_button_behavior(state, select, in, NK_BUTTON_DEFAULT)) { + *state = NK_WIDGET_STATE_ACTIVE; + active = !active; + } + if (*state & NK_WIDGET_STATE_HOVER && !nk_input_is_mouse_prev_hovering_rect(in, select)) + *state |= NK_WIDGET_STATE_ENTERED; + else if (nk_input_is_mouse_prev_hovering_rect(in, select)) + *state |= NK_WIDGET_STATE_LEFT; + return active; +} +NK_LIB void +nk_draw_checkbox(struct nk_command_buffer *out, + nk_flags state, const struct nk_style_toggle *style, int active, + const struct nk_rect *label, const struct nk_rect *selector, + const struct nk_rect *cursors, const char *string, int len, + const struct nk_user_font *font) +{ + const struct nk_style_item *background; + const struct nk_style_item *cursor; + struct nk_text text; + + /* select correct colors/images */ + if (state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + cursor = &style->cursor_hover; + text.text = style->text_hover; + } else if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->hover; + cursor = &style->cursor_hover; + text.text = style->text_active; + } else { + background = &style->normal; + cursor = &style->cursor_normal; + text.text = style->text_normal; + } + + /* draw background and cursor */ + if (background->type == NK_STYLE_ITEM_COLOR) { + nk_fill_rect(out, *selector, 0, style->border_color); + nk_fill_rect(out, nk_shrink_rect(*selector, style->border), 0, background->data.color); + } else nk_draw_image(out, *selector, &background->data.image, nk_white); + if (active) { + if (cursor->type == NK_STYLE_ITEM_IMAGE) + nk_draw_image(out, *cursors, &cursor->data.image, nk_white); + else nk_fill_rect(out, *cursors, 0, cursor->data.color); + } + + text.padding.x = 0; + text.padding.y = 0; + text.background = style->text_background; + nk_widget_text(out, *label, string, len, &text, NK_TEXT_LEFT, font); +} +NK_LIB void +nk_draw_option(struct nk_command_buffer *out, + nk_flags state, const struct nk_style_toggle *style, int active, + const struct nk_rect *label, const struct nk_rect *selector, + const struct nk_rect *cursors, const char *string, int len, + const struct nk_user_font *font) +{ + const struct nk_style_item *background; + const struct nk_style_item *cursor; + struct nk_text text; + + /* select correct colors/images */ + if (state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + cursor = &style->cursor_hover; + text.text = style->text_hover; + } else if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->hover; + cursor = &style->cursor_hover; + text.text = style->text_active; + } else { + background = &style->normal; + cursor = &style->cursor_normal; + text.text = style->text_normal; + } + + /* draw background and cursor */ + if (background->type == NK_STYLE_ITEM_COLOR) { + nk_fill_circle(out, *selector, style->border_color); + nk_fill_circle(out, nk_shrink_rect(*selector, style->border), background->data.color); + } else nk_draw_image(out, *selector, &background->data.image, nk_white); + if (active) { + if (cursor->type == NK_STYLE_ITEM_IMAGE) + nk_draw_image(out, *cursors, &cursor->data.image, nk_white); + else nk_fill_circle(out, *cursors, cursor->data.color); + } + + text.padding.x = 0; + text.padding.y = 0; + text.background = style->text_background; + nk_widget_text(out, *label, string, len, &text, NK_TEXT_LEFT, font); +} +NK_LIB int +nk_do_toggle(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect r, + int *active, const char *str, int len, enum nk_toggle_type type, + const struct nk_style_toggle *style, const struct nk_input *in, + const struct nk_user_font *font) +{ + int was_active; + struct nk_rect bounds; + struct nk_rect select; + struct nk_rect cursor; + struct nk_rect label; + + NK_ASSERT(style); + NK_ASSERT(out); + NK_ASSERT(font); + if (!out || !style || !font || !active) + return 0; + + r.w = NK_MAX(r.w, font->height + 2 * style->padding.x); + r.h = NK_MAX(r.h, font->height + 2 * style->padding.y); + + /* add additional touch padding for touch screen devices */ + bounds.x = r.x - style->touch_padding.x; + bounds.y = r.y - style->touch_padding.y; + bounds.w = r.w + 2 * style->touch_padding.x; + bounds.h = r.h + 2 * style->touch_padding.y; + + /* calculate the selector space */ + select.w = font->height; + select.h = select.w; + select.y = r.y + r.h/2.0f - select.h/2.0f; + select.x = r.x; + + /* calculate the bounds of the cursor inside the selector */ + cursor.x = select.x + style->padding.x + style->border; + cursor.y = select.y + style->padding.y + style->border; + cursor.w = select.w - (2 * style->padding.x + 2 * style->border); + cursor.h = select.h - (2 * style->padding.y + 2 * style->border); + + /* label behind the selector */ + label.x = select.x + select.w + style->spacing; + label.y = select.y; + label.w = NK_MAX(r.x + r.w, label.x) - label.x; + label.h = select.w; + + /* update selector */ + was_active = *active; + *active = nk_toggle_behavior(in, bounds, state, *active); + + /* draw selector */ + if (style->draw_begin) + style->draw_begin(out, style->userdata); + if (type == NK_TOGGLE_CHECK) { + nk_draw_checkbox(out, *state, style, *active, &label, &select, &cursor, str, len, font); + } else { + nk_draw_option(out, *state, style, *active, &label, &select, &cursor, str, len, font); + } + if (style->draw_end) + style->draw_end(out, style->userdata); + return (was_active != *active); +} +/*---------------------------------------------------------------- + * + * CHECKBOX + * + * --------------------------------------------------------------*/ +NK_API int +nk_check_text(struct nk_context *ctx, const char *text, int len, int active) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + const struct nk_style *style; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return active; + + win = ctx->current; + style = &ctx->style; + layout = win->layout; + + state = nk_widget(&bounds, ctx); + if (!state) return active; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + nk_do_toggle(&ctx->last_widget_state, &win->buffer, bounds, &active, + text, len, NK_TOGGLE_CHECK, &style->checkbox, in, style->font); + return active; +} +NK_API unsigned int +nk_check_flags_text(struct nk_context *ctx, const char *text, int len, + unsigned int flags, unsigned int value) +{ + int old_active; + NK_ASSERT(ctx); + NK_ASSERT(text); + if (!ctx || !text) return flags; + old_active = (int)((flags & value) & value); + if (nk_check_text(ctx, text, len, old_active)) + flags |= value; + else flags &= ~value; + return flags; +} +NK_API int +nk_checkbox_text(struct nk_context *ctx, const char *text, int len, int *active) +{ + int old_val; + NK_ASSERT(ctx); + NK_ASSERT(text); + NK_ASSERT(active); + if (!ctx || !text || !active) return 0; + old_val = *active; + *active = nk_check_text(ctx, text, len, *active); + return old_val != *active; +} +NK_API int +nk_checkbox_flags_text(struct nk_context *ctx, const char *text, int len, + unsigned int *flags, unsigned int value) +{ + int active; + NK_ASSERT(ctx); + NK_ASSERT(text); + NK_ASSERT(flags); + if (!ctx || !text || !flags) return 0; + + active = (int)((*flags & value) & value); + if (nk_checkbox_text(ctx, text, len, &active)) { + if (active) *flags |= value; + else *flags &= ~value; + return 1; + } + return 0; +} +NK_API int nk_check_label(struct nk_context *ctx, const char *label, int active) +{ + return nk_check_text(ctx, label, nk_strlen(label), active); +} +NK_API unsigned int nk_check_flags_label(struct nk_context *ctx, const char *label, + unsigned int flags, unsigned int value) +{ + return nk_check_flags_text(ctx, label, nk_strlen(label), flags, value); +} +NK_API int nk_checkbox_label(struct nk_context *ctx, const char *label, int *active) +{ + return nk_checkbox_text(ctx, label, nk_strlen(label), active); +} +NK_API int nk_checkbox_flags_label(struct nk_context *ctx, const char *label, + unsigned int *flags, unsigned int value) +{ + return nk_checkbox_flags_text(ctx, label, nk_strlen(label), flags, value); +} +/*---------------------------------------------------------------- + * + * OPTION + * + * --------------------------------------------------------------*/ +NK_API int +nk_option_text(struct nk_context *ctx, const char *text, int len, int is_active) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + const struct nk_style *style; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return is_active; + + win = ctx->current; + style = &ctx->style; + layout = win->layout; + + state = nk_widget(&bounds, ctx); + if (!state) return (int)state; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + nk_do_toggle(&ctx->last_widget_state, &win->buffer, bounds, &is_active, + text, len, NK_TOGGLE_OPTION, &style->option, in, style->font); + return is_active; +} +NK_API int +nk_radio_text(struct nk_context *ctx, const char *text, int len, int *active) +{ + int old_value; + NK_ASSERT(ctx); + NK_ASSERT(text); + NK_ASSERT(active); + if (!ctx || !text || !active) return 0; + old_value = *active; + *active = nk_option_text(ctx, text, len, old_value); + return old_value != *active; +} +NK_API int +nk_option_label(struct nk_context *ctx, const char *label, int active) +{ + return nk_option_text(ctx, label, nk_strlen(label), active); +} +NK_API int +nk_radio_label(struct nk_context *ctx, const char *label, int *active) +{ + return nk_radio_text(ctx, label, nk_strlen(label), active); +} + + + + + +/* =============================================================== + * + * SELECTABLE + * + * ===============================================================*/ +NK_LIB void +nk_draw_selectable(struct nk_command_buffer *out, + nk_flags state, const struct nk_style_selectable *style, int active, + const struct nk_rect *bounds, + const struct nk_rect *icon, const struct nk_image *img, enum nk_symbol_type sym, + const char *string, int len, nk_flags align, const struct nk_user_font *font) +{ + const struct nk_style_item *background; + struct nk_text text; + text.padding = style->padding; + + /* select correct colors/images */ + if (!active) { + if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->pressed; + text.text = style->text_pressed; + } else if (state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + text.text = style->text_hover; + } else { + background = &style->normal; + text.text = style->text_normal; + } + } else { + if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->pressed_active; + text.text = style->text_pressed_active; + } else if (state & NK_WIDGET_STATE_HOVER) { + background = &style->hover_active; + text.text = style->text_hover_active; + } else { + background = &style->normal_active; + text.text = style->text_normal_active; + } + } + /* draw selectable background and text */ + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(out, *bounds, &background->data.image, nk_white); + text.background = nk_rgba(0,0,0,0); + } else { + nk_fill_rect(out, *bounds, style->rounding, background->data.color); + text.background = background->data.color; + } + if (icon) { + if (img) nk_draw_image(out, *icon, img, nk_white); + else nk_draw_symbol(out, sym, *icon, text.background, text.text, 1, font); + } + nk_widget_text(out, *bounds, string, len, &text, align, font); +} +NK_LIB int +nk_do_selectable(nk_flags *state, struct nk_command_buffer *out, + struct nk_rect bounds, const char *str, int len, nk_flags align, int *value, + const struct nk_style_selectable *style, const struct nk_input *in, + const struct nk_user_font *font) +{ + int old_value; + struct nk_rect touch; + + NK_ASSERT(state); + NK_ASSERT(out); + NK_ASSERT(str); + NK_ASSERT(len); + NK_ASSERT(value); + NK_ASSERT(style); + NK_ASSERT(font); + + if (!state || !out || !str || !len || !value || !style || !font) return 0; + old_value = *value; + + /* remove padding */ + touch.x = bounds.x - style->touch_padding.x; + touch.y = bounds.y - style->touch_padding.y; + touch.w = bounds.w + style->touch_padding.x * 2; + touch.h = bounds.h + style->touch_padding.y * 2; + + /* update button */ + if (nk_button_behavior(state, touch, in, NK_BUTTON_DEFAULT)) + *value = !(*value); + + /* draw selectable */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_selectable(out, *state, style, *value, &bounds, 0,0,NK_SYMBOL_NONE, str, len, align, font); + if (style->draw_end) style->draw_end(out, style->userdata); + return old_value != *value; +} +NK_LIB int +nk_do_selectable_image(nk_flags *state, struct nk_command_buffer *out, + struct nk_rect bounds, const char *str, int len, nk_flags align, int *value, + const struct nk_image *img, const struct nk_style_selectable *style, + const struct nk_input *in, const struct nk_user_font *font) +{ + int old_value; + struct nk_rect touch; + struct nk_rect icon; + + NK_ASSERT(state); + NK_ASSERT(out); + NK_ASSERT(str); + NK_ASSERT(len); + NK_ASSERT(value); + NK_ASSERT(style); + NK_ASSERT(font); + + if (!state || !out || !str || !len || !value || !style || !font) return 0; + old_value = *value; + + /* toggle behavior */ + touch.x = bounds.x - style->touch_padding.x; + touch.y = bounds.y - style->touch_padding.y; + touch.w = bounds.w + style->touch_padding.x * 2; + touch.h = bounds.h + style->touch_padding.y * 2; + if (nk_button_behavior(state, touch, in, NK_BUTTON_DEFAULT)) + *value = !(*value); + + icon.y = bounds.y + style->padding.y; + icon.w = icon.h = bounds.h - 2 * style->padding.y; + if (align & NK_TEXT_ALIGN_LEFT) { + icon.x = (bounds.x + bounds.w) - (2 * style->padding.x + icon.w); + icon.x = NK_MAX(icon.x, 0); + } else icon.x = bounds.x + 2 * style->padding.x; + + icon.x += style->image_padding.x; + icon.y += style->image_padding.y; + icon.w -= 2 * style->image_padding.x; + icon.h -= 2 * style->image_padding.y; + + /* draw selectable */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_selectable(out, *state, style, *value, &bounds, &icon, img, NK_SYMBOL_NONE, str, len, align, font); + if (style->draw_end) style->draw_end(out, style->userdata); + return old_value != *value; +} +NK_LIB int +nk_do_selectable_symbol(nk_flags *state, struct nk_command_buffer *out, + struct nk_rect bounds, const char *str, int len, nk_flags align, int *value, + enum nk_symbol_type sym, const struct nk_style_selectable *style, + const struct nk_input *in, const struct nk_user_font *font) +{ + int old_value; + struct nk_rect touch; + struct nk_rect icon; + + NK_ASSERT(state); + NK_ASSERT(out); + NK_ASSERT(str); + NK_ASSERT(len); + NK_ASSERT(value); + NK_ASSERT(style); + NK_ASSERT(font); + + if (!state || !out || !str || !len || !value || !style || !font) return 0; + old_value = *value; + + /* toggle behavior */ + touch.x = bounds.x - style->touch_padding.x; + touch.y = bounds.y - style->touch_padding.y; + touch.w = bounds.w + style->touch_padding.x * 2; + touch.h = bounds.h + style->touch_padding.y * 2; + if (nk_button_behavior(state, touch, in, NK_BUTTON_DEFAULT)) + *value = !(*value); + + icon.y = bounds.y + style->padding.y; + icon.w = icon.h = bounds.h - 2 * style->padding.y; + if (align & NK_TEXT_ALIGN_LEFT) { + icon.x = (bounds.x + bounds.w) - (2 * style->padding.x + icon.w); + icon.x = NK_MAX(icon.x, 0); + } else icon.x = bounds.x + 2 * style->padding.x; + + icon.x += style->image_padding.x; + icon.y += style->image_padding.y; + icon.w -= 2 * style->image_padding.x; + icon.h -= 2 * style->image_padding.y; + + /* draw selectable */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_selectable(out, *state, style, *value, &bounds, &icon, 0, sym, str, len, align, font); + if (style->draw_end) style->draw_end(out, style->userdata); + return old_value != *value; +} + +NK_API int +nk_selectable_text(struct nk_context *ctx, const char *str, int len, + nk_flags align, int *value) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + const struct nk_style *style; + + enum nk_widget_layout_states state; + struct nk_rect bounds; + + NK_ASSERT(ctx); + NK_ASSERT(value); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !value) + return 0; + + win = ctx->current; + layout = win->layout; + style = &ctx->style; + + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_selectable(&ctx->last_widget_state, &win->buffer, bounds, + str, len, align, value, &style->selectable, in, style->font); +} +NK_API int +nk_selectable_image_text(struct nk_context *ctx, struct nk_image img, + const char *str, int len, nk_flags align, int *value) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + const struct nk_style *style; + + enum nk_widget_layout_states state; + struct nk_rect bounds; + + NK_ASSERT(ctx); + NK_ASSERT(value); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !value) + return 0; + + win = ctx->current; + layout = win->layout; + style = &ctx->style; + + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_selectable_image(&ctx->last_widget_state, &win->buffer, bounds, + str, len, align, value, &img, &style->selectable, in, style->font); +} +NK_API int +nk_selectable_symbol_text(struct nk_context *ctx, enum nk_symbol_type sym, + const char *str, int len, nk_flags align, int *value) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_input *in; + const struct nk_style *style; + + enum nk_widget_layout_states state; + struct nk_rect bounds; + + NK_ASSERT(ctx); + NK_ASSERT(value); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !value) + return 0; + + win = ctx->current; + layout = win->layout; + style = &ctx->style; + + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_selectable_symbol(&ctx->last_widget_state, &win->buffer, bounds, + str, len, align, value, sym, &style->selectable, in, style->font); +} +NK_API int +nk_selectable_symbol_label(struct nk_context *ctx, enum nk_symbol_type sym, + const char *title, nk_flags align, int *value) +{ + return nk_selectable_symbol_text(ctx, sym, title, nk_strlen(title), align, value); +} +NK_API int nk_select_text(struct nk_context *ctx, const char *str, int len, + nk_flags align, int value) +{ + nk_selectable_text(ctx, str, len, align, &value);return value; +} +NK_API int nk_selectable_label(struct nk_context *ctx, const char *str, nk_flags align, int *value) +{ + return nk_selectable_text(ctx, str, nk_strlen(str), align, value); +} +NK_API int nk_selectable_image_label(struct nk_context *ctx,struct nk_image img, + const char *str, nk_flags align, int *value) +{ + return nk_selectable_image_text(ctx, img, str, nk_strlen(str), align, value); +} +NK_API int nk_select_label(struct nk_context *ctx, const char *str, nk_flags align, int value) +{ + nk_selectable_text(ctx, str, nk_strlen(str), align, &value);return value; +} +NK_API int nk_select_image_label(struct nk_context *ctx, struct nk_image img, + const char *str, nk_flags align, int value) +{ + nk_selectable_image_text(ctx, img, str, nk_strlen(str), align, &value);return value; +} +NK_API int nk_select_image_text(struct nk_context *ctx, struct nk_image img, + const char *str, int len, nk_flags align, int value) +{ + nk_selectable_image_text(ctx, img, str, len, align, &value);return value; +} +NK_API int +nk_select_symbol_text(struct nk_context *ctx, enum nk_symbol_type sym, + const char *title, int title_len, nk_flags align, int value) +{ + nk_selectable_symbol_text(ctx, sym, title, title_len, align, &value);return value; +} +NK_API int +nk_select_symbol_label(struct nk_context *ctx, enum nk_symbol_type sym, + const char *title, nk_flags align, int value) +{ + return nk_select_symbol_text(ctx, sym, title, nk_strlen(title), align, value); +} + + + + + +/* =============================================================== + * + * SLIDER + * + * ===============================================================*/ +NK_LIB float +nk_slider_behavior(nk_flags *state, struct nk_rect *logical_cursor, + struct nk_rect *visual_cursor, struct nk_input *in, + struct nk_rect bounds, float slider_min, float slider_max, float slider_value, + float slider_step, float slider_steps) +{ + int left_mouse_down; + int left_mouse_click_in_cursor; + + /* check if visual cursor is being dragged */ + nk_widget_state_reset(state); + left_mouse_down = in && in->mouse.buttons[NK_BUTTON_LEFT].down; + left_mouse_click_in_cursor = in && nk_input_has_mouse_click_down_in_rect(in, + NK_BUTTON_LEFT, *visual_cursor, nk_true); + + if (left_mouse_down && left_mouse_click_in_cursor) { + float ratio = 0; + const float d = in->mouse.pos.x - (visual_cursor->x+visual_cursor->w*0.5f); + const float pxstep = bounds.w / slider_steps; + + /* only update value if the next slider step is reached */ + *state = NK_WIDGET_STATE_ACTIVE; + if (NK_ABS(d) >= pxstep) { + const float steps = (float)((int)(NK_ABS(d) / pxstep)); + slider_value += (d > 0) ? (slider_step*steps) : -(slider_step*steps); + slider_value = NK_CLAMP(slider_min, slider_value, slider_max); + ratio = (slider_value - slider_min)/slider_step; + logical_cursor->x = bounds.x + (logical_cursor->w * ratio); + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.x = logical_cursor->x; + } + } + + /* slider widget state */ + if (nk_input_is_mouse_hovering_rect(in, bounds)) + *state = NK_WIDGET_STATE_HOVERED; + if (*state & NK_WIDGET_STATE_HOVER && + !nk_input_is_mouse_prev_hovering_rect(in, bounds)) + *state |= NK_WIDGET_STATE_ENTERED; + else if (nk_input_is_mouse_prev_hovering_rect(in, bounds)) + *state |= NK_WIDGET_STATE_LEFT; + return slider_value; +} +NK_LIB void +nk_draw_slider(struct nk_command_buffer *out, nk_flags state, + const struct nk_style_slider *style, const struct nk_rect *bounds, + const struct nk_rect *visual_cursor, float min, float value, float max) +{ + struct nk_rect fill; + struct nk_rect bar; + const struct nk_style_item *background; + + /* select correct slider images/colors */ + struct nk_color bar_color; + const struct nk_style_item *cursor; + + NK_UNUSED(min); + NK_UNUSED(max); + NK_UNUSED(value); + + if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->active; + bar_color = style->bar_active; + cursor = &style->cursor_active; + } else if (state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + bar_color = style->bar_hover; + cursor = &style->cursor_hover; + } else { + background = &style->normal; + bar_color = style->bar_normal; + cursor = &style->cursor_normal; + } + /* calculate slider background bar */ + bar.x = bounds->x; + bar.y = (visual_cursor->y + visual_cursor->h/2) - bounds->h/12; + bar.w = bounds->w; + bar.h = bounds->h/6; + + /* filled background bar style */ + fill.w = (visual_cursor->x + (visual_cursor->w/2.0f)) - bar.x; + fill.x = bar.x; + fill.y = bar.y; + fill.h = bar.h; + + /* draw background */ + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(out, *bounds, &background->data.image, nk_white); + } else { + nk_fill_rect(out, *bounds, style->rounding, background->data.color); + nk_stroke_rect(out, *bounds, style->rounding, style->border, style->border_color); + } + + /* draw slider bar */ + nk_fill_rect(out, bar, style->rounding, bar_color); + nk_fill_rect(out, fill, style->rounding, style->bar_filled); + + /* draw cursor */ + if (cursor->type == NK_STYLE_ITEM_IMAGE) + nk_draw_image(out, *visual_cursor, &cursor->data.image, nk_white); + else nk_fill_circle(out, *visual_cursor, cursor->data.color); +} +NK_LIB float +nk_do_slider(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect bounds, + float min, float val, float max, float step, + const struct nk_style_slider *style, struct nk_input *in, + const struct nk_user_font *font) +{ + float slider_range; + float slider_min; + float slider_max; + float slider_value; + float slider_steps; + float cursor_offset; + + struct nk_rect visual_cursor; + struct nk_rect logical_cursor; + + NK_ASSERT(style); + NK_ASSERT(out); + if (!out || !style) + return 0; + + /* remove padding from slider bounds */ + bounds.x = bounds.x + style->padding.x; + bounds.y = bounds.y + style->padding.y; + bounds.h = NK_MAX(bounds.h, 2*style->padding.y); + bounds.w = NK_MAX(bounds.w, 2*style->padding.x + style->cursor_size.x); + bounds.w -= 2 * style->padding.x; + bounds.h -= 2 * style->padding.y; + + /* optional buttons */ + if (style->show_buttons) { + nk_flags ws; + struct nk_rect button; + button.y = bounds.y; + button.w = bounds.h; + button.h = bounds.h; + + /* decrement button */ + button.x = bounds.x; + if (nk_do_button_symbol(&ws, out, button, style->dec_symbol, NK_BUTTON_DEFAULT, + &style->dec_button, in, font)) + val -= step; + + /* increment button */ + button.x = (bounds.x + bounds.w) - button.w; + if (nk_do_button_symbol(&ws, out, button, style->inc_symbol, NK_BUTTON_DEFAULT, + &style->inc_button, in, font)) + val += step; + + bounds.x = bounds.x + button.w + style->spacing.x; + bounds.w = bounds.w - (2*button.w + 2*style->spacing.x); + } + + /* remove one cursor size to support visual cursor */ + bounds.x += style->cursor_size.x*0.5f; + bounds.w -= style->cursor_size.x; + + /* make sure the provided values are correct */ + slider_max = NK_MAX(min, max); + slider_min = NK_MIN(min, max); + slider_value = NK_CLAMP(slider_min, val, slider_max); + slider_range = slider_max - slider_min; + slider_steps = slider_range / step; + cursor_offset = (slider_value - slider_min) / step; + + /* calculate cursor + Basically you have two cursors. One for visual representation and interaction + and one for updating the actual cursor value. */ + logical_cursor.h = bounds.h; + logical_cursor.w = bounds.w / slider_steps; + logical_cursor.x = bounds.x + (logical_cursor.w * cursor_offset); + logical_cursor.y = bounds.y; + + visual_cursor.h = style->cursor_size.y; + visual_cursor.w = style->cursor_size.x; + visual_cursor.y = (bounds.y + bounds.h*0.5f) - visual_cursor.h*0.5f; + visual_cursor.x = logical_cursor.x - visual_cursor.w*0.5f; + + slider_value = nk_slider_behavior(state, &logical_cursor, &visual_cursor, + in, bounds, slider_min, slider_max, slider_value, step, slider_steps); + visual_cursor.x = logical_cursor.x - visual_cursor.w*0.5f; + + /* draw slider */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_slider(out, *state, style, &bounds, &visual_cursor, slider_min, slider_value, slider_max); + if (style->draw_end) style->draw_end(out, style->userdata); + return slider_value; +} +NK_API int +nk_slider_float(struct nk_context *ctx, float min_value, float *value, float max_value, + float value_step) +{ + struct nk_window *win; + struct nk_panel *layout; + struct nk_input *in; + const struct nk_style *style; + + int ret = 0; + float old_value; + struct nk_rect bounds; + enum nk_widget_layout_states state; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + NK_ASSERT(value); + if (!ctx || !ctx->current || !ctx->current->layout || !value) + return ret; + + win = ctx->current; + style = &ctx->style; + layout = win->layout; + + state = nk_widget(&bounds, ctx); + if (!state) return ret; + in = (/*state == NK_WIDGET_ROM || */ layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + + old_value = *value; + *value = nk_do_slider(&ctx->last_widget_state, &win->buffer, bounds, min_value, + old_value, max_value, value_step, &style->slider, in, style->font); + return (old_value > *value || old_value < *value); +} +NK_API float +nk_slide_float(struct nk_context *ctx, float min, float val, float max, float step) +{ + nk_slider_float(ctx, min, &val, max, step); return val; +} +NK_API int +nk_slide_int(struct nk_context *ctx, int min, int val, int max, int step) +{ + float value = (float)val; + nk_slider_float(ctx, (float)min, &value, (float)max, (float)step); + return (int)value; +} +NK_API int +nk_slider_int(struct nk_context *ctx, int min, int *val, int max, int step) +{ + int ret; + float value = (float)*val; + ret = nk_slider_float(ctx, (float)min, &value, (float)max, (float)step); + *val = (int)value; + return ret; +} + + + + + +/* =============================================================== + * + * PROGRESS + * + * ===============================================================*/ +NK_LIB nk_size +nk_progress_behavior(nk_flags *state, struct nk_input *in, + struct nk_rect r, struct nk_rect cursor, nk_size max, nk_size value, int modifiable) +{ + int left_mouse_down = 0; + int left_mouse_click_in_cursor = 0; + + nk_widget_state_reset(state); + if (!in || !modifiable) return value; + left_mouse_down = in && in->mouse.buttons[NK_BUTTON_LEFT].down; + left_mouse_click_in_cursor = in && nk_input_has_mouse_click_down_in_rect(in, + NK_BUTTON_LEFT, cursor, nk_true); + if (nk_input_is_mouse_hovering_rect(in, r)) + *state = NK_WIDGET_STATE_HOVERED; + + if (in && left_mouse_down && left_mouse_click_in_cursor) { + if (left_mouse_down && left_mouse_click_in_cursor) { + float ratio = NK_MAX(0, (float)(in->mouse.pos.x - cursor.x)) / (float)cursor.w; + value = (nk_size)NK_CLAMP(0, (float)max * ratio, (float)max); + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.x = cursor.x + cursor.w/2.0f; + *state |= NK_WIDGET_STATE_ACTIVE; + } + } + /* set progressbar widget state */ + if (*state & NK_WIDGET_STATE_HOVER && !nk_input_is_mouse_prev_hovering_rect(in, r)) + *state |= NK_WIDGET_STATE_ENTERED; + else if (nk_input_is_mouse_prev_hovering_rect(in, r)) + *state |= NK_WIDGET_STATE_LEFT; + return value; +} +NK_LIB void +nk_draw_progress(struct nk_command_buffer *out, nk_flags state, + const struct nk_style_progress *style, const struct nk_rect *bounds, + const struct nk_rect *scursor, nk_size value, nk_size max) +{ + const struct nk_style_item *background; + const struct nk_style_item *cursor; + + NK_UNUSED(max); + NK_UNUSED(value); + + /* select correct colors/images to draw */ + if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->active; + cursor = &style->cursor_active; + } else if (state & NK_WIDGET_STATE_HOVER){ + background = &style->hover; + cursor = &style->cursor_hover; + } else { + background = &style->normal; + cursor = &style->cursor_normal; + } + + /* draw background */ + if (background->type == NK_STYLE_ITEM_COLOR) { + nk_fill_rect(out, *bounds, style->rounding, background->data.color); + nk_stroke_rect(out, *bounds, style->rounding, style->border, style->border_color); + } else nk_draw_image(out, *bounds, &background->data.image, nk_white); + + /* draw cursor */ + if (cursor->type == NK_STYLE_ITEM_COLOR) { + nk_fill_rect(out, *scursor, style->rounding, cursor->data.color); + nk_stroke_rect(out, *scursor, style->rounding, style->border, style->border_color); + } else nk_draw_image(out, *scursor, &cursor->data.image, nk_white); +} +NK_LIB nk_size +nk_do_progress(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect bounds, + nk_size value, nk_size max, int modifiable, + const struct nk_style_progress *style, struct nk_input *in) +{ + float prog_scale; + nk_size prog_value; + struct nk_rect cursor; + + NK_ASSERT(style); + NK_ASSERT(out); + if (!out || !style) return 0; + + /* calculate progressbar cursor */ + cursor.w = NK_MAX(bounds.w, 2 * style->padding.x + 2 * style->border); + cursor.h = NK_MAX(bounds.h, 2 * style->padding.y + 2 * style->border); + cursor = nk_pad_rect(bounds, nk_vec2(style->padding.x + style->border, style->padding.y + style->border)); + prog_scale = (float)value / (float)max; + + /* update progressbar */ + prog_value = NK_MIN(value, max); + prog_value = nk_progress_behavior(state, in, bounds, cursor,max, prog_value, modifiable); + cursor.w = cursor.w * prog_scale; + + /* draw progressbar */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_progress(out, *state, style, &bounds, &cursor, value, max); + if (style->draw_end) style->draw_end(out, style->userdata); + return prog_value; +} +NK_API int +nk_progress(struct nk_context *ctx, nk_size *cur, nk_size max, int is_modifyable) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_style *style; + struct nk_input *in; + + struct nk_rect bounds; + enum nk_widget_layout_states state; + nk_size old_value; + + NK_ASSERT(ctx); + NK_ASSERT(cur); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !cur) + return 0; + + win = ctx->current; + style = &ctx->style; + layout = win->layout; + state = nk_widget(&bounds, ctx); + if (!state) return 0; + + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + old_value = *cur; + *cur = nk_do_progress(&ctx->last_widget_state, &win->buffer, bounds, + *cur, max, is_modifyable, &style->progress, in); + return (*cur != old_value); +} +NK_API nk_size +nk_prog(struct nk_context *ctx, nk_size cur, nk_size max, int modifyable) +{ + nk_progress(ctx, &cur, max, modifyable); + return cur; +} + + + + + +/* =============================================================== + * + * SCROLLBAR + * + * ===============================================================*/ +NK_LIB float +nk_scrollbar_behavior(nk_flags *state, struct nk_input *in, + int has_scrolling, const struct nk_rect *scroll, + const struct nk_rect *cursor, const struct nk_rect *empty0, + const struct nk_rect *empty1, float scroll_offset, + float target, float scroll_step, enum nk_orientation o) +{ + nk_flags ws = 0; + int left_mouse_down; + int left_mouse_clicked; + int left_mouse_click_in_cursor; + float scroll_delta; + + nk_widget_state_reset(state); + if (!in) return scroll_offset; + + left_mouse_down = in->mouse.buttons[NK_BUTTON_LEFT].down; + left_mouse_clicked = in->mouse.buttons[NK_BUTTON_LEFT].clicked; + left_mouse_click_in_cursor = nk_input_has_mouse_click_down_in_rect(in, + NK_BUTTON_LEFT, *cursor, nk_true); + if (nk_input_is_mouse_hovering_rect(in, *scroll)) + *state = NK_WIDGET_STATE_HOVERED; + + scroll_delta = (o == NK_VERTICAL) ? in->mouse.scroll_delta.y: in->mouse.scroll_delta.x; + if (left_mouse_down && left_mouse_click_in_cursor && !left_mouse_clicked) { + /* update cursor by mouse dragging */ + float pixel, delta; + *state = NK_WIDGET_STATE_ACTIVE; + if (o == NK_VERTICAL) { + float cursor_y; + pixel = in->mouse.delta.y; + delta = (pixel / scroll->h) * target; + scroll_offset = NK_CLAMP(0, scroll_offset + delta, target - scroll->h); + cursor_y = scroll->y + ((scroll_offset/target) * scroll->h); + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.y = cursor_y + cursor->h/2.0f; + } else { + float cursor_x; + pixel = in->mouse.delta.x; + delta = (pixel / scroll->w) * target; + scroll_offset = NK_CLAMP(0, scroll_offset + delta, target - scroll->w); + cursor_x = scroll->x + ((scroll_offset/target) * scroll->w); + in->mouse.buttons[NK_BUTTON_LEFT].clicked_pos.x = cursor_x + cursor->w/2.0f; + } + } else if ((nk_input_is_key_pressed(in, NK_KEY_SCROLL_UP) && o == NK_VERTICAL && has_scrolling)|| + nk_button_behavior(&ws, *empty0, in, NK_BUTTON_DEFAULT)) { + /* scroll page up by click on empty space or shortcut */ + if (o == NK_VERTICAL) + scroll_offset = NK_MAX(0, scroll_offset - scroll->h); + else scroll_offset = NK_MAX(0, scroll_offset - scroll->w); + } else if ((nk_input_is_key_pressed(in, NK_KEY_SCROLL_DOWN) && o == NK_VERTICAL && has_scrolling) || + nk_button_behavior(&ws, *empty1, in, NK_BUTTON_DEFAULT)) { + /* scroll page down by click on empty space or shortcut */ + if (o == NK_VERTICAL) + scroll_offset = NK_MIN(scroll_offset + scroll->h, target - scroll->h); + else scroll_offset = NK_MIN(scroll_offset + scroll->w, target - scroll->w); + } else if (has_scrolling) { + if ((scroll_delta < 0 || (scroll_delta > 0))) { + /* update cursor by mouse scrolling */ + scroll_offset = scroll_offset + scroll_step * (-scroll_delta); + if (o == NK_VERTICAL) + scroll_offset = NK_CLAMP(0, scroll_offset, target - scroll->h); + else scroll_offset = NK_CLAMP(0, scroll_offset, target - scroll->w); + } else if (nk_input_is_key_pressed(in, NK_KEY_SCROLL_START)) { + /* update cursor to the beginning */ + if (o == NK_VERTICAL) scroll_offset = 0; + } else if (nk_input_is_key_pressed(in, NK_KEY_SCROLL_END)) { + /* update cursor to the end */ + if (o == NK_VERTICAL) scroll_offset = target - scroll->h; + } + } + if (*state & NK_WIDGET_STATE_HOVER && !nk_input_is_mouse_prev_hovering_rect(in, *scroll)) + *state |= NK_WIDGET_STATE_ENTERED; + else if (nk_input_is_mouse_prev_hovering_rect(in, *scroll)) + *state |= NK_WIDGET_STATE_LEFT; + return scroll_offset; +} +NK_LIB void +nk_draw_scrollbar(struct nk_command_buffer *out, nk_flags state, + const struct nk_style_scrollbar *style, const struct nk_rect *bounds, + const struct nk_rect *scroll) +{ + const struct nk_style_item *background; + const struct nk_style_item *cursor; + + /* select correct colors/images to draw */ + if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->active; + cursor = &style->cursor_active; + } else if (state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + cursor = &style->cursor_hover; + } else { + background = &style->normal; + cursor = &style->cursor_normal; + } + + /* draw background */ + if (background->type == NK_STYLE_ITEM_COLOR) { + nk_fill_rect(out, *bounds, style->rounding, background->data.color); + nk_stroke_rect(out, *bounds, style->rounding, style->border, style->border_color); + } else { + nk_draw_image(out, *bounds, &background->data.image, nk_white); + } + + /* draw cursor */ + if (cursor->type == NK_STYLE_ITEM_COLOR) { + nk_fill_rect(out, *scroll, style->rounding_cursor, cursor->data.color); + nk_stroke_rect(out, *scroll, style->rounding_cursor, style->border_cursor, style->cursor_border_color); + } else nk_draw_image(out, *scroll, &cursor->data.image, nk_white); +} +NK_LIB float +nk_do_scrollbarv(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect scroll, int has_scrolling, + float offset, float target, float step, float button_pixel_inc, + const struct nk_style_scrollbar *style, struct nk_input *in, + const struct nk_user_font *font) +{ + struct nk_rect empty_north; + struct nk_rect empty_south; + struct nk_rect cursor; + + float scroll_step; + float scroll_offset; + float scroll_off; + float scroll_ratio; + + NK_ASSERT(out); + NK_ASSERT(style); + NK_ASSERT(state); + if (!out || !style) return 0; + + scroll.w = NK_MAX(scroll.w, 1); + scroll.h = NK_MAX(scroll.h, 0); + if (target <= scroll.h) return 0; + + /* optional scrollbar buttons */ + if (style->show_buttons) { + nk_flags ws; + float scroll_h; + struct nk_rect button; + + button.x = scroll.x; + button.w = scroll.w; + button.h = scroll.w; + + scroll_h = NK_MAX(scroll.h - 2 * button.h,0); + scroll_step = NK_MIN(step, button_pixel_inc); + + /* decrement button */ + button.y = scroll.y; + if (nk_do_button_symbol(&ws, out, button, style->dec_symbol, + NK_BUTTON_REPEATER, &style->dec_button, in, font)) + offset = offset - scroll_step; + + /* increment button */ + button.y = scroll.y + scroll.h - button.h; + if (nk_do_button_symbol(&ws, out, button, style->inc_symbol, + NK_BUTTON_REPEATER, &style->inc_button, in, font)) + offset = offset + scroll_step; + + scroll.y = scroll.y + button.h; + scroll.h = scroll_h; + } + + /* calculate scrollbar constants */ + scroll_step = NK_MIN(step, scroll.h); + scroll_offset = NK_CLAMP(0, offset, target - scroll.h); + scroll_ratio = scroll.h / target; + scroll_off = scroll_offset / target; + + /* calculate scrollbar cursor bounds */ + cursor.h = NK_MAX((scroll_ratio * scroll.h) - (2*style->border + 2*style->padding.y), 0); + cursor.y = scroll.y + (scroll_off * scroll.h) + style->border + style->padding.y; + cursor.w = scroll.w - (2 * style->border + 2 * style->padding.x); + cursor.x = scroll.x + style->border + style->padding.x; + + /* calculate empty space around cursor */ + empty_north.x = scroll.x; + empty_north.y = scroll.y; + empty_north.w = scroll.w; + empty_north.h = NK_MAX(cursor.y - scroll.y, 0); + + empty_south.x = scroll.x; + empty_south.y = cursor.y + cursor.h; + empty_south.w = scroll.w; + empty_south.h = NK_MAX((scroll.y + scroll.h) - (cursor.y + cursor.h), 0); + + /* update scrollbar */ + scroll_offset = nk_scrollbar_behavior(state, in, has_scrolling, &scroll, &cursor, + &empty_north, &empty_south, scroll_offset, target, scroll_step, NK_VERTICAL); + scroll_off = scroll_offset / target; + cursor.y = scroll.y + (scroll_off * scroll.h) + style->border_cursor + style->padding.y; + + /* draw scrollbar */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_scrollbar(out, *state, style, &scroll, &cursor); + if (style->draw_end) style->draw_end(out, style->userdata); + return scroll_offset; +} +NK_LIB float +nk_do_scrollbarh(nk_flags *state, + struct nk_command_buffer *out, struct nk_rect scroll, int has_scrolling, + float offset, float target, float step, float button_pixel_inc, + const struct nk_style_scrollbar *style, struct nk_input *in, + const struct nk_user_font *font) +{ + struct nk_rect cursor; + struct nk_rect empty_west; + struct nk_rect empty_east; + + float scroll_step; + float scroll_offset; + float scroll_off; + float scroll_ratio; + + NK_ASSERT(out); + NK_ASSERT(style); + if (!out || !style) return 0; + + /* scrollbar background */ + scroll.h = NK_MAX(scroll.h, 1); + scroll.w = NK_MAX(scroll.w, 2 * scroll.h); + if (target <= scroll.w) return 0; + + /* optional scrollbar buttons */ + if (style->show_buttons) { + nk_flags ws; + float scroll_w; + struct nk_rect button; + button.y = scroll.y; + button.w = scroll.h; + button.h = scroll.h; + + scroll_w = scroll.w - 2 * button.w; + scroll_step = NK_MIN(step, button_pixel_inc); + + /* decrement button */ + button.x = scroll.x; + if (nk_do_button_symbol(&ws, out, button, style->dec_symbol, + NK_BUTTON_REPEATER, &style->dec_button, in, font)) + offset = offset - scroll_step; + + /* increment button */ + button.x = scroll.x + scroll.w - button.w; + if (nk_do_button_symbol(&ws, out, button, style->inc_symbol, + NK_BUTTON_REPEATER, &style->inc_button, in, font)) + offset = offset + scroll_step; + + scroll.x = scroll.x + button.w; + scroll.w = scroll_w; + } + + /* calculate scrollbar constants */ + scroll_step = NK_MIN(step, scroll.w); + scroll_offset = NK_CLAMP(0, offset, target - scroll.w); + scroll_ratio = scroll.w / target; + scroll_off = scroll_offset / target; + + /* calculate cursor bounds */ + cursor.w = (scroll_ratio * scroll.w) - (2*style->border + 2*style->padding.x); + cursor.x = scroll.x + (scroll_off * scroll.w) + style->border + style->padding.x; + cursor.h = scroll.h - (2 * style->border + 2 * style->padding.y); + cursor.y = scroll.y + style->border + style->padding.y; + + /* calculate empty space around cursor */ + empty_west.x = scroll.x; + empty_west.y = scroll.y; + empty_west.w = cursor.x - scroll.x; + empty_west.h = scroll.h; + + empty_east.x = cursor.x + cursor.w; + empty_east.y = scroll.y; + empty_east.w = (scroll.x + scroll.w) - (cursor.x + cursor.w); + empty_east.h = scroll.h; + + /* update scrollbar */ + scroll_offset = nk_scrollbar_behavior(state, in, has_scrolling, &scroll, &cursor, + &empty_west, &empty_east, scroll_offset, target, scroll_step, NK_HORIZONTAL); + scroll_off = scroll_offset / target; + cursor.x = scroll.x + (scroll_off * scroll.w); + + /* draw scrollbar */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_scrollbar(out, *state, style, &scroll, &cursor); + if (style->draw_end) style->draw_end(out, style->userdata); + return scroll_offset; +} + + + + + +/* =============================================================== + * + * TEXT EDITOR + * + * ===============================================================*/ +/* stb_textedit.h - v1.8 - public domain - Sean Barrett */ +struct nk_text_find { + float x,y; /* position of n'th character */ + float height; /* height of line */ + int first_char, length; /* first char of row, and length */ + int prev_first; /*_ first char of previous row */ +}; + +struct nk_text_edit_row { + float x0,x1; + /* starting x location, end x location (allows for align=right, etc) */ + float baseline_y_delta; + /* position of baseline relative to previous row's baseline*/ + float ymin,ymax; + /* height of row above and below baseline */ + int num_chars; +}; + +/* forward declarations */ +NK_INTERN void nk_textedit_makeundo_delete(struct nk_text_edit*, int, int); +NK_INTERN void nk_textedit_makeundo_insert(struct nk_text_edit*, int, int); +NK_INTERN void nk_textedit_makeundo_replace(struct nk_text_edit*, int, int, int); +#define NK_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +NK_INTERN float +nk_textedit_get_width(const struct nk_text_edit *edit, int line_start, int char_id, + const struct nk_user_font *font) +{ + int len = 0; + nk_rune unicode = 0; + const char *str = nk_str_at_const(&edit->string, line_start + char_id, &unicode, &len); + return font->width(font->userdata, font->height, str, len); +} +NK_INTERN void +nk_textedit_layout_row(struct nk_text_edit_row *r, struct nk_text_edit *edit, + int line_start_id, float row_height, const struct nk_user_font *font) +{ + int l; + int glyphs = 0; + nk_rune unicode; + const char *remaining; + int len = nk_str_len_char(&edit->string); + const char *end = nk_str_get_const(&edit->string) + len; + const char *text = nk_str_at_const(&edit->string, line_start_id, &unicode, &l); + const struct nk_vec2 size = nk_text_calculate_text_bounds(font, + text, (int)(end - text), row_height, &remaining, 0, &glyphs, NK_STOP_ON_NEW_LINE); + + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = glyphs; +} +NK_INTERN int +nk_textedit_locate_coord(struct nk_text_edit *edit, float x, float y, + const struct nk_user_font *font, float row_height) +{ + struct nk_text_edit_row r; + int n = edit->string.len; + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + /* search rows to find one that straddles 'y' */ + while (i < n) { + nk_textedit_layout_row(&r, edit, i, row_height, font); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + /* below all text, return 'after' last character */ + if (i >= n) + return n; + + /* check if it's before the beginning of the line */ + if (x < r.x0) + return i; + + /* check if it's before the end of the line */ + if (x < r.x1) { + /* search characters in row for one that straddles 'x' */ + k = i; + prev_x = r.x0; + for (i=0; i < r.num_chars; ++i) { + float w = nk_textedit_get_width(edit, k, i, font); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else return k+i+1; + } + prev_x += w; + } + /* shouldn't happen, but if it does, fall through to end-of-line case */ + } + + /* if the last character is a newline, return that. + * otherwise return 'after' the last character */ + if (nk_str_rune_at(&edit->string, i+r.num_chars-1) == '\n') + return i+r.num_chars-1; + else return i+r.num_chars; +} +NK_LIB void +nk_textedit_click(struct nk_text_edit *state, float x, float y, + const struct nk_user_font *font, float row_height) +{ + /* API click: on mouse down, move the cursor to the clicked location, + * and reset the selection */ + state->cursor = nk_textedit_locate_coord(state, x, y, font, row_height); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} +NK_LIB void +nk_textedit_drag(struct nk_text_edit *state, float x, float y, + const struct nk_user_font *font, float row_height) +{ + /* API drag: on mouse drag, move the cursor and selection endpoint + * to the clicked location */ + int p = nk_textedit_locate_coord(state, x, y, font, row_height); + if (state->select_start == state->select_end) + state->select_start = state->cursor; + state->cursor = state->select_end = p; +} +NK_INTERN void +nk_textedit_find_charpos(struct nk_text_find *find, struct nk_text_edit *state, + int n, int single_line, const struct nk_user_font *font, float row_height) +{ + /* find the x/y location of a character, and remember info about the previous + * row in case we get a move-up event (for page up, we'll have to rescan) */ + struct nk_text_edit_row r; + int prev_start = 0; + int z = state->string.len; + int i=0, first; + + nk_zero_struct(r); + if (n == z) { + /* if it's at the end, then find the last line -- simpler than trying to + explicitly handle this case in the regular code */ + nk_textedit_layout_row(&r, state, 0, row_height, font); + if (single_line) { + find->first_char = 0; + find->length = z; + } else { + while (i < z) { + prev_start = i; + i += r.num_chars; + nk_textedit_layout_row(&r, state, i, row_height, font); + } + + find->first_char = i; + find->length = r.num_chars; + } + find->x = r.x1; + find->y = r.ymin; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + return; + } + + /* search rows to find the one that straddles character n */ + find->y = 0; + + for(;;) { + nk_textedit_layout_row(&r, state, i, row_height, font); + if (n < i + r.num_chars) break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + /* now scan to find xpos */ + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += nk_textedit_get_width(state, first, i, font); +} +NK_INTERN void +nk_textedit_clamp(struct nk_text_edit *state) +{ + /* make the selection/cursor state valid if client altered the string */ + int n = state->string.len; + if (NK_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + /* if clamping forced them to be equal, move the cursor to match */ + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} +NK_API void +nk_textedit_delete(struct nk_text_edit *state, int where, int len) +{ + /* delete characters while updating undo */ + nk_textedit_makeundo_delete(state, where, len); + nk_str_delete_runes(&state->string, where, len); + state->has_preferred_x = 0; +} +NK_API void +nk_textedit_delete_selection(struct nk_text_edit *state) +{ + /* delete the section */ + nk_textedit_clamp(state); + if (NK_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + nk_textedit_delete(state, state->select_start, + state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + nk_textedit_delete(state, state->select_end, + state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} +NK_INTERN void +nk_textedit_sortselection(struct nk_text_edit *state) +{ + /* canonicalize the selection so start <= end */ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} +NK_INTERN void +nk_textedit_move_to_first(struct nk_text_edit *state) +{ + /* move cursor to first character of selection */ + if (NK_TEXT_HAS_SELECTION(state)) { + nk_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} +NK_INTERN void +nk_textedit_move_to_last(struct nk_text_edit *state) +{ + /* move cursor to last character of selection */ + if (NK_TEXT_HAS_SELECTION(state)) { + nk_textedit_sortselection(state); + nk_textedit_clamp(state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} +NK_INTERN int +nk_is_word_boundary( struct nk_text_edit *state, int idx) +{ + int len; + nk_rune c; + if (idx <= 0) return 1; + if (!nk_str_at_rune(&state->string, idx, &c, &len)) return 1; + return (c == ' ' || c == '\t' ||c == 0x3000 || c == ',' || c == ';' || + c == '(' || c == ')' || c == '{' || c == '}' || c == '[' || c == ']' || + c == '|'); +} +NK_INTERN int +nk_textedit_move_to_word_previous(struct nk_text_edit *state) +{ + int c = state->cursor - 1; + while( c >= 0 && !nk_is_word_boundary(state, c)) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +NK_INTERN int +nk_textedit_move_to_word_next(struct nk_text_edit *state) +{ + const int len = state->string.len; + int c = state->cursor+1; + while( c < len && !nk_is_word_boundary(state, c)) + ++c; + + if( c > len ) + c = len; + + return c; +} +NK_INTERN void +nk_textedit_prep_selection_at_cursor(struct nk_text_edit *state) +{ + /* update selection and cursor to match each other */ + if (!NK_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else state->cursor = state->select_end; +} +NK_API int +nk_textedit_cut(struct nk_text_edit *state) +{ + /* API cut: delete selection */ + if (state->mode == NK_TEXT_EDIT_MODE_VIEW) + return 0; + if (NK_TEXT_HAS_SELECTION(state)) { + nk_textedit_delete_selection(state); /* implicitly clamps */ + state->has_preferred_x = 0; + return 1; + } + return 0; +} +NK_API int +nk_textedit_paste(struct nk_text_edit *state, char const *ctext, int len) +{ + /* API paste: replace existing selection with passed-in text */ + int glyphs; + const char *text = (const char *) ctext; + if (state->mode == NK_TEXT_EDIT_MODE_VIEW) return 0; + + /* if there's a selection, the paste should delete it */ + nk_textedit_clamp(state); + nk_textedit_delete_selection(state); + + /* try to insert the characters */ + glyphs = nk_utf_len(ctext, len); + if (nk_str_insert_text_char(&state->string, state->cursor, text, len)) { + nk_textedit_makeundo_insert(state, state->cursor, glyphs); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + /* remove the undo since we didn't actually insert the characters */ + if (state->undo.undo_point) + --state->undo.undo_point; + return 0; +} +NK_API void +nk_textedit_text(struct nk_text_edit *state, const char *text, int total_len) +{ + nk_rune unicode; + int glyph_len; + int text_len = 0; + + NK_ASSERT(state); + NK_ASSERT(text); + if (!text || !total_len || state->mode == NK_TEXT_EDIT_MODE_VIEW) return; + + glyph_len = nk_utf_decode(text, &unicode, total_len); + while ((text_len < total_len) && glyph_len) + { + /* don't insert a backward delete, just process the event */ + if (unicode == 127) goto next; + /* can't add newline in single-line mode */ + if (unicode == '\n' && state->single_line) goto next; + /* filter incoming text */ + if (state->filter && !state->filter(state, unicode)) goto next; + + if (!NK_TEXT_HAS_SELECTION(state) && + state->cursor < state->string.len) + { + if (state->mode == NK_TEXT_EDIT_MODE_REPLACE) { + nk_textedit_makeundo_replace(state, state->cursor, 1, 1); + nk_str_delete_runes(&state->string, state->cursor, 1); + } + if (nk_str_insert_text_utf8(&state->string, state->cursor, + text+text_len, 1)) + { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + nk_textedit_delete_selection(state); /* implicitly clamps */ + if (nk_str_insert_text_utf8(&state->string, state->cursor, + text+text_len, 1)) + { + nk_textedit_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + next: + text_len += glyph_len; + glyph_len = nk_utf_decode(text + text_len, &unicode, total_len-text_len); + } +} +NK_LIB void +nk_textedit_key(struct nk_text_edit *state, enum nk_keys key, int shift_mod, + const struct nk_user_font *font, float row_height) +{ +retry: + switch (key) + { + case NK_KEY_NONE: + case NK_KEY_CTRL: + case NK_KEY_ENTER: + case NK_KEY_SHIFT: + case NK_KEY_TAB: + case NK_KEY_COPY: + case NK_KEY_CUT: + case NK_KEY_PASTE: + case NK_KEY_MAX: + default: break; + case NK_KEY_TEXT_UNDO: + nk_textedit_undo(state); + state->has_preferred_x = 0; + break; + + case NK_KEY_TEXT_REDO: + nk_textedit_redo(state); + state->has_preferred_x = 0; + break; + + case NK_KEY_TEXT_SELECT_ALL: + nk_textedit_select_all(state); + state->has_preferred_x = 0; + break; + + case NK_KEY_TEXT_INSERT_MODE: + if (state->mode == NK_TEXT_EDIT_MODE_VIEW) + state->mode = NK_TEXT_EDIT_MODE_INSERT; + break; + case NK_KEY_TEXT_REPLACE_MODE: + if (state->mode == NK_TEXT_EDIT_MODE_VIEW) + state->mode = NK_TEXT_EDIT_MODE_REPLACE; + break; + case NK_KEY_TEXT_RESET_MODE: + if (state->mode == NK_TEXT_EDIT_MODE_INSERT || + state->mode == NK_TEXT_EDIT_MODE_REPLACE) + state->mode = NK_TEXT_EDIT_MODE_VIEW; + break; + + case NK_KEY_LEFT: + if (shift_mod) { + nk_textedit_clamp(state); + nk_textedit_prep_selection_at_cursor(state); + /* move selection left */ + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + } else { + /* if currently there's a selection, + * move cursor to start of selection */ + if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_move_to_first(state); + else if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + } break; + + case NK_KEY_RIGHT: + if (shift_mod) { + nk_textedit_prep_selection_at_cursor(state); + /* move selection right */ + ++state->select_end; + nk_textedit_clamp(state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + } else { + /* if currently there's a selection, + * move cursor to end of selection */ + if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_move_to_last(state); + else ++state->cursor; + nk_textedit_clamp(state); + state->has_preferred_x = 0; + } break; + + case NK_KEY_TEXT_WORD_LEFT: + if (shift_mod) { + if( !NK_TEXT_HAS_SELECTION( state ) ) + nk_textedit_prep_selection_at_cursor(state); + state->cursor = nk_textedit_move_to_word_previous(state); + state->select_end = state->cursor; + nk_textedit_clamp(state ); + } else { + if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_move_to_first(state); + else { + state->cursor = nk_textedit_move_to_word_previous(state); + nk_textedit_clamp(state ); + } + } break; + + case NK_KEY_TEXT_WORD_RIGHT: + if (shift_mod) { + if( !NK_TEXT_HAS_SELECTION( state ) ) + nk_textedit_prep_selection_at_cursor(state); + state->cursor = nk_textedit_move_to_word_next(state); + state->select_end = state->cursor; + nk_textedit_clamp(state); + } else { + if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_move_to_last(state); + else { + state->cursor = nk_textedit_move_to_word_next(state); + nk_textedit_clamp(state ); + } + } break; + + case NK_KEY_DOWN: { + struct nk_text_find find; + struct nk_text_edit_row row; + int i, sel = shift_mod; + + if (state->single_line) { + /* on windows, up&down in single-line behave like left&right */ + key = NK_KEY_RIGHT; + goto retry; + } + + if (sel) + nk_textedit_prep_selection_at_cursor(state); + else if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_move_to_last(state); + + /* compute current position of cursor point */ + nk_textedit_clamp(state); + nk_textedit_find_charpos(&find, state, state->cursor, state->single_line, + font, row_height); + + /* now find character position down a row */ + if (find.length) + { + float x; + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + state->cursor = start; + nk_textedit_layout_row(&row, state, state->cursor, row_height, font); + x = row.x0; + + for (i=0; i < row.num_chars && x < row.x1; ++i) { + float dx = nk_textedit_get_width(state, start, i, font); + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + nk_textedit_clamp(state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + if (sel) + state->select_end = state->cursor; + } + } break; + + case NK_KEY_UP: { + struct nk_text_find find; + struct nk_text_edit_row row; + int i, sel = shift_mod; + + if (state->single_line) { + /* on windows, up&down become left&right */ + key = NK_KEY_LEFT; + goto retry; + } + + if (sel) + nk_textedit_prep_selection_at_cursor(state); + else if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_move_to_first(state); + + /* compute current position of cursor point */ + nk_textedit_clamp(state); + nk_textedit_find_charpos(&find, state, state->cursor, state->single_line, + font, row_height); + + /* can only go up if there's a previous row */ + if (find.prev_first != find.first_char) { + /* now find character position up a row */ + float x; + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + state->cursor = find.prev_first; + nk_textedit_layout_row(&row, state, state->cursor, row_height, font); + x = row.x0; + + for (i=0; i < row.num_chars && x < row.x1; ++i) { + float dx = nk_textedit_get_width(state, find.prev_first, i, font); + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + nk_textedit_clamp(state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + if (sel) state->select_end = state->cursor; + } + } break; + + case NK_KEY_DEL: + if (state->mode == NK_TEXT_EDIT_MODE_VIEW) + break; + if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_delete_selection(state); + else { + int n = state->string.len; + if (state->cursor < n) + nk_textedit_delete(state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case NK_KEY_BACKSPACE: + if (state->mode == NK_TEXT_EDIT_MODE_VIEW) + break; + if (NK_TEXT_HAS_SELECTION(state)) + nk_textedit_delete_selection(state); + else { + nk_textedit_clamp(state); + if (state->cursor > 0) { + nk_textedit_delete(state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; + + case NK_KEY_TEXT_START: + if (shift_mod) { + nk_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + } else { + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + } + break; + + case NK_KEY_TEXT_END: + if (shift_mod) { + nk_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = state->string.len; + state->has_preferred_x = 0; + } else { + state->cursor = state->string.len; + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + } + break; + + case NK_KEY_TEXT_LINE_START: { + if (shift_mod) { + struct nk_text_find find; + nk_textedit_clamp(state); + nk_textedit_prep_selection_at_cursor(state); + if (state->string.len && state->cursor == state->string.len) + --state->cursor; + nk_textedit_find_charpos(&find, state,state->cursor, state->single_line, + font, row_height); + state->cursor = state->select_end = find.first_char; + state->has_preferred_x = 0; + } else { + struct nk_text_find find; + if (state->string.len && state->cursor == state->string.len) + --state->cursor; + nk_textedit_clamp(state); + nk_textedit_move_to_first(state); + nk_textedit_find_charpos(&find, state, state->cursor, state->single_line, + font, row_height); + state->cursor = find.first_char; + state->has_preferred_x = 0; + } + } break; + + case NK_KEY_TEXT_LINE_END: { + if (shift_mod) { + struct nk_text_find find; + nk_textedit_clamp(state); + nk_textedit_prep_selection_at_cursor(state); + nk_textedit_find_charpos(&find, state, state->cursor, state->single_line, + font, row_height); + state->has_preferred_x = 0; + state->cursor = find.first_char + find.length; + if (find.length > 0 && nk_str_rune_at(&state->string, state->cursor-1) == '\n') + --state->cursor; + state->select_end = state->cursor; + } else { + struct nk_text_find find; + nk_textedit_clamp(state); + nk_textedit_move_to_first(state); + nk_textedit_find_charpos(&find, state, state->cursor, state->single_line, + font, row_height); + + state->has_preferred_x = 0; + state->cursor = find.first_char + find.length; + if (find.length > 0 && nk_str_rune_at(&state->string, state->cursor-1) == '\n') + --state->cursor; + }} break; + } +} +NK_INTERN void +nk_textedit_flush_redo(struct nk_text_undo_state *state) +{ + state->redo_point = NK_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = NK_TEXTEDIT_UNDOCHARCOUNT; +} +NK_INTERN void +nk_textedit_discard_undo(struct nk_text_undo_state *state) +{ + /* discard the oldest entry in the undo list */ + if (state->undo_point > 0) { + /* if the 0th undo state has characters, clean those up */ + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + /* delete n characters from all other records */ + state->undo_char_point = (short)(state->undo_char_point - n); + NK_MEMCPY(state->undo_char, state->undo_char + n, + (nk_size)state->undo_char_point*sizeof(nk_rune)); + for (i=0; i < state->undo_point; ++i) { + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage = (short) + (state->undo_rec[i].char_storage - n); + } + } + --state->undo_point; + NK_MEMCPY(state->undo_rec, state->undo_rec+1, + (nk_size)((nk_size)state->undo_point * sizeof(state->undo_rec[0]))); + } +} +NK_INTERN void +nk_textedit_discard_redo(struct nk_text_undo_state *state) +{ +/* discard the oldest entry in the redo list--it's bad if this + ever happens, but because undo & redo have to store the actual + characters in different cases, the redo character buffer can + fill up even though the undo buffer didn't */ + nk_size num; + int k = NK_TEXTEDIT_UNDOSTATECOUNT-1; + if (state->redo_point <= k) { + /* if the k'th undo state has characters, clean those up */ + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + /* delete n characters from all other records */ + state->redo_char_point = (short)(state->redo_char_point + n); + num = (nk_size)(NK_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point); + NK_MEMCPY(state->undo_char + state->redo_char_point, + state->undo_char + state->redo_char_point-n, num * sizeof(char)); + for (i = state->redo_point; i < k; ++i) { + if (state->undo_rec[i].char_storage >= 0) { + state->undo_rec[i].char_storage = (short) + (state->undo_rec[i].char_storage + n); + } + } + } + ++state->redo_point; + num = (nk_size)(NK_TEXTEDIT_UNDOSTATECOUNT - state->redo_point); + if (num) NK_MEMCPY(state->undo_rec + state->redo_point-1, + state->undo_rec + state->redo_point, num * sizeof(state->undo_rec[0])); + } +} +NK_INTERN struct nk_text_undo_record* +nk_textedit_create_undo_record(struct nk_text_undo_state *state, int numchars) +{ + /* any time we create a new undo record, we discard redo*/ + nk_textedit_flush_redo(state); + + /* if we have no free records, we have to make room, + * by sliding the existing records down */ + if (state->undo_point == NK_TEXTEDIT_UNDOSTATECOUNT) + nk_textedit_discard_undo(state); + + /* if the characters to store won't possibly fit in the buffer, + * we can't undo */ + if (numchars > NK_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return 0; + } + + /* if we don't have enough free characters in the buffer, + * we have to make room */ + while (state->undo_char_point + numchars > NK_TEXTEDIT_UNDOCHARCOUNT) + nk_textedit_discard_undo(state); + return &state->undo_rec[state->undo_point++]; +} +NK_INTERN nk_rune* +nk_textedit_createundo(struct nk_text_undo_state *state, int pos, + int insert_len, int delete_len) +{ + struct nk_text_undo_record *r = nk_textedit_create_undo_record(state, insert_len); + if (r == 0) + return 0; + + r->where = pos; + r->insert_length = (short) insert_len; + r->delete_length = (short) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return 0; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point = (short)(state->undo_char_point + insert_len); + return &state->undo_char[r->char_storage]; + } +} +NK_API void +nk_textedit_undo(struct nk_text_edit *state) +{ + struct nk_text_undo_state *s = &state->undo; + struct nk_text_undo_record u, *r; + if (s->undo_point == 0) + return; + + /* we need to do two things: apply the undo record, and create a redo record */ + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) + { + /* if the undo record says to delete characters, then the redo record will + need to re-insert the characters that get deleted, so we need to store + them. + there are three cases: + - there's enough room to store the characters + - characters stored for *redoing* don't leave room for redo + - characters stored for *undoing* don't leave room for redo + if the last is true, we have to bail */ + if (s->undo_char_point + u.delete_length >= NK_TEXTEDIT_UNDOCHARCOUNT) { + /* the undo records take up too much character space; there's no space + * to store the redo characters */ + r->insert_length = 0; + } else { + int i; + /* there's definitely room to store the characters eventually */ + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + /* there's currently not enough room, so discard a redo record */ + nk_textedit_discard_redo(s); + /* should never happen: */ + if (s->redo_point == NK_TEXTEDIT_UNDOSTATECOUNT) + return; + } + + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = (short)(s->redo_char_point - u.delete_length); + s->redo_char_point = (short)(s->redo_char_point - u.delete_length); + + /* now save the characters */ + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = + nk_str_rune_at(&state->string, u.where + i); + } + /* now we can carry out the deletion */ + nk_str_delete_runes(&state->string, u.where, u.delete_length); + } + + /* check type of recorded action: */ + if (u.insert_length) { + /* easy case: was a deletion, so we need to insert n characters */ + nk_str_insert_text_runes(&state->string, u.where, + &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point = (short)(s->undo_char_point - u.insert_length); + } + state->cursor = (short)(u.where + u.insert_length); + + s->undo_point--; + s->redo_point--; +} +NK_API void +nk_textedit_redo(struct nk_text_edit *state) +{ + struct nk_text_undo_state *s = &state->undo; + struct nk_text_undo_record *u, r; + if (s->redo_point == NK_TEXTEDIT_UNDOSTATECOUNT) + return; + + /* we need to do two things: apply the redo record, and create an undo record */ + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + /* we KNOW there must be room for the undo record, because the redo record + was derived from an undo record */ + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + /* the redo record requires us to delete characters, so the undo record + needs to store the characters */ + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = (short)(s->undo_char_point + u->insert_length); + + /* now save the characters */ + for (i=0; i < u->insert_length; ++i) { + s->undo_char[u->char_storage + i] = + nk_str_rune_at(&state->string, u->where + i); + } + } + nk_str_delete_runes(&state->string, r.where, r.delete_length); + } + + if (r.insert_length) { + /* easy case: need to insert n characters */ + nk_str_insert_text_runes(&state->string, r.where, + &s->undo_char[r.char_storage], r.insert_length); + } + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} +NK_INTERN void +nk_textedit_makeundo_insert(struct nk_text_edit *state, int where, int length) +{ + nk_textedit_createundo(&state->undo, where, 0, length); +} +NK_INTERN void +nk_textedit_makeundo_delete(struct nk_text_edit *state, int where, int length) +{ + int i; + nk_rune *p = nk_textedit_createundo(&state->undo, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = nk_str_rune_at(&state->string, where+i); + } +} +NK_INTERN void +nk_textedit_makeundo_replace(struct nk_text_edit *state, int where, + int old_length, int new_length) +{ + int i; + nk_rune *p = nk_textedit_createundo(&state->undo, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = nk_str_rune_at(&state->string, where+i); + } +} +NK_LIB void +nk_textedit_clear_state(struct nk_text_edit *state, enum nk_text_edit_type type, + nk_plugin_filter filter) +{ + /* reset the state to default */ + state->undo.undo_point = 0; + state->undo.undo_char_point = 0; + state->undo.redo_point = NK_TEXTEDIT_UNDOSTATECOUNT; + state->undo.redo_char_point = NK_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char)(type == NK_TEXT_EDIT_SINGLE_LINE); + state->mode = NK_TEXT_EDIT_MODE_VIEW; + state->filter = filter; + state->scrollbar = nk_vec2(0,0); +} +NK_API void +nk_textedit_init_fixed(struct nk_text_edit *state, void *memory, nk_size size) +{ + NK_ASSERT(state); + NK_ASSERT(memory); + if (!state || !memory || !size) return; + NK_MEMSET(state, 0, sizeof(struct nk_text_edit)); + nk_textedit_clear_state(state, NK_TEXT_EDIT_SINGLE_LINE, 0); + nk_str_init_fixed(&state->string, memory, size); +} +NK_API void +nk_textedit_init(struct nk_text_edit *state, struct nk_allocator *alloc, nk_size size) +{ + NK_ASSERT(state); + NK_ASSERT(alloc); + if (!state || !alloc) return; + NK_MEMSET(state, 0, sizeof(struct nk_text_edit)); + nk_textedit_clear_state(state, NK_TEXT_EDIT_SINGLE_LINE, 0); + nk_str_init(&state->string, alloc, size); +} +#ifdef NK_INCLUDE_DEFAULT_ALLOCATOR +NK_API void +nk_textedit_init_default(struct nk_text_edit *state) +{ + NK_ASSERT(state); + if (!state) return; + NK_MEMSET(state, 0, sizeof(struct nk_text_edit)); + nk_textedit_clear_state(state, NK_TEXT_EDIT_SINGLE_LINE, 0); + nk_str_init_default(&state->string); +} +#endif +NK_API void +nk_textedit_select_all(struct nk_text_edit *state) +{ + NK_ASSERT(state); + state->select_start = 0; + state->select_end = state->string.len; +} +NK_API void +nk_textedit_free(struct nk_text_edit *state) +{ + NK_ASSERT(state); + if (!state) return; + nk_str_free(&state->string); +} + + + + + +/* =============================================================== + * + * FILTER + * + * ===============================================================*/ +NK_API int +nk_filter_default(const struct nk_text_edit *box, nk_rune unicode) +{ + NK_UNUSED(unicode); + NK_UNUSED(box); + return nk_true; +} +NK_API int +nk_filter_ascii(const struct nk_text_edit *box, nk_rune unicode) +{ + NK_UNUSED(box); + if (unicode > 128) return nk_false; + else return nk_true; +} +NK_API int +nk_filter_float(const struct nk_text_edit *box, nk_rune unicode) +{ + NK_UNUSED(box); + if ((unicode < '0' || unicode > '9') && unicode != '.' && unicode != '-') + return nk_false; + else return nk_true; +} +NK_API int +nk_filter_decimal(const struct nk_text_edit *box, nk_rune unicode) +{ + NK_UNUSED(box); + if ((unicode < '0' || unicode > '9') && unicode != '-') + return nk_false; + else return nk_true; +} +NK_API int +nk_filter_hex(const struct nk_text_edit *box, nk_rune unicode) +{ + NK_UNUSED(box); + if ((unicode < '0' || unicode > '9') && + (unicode < 'a' || unicode > 'f') && + (unicode < 'A' || unicode > 'F')) + return nk_false; + else return nk_true; +} +NK_API int +nk_filter_oct(const struct nk_text_edit *box, nk_rune unicode) +{ + NK_UNUSED(box); + if (unicode < '0' || unicode > '7') + return nk_false; + else return nk_true; +} +NK_API int +nk_filter_binary(const struct nk_text_edit *box, nk_rune unicode) +{ + NK_UNUSED(box); + if (unicode != '0' && unicode != '1') + return nk_false; + else return nk_true; +} + +/* =============================================================== + * + * EDIT + * + * ===============================================================*/ +NK_LIB void +nk_edit_draw_text(struct nk_command_buffer *out, + const struct nk_style_edit *style, float pos_x, float pos_y, + float x_offset, const char *text, int byte_len, float row_height, + const struct nk_user_font *font, struct nk_color background, + struct nk_color foreground, int is_selected) +{ + NK_ASSERT(out); + NK_ASSERT(font); + NK_ASSERT(style); + if (!text || !byte_len || !out || !style) return; + + {int glyph_len = 0; + nk_rune unicode = 0; + int text_len = 0; + float line_width = 0; + float glyph_width; + const char *line = text; + float line_offset = 0; + int line_count = 0; + + struct nk_text txt; + txt.padding = nk_vec2(0,0); + txt.background = background; + txt.text = foreground; + + glyph_len = nk_utf_decode(text+text_len, &unicode, byte_len-text_len); + if (!glyph_len) return; + while ((text_len < byte_len) && glyph_len) + { + if (unicode == '\n') { + /* new line separator so draw previous line */ + struct nk_rect label; + label.y = pos_y + line_offset; + label.h = row_height; + label.w = line_width; + label.x = pos_x; + if (!line_count) + label.x += x_offset; + + if (is_selected) /* selection needs to draw different background color */ + nk_fill_rect(out, label, 0, background); + nk_widget_text(out, label, line, (int)((text + text_len) - line), + &txt, NK_TEXT_CENTERED, font); + + text_len++; + line_count++; + line_width = 0; + line = text + text_len; + line_offset += row_height; + glyph_len = nk_utf_decode(text + text_len, &unicode, (int)(byte_len-text_len)); + continue; + } + if (unicode == '\r') { + text_len++; + glyph_len = nk_utf_decode(text + text_len, &unicode, byte_len-text_len); + continue; + } + glyph_width = font->width(font->userdata, font->height, text+text_len, glyph_len); + line_width += (float)glyph_width; + text_len += glyph_len; + glyph_len = nk_utf_decode(text + text_len, &unicode, byte_len-text_len); + continue; + } + if (line_width > 0) { + /* draw last line */ + struct nk_rect label; + label.y = pos_y + line_offset; + label.h = row_height; + label.w = line_width; + label.x = pos_x; + if (!line_count) + label.x += x_offset; + + if (is_selected) + nk_fill_rect(out, label, 0, background); + nk_widget_text(out, label, line, (int)((text + text_len) - line), + &txt, NK_TEXT_LEFT, font); + }} +} +NK_LIB nk_flags +nk_do_edit(nk_flags *state, struct nk_command_buffer *out, + struct nk_rect bounds, nk_flags flags, nk_plugin_filter filter, + struct nk_text_edit *edit, const struct nk_style_edit *style, + struct nk_input *in, const struct nk_user_font *font) +{ + struct nk_rect area; + nk_flags ret = 0; + float row_height; + char prev_state = 0; + char is_hovered = 0; + char select_all = 0; + char cursor_follow = 0; + struct nk_rect old_clip; + struct nk_rect clip; + + NK_ASSERT(state); + NK_ASSERT(out); + NK_ASSERT(style); + if (!state || !out || !style) + return ret; + + /* visible text area calculation */ + area.x = bounds.x + style->padding.x + style->border; + area.y = bounds.y + style->padding.y + style->border; + area.w = bounds.w - (2.0f * style->padding.x + 2 * style->border); + area.h = bounds.h - (2.0f * style->padding.y + 2 * style->border); + if (flags & NK_EDIT_MULTILINE) + area.w = NK_MAX(0, area.w - style->scrollbar_size.x); + row_height = (flags & NK_EDIT_MULTILINE)? font->height + style->row_padding: area.h; + + /* calculate clipping rectangle */ + old_clip = out->clip; + nk_unify(&clip, &old_clip, area.x, area.y, area.x + area.w, area.y + area.h); + + /* update edit state */ + prev_state = (char)edit->active; + is_hovered = (char)nk_input_is_mouse_hovering_rect(in, bounds); + if (in && in->mouse.buttons[NK_BUTTON_LEFT].clicked && in->mouse.buttons[NK_BUTTON_LEFT].down) { + edit->active = NK_INBOX(in->mouse.pos.x, in->mouse.pos.y, + bounds.x, bounds.y, bounds.w, bounds.h); + } + + /* (de)activate text editor */ + if (!prev_state && edit->active) { + const enum nk_text_edit_type type = (flags & NK_EDIT_MULTILINE) ? + NK_TEXT_EDIT_MULTI_LINE: NK_TEXT_EDIT_SINGLE_LINE; + nk_textedit_clear_state(edit, type, filter); + if (flags & NK_EDIT_AUTO_SELECT) + select_all = nk_true; + if (flags & NK_EDIT_GOTO_END_ON_ACTIVATE) { + edit->cursor = edit->string.len; + in = 0; + } + } else if (!edit->active) edit->mode = NK_TEXT_EDIT_MODE_VIEW; + if (flags & NK_EDIT_READ_ONLY) + edit->mode = NK_TEXT_EDIT_MODE_VIEW; + else if (flags & NK_EDIT_ALWAYS_INSERT_MODE) + edit->mode = NK_TEXT_EDIT_MODE_INSERT; + + ret = (edit->active) ? NK_EDIT_ACTIVE: NK_EDIT_INACTIVE; + if (prev_state != edit->active) + ret |= (edit->active) ? NK_EDIT_ACTIVATED: NK_EDIT_DEACTIVATED; + + /* handle user input */ + if (edit->active && in) + { + int shift_mod = in->keyboard.keys[NK_KEY_SHIFT].down; + const float mouse_x = (in->mouse.pos.x - area.x) + edit->scrollbar.x; + const float mouse_y = (in->mouse.pos.y - area.y) + edit->scrollbar.y; + + /* mouse click handler */ + is_hovered = (char)nk_input_is_mouse_hovering_rect(in, area); + if (select_all) { + nk_textedit_select_all(edit); + } else if (is_hovered && in->mouse.buttons[NK_BUTTON_LEFT].down && + in->mouse.buttons[NK_BUTTON_LEFT].clicked) { + nk_textedit_click(edit, mouse_x, mouse_y, font, row_height); + } else if (is_hovered && in->mouse.buttons[NK_BUTTON_LEFT].down && + (in->mouse.delta.x != 0.0f || in->mouse.delta.y != 0.0f)) { + nk_textedit_drag(edit, mouse_x, mouse_y, font, row_height); + cursor_follow = nk_true; + } else if (is_hovered && in->mouse.buttons[NK_BUTTON_RIGHT].clicked && + in->mouse.buttons[NK_BUTTON_RIGHT].down) { + nk_textedit_key(edit, NK_KEY_TEXT_WORD_LEFT, nk_false, font, row_height); + nk_textedit_key(edit, NK_KEY_TEXT_WORD_RIGHT, nk_true, font, row_height); + cursor_follow = nk_true; + } + + {int i; /* keyboard input */ + int old_mode = edit->mode; + for (i = 0; i < NK_KEY_MAX; ++i) { + if (i == NK_KEY_ENTER || i == NK_KEY_TAB) continue; /* special case */ + if (nk_input_is_key_pressed(in, (enum nk_keys)i)) { + nk_textedit_key(edit, (enum nk_keys)i, shift_mod, font, row_height); + cursor_follow = nk_true; + } + } + if (old_mode != edit->mode) { + in->keyboard.text_len = 0; + }} + + /* text input */ + edit->filter = filter; + if (in->keyboard.text_len) { + nk_textedit_text(edit, in->keyboard.text, in->keyboard.text_len); + cursor_follow = nk_true; + in->keyboard.text_len = 0; + } + + /* enter key handler */ + if (nk_input_is_key_pressed(in, NK_KEY_ENTER)) { + cursor_follow = nk_true; + if (flags & NK_EDIT_CTRL_ENTER_NEWLINE && shift_mod) + nk_textedit_text(edit, "\n", 1); + else if (flags & NK_EDIT_SIG_ENTER) + ret |= NK_EDIT_COMMITED; + else nk_textedit_text(edit, "\n", 1); + } + + /* cut & copy handler */ + {int copy= nk_input_is_key_pressed(in, NK_KEY_COPY); + int cut = nk_input_is_key_pressed(in, NK_KEY_CUT); + if ((copy || cut) && (flags & NK_EDIT_CLIPBOARD)) + { + int glyph_len; + nk_rune unicode; + const char *text; + int b = edit->select_start; + int e = edit->select_end; + + int begin = NK_MIN(b, e); + int end = NK_MAX(b, e); + text = nk_str_at_const(&edit->string, begin, &unicode, &glyph_len); + if (edit->clip.copy) + edit->clip.copy(edit->clip.userdata, text, end - begin); + if (cut && !(flags & NK_EDIT_READ_ONLY)){ + nk_textedit_cut(edit); + cursor_follow = nk_true; + } + }} + + /* paste handler */ + {int paste = nk_input_is_key_pressed(in, NK_KEY_PASTE); + if (paste && (flags & NK_EDIT_CLIPBOARD) && edit->clip.paste) { + edit->clip.paste(edit->clip.userdata, edit); + cursor_follow = nk_true; + }} + + /* tab handler */ + {int tab = nk_input_is_key_pressed(in, NK_KEY_TAB); + if (tab && (flags & NK_EDIT_ALLOW_TAB)) { + nk_textedit_text(edit, " ", 4); + cursor_follow = nk_true; + }} + } + + /* set widget state */ + if (edit->active) + *state = NK_WIDGET_STATE_ACTIVE; + else nk_widget_state_reset(state); + + if (is_hovered) + *state |= NK_WIDGET_STATE_HOVERED; + + /* DRAW EDIT */ + {const char *text = nk_str_get_const(&edit->string); + int len = nk_str_len_char(&edit->string); + + {/* select background colors/images */ + const struct nk_style_item *background; + if (*state & NK_WIDGET_STATE_ACTIVED) + background = &style->active; + else if (*state & NK_WIDGET_STATE_HOVER) + background = &style->hover; + else background = &style->normal; + + /* draw background frame */ + if (background->type == NK_STYLE_ITEM_COLOR) { + nk_stroke_rect(out, bounds, style->rounding, style->border, style->border_color); + nk_fill_rect(out, bounds, style->rounding, background->data.color); + } else nk_draw_image(out, bounds, &background->data.image, nk_white);} + + area.w = NK_MAX(0, area.w - style->cursor_size); + if (edit->active) + { + int total_lines = 1; + struct nk_vec2 text_size = nk_vec2(0,0); + + /* text pointer positions */ + const char *cursor_ptr = 0; + const char *select_begin_ptr = 0; + const char *select_end_ptr = 0; + + /* 2D pixel positions */ + struct nk_vec2 cursor_pos = nk_vec2(0,0); + struct nk_vec2 selection_offset_start = nk_vec2(0,0); + struct nk_vec2 selection_offset_end = nk_vec2(0,0); + + int selection_begin = NK_MIN(edit->select_start, edit->select_end); + int selection_end = NK_MAX(edit->select_start, edit->select_end); + + /* calculate total line count + total space + cursor/selection position */ + float line_width = 0.0f; + if (text && len) + { + /* utf8 encoding */ + float glyph_width; + int glyph_len = 0; + nk_rune unicode = 0; + int text_len = 0; + int glyphs = 0; + int row_begin = 0; + + glyph_len = nk_utf_decode(text, &unicode, len); + glyph_width = font->width(font->userdata, font->height, text, glyph_len); + line_width = 0; + + /* iterate all lines */ + while ((text_len < len) && glyph_len) + { + /* set cursor 2D position and line */ + if (!cursor_ptr && glyphs == edit->cursor) + { + int glyph_offset; + struct nk_vec2 out_offset; + struct nk_vec2 row_size; + const char *remaining; + + /* calculate 2d position */ + cursor_pos.y = (float)(total_lines-1) * row_height; + row_size = nk_text_calculate_text_bounds(font, text+row_begin, + text_len-row_begin, row_height, &remaining, + &out_offset, &glyph_offset, NK_STOP_ON_NEW_LINE); + cursor_pos.x = row_size.x; + cursor_ptr = text + text_len; + } + + /* set start selection 2D position and line */ + if (!select_begin_ptr && edit->select_start != edit->select_end && + glyphs == selection_begin) + { + int glyph_offset; + struct nk_vec2 out_offset; + struct nk_vec2 row_size; + const char *remaining; + + /* calculate 2d position */ + selection_offset_start.y = (float)(NK_MAX(total_lines-1,0)) * row_height; + row_size = nk_text_calculate_text_bounds(font, text+row_begin, + text_len-row_begin, row_height, &remaining, + &out_offset, &glyph_offset, NK_STOP_ON_NEW_LINE); + selection_offset_start.x = row_size.x; + select_begin_ptr = text + text_len; + } + + /* set end selection 2D position and line */ + if (!select_end_ptr && edit->select_start != edit->select_end && + glyphs == selection_end) + { + int glyph_offset; + struct nk_vec2 out_offset; + struct nk_vec2 row_size; + const char *remaining; + + /* calculate 2d position */ + selection_offset_end.y = (float)(total_lines-1) * row_height; + row_size = nk_text_calculate_text_bounds(font, text+row_begin, + text_len-row_begin, row_height, &remaining, + &out_offset, &glyph_offset, NK_STOP_ON_NEW_LINE); + selection_offset_end.x = row_size.x; + select_end_ptr = text + text_len; + } + if (unicode == '\n') { + text_size.x = NK_MAX(text_size.x, line_width); + total_lines++; + line_width = 0; + text_len++; + glyphs++; + row_begin = text_len; + glyph_len = nk_utf_decode(text + text_len, &unicode, len-text_len); + glyph_width = font->width(font->userdata, font->height, text+text_len, glyph_len); + continue; + } + + glyphs++; + text_len += glyph_len; + line_width += (float)glyph_width; + + glyph_len = nk_utf_decode(text + text_len, &unicode, len-text_len); + glyph_width = font->width(font->userdata, font->height, + text+text_len, glyph_len); + continue; + } + text_size.y = (float)total_lines * row_height; + + /* handle case when cursor is at end of text buffer */ + if (!cursor_ptr && edit->cursor == edit->string.len) { + cursor_pos.x = line_width; + cursor_pos.y = text_size.y - row_height; + } + } + { + /* scrollbar */ + if (cursor_follow) + { + /* update scrollbar to follow cursor */ + if (!(flags & NK_EDIT_NO_HORIZONTAL_SCROLL)) { + /* horizontal scroll */ + const float scroll_increment = area.w * 0.25f; + if (cursor_pos.x < edit->scrollbar.x) + edit->scrollbar.x = (float)(int)NK_MAX(0.0f, cursor_pos.x - scroll_increment); + if (cursor_pos.x >= edit->scrollbar.x + area.w) + edit->scrollbar.x = (float)(int)NK_MAX(0.0f, edit->scrollbar.x + scroll_increment); + } else edit->scrollbar.x = 0; + + if (flags & NK_EDIT_MULTILINE) { + /* vertical scroll */ + if (cursor_pos.y < edit->scrollbar.y) + edit->scrollbar.y = NK_MAX(0.0f, cursor_pos.y - row_height); + if (cursor_pos.y >= edit->scrollbar.y + area.h) + edit->scrollbar.y = edit->scrollbar.y + row_height; + } else edit->scrollbar.y = 0; + } + + /* scrollbar widget */ + if (flags & NK_EDIT_MULTILINE) + { + nk_flags ws; + struct nk_rect scroll; + float scroll_target; + float scroll_offset; + float scroll_step; + float scroll_inc; + + scroll = area; + scroll.x = (bounds.x + bounds.w - style->border) - style->scrollbar_size.x; + scroll.w = style->scrollbar_size.x; + + scroll_offset = edit->scrollbar.y; + scroll_step = scroll.h * 0.10f; + scroll_inc = scroll.h * 0.01f; + scroll_target = text_size.y; + edit->scrollbar.y = nk_do_scrollbarv(&ws, out, scroll, 0, + scroll_offset, scroll_target, scroll_step, scroll_inc, + &style->scrollbar, in, font); + } + } + + /* draw text */ + {struct nk_color background_color; + struct nk_color text_color; + struct nk_color sel_background_color; + struct nk_color sel_text_color; + struct nk_color cursor_color; + struct nk_color cursor_text_color; + const struct nk_style_item *background; + nk_push_scissor(out, clip); + + /* select correct colors to draw */ + if (*state & NK_WIDGET_STATE_ACTIVED) { + background = &style->active; + text_color = style->text_active; + sel_text_color = style->selected_text_hover; + sel_background_color = style->selected_hover; + cursor_color = style->cursor_hover; + cursor_text_color = style->cursor_text_hover; + } else if (*state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + text_color = style->text_hover; + sel_text_color = style->selected_text_hover; + sel_background_color = style->selected_hover; + cursor_text_color = style->cursor_text_hover; + cursor_color = style->cursor_hover; + } else { + background = &style->normal; + text_color = style->text_normal; + sel_text_color = style->selected_text_normal; + sel_background_color = style->selected_normal; + cursor_color = style->cursor_normal; + cursor_text_color = style->cursor_text_normal; + } + if (background->type == NK_STYLE_ITEM_IMAGE) + background_color = nk_rgba(0,0,0,0); + else background_color = background->data.color; + + + if (edit->select_start == edit->select_end) { + /* no selection so just draw the complete text */ + const char *begin = nk_str_get_const(&edit->string); + int l = nk_str_len_char(&edit->string); + nk_edit_draw_text(out, style, area.x - edit->scrollbar.x, + area.y - edit->scrollbar.y, 0, begin, l, row_height, font, + background_color, text_color, nk_false); + } else { + /* edit has selection so draw 1-3 text chunks */ + if (edit->select_start != edit->select_end && selection_begin > 0){ + /* draw unselected text before selection */ + const char *begin = nk_str_get_const(&edit->string); + NK_ASSERT(select_begin_ptr); + nk_edit_draw_text(out, style, area.x - edit->scrollbar.x, + area.y - edit->scrollbar.y, 0, begin, (int)(select_begin_ptr - begin), + row_height, font, background_color, text_color, nk_false); + } + if (edit->select_start != edit->select_end) { + /* draw selected text */ + NK_ASSERT(select_begin_ptr); + if (!select_end_ptr) { + const char *begin = nk_str_get_const(&edit->string); + select_end_ptr = begin + nk_str_len_char(&edit->string); + } + nk_edit_draw_text(out, style, + area.x - edit->scrollbar.x, + area.y + selection_offset_start.y - edit->scrollbar.y, + selection_offset_start.x, + select_begin_ptr, (int)(select_end_ptr - select_begin_ptr), + row_height, font, sel_background_color, sel_text_color, nk_true); + } + if ((edit->select_start != edit->select_end && + selection_end < edit->string.len)) + { + /* draw unselected text after selected text */ + const char *begin = select_end_ptr; + const char *end = nk_str_get_const(&edit->string) + + nk_str_len_char(&edit->string); + NK_ASSERT(select_end_ptr); + nk_edit_draw_text(out, style, + area.x - edit->scrollbar.x, + area.y + selection_offset_end.y - edit->scrollbar.y, + selection_offset_end.x, + begin, (int)(end - begin), row_height, font, + background_color, text_color, nk_true); + } + } + + /* cursor */ + if (edit->select_start == edit->select_end) + { + if (edit->cursor >= nk_str_len(&edit->string) || + (cursor_ptr && *cursor_ptr == '\n')) { + /* draw cursor at end of line */ + struct nk_rect cursor; + cursor.w = style->cursor_size; + cursor.h = font->height; + cursor.x = area.x + cursor_pos.x - edit->scrollbar.x; + cursor.y = area.y + cursor_pos.y + row_height/2.0f - cursor.h/2.0f; + cursor.y -= edit->scrollbar.y; + nk_fill_rect(out, cursor, 0, cursor_color); + } else { + /* draw cursor inside text */ + int glyph_len; + struct nk_rect label; + struct nk_text txt; + + nk_rune unicode; + NK_ASSERT(cursor_ptr); + glyph_len = nk_utf_decode(cursor_ptr, &unicode, 4); + + label.x = area.x + cursor_pos.x - edit->scrollbar.x; + label.y = area.y + cursor_pos.y - edit->scrollbar.y; + label.w = font->width(font->userdata, font->height, cursor_ptr, glyph_len); + label.h = row_height; + + txt.padding = nk_vec2(0,0); + txt.background = cursor_color;; + txt.text = cursor_text_color; + nk_fill_rect(out, label, 0, cursor_color); + nk_widget_text(out, label, cursor_ptr, glyph_len, &txt, NK_TEXT_LEFT, font); + } + }} + } else { + /* not active so just draw text */ + int l = nk_str_len_char(&edit->string); + const char *begin = nk_str_get_const(&edit->string); + + const struct nk_style_item *background; + struct nk_color background_color; + struct nk_color text_color; + nk_push_scissor(out, clip); + if (*state & NK_WIDGET_STATE_ACTIVED) { + background = &style->active; + text_color = style->text_active; + } else if (*state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + text_color = style->text_hover; + } else { + background = &style->normal; + text_color = style->text_normal; + } + if (background->type == NK_STYLE_ITEM_IMAGE) + background_color = nk_rgba(0,0,0,0); + else background_color = background->data.color; + nk_edit_draw_text(out, style, area.x - edit->scrollbar.x, + area.y - edit->scrollbar.y, 0, begin, l, row_height, font, + background_color, text_color, nk_false); + } + nk_push_scissor(out, old_clip);} + return ret; +} +NK_API void +nk_edit_focus(struct nk_context *ctx, nk_flags flags) +{ + nk_hash hash; + struct nk_window *win; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return; + + win = ctx->current; + hash = win->edit.seq; + win->edit.active = nk_true; + win->edit.name = hash; + if (flags & NK_EDIT_ALWAYS_INSERT_MODE) + win->edit.mode = NK_TEXT_EDIT_MODE_INSERT; +} +NK_API void +nk_edit_unfocus(struct nk_context *ctx) +{ + struct nk_window *win; + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return; + + win = ctx->current; + win->edit.active = nk_false; + win->edit.name = 0; +} +NK_API nk_flags +nk_edit_string(struct nk_context *ctx, nk_flags flags, + char *memory, int *len, int max, nk_plugin_filter filter) +{ + nk_hash hash; + nk_flags state; + struct nk_text_edit *edit; + struct nk_window *win; + + NK_ASSERT(ctx); + NK_ASSERT(memory); + NK_ASSERT(len); + if (!ctx || !memory || !len) + return 0; + + filter = (!filter) ? nk_filter_default: filter; + win = ctx->current; + hash = win->edit.seq; + edit = &ctx->text_edit; + nk_textedit_clear_state(&ctx->text_edit, (flags & NK_EDIT_MULTILINE)? + NK_TEXT_EDIT_MULTI_LINE: NK_TEXT_EDIT_SINGLE_LINE, filter); + + if (win->edit.active && hash == win->edit.name) { + if (flags & NK_EDIT_NO_CURSOR) + edit->cursor = nk_utf_len(memory, *len); + else edit->cursor = win->edit.cursor; + if (!(flags & NK_EDIT_SELECTABLE)) { + edit->select_start = win->edit.cursor; + edit->select_end = win->edit.cursor; + } else { + edit->select_start = win->edit.sel_start; + edit->select_end = win->edit.sel_end; + } + edit->mode = win->edit.mode; + edit->scrollbar.x = (float)win->edit.scrollbar.x; + edit->scrollbar.y = (float)win->edit.scrollbar.y; + edit->active = nk_true; + } else edit->active = nk_false; + + max = NK_MAX(1, max); + *len = NK_MIN(*len, max-1); + nk_str_init_fixed(&edit->string, memory, (nk_size)max); + edit->string.buffer.allocated = (nk_size)*len; + edit->string.len = nk_utf_len(memory, *len); + state = nk_edit_buffer(ctx, flags, edit, filter); + *len = (int)edit->string.buffer.allocated; + + if (edit->active) { + win->edit.cursor = edit->cursor; + win->edit.sel_start = edit->select_start; + win->edit.sel_end = edit->select_end; + win->edit.mode = edit->mode; + win->edit.scrollbar.x = (nk_uint)edit->scrollbar.x; + win->edit.scrollbar.y = (nk_uint)edit->scrollbar.y; + } return state; +} +NK_API nk_flags +nk_edit_buffer(struct nk_context *ctx, nk_flags flags, + struct nk_text_edit *edit, nk_plugin_filter filter) +{ + struct nk_window *win; + struct nk_style *style; + struct nk_input *in; + + enum nk_widget_layout_states state; + struct nk_rect bounds; + + nk_flags ret_flags = 0; + unsigned char prev_state; + nk_hash hash; + + /* make sure correct values */ + NK_ASSERT(ctx); + NK_ASSERT(edit); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + state = nk_widget(&bounds, ctx); + if (!state) return state; + in = (win->layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + + /* check if edit is currently hot item */ + hash = win->edit.seq++; + if (win->edit.active && hash == win->edit.name) { + if (flags & NK_EDIT_NO_CURSOR) + edit->cursor = edit->string.len; + if (!(flags & NK_EDIT_SELECTABLE)) { + edit->select_start = edit->cursor; + edit->select_end = edit->cursor; + } + if (flags & NK_EDIT_CLIPBOARD) + edit->clip = ctx->clip; + edit->active = (unsigned char)win->edit.active; + } else edit->active = nk_false; + edit->mode = win->edit.mode; + + filter = (!filter) ? nk_filter_default: filter; + prev_state = (unsigned char)edit->active; + in = (flags & NK_EDIT_READ_ONLY) ? 0: in; + ret_flags = nk_do_edit(&ctx->last_widget_state, &win->buffer, bounds, flags, + filter, edit, &style->edit, in, style->font); + + if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + ctx->style.cursor_active = ctx->style.cursors[NK_CURSOR_TEXT]; + if (edit->active && prev_state != edit->active) { + /* current edit is now hot */ + win->edit.active = nk_true; + win->edit.name = hash; + } else if (prev_state && !edit->active) { + /* current edit is now cold */ + win->edit.active = nk_false; + } return ret_flags; +} +NK_API nk_flags +nk_edit_string_zero_terminated(struct nk_context *ctx, nk_flags flags, + char *buffer, int max, nk_plugin_filter filter) +{ + nk_flags result; + int len = nk_strlen(buffer); + result = nk_edit_string(ctx, flags, buffer, &len, max, filter); + buffer[NK_MIN(NK_MAX(max-1,0), len)] = '\0'; + return result; +} + + + + + +/* =============================================================== + * + * PROPERTY + * + * ===============================================================*/ +NK_LIB void +nk_drag_behavior(nk_flags *state, const struct nk_input *in, + struct nk_rect drag, struct nk_property_variant *variant, + float inc_per_pixel) +{ + int left_mouse_down = in && in->mouse.buttons[NK_BUTTON_LEFT].down; + int left_mouse_click_in_cursor = in && + nk_input_has_mouse_click_down_in_rect(in, NK_BUTTON_LEFT, drag, nk_true); + + nk_widget_state_reset(state); + if (nk_input_is_mouse_hovering_rect(in, drag)) + *state = NK_WIDGET_STATE_HOVERED; + + if (left_mouse_down && left_mouse_click_in_cursor) { + float delta, pixels; + pixels = in->mouse.delta.x; + delta = pixels * inc_per_pixel; + switch (variant->kind) { + default: break; + case NK_PROPERTY_INT: + variant->value.i = variant->value.i + (int)delta; + variant->value.i = NK_CLAMP(variant->min_value.i, variant->value.i, variant->max_value.i); + break; + case NK_PROPERTY_FLOAT: + variant->value.f = variant->value.f + (float)delta; + variant->value.f = NK_CLAMP(variant->min_value.f, variant->value.f, variant->max_value.f); + break; + case NK_PROPERTY_DOUBLE: + variant->value.d = variant->value.d + (double)delta; + variant->value.d = NK_CLAMP(variant->min_value.d, variant->value.d, variant->max_value.d); + break; + } + *state = NK_WIDGET_STATE_ACTIVE; + } + if (*state & NK_WIDGET_STATE_HOVER && !nk_input_is_mouse_prev_hovering_rect(in, drag)) + *state |= NK_WIDGET_STATE_ENTERED; + else if (nk_input_is_mouse_prev_hovering_rect(in, drag)) + *state |= NK_WIDGET_STATE_LEFT; +} +NK_LIB void +nk_property_behavior(nk_flags *ws, const struct nk_input *in, + struct nk_rect property, struct nk_rect label, struct nk_rect edit, + struct nk_rect empty, int *state, struct nk_property_variant *variant, + float inc_per_pixel) +{ + if (in && *state == NK_PROPERTY_DEFAULT) { + if (nk_button_behavior(ws, edit, in, NK_BUTTON_DEFAULT)) + *state = NK_PROPERTY_EDIT; + else if (nk_input_is_mouse_click_down_in_rect(in, NK_BUTTON_LEFT, label, nk_true)) + *state = NK_PROPERTY_DRAG; + else if (nk_input_is_mouse_click_down_in_rect(in, NK_BUTTON_LEFT, empty, nk_true)) + *state = NK_PROPERTY_DRAG; + } + if (*state == NK_PROPERTY_DRAG) { + nk_drag_behavior(ws, in, property, variant, inc_per_pixel); + if (!(*ws & NK_WIDGET_STATE_ACTIVED)) *state = NK_PROPERTY_DEFAULT; + } +} +NK_LIB void +nk_draw_property(struct nk_command_buffer *out, const struct nk_style_property *style, + const struct nk_rect *bounds, const struct nk_rect *label, nk_flags state, + const char *name, int len, const struct nk_user_font *font) +{ + struct nk_text text; + const struct nk_style_item *background; + + /* select correct background and text color */ + if (state & NK_WIDGET_STATE_ACTIVED) { + background = &style->active; + text.text = style->label_active; + } else if (state & NK_WIDGET_STATE_HOVER) { + background = &style->hover; + text.text = style->label_hover; + } else { + background = &style->normal; + text.text = style->label_normal; + } + + /* draw background */ + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(out, *bounds, &background->data.image, nk_white); + text.background = nk_rgba(0,0,0,0); + } else { + text.background = background->data.color; + nk_fill_rect(out, *bounds, style->rounding, background->data.color); + nk_stroke_rect(out, *bounds, style->rounding, style->border, background->data.color); + } + + /* draw label */ + text.padding = nk_vec2(0,0); + nk_widget_text(out, *label, name, len, &text, NK_TEXT_CENTERED, font); +} +NK_LIB void +nk_do_property(nk_flags *ws, + struct nk_command_buffer *out, struct nk_rect property, + const char *name, struct nk_property_variant *variant, + float inc_per_pixel, char *buffer, int *len, + int *state, int *cursor, int *select_begin, int *select_end, + const struct nk_style_property *style, + enum nk_property_filter filter, struct nk_input *in, + const struct nk_user_font *font, struct nk_text_edit *text_edit, + enum nk_button_behavior behavior) +{ + const nk_plugin_filter filters[] = { + nk_filter_decimal, + nk_filter_float + }; + int active, old; + int num_len, name_len; + char string[NK_MAX_NUMBER_BUFFER]; + float size; + + char *dst = 0; + int *length; + + struct nk_rect left; + struct nk_rect right; + struct nk_rect label; + struct nk_rect edit; + struct nk_rect empty; + + /* left decrement button */ + left.h = font->height/2; + left.w = left.h; + left.x = property.x + style->border + style->padding.x; + left.y = property.y + style->border + property.h/2.0f - left.h/2; + + /* text label */ + name_len = nk_strlen(name); + size = font->width(font->userdata, font->height, name, name_len); + label.x = left.x + left.w + style->padding.x; + label.w = (float)size + 2 * style->padding.x; + label.y = property.y + style->border + style->padding.y; + label.h = property.h - (2 * style->border + 2 * style->padding.y); + + /* right increment button */ + right.y = left.y; + right.w = left.w; + right.h = left.h; + right.x = property.x + property.w - (right.w + style->padding.x); + + /* edit */ + if (*state == NK_PROPERTY_EDIT) { + size = font->width(font->userdata, font->height, buffer, *len); + size += style->edit.cursor_size; + length = len; + dst = buffer; + } else { + switch (variant->kind) { + default: break; + case NK_PROPERTY_INT: + nk_itoa(string, variant->value.i); + num_len = nk_strlen(string); + break; + case NK_PROPERTY_FLOAT: + NK_DTOA(string, (double)variant->value.f); + num_len = nk_string_float_limit(string, NK_MAX_FLOAT_PRECISION); + break; + case NK_PROPERTY_DOUBLE: + NK_DTOA(string, variant->value.d); + num_len = nk_string_float_limit(string, NK_MAX_FLOAT_PRECISION); + break; + } + size = font->width(font->userdata, font->height, string, num_len); + dst = string; + length = &num_len; + } + + edit.w = (float)size + 2 * style->padding.x; + edit.w = NK_MIN(edit.w, right.x - (label.x + label.w)); + edit.x = right.x - (edit.w + style->padding.x); + edit.y = property.y + style->border; + edit.h = property.h - (2 * style->border); + + /* empty left space activator */ + empty.w = edit.x - (label.x + label.w); + empty.x = label.x + label.w; + empty.y = property.y; + empty.h = property.h; + + /* update property */ + old = (*state == NK_PROPERTY_EDIT); + nk_property_behavior(ws, in, property, label, edit, empty, state, variant, inc_per_pixel); + + /* draw property */ + if (style->draw_begin) style->draw_begin(out, style->userdata); + nk_draw_property(out, style, &property, &label, *ws, name, name_len, font); + if (style->draw_end) style->draw_end(out, style->userdata); + + /* execute right button */ + if (nk_do_button_symbol(ws, out, left, style->sym_left, behavior, &style->dec_button, in, font)) { + switch (variant->kind) { + default: break; + case NK_PROPERTY_INT: + variant->value.i = NK_CLAMP(variant->min_value.i, variant->value.i - variant->step.i, variant->max_value.i); break; + case NK_PROPERTY_FLOAT: + variant->value.f = NK_CLAMP(variant->min_value.f, variant->value.f - variant->step.f, variant->max_value.f); break; + case NK_PROPERTY_DOUBLE: + variant->value.d = NK_CLAMP(variant->min_value.d, variant->value.d - variant->step.d, variant->max_value.d); break; + } + } + /* execute left button */ + if (nk_do_button_symbol(ws, out, right, style->sym_right, behavior, &style->inc_button, in, font)) { + switch (variant->kind) { + default: break; + case NK_PROPERTY_INT: + variant->value.i = NK_CLAMP(variant->min_value.i, variant->value.i + variant->step.i, variant->max_value.i); break; + case NK_PROPERTY_FLOAT: + variant->value.f = NK_CLAMP(variant->min_value.f, variant->value.f + variant->step.f, variant->max_value.f); break; + case NK_PROPERTY_DOUBLE: + variant->value.d = NK_CLAMP(variant->min_value.d, variant->value.d + variant->step.d, variant->max_value.d); break; + } + } + if (old != NK_PROPERTY_EDIT && (*state == NK_PROPERTY_EDIT)) { + /* property has been activated so setup buffer */ + NK_MEMCPY(buffer, dst, (nk_size)*length); + *cursor = nk_utf_len(buffer, *length); + *len = *length; + length = len; + dst = buffer; + active = 0; + } else active = (*state == NK_PROPERTY_EDIT); + + /* execute and run text edit field */ + nk_textedit_clear_state(text_edit, NK_TEXT_EDIT_SINGLE_LINE, filters[filter]); + text_edit->active = (unsigned char)active; + text_edit->string.len = *length; + text_edit->cursor = NK_CLAMP(0, *cursor, *length); + text_edit->select_start = NK_CLAMP(0,*select_begin, *length); + text_edit->select_end = NK_CLAMP(0,*select_end, *length); + text_edit->string.buffer.allocated = (nk_size)*length; + text_edit->string.buffer.memory.size = NK_MAX_NUMBER_BUFFER; + text_edit->string.buffer.memory.ptr = dst; + text_edit->string.buffer.size = NK_MAX_NUMBER_BUFFER; + text_edit->mode = NK_TEXT_EDIT_MODE_INSERT; + nk_do_edit(ws, out, edit, NK_EDIT_FIELD|NK_EDIT_AUTO_SELECT, + filters[filter], text_edit, &style->edit, (*state == NK_PROPERTY_EDIT) ? in: 0, font); + + *length = text_edit->string.len; + *cursor = text_edit->cursor; + *select_begin = text_edit->select_start; + *select_end = text_edit->select_end; + if (text_edit->active && nk_input_is_key_pressed(in, NK_KEY_ENTER)) + text_edit->active = nk_false; + + if (active && !text_edit->active) { + /* property is now not active so convert edit text to value*/ + *state = NK_PROPERTY_DEFAULT; + buffer[*len] = '\0'; + switch (variant->kind) { + default: break; + case NK_PROPERTY_INT: + variant->value.i = nk_strtoi(buffer, 0); + variant->value.i = NK_CLAMP(variant->min_value.i, variant->value.i, variant->max_value.i); + break; + case NK_PROPERTY_FLOAT: + nk_string_float_limit(buffer, NK_MAX_FLOAT_PRECISION); + variant->value.f = nk_strtof(buffer, 0); + variant->value.f = NK_CLAMP(variant->min_value.f, variant->value.f, variant->max_value.f); + break; + case NK_PROPERTY_DOUBLE: + nk_string_float_limit(buffer, NK_MAX_FLOAT_PRECISION); + variant->value.d = nk_strtod(buffer, 0); + variant->value.d = NK_CLAMP(variant->min_value.d, variant->value.d, variant->max_value.d); + break; + } + } +} +NK_LIB struct nk_property_variant +nk_property_variant_int(int value, int min_value, int max_value, int step) +{ + struct nk_property_variant result; + result.kind = NK_PROPERTY_INT; + result.value.i = value; + result.min_value.i = min_value; + result.max_value.i = max_value; + result.step.i = step; + return result; +} +NK_LIB struct nk_property_variant +nk_property_variant_float(float value, float min_value, float max_value, float step) +{ + struct nk_property_variant result; + result.kind = NK_PROPERTY_FLOAT; + result.value.f = value; + result.min_value.f = min_value; + result.max_value.f = max_value; + result.step.f = step; + return result; +} +NK_LIB struct nk_property_variant +nk_property_variant_double(double value, double min_value, double max_value, + double step) +{ + struct nk_property_variant result; + result.kind = NK_PROPERTY_DOUBLE; + result.value.d = value; + result.min_value.d = min_value; + result.max_value.d = max_value; + result.step.d = step; + return result; +} +NK_LIB void +nk_property(struct nk_context *ctx, const char *name, struct nk_property_variant *variant, + float inc_per_pixel, const enum nk_property_filter filter) +{ + struct nk_window *win; + struct nk_panel *layout; + struct nk_input *in; + const struct nk_style *style; + + struct nk_rect bounds; + enum nk_widget_layout_states s; + + int *state = 0; + nk_hash hash = 0; + char *buffer = 0; + int *len = 0; + int *cursor = 0; + int *select_begin = 0; + int *select_end = 0; + int old_state; + + char dummy_buffer[NK_MAX_NUMBER_BUFFER]; + int dummy_state = NK_PROPERTY_DEFAULT; + int dummy_length = 0; + int dummy_cursor = 0; + int dummy_select_begin = 0; + int dummy_select_end = 0; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return; + + win = ctx->current; + layout = win->layout; + style = &ctx->style; + s = nk_widget(&bounds, ctx); + if (!s) return; + + /* calculate hash from name */ + if (name[0] == '#') { + hash = nk_murmur_hash(name, (int)nk_strlen(name), win->property.seq++); + name++; /* special number hash */ + } else hash = nk_murmur_hash(name, (int)nk_strlen(name), 42); + + /* check if property is currently hot item */ + if (win->property.active && hash == win->property.name) { + buffer = win->property.buffer; + len = &win->property.length; + cursor = &win->property.cursor; + state = &win->property.state; + select_begin = &win->property.select_start; + select_end = &win->property.select_end; + } else { + buffer = dummy_buffer; + len = &dummy_length; + cursor = &dummy_cursor; + state = &dummy_state; + select_begin = &dummy_select_begin; + select_end = &dummy_select_end; + } + + /* execute property widget */ + old_state = *state; + ctx->text_edit.clip = ctx->clip; + in = ((s == NK_WIDGET_ROM && !win->property.active) || + layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + nk_do_property(&ctx->last_widget_state, &win->buffer, bounds, name, + variant, inc_per_pixel, buffer, len, state, cursor, select_begin, + select_end, &style->property, filter, in, style->font, &ctx->text_edit, + ctx->button_behavior); + + if (in && *state != NK_PROPERTY_DEFAULT && !win->property.active) { + /* current property is now hot */ + win->property.active = 1; + NK_MEMCPY(win->property.buffer, buffer, (nk_size)*len); + win->property.length = *len; + win->property.cursor = *cursor; + win->property.state = *state; + win->property.name = hash; + win->property.select_start = *select_begin; + win->property.select_end = *select_end; + if (*state == NK_PROPERTY_DRAG) { + ctx->input.mouse.grab = nk_true; + ctx->input.mouse.grabbed = nk_true; + } + } + /* check if previously active property is now inactive */ + if (*state == NK_PROPERTY_DEFAULT && old_state != NK_PROPERTY_DEFAULT) { + if (old_state == NK_PROPERTY_DRAG) { + ctx->input.mouse.grab = nk_false; + ctx->input.mouse.grabbed = nk_false; + ctx->input.mouse.ungrab = nk_true; + } + win->property.select_start = 0; + win->property.select_end = 0; + win->property.active = 0; + } +} +NK_API void +nk_property_int(struct nk_context *ctx, const char *name, + int min, int *val, int max, int step, float inc_per_pixel) +{ + struct nk_property_variant variant; + NK_ASSERT(ctx); + NK_ASSERT(name); + NK_ASSERT(val); + + if (!ctx || !ctx->current || !name || !val) return; + variant = nk_property_variant_int(*val, min, max, step); + nk_property(ctx, name, &variant, inc_per_pixel, NK_FILTER_INT); + *val = variant.value.i; +} +NK_API void +nk_property_float(struct nk_context *ctx, const char *name, + float min, float *val, float max, float step, float inc_per_pixel) +{ + struct nk_property_variant variant; + NK_ASSERT(ctx); + NK_ASSERT(name); + NK_ASSERT(val); + + if (!ctx || !ctx->current || !name || !val) return; + variant = nk_property_variant_float(*val, min, max, step); + nk_property(ctx, name, &variant, inc_per_pixel, NK_FILTER_FLOAT); + *val = variant.value.f; +} +NK_API void +nk_property_double(struct nk_context *ctx, const char *name, + double min, double *val, double max, double step, float inc_per_pixel) +{ + struct nk_property_variant variant; + NK_ASSERT(ctx); + NK_ASSERT(name); + NK_ASSERT(val); + + if (!ctx || !ctx->current || !name || !val) return; + variant = nk_property_variant_double(*val, min, max, step); + nk_property(ctx, name, &variant, inc_per_pixel, NK_FILTER_FLOAT); + *val = variant.value.d; +} +NK_API int +nk_propertyi(struct nk_context *ctx, const char *name, int min, int val, + int max, int step, float inc_per_pixel) +{ + struct nk_property_variant variant; + NK_ASSERT(ctx); + NK_ASSERT(name); + + if (!ctx || !ctx->current || !name) return val; + variant = nk_property_variant_int(val, min, max, step); + nk_property(ctx, name, &variant, inc_per_pixel, NK_FILTER_INT); + val = variant.value.i; + return val; +} +NK_API float +nk_propertyf(struct nk_context *ctx, const char *name, float min, + float val, float max, float step, float inc_per_pixel) +{ + struct nk_property_variant variant; + NK_ASSERT(ctx); + NK_ASSERT(name); + + if (!ctx || !ctx->current || !name) return val; + variant = nk_property_variant_float(val, min, max, step); + nk_property(ctx, name, &variant, inc_per_pixel, NK_FILTER_FLOAT); + val = variant.value.f; + return val; +} +NK_API double +nk_propertyd(struct nk_context *ctx, const char *name, double min, + double val, double max, double step, float inc_per_pixel) +{ + struct nk_property_variant variant; + NK_ASSERT(ctx); + NK_ASSERT(name); + + if (!ctx || !ctx->current || !name) return val; + variant = nk_property_variant_double(val, min, max, step); + nk_property(ctx, name, &variant, inc_per_pixel, NK_FILTER_FLOAT); + val = variant.value.d; + return val; +} + + + + + +/* ============================================================== + * + * CHART + * + * ===============================================================*/ +NK_API int +nk_chart_begin_colored(struct nk_context *ctx, enum nk_chart_type type, + struct nk_color color, struct nk_color highlight, + int count, float min_value, float max_value) +{ + struct nk_window *win; + struct nk_chart *chart; + const struct nk_style *config; + const struct nk_style_chart *style; + + const struct nk_style_item *background; + struct nk_rect bounds = {0, 0, 0, 0}; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + + if (!ctx || !ctx->current || !ctx->current->layout) return 0; + if (!nk_widget(&bounds, ctx)) { + chart = &ctx->current->layout->chart; + nk_zero(chart, sizeof(*chart)); + return 0; + } + + win = ctx->current; + config = &ctx->style; + chart = &win->layout->chart; + style = &config->chart; + + /* setup basic generic chart */ + nk_zero(chart, sizeof(*chart)); + chart->x = bounds.x + style->padding.x; + chart->y = bounds.y + style->padding.y; + chart->w = bounds.w - 2 * style->padding.x; + chart->h = bounds.h - 2 * style->padding.y; + chart->w = NK_MAX(chart->w, 2 * style->padding.x); + chart->h = NK_MAX(chart->h, 2 * style->padding.y); + + /* add first slot into chart */ + {struct nk_chart_slot *slot = &chart->slots[chart->slot++]; + slot->type = type; + slot->count = count; + slot->color = color; + slot->highlight = highlight; + slot->min = NK_MIN(min_value, max_value); + slot->max = NK_MAX(min_value, max_value); + slot->range = slot->max - slot->min;} + + /* draw chart background */ + background = &style->background; + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(&win->buffer, bounds, &background->data.image, nk_white); + } else { + nk_fill_rect(&win->buffer, bounds, style->rounding, style->border_color); + nk_fill_rect(&win->buffer, nk_shrink_rect(bounds, style->border), + style->rounding, style->background.data.color); + } + return 1; +} +NK_API int +nk_chart_begin(struct nk_context *ctx, const enum nk_chart_type type, + int count, float min_value, float max_value) +{ + return nk_chart_begin_colored(ctx, type, ctx->style.chart.color, + ctx->style.chart.selected_color, count, min_value, max_value); +} +NK_API void +nk_chart_add_slot_colored(struct nk_context *ctx, const enum nk_chart_type type, + struct nk_color color, struct nk_color highlight, + int count, float min_value, float max_value) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + NK_ASSERT(ctx->current->layout->chart.slot < NK_CHART_MAX_SLOT); + if (!ctx || !ctx->current || !ctx->current->layout) return; + if (ctx->current->layout->chart.slot >= NK_CHART_MAX_SLOT) return; + + /* add another slot into the graph */ + {struct nk_chart *chart = &ctx->current->layout->chart; + struct nk_chart_slot *slot = &chart->slots[chart->slot++]; + slot->type = type; + slot->count = count; + slot->color = color; + slot->highlight = highlight; + slot->min = NK_MIN(min_value, max_value); + slot->max = NK_MAX(min_value, max_value); + slot->range = slot->max - slot->min;} +} +NK_API void +nk_chart_add_slot(struct nk_context *ctx, const enum nk_chart_type type, + int count, float min_value, float max_value) +{ + nk_chart_add_slot_colored(ctx, type, ctx->style.chart.color, + ctx->style.chart.selected_color, count, min_value, max_value); +} +NK_INTERN nk_flags +nk_chart_push_line(struct nk_context *ctx, struct nk_window *win, + struct nk_chart *g, float value, int slot) +{ + struct nk_panel *layout = win->layout; + const struct nk_input *i = &ctx->input; + struct nk_command_buffer *out = &win->buffer; + + nk_flags ret = 0; + struct nk_vec2 cur; + struct nk_rect bounds; + struct nk_color color; + float step; + float range; + float ratio; + + NK_ASSERT(slot >= 0 && slot < NK_CHART_MAX_SLOT); + step = g->w / (float)g->slots[slot].count; + range = g->slots[slot].max - g->slots[slot].min; + ratio = (value - g->slots[slot].min) / range; + + if (g->slots[slot].index == 0) { + /* first data point does not have a connection */ + g->slots[slot].last.x = g->x; + g->slots[slot].last.y = (g->y + g->h) - ratio * (float)g->h; + + bounds.x = g->slots[slot].last.x - 2; + bounds.y = g->slots[slot].last.y - 2; + bounds.w = bounds.h = 4; + + color = g->slots[slot].color; + if (!(layout->flags & NK_WINDOW_ROM) && + NK_INBOX(i->mouse.pos.x,i->mouse.pos.y, g->slots[slot].last.x-3, g->slots[slot].last.y-3, 6, 6)){ + ret = nk_input_is_mouse_hovering_rect(i, bounds) ? NK_CHART_HOVERING : 0; + ret |= (i->mouse.buttons[NK_BUTTON_LEFT].down && + i->mouse.buttons[NK_BUTTON_LEFT].clicked) ? NK_CHART_CLICKED: 0; + color = g->slots[slot].highlight; + } + nk_fill_rect(out, bounds, 0, color); + g->slots[slot].index += 1; + return ret; + } + + /* draw a line between the last data point and the new one */ + color = g->slots[slot].color; + cur.x = g->x + (float)(step * (float)g->slots[slot].index); + cur.y = (g->y + g->h) - (ratio * (float)g->h); + nk_stroke_line(out, g->slots[slot].last.x, g->slots[slot].last.y, cur.x, cur.y, 1.0f, color); + + bounds.x = cur.x - 3; + bounds.y = cur.y - 3; + bounds.w = bounds.h = 6; + + /* user selection of current data point */ + if (!(layout->flags & NK_WINDOW_ROM)) { + if (nk_input_is_mouse_hovering_rect(i, bounds)) { + ret = NK_CHART_HOVERING; + ret |= (!i->mouse.buttons[NK_BUTTON_LEFT].down && + i->mouse.buttons[NK_BUTTON_LEFT].clicked) ? NK_CHART_CLICKED: 0; + color = g->slots[slot].highlight; + } + } + nk_fill_rect(out, nk_rect(cur.x - 2, cur.y - 2, 4, 4), 0, color); + + /* save current data point position */ + g->slots[slot].last.x = cur.x; + g->slots[slot].last.y = cur.y; + g->slots[slot].index += 1; + return ret; +} +NK_INTERN nk_flags +nk_chart_push_column(const struct nk_context *ctx, struct nk_window *win, + struct nk_chart *chart, float value, int slot) +{ + struct nk_command_buffer *out = &win->buffer; + const struct nk_input *in = &ctx->input; + struct nk_panel *layout = win->layout; + + float ratio; + nk_flags ret = 0; + struct nk_color color; + struct nk_rect item = {0,0,0,0}; + + NK_ASSERT(slot >= 0 && slot < NK_CHART_MAX_SLOT); + if (chart->slots[slot].index >= chart->slots[slot].count) + return nk_false; + if (chart->slots[slot].count) { + float padding = (float)(chart->slots[slot].count-1); + item.w = (chart->w - padding) / (float)(chart->slots[slot].count); + } + + /* calculate bounds of current bar chart entry */ + color = chart->slots[slot].color;; + item.h = chart->h * NK_ABS((value/chart->slots[slot].range)); + if (value >= 0) { + ratio = (value + NK_ABS(chart->slots[slot].min)) / NK_ABS(chart->slots[slot].range); + item.y = (chart->y + chart->h) - chart->h * ratio; + } else { + ratio = (value - chart->slots[slot].max) / chart->slots[slot].range; + item.y = chart->y + (chart->h * NK_ABS(ratio)) - item.h; + } + item.x = chart->x + ((float)chart->slots[slot].index * item.w); + item.x = item.x + ((float)chart->slots[slot].index); + + /* user chart bar selection */ + if (!(layout->flags & NK_WINDOW_ROM) && + NK_INBOX(in->mouse.pos.x,in->mouse.pos.y,item.x,item.y,item.w,item.h)) { + ret = NK_CHART_HOVERING; + ret |= (!in->mouse.buttons[NK_BUTTON_LEFT].down && + in->mouse.buttons[NK_BUTTON_LEFT].clicked) ? NK_CHART_CLICKED: 0; + color = chart->slots[slot].highlight; + } + nk_fill_rect(out, item, 0, color); + chart->slots[slot].index += 1; + return ret; +} +NK_API nk_flags +nk_chart_push_slot(struct nk_context *ctx, float value, int slot) +{ + nk_flags flags; + struct nk_window *win; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(slot >= 0 && slot < NK_CHART_MAX_SLOT); + NK_ASSERT(slot < ctx->current->layout->chart.slot); + if (!ctx || !ctx->current || slot >= NK_CHART_MAX_SLOT) return nk_false; + if (slot >= ctx->current->layout->chart.slot) return nk_false; + + win = ctx->current; + if (win->layout->chart.slot < slot) return nk_false; + switch (win->layout->chart.slots[slot].type) { + case NK_CHART_LINES: + flags = nk_chart_push_line(ctx, win, &win->layout->chart, value, slot); break; + case NK_CHART_COLUMN: + flags = nk_chart_push_column(ctx, win, &win->layout->chart, value, slot); break; + default: + case NK_CHART_MAX: + flags = 0; + } + return flags; +} +NK_API nk_flags +nk_chart_push(struct nk_context *ctx, float value) +{ + return nk_chart_push_slot(ctx, value, 0); +} +NK_API void +nk_chart_end(struct nk_context *ctx) +{ + struct nk_window *win; + struct nk_chart *chart; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) + return; + + win = ctx->current; + chart = &win->layout->chart; + NK_MEMSET(chart, 0, sizeof(*chart)); + return; +} +NK_API void +nk_plot(struct nk_context *ctx, enum nk_chart_type type, const float *values, + int count, int offset) +{ + int i = 0; + float min_value; + float max_value; + + NK_ASSERT(ctx); + NK_ASSERT(values); + if (!ctx || !values || !count) return; + + min_value = values[offset]; + max_value = values[offset]; + for (i = 0; i < count; ++i) { + min_value = NK_MIN(values[i + offset], min_value); + max_value = NK_MAX(values[i + offset], max_value); + } + + if (nk_chart_begin(ctx, type, count, min_value, max_value)) { + for (i = 0; i < count; ++i) + nk_chart_push(ctx, values[i + offset]); + nk_chart_end(ctx); + } +} +NK_API void +nk_plot_function(struct nk_context *ctx, enum nk_chart_type type, void *userdata, + float(*value_getter)(void* user, int index), int count, int offset) +{ + int i = 0; + float min_value; + float max_value; + + NK_ASSERT(ctx); + NK_ASSERT(value_getter); + if (!ctx || !value_getter || !count) return; + + max_value = min_value = value_getter(userdata, offset); + for (i = 0; i < count; ++i) { + float value = value_getter(userdata, i + offset); + min_value = NK_MIN(value, min_value); + max_value = NK_MAX(value, max_value); + } + + if (nk_chart_begin(ctx, type, count, min_value, max_value)) { + for (i = 0; i < count; ++i) + nk_chart_push(ctx, value_getter(userdata, i + offset)); + nk_chart_end(ctx); + } +} + + + + + +/* ============================================================== + * + * COLOR PICKER + * + * ===============================================================*/ +NK_LIB int +nk_color_picker_behavior(nk_flags *state, + const struct nk_rect *bounds, const struct nk_rect *matrix, + const struct nk_rect *hue_bar, const struct nk_rect *alpha_bar, + struct nk_colorf *color, const struct nk_input *in) +{ + float hsva[4]; + int value_changed = 0; + int hsv_changed = 0; + + NK_ASSERT(state); + NK_ASSERT(matrix); + NK_ASSERT(hue_bar); + NK_ASSERT(color); + + /* color matrix */ + nk_colorf_hsva_fv(hsva, *color); + if (nk_button_behavior(state, *matrix, in, NK_BUTTON_REPEATER)) { + hsva[1] = NK_SATURATE((in->mouse.pos.x - matrix->x) / (matrix->w-1)); + hsva[2] = 1.0f - NK_SATURATE((in->mouse.pos.y - matrix->y) / (matrix->h-1)); + value_changed = hsv_changed = 1; + } + /* hue bar */ + if (nk_button_behavior(state, *hue_bar, in, NK_BUTTON_REPEATER)) { + hsva[0] = NK_SATURATE((in->mouse.pos.y - hue_bar->y) / (hue_bar->h-1)); + value_changed = hsv_changed = 1; + } + /* alpha bar */ + if (alpha_bar) { + if (nk_button_behavior(state, *alpha_bar, in, NK_BUTTON_REPEATER)) { + hsva[3] = 1.0f - NK_SATURATE((in->mouse.pos.y - alpha_bar->y) / (alpha_bar->h-1)); + value_changed = 1; + } + } + nk_widget_state_reset(state); + if (hsv_changed) { + *color = nk_hsva_colorfv(hsva); + *state = NK_WIDGET_STATE_ACTIVE; + } + if (value_changed) { + color->a = hsva[3]; + *state = NK_WIDGET_STATE_ACTIVE; + } + /* set color picker widget state */ + if (nk_input_is_mouse_hovering_rect(in, *bounds)) + *state = NK_WIDGET_STATE_HOVERED; + if (*state & NK_WIDGET_STATE_HOVER && !nk_input_is_mouse_prev_hovering_rect(in, *bounds)) + *state |= NK_WIDGET_STATE_ENTERED; + else if (nk_input_is_mouse_prev_hovering_rect(in, *bounds)) + *state |= NK_WIDGET_STATE_LEFT; + return value_changed; +} +NK_LIB void +nk_draw_color_picker(struct nk_command_buffer *o, const struct nk_rect *matrix, + const struct nk_rect *hue_bar, const struct nk_rect *alpha_bar, + struct nk_colorf col) +{ + NK_STORAGE const struct nk_color black = {0,0,0,255}; + NK_STORAGE const struct nk_color white = {255, 255, 255, 255}; + NK_STORAGE const struct nk_color black_trans = {0,0,0,0}; + + const float crosshair_size = 7.0f; + struct nk_color temp; + float hsva[4]; + float line_y; + int i; + + NK_ASSERT(o); + NK_ASSERT(matrix); + NK_ASSERT(hue_bar); + + /* draw hue bar */ + nk_colorf_hsva_fv(hsva, col); + for (i = 0; i < 6; ++i) { + NK_GLOBAL const struct nk_color hue_colors[] = { + {255, 0, 0, 255}, {255,255,0,255}, {0,255,0,255}, {0, 255,255,255}, + {0,0,255,255}, {255, 0, 255, 255}, {255, 0, 0, 255} + }; + nk_fill_rect_multi_color(o, + nk_rect(hue_bar->x, hue_bar->y + (float)i * (hue_bar->h/6.0f) + 0.5f, + hue_bar->w, (hue_bar->h/6.0f) + 0.5f), hue_colors[i], hue_colors[i], + hue_colors[i+1], hue_colors[i+1]); + } + line_y = (float)(int)(hue_bar->y + hsva[0] * matrix->h + 0.5f); + nk_stroke_line(o, hue_bar->x-1, line_y, hue_bar->x + hue_bar->w + 2, + line_y, 1, nk_rgb(255,255,255)); + + /* draw alpha bar */ + if (alpha_bar) { + float alpha = NK_SATURATE(col.a); + line_y = (float)(int)(alpha_bar->y + (1.0f - alpha) * matrix->h + 0.5f); + + nk_fill_rect_multi_color(o, *alpha_bar, white, white, black, black); + nk_stroke_line(o, alpha_bar->x-1, line_y, alpha_bar->x + alpha_bar->w + 2, + line_y, 1, nk_rgb(255,255,255)); + } + + /* draw color matrix */ + temp = nk_hsv_f(hsva[0], 1.0f, 1.0f); + nk_fill_rect_multi_color(o, *matrix, white, temp, temp, white); + nk_fill_rect_multi_color(o, *matrix, black_trans, black_trans, black, black); + + /* draw cross-hair */ + {struct nk_vec2 p; float S = hsva[1]; float V = hsva[2]; + p.x = (float)(int)(matrix->x + S * matrix->w); + p.y = (float)(int)(matrix->y + (1.0f - V) * matrix->h); + nk_stroke_line(o, p.x - crosshair_size, p.y, p.x-2, p.y, 1.0f, white); + nk_stroke_line(o, p.x + crosshair_size + 1, p.y, p.x+3, p.y, 1.0f, white); + nk_stroke_line(o, p.x, p.y + crosshair_size + 1, p.x, p.y+3, 1.0f, white); + nk_stroke_line(o, p.x, p.y - crosshair_size, p.x, p.y-2, 1.0f, white);} +} +NK_LIB int +nk_do_color_picker(nk_flags *state, + struct nk_command_buffer *out, struct nk_colorf *col, + enum nk_color_format fmt, struct nk_rect bounds, + struct nk_vec2 padding, const struct nk_input *in, + const struct nk_user_font *font) +{ + int ret = 0; + struct nk_rect matrix; + struct nk_rect hue_bar; + struct nk_rect alpha_bar; + float bar_w; + + NK_ASSERT(out); + NK_ASSERT(col); + NK_ASSERT(state); + NK_ASSERT(font); + if (!out || !col || !state || !font) + return ret; + + bar_w = font->height; + bounds.x += padding.x; + bounds.y += padding.x; + bounds.w -= 2 * padding.x; + bounds.h -= 2 * padding.y; + + matrix.x = bounds.x; + matrix.y = bounds.y; + matrix.h = bounds.h; + matrix.w = bounds.w - (3 * padding.x + 2 * bar_w); + + hue_bar.w = bar_w; + hue_bar.y = bounds.y; + hue_bar.h = matrix.h; + hue_bar.x = matrix.x + matrix.w + padding.x; + + alpha_bar.x = hue_bar.x + hue_bar.w + padding.x; + alpha_bar.y = bounds.y; + alpha_bar.w = bar_w; + alpha_bar.h = matrix.h; + + ret = nk_color_picker_behavior(state, &bounds, &matrix, &hue_bar, + (fmt == NK_RGBA) ? &alpha_bar:0, col, in); + nk_draw_color_picker(out, &matrix, &hue_bar, (fmt == NK_RGBA) ? &alpha_bar:0, *col); + return ret; +} +NK_API int +nk_color_pick(struct nk_context * ctx, struct nk_colorf *color, + enum nk_color_format fmt) +{ + struct nk_window *win; + struct nk_panel *layout; + const struct nk_style *config; + const struct nk_input *in; + + enum nk_widget_layout_states state; + struct nk_rect bounds; + + NK_ASSERT(ctx); + NK_ASSERT(color); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !color) + return 0; + + win = ctx->current; + config = &ctx->style; + layout = win->layout; + state = nk_widget(&bounds, ctx); + if (!state) return 0; + in = (state == NK_WIDGET_ROM || layout->flags & NK_WINDOW_ROM) ? 0 : &ctx->input; + return nk_do_color_picker(&ctx->last_widget_state, &win->buffer, color, fmt, bounds, + nk_vec2(0,0), in, config->font); +} +NK_API struct nk_colorf +nk_color_picker(struct nk_context *ctx, struct nk_colorf color, + enum nk_color_format fmt) +{ + nk_color_pick(ctx, &color, fmt); + return color; +} + + + + + +/* ============================================================== + * + * COMBO + * + * ===============================================================*/ +NK_INTERN int +nk_combo_begin(struct nk_context *ctx, struct nk_window *win, + struct nk_vec2 size, int is_clicked, struct nk_rect header) +{ + struct nk_window *popup; + int is_open = 0; + int is_active = 0; + struct nk_rect body; + nk_hash hash; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + popup = win->popup.win; + body.x = header.x; + body.w = size.x; + body.y = header.y + header.h-ctx->style.window.combo_border; + body.h = size.y; + + hash = win->popup.combo_count++; + is_open = (popup) ? nk_true:nk_false; + is_active = (popup && (win->popup.name == hash) && win->popup.type == NK_PANEL_COMBO); + if ((is_clicked && is_open && !is_active) || (is_open && !is_active) || + (!is_open && !is_active && !is_clicked)) return 0; + if (!nk_nonblock_begin(ctx, 0, body, + (is_clicked && is_open)?nk_rect(0,0,0,0):header, NK_PANEL_COMBO)) return 0; + + win->popup.type = NK_PANEL_COMBO; + win->popup.name = hash; + return 1; +} +NK_API int +nk_combo_begin_text(struct nk_context *ctx, const char *selected, int len, + struct nk_vec2 size) +{ + const struct nk_input *in; + struct nk_window *win; + struct nk_style *style; + + enum nk_widget_layout_states s; + int is_clicked = nk_false; + struct nk_rect header; + const struct nk_style_item *background; + struct nk_text text; + + NK_ASSERT(ctx); + NK_ASSERT(selected); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout || !selected) + return 0; + + win = ctx->current; + style = &ctx->style; + s = nk_widget(&header, ctx); + if (s == NK_WIDGET_INVALID) + return 0; + + in = (win->layout->flags & NK_WINDOW_ROM || s == NK_WIDGET_ROM)? 0: &ctx->input; + if (nk_button_behavior(&ctx->last_widget_state, header, in, NK_BUTTON_DEFAULT)) + is_clicked = nk_true; + + /* draw combo box header background and border */ + if (ctx->last_widget_state & NK_WIDGET_STATE_ACTIVED) { + background = &style->combo.active; + text.text = style->combo.label_active; + } else if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) { + background = &style->combo.hover; + text.text = style->combo.label_hover; + } else { + background = &style->combo.normal; + text.text = style->combo.label_normal; + } + if (background->type == NK_STYLE_ITEM_IMAGE) { + text.background = nk_rgba(0,0,0,0); + nk_draw_image(&win->buffer, header, &background->data.image, nk_white); + } else { + text.background = background->data.color; + nk_fill_rect(&win->buffer, header, style->combo.rounding, background->data.color); + nk_stroke_rect(&win->buffer, header, style->combo.rounding, style->combo.border, style->combo.border_color); + } + { + /* print currently selected text item */ + struct nk_rect label; + struct nk_rect button; + struct nk_rect content; + + enum nk_symbol_type sym; + if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + sym = style->combo.sym_hover; + else if (is_clicked) + sym = style->combo.sym_active; + else sym = style->combo.sym_normal; + + /* calculate button */ + button.w = header.h - 2 * style->combo.button_padding.y; + button.x = (header.x + header.w - header.h) - style->combo.button_padding.x; + button.y = header.y + style->combo.button_padding.y; + button.h = button.w; + + content.x = button.x + style->combo.button.padding.x; + content.y = button.y + style->combo.button.padding.y; + content.w = button.w - 2 * style->combo.button.padding.x; + content.h = button.h - 2 * style->combo.button.padding.y; + + /* draw selected label */ + text.padding = nk_vec2(0,0); + label.x = header.x + style->combo.content_padding.x; + label.y = header.y + style->combo.content_padding.y; + label.w = button.x - (style->combo.content_padding.x + style->combo.spacing.x) - label.x;; + label.h = header.h - 2 * style->combo.content_padding.y; + nk_widget_text(&win->buffer, label, selected, len, &text, + NK_TEXT_LEFT, ctx->style.font); + + /* draw open/close button */ + nk_draw_button_symbol(&win->buffer, &button, &content, ctx->last_widget_state, + &ctx->style.combo.button, sym, style->font); + } + return nk_combo_begin(ctx, win, size, is_clicked, header); +} +NK_API int +nk_combo_begin_label(struct nk_context *ctx, const char *selected, struct nk_vec2 size) +{ + return nk_combo_begin_text(ctx, selected, nk_strlen(selected), size); +} +NK_API int +nk_combo_begin_color(struct nk_context *ctx, struct nk_color color, struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_style *style; + const struct nk_input *in; + + struct nk_rect header; + int is_clicked = nk_false; + enum nk_widget_layout_states s; + const struct nk_style_item *background; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + s = nk_widget(&header, ctx); + if (s == NK_WIDGET_INVALID) + return 0; + + in = (win->layout->flags & NK_WINDOW_ROM || s == NK_WIDGET_ROM)? 0: &ctx->input; + if (nk_button_behavior(&ctx->last_widget_state, header, in, NK_BUTTON_DEFAULT)) + is_clicked = nk_true; + + /* draw combo box header background and border */ + if (ctx->last_widget_state & NK_WIDGET_STATE_ACTIVED) + background = &style->combo.active; + else if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + background = &style->combo.hover; + else background = &style->combo.normal; + + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(&win->buffer, header, &background->data.image,nk_white); + } else { + nk_fill_rect(&win->buffer, header, style->combo.rounding, background->data.color); + nk_stroke_rect(&win->buffer, header, style->combo.rounding, style->combo.border, style->combo.border_color); + } + { + struct nk_rect content; + struct nk_rect button; + struct nk_rect bounds; + + enum nk_symbol_type sym; + if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + sym = style->combo.sym_hover; + else if (is_clicked) + sym = style->combo.sym_active; + else sym = style->combo.sym_normal; + + /* calculate button */ + button.w = header.h - 2 * style->combo.button_padding.y; + button.x = (header.x + header.w - header.h) - style->combo.button_padding.x; + button.y = header.y + style->combo.button_padding.y; + button.h = button.w; + + content.x = button.x + style->combo.button.padding.x; + content.y = button.y + style->combo.button.padding.y; + content.w = button.w - 2 * style->combo.button.padding.x; + content.h = button.h - 2 * style->combo.button.padding.y; + + /* draw color */ + bounds.h = header.h - 4 * style->combo.content_padding.y; + bounds.y = header.y + 2 * style->combo.content_padding.y; + bounds.x = header.x + 2 * style->combo.content_padding.x; + bounds.w = (button.x - (style->combo.content_padding.x + style->combo.spacing.x)) - bounds.x; + nk_fill_rect(&win->buffer, bounds, 0, color); + + /* draw open/close button */ + nk_draw_button_symbol(&win->buffer, &button, &content, ctx->last_widget_state, + &ctx->style.combo.button, sym, style->font); + } + return nk_combo_begin(ctx, win, size, is_clicked, header); +} +NK_API int +nk_combo_begin_symbol(struct nk_context *ctx, enum nk_symbol_type symbol, struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_style *style; + const struct nk_input *in; + + struct nk_rect header; + int is_clicked = nk_false; + enum nk_widget_layout_states s; + const struct nk_style_item *background; + struct nk_color sym_background; + struct nk_color symbol_color; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + s = nk_widget(&header, ctx); + if (s == NK_WIDGET_INVALID) + return 0; + + in = (win->layout->flags & NK_WINDOW_ROM || s == NK_WIDGET_ROM)? 0: &ctx->input; + if (nk_button_behavior(&ctx->last_widget_state, header, in, NK_BUTTON_DEFAULT)) + is_clicked = nk_true; + + /* draw combo box header background and border */ + if (ctx->last_widget_state & NK_WIDGET_STATE_ACTIVED) { + background = &style->combo.active; + symbol_color = style->combo.symbol_active; + } else if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) { + background = &style->combo.hover; + symbol_color = style->combo.symbol_hover; + } else { + background = &style->combo.normal; + symbol_color = style->combo.symbol_hover; + } + + if (background->type == NK_STYLE_ITEM_IMAGE) { + sym_background = nk_rgba(0,0,0,0); + nk_draw_image(&win->buffer, header, &background->data.image, nk_white); + } else { + sym_background = background->data.color; + nk_fill_rect(&win->buffer, header, style->combo.rounding, background->data.color); + nk_stroke_rect(&win->buffer, header, style->combo.rounding, style->combo.border, style->combo.border_color); + } + { + struct nk_rect bounds = {0,0,0,0}; + struct nk_rect content; + struct nk_rect button; + + enum nk_symbol_type sym; + if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + sym = style->combo.sym_hover; + else if (is_clicked) + sym = style->combo.sym_active; + else sym = style->combo.sym_normal; + + /* calculate button */ + button.w = header.h - 2 * style->combo.button_padding.y; + button.x = (header.x + header.w - header.h) - style->combo.button_padding.y; + button.y = header.y + style->combo.button_padding.y; + button.h = button.w; + + content.x = button.x + style->combo.button.padding.x; + content.y = button.y + style->combo.button.padding.y; + content.w = button.w - 2 * style->combo.button.padding.x; + content.h = button.h - 2 * style->combo.button.padding.y; + + /* draw symbol */ + bounds.h = header.h - 2 * style->combo.content_padding.y; + bounds.y = header.y + style->combo.content_padding.y; + bounds.x = header.x + style->combo.content_padding.x; + bounds.w = (button.x - style->combo.content_padding.y) - bounds.x; + nk_draw_symbol(&win->buffer, symbol, bounds, sym_background, symbol_color, + 1.0f, style->font); + + /* draw open/close button */ + nk_draw_button_symbol(&win->buffer, &bounds, &content, ctx->last_widget_state, + &ctx->style.combo.button, sym, style->font); + } + return nk_combo_begin(ctx, win, size, is_clicked, header); +} +NK_API int +nk_combo_begin_symbol_text(struct nk_context *ctx, const char *selected, int len, + enum nk_symbol_type symbol, struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_style *style; + struct nk_input *in; + + struct nk_rect header; + int is_clicked = nk_false; + enum nk_widget_layout_states s; + const struct nk_style_item *background; + struct nk_color symbol_color; + struct nk_text text; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + s = nk_widget(&header, ctx); + if (!s) return 0; + + in = (win->layout->flags & NK_WINDOW_ROM || s == NK_WIDGET_ROM)? 0: &ctx->input; + if (nk_button_behavior(&ctx->last_widget_state, header, in, NK_BUTTON_DEFAULT)) + is_clicked = nk_true; + + /* draw combo box header background and border */ + if (ctx->last_widget_state & NK_WIDGET_STATE_ACTIVED) { + background = &style->combo.active; + symbol_color = style->combo.symbol_active; + text.text = style->combo.label_active; + } else if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) { + background = &style->combo.hover; + symbol_color = style->combo.symbol_hover; + text.text = style->combo.label_hover; + } else { + background = &style->combo.normal; + symbol_color = style->combo.symbol_normal; + text.text = style->combo.label_normal; + } + if (background->type == NK_STYLE_ITEM_IMAGE) { + text.background = nk_rgba(0,0,0,0); + nk_draw_image(&win->buffer, header, &background->data.image, nk_white); + } else { + text.background = background->data.color; + nk_fill_rect(&win->buffer, header, style->combo.rounding, background->data.color); + nk_stroke_rect(&win->buffer, header, style->combo.rounding, style->combo.border, style->combo.border_color); + } + { + struct nk_rect content; + struct nk_rect button; + struct nk_rect label; + struct nk_rect image; + + enum nk_symbol_type sym; + if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + sym = style->combo.sym_hover; + else if (is_clicked) + sym = style->combo.sym_active; + else sym = style->combo.sym_normal; + + /* calculate button */ + button.w = header.h - 2 * style->combo.button_padding.y; + button.x = (header.x + header.w - header.h) - style->combo.button_padding.x; + button.y = header.y + style->combo.button_padding.y; + button.h = button.w; + + content.x = button.x + style->combo.button.padding.x; + content.y = button.y + style->combo.button.padding.y; + content.w = button.w - 2 * style->combo.button.padding.x; + content.h = button.h - 2 * style->combo.button.padding.y; + nk_draw_button_symbol(&win->buffer, &button, &content, ctx->last_widget_state, + &ctx->style.combo.button, sym, style->font); + + /* draw symbol */ + image.x = header.x + style->combo.content_padding.x; + image.y = header.y + style->combo.content_padding.y; + image.h = header.h - 2 * style->combo.content_padding.y; + image.w = image.h; + nk_draw_symbol(&win->buffer, symbol, image, text.background, symbol_color, + 1.0f, style->font); + + /* draw label */ + text.padding = nk_vec2(0,0); + label.x = image.x + image.w + style->combo.spacing.x + style->combo.content_padding.x; + label.y = header.y + style->combo.content_padding.y; + label.w = (button.x - style->combo.content_padding.x) - label.x; + label.h = header.h - 2 * style->combo.content_padding.y; + nk_widget_text(&win->buffer, label, selected, len, &text, NK_TEXT_LEFT, style->font); + } + return nk_combo_begin(ctx, win, size, is_clicked, header); +} +NK_API int +nk_combo_begin_image(struct nk_context *ctx, struct nk_image img, struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_style *style; + const struct nk_input *in; + + struct nk_rect header; + int is_clicked = nk_false; + enum nk_widget_layout_states s; + const struct nk_style_item *background; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + s = nk_widget(&header, ctx); + if (s == NK_WIDGET_INVALID) + return 0; + + in = (win->layout->flags & NK_WINDOW_ROM || s == NK_WIDGET_ROM)? 0: &ctx->input; + if (nk_button_behavior(&ctx->last_widget_state, header, in, NK_BUTTON_DEFAULT)) + is_clicked = nk_true; + + /* draw combo box header background and border */ + if (ctx->last_widget_state & NK_WIDGET_STATE_ACTIVED) + background = &style->combo.active; + else if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + background = &style->combo.hover; + else background = &style->combo.normal; + + if (background->type == NK_STYLE_ITEM_IMAGE) { + nk_draw_image(&win->buffer, header, &background->data.image, nk_white); + } else { + nk_fill_rect(&win->buffer, header, style->combo.rounding, background->data.color); + nk_stroke_rect(&win->buffer, header, style->combo.rounding, style->combo.border, style->combo.border_color); + } + { + struct nk_rect bounds = {0,0,0,0}; + struct nk_rect content; + struct nk_rect button; + + enum nk_symbol_type sym; + if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + sym = style->combo.sym_hover; + else if (is_clicked) + sym = style->combo.sym_active; + else sym = style->combo.sym_normal; + + /* calculate button */ + button.w = header.h - 2 * style->combo.button_padding.y; + button.x = (header.x + header.w - header.h) - style->combo.button_padding.y; + button.y = header.y + style->combo.button_padding.y; + button.h = button.w; + + content.x = button.x + style->combo.button.padding.x; + content.y = button.y + style->combo.button.padding.y; + content.w = button.w - 2 * style->combo.button.padding.x; + content.h = button.h - 2 * style->combo.button.padding.y; + + /* draw image */ + bounds.h = header.h - 2 * style->combo.content_padding.y; + bounds.y = header.y + style->combo.content_padding.y; + bounds.x = header.x + style->combo.content_padding.x; + bounds.w = (button.x - style->combo.content_padding.y) - bounds.x; + nk_draw_image(&win->buffer, bounds, &img, nk_white); + + /* draw open/close button */ + nk_draw_button_symbol(&win->buffer, &bounds, &content, ctx->last_widget_state, + &ctx->style.combo.button, sym, style->font); + } + return nk_combo_begin(ctx, win, size, is_clicked, header); +} +NK_API int +nk_combo_begin_image_text(struct nk_context *ctx, const char *selected, int len, + struct nk_image img, struct nk_vec2 size) +{ + struct nk_window *win; + struct nk_style *style; + struct nk_input *in; + + struct nk_rect header; + int is_clicked = nk_false; + enum nk_widget_layout_states s; + const struct nk_style_item *background; + struct nk_text text; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + win = ctx->current; + style = &ctx->style; + s = nk_widget(&header, ctx); + if (!s) return 0; + + in = (win->layout->flags & NK_WINDOW_ROM || s == NK_WIDGET_ROM)? 0: &ctx->input; + if (nk_button_behavior(&ctx->last_widget_state, header, in, NK_BUTTON_DEFAULT)) + is_clicked = nk_true; + + /* draw combo box header background and border */ + if (ctx->last_widget_state & NK_WIDGET_STATE_ACTIVED) { + background = &style->combo.active; + text.text = style->combo.label_active; + } else if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) { + background = &style->combo.hover; + text.text = style->combo.label_hover; + } else { + background = &style->combo.normal; + text.text = style->combo.label_normal; + } + if (background->type == NK_STYLE_ITEM_IMAGE) { + text.background = nk_rgba(0,0,0,0); + nk_draw_image(&win->buffer, header, &background->data.image, nk_white); + } else { + text.background = background->data.color; + nk_fill_rect(&win->buffer, header, style->combo.rounding, background->data.color); + nk_stroke_rect(&win->buffer, header, style->combo.rounding, style->combo.border, style->combo.border_color); + } + { + struct nk_rect content; + struct nk_rect button; + struct nk_rect label; + struct nk_rect image; + + enum nk_symbol_type sym; + if (ctx->last_widget_state & NK_WIDGET_STATE_HOVER) + sym = style->combo.sym_hover; + else if (is_clicked) + sym = style->combo.sym_active; + else sym = style->combo.sym_normal; + + /* calculate button */ + button.w = header.h - 2 * style->combo.button_padding.y; + button.x = (header.x + header.w - header.h) - style->combo.button_padding.x; + button.y = header.y + style->combo.button_padding.y; + button.h = button.w; + + content.x = button.x + style->combo.button.padding.x; + content.y = button.y + style->combo.button.padding.y; + content.w = button.w - 2 * style->combo.button.padding.x; + content.h = button.h - 2 * style->combo.button.padding.y; + nk_draw_button_symbol(&win->buffer, &button, &content, ctx->last_widget_state, + &ctx->style.combo.button, sym, style->font); + + /* draw image */ + image.x = header.x + style->combo.content_padding.x; + image.y = header.y + style->combo.content_padding.y; + image.h = header.h - 2 * style->combo.content_padding.y; + image.w = image.h; + nk_draw_image(&win->buffer, image, &img, nk_white); + + /* draw label */ + text.padding = nk_vec2(0,0); + label.x = image.x + image.w + style->combo.spacing.x + style->combo.content_padding.x; + label.y = header.y + style->combo.content_padding.y; + label.w = (button.x - style->combo.content_padding.x) - label.x; + label.h = header.h - 2 * style->combo.content_padding.y; + nk_widget_text(&win->buffer, label, selected, len, &text, NK_TEXT_LEFT, style->font); + } + return nk_combo_begin(ctx, win, size, is_clicked, header); +} +NK_API int +nk_combo_begin_symbol_label(struct nk_context *ctx, + const char *selected, enum nk_symbol_type type, struct nk_vec2 size) +{ + return nk_combo_begin_symbol_text(ctx, selected, nk_strlen(selected), type, size); +} +NK_API int +nk_combo_begin_image_label(struct nk_context *ctx, + const char *selected, struct nk_image img, struct nk_vec2 size) +{ + return nk_combo_begin_image_text(ctx, selected, nk_strlen(selected), img, size); +} +NK_API int +nk_combo_item_text(struct nk_context *ctx, const char *text, int len,nk_flags align) +{ + return nk_contextual_item_text(ctx, text, len, align); +} +NK_API int +nk_combo_item_label(struct nk_context *ctx, const char *label, nk_flags align) +{ + return nk_contextual_item_label(ctx, label, align); +} +NK_API int +nk_combo_item_image_text(struct nk_context *ctx, struct nk_image img, const char *text, + int len, nk_flags alignment) +{ + return nk_contextual_item_image_text(ctx, img, text, len, alignment); +} +NK_API int +nk_combo_item_image_label(struct nk_context *ctx, struct nk_image img, + const char *text, nk_flags alignment) +{ + return nk_contextual_item_image_label(ctx, img, text, alignment); +} +NK_API int +nk_combo_item_symbol_text(struct nk_context *ctx, enum nk_symbol_type sym, + const char *text, int len, nk_flags alignment) +{ + return nk_contextual_item_symbol_text(ctx, sym, text, len, alignment); +} +NK_API int +nk_combo_item_symbol_label(struct nk_context *ctx, enum nk_symbol_type sym, + const char *label, nk_flags alignment) +{ + return nk_contextual_item_symbol_label(ctx, sym, label, alignment); +} +NK_API void nk_combo_end(struct nk_context *ctx) +{ + nk_contextual_end(ctx); +} +NK_API void nk_combo_close(struct nk_context *ctx) +{ + nk_contextual_close(ctx); +} +NK_API int +nk_combo(struct nk_context *ctx, const char **items, int count, + int selected, int item_height, struct nk_vec2 size) +{ + int i = 0; + int max_height; + struct nk_vec2 item_spacing; + struct nk_vec2 window_padding; + + NK_ASSERT(ctx); + NK_ASSERT(items); + NK_ASSERT(ctx->current); + if (!ctx || !items ||!count) + return selected; + + item_spacing = ctx->style.window.spacing; + window_padding = nk_panel_get_padding(&ctx->style, ctx->current->layout->type); + max_height = count * item_height + count * (int)item_spacing.y; + max_height += (int)item_spacing.y * 2 + (int)window_padding.y * 2; + size.y = NK_MIN(size.y, (float)max_height); + if (nk_combo_begin_label(ctx, items[selected], size)) { + nk_layout_row_dynamic(ctx, (float)item_height, 1); + for (i = 0; i < count; ++i) { + if (nk_combo_item_label(ctx, items[i], NK_TEXT_LEFT)) + selected = i; + } + nk_combo_end(ctx); + } + return selected; +} +NK_API int +nk_combo_separator(struct nk_context *ctx, const char *items_separated_by_separator, + int separator, int selected, int count, int item_height, struct nk_vec2 size) +{ + int i; + int max_height; + struct nk_vec2 item_spacing; + struct nk_vec2 window_padding; + const char *current_item; + const char *iter; + int length = 0; + + NK_ASSERT(ctx); + NK_ASSERT(items_separated_by_separator); + if (!ctx || !items_separated_by_separator) + return selected; + + /* calculate popup window */ + item_spacing = ctx->style.window.spacing; + window_padding = nk_panel_get_padding(&ctx->style, ctx->current->layout->type); + max_height = count * item_height + count * (int)item_spacing.y; + max_height += (int)item_spacing.y * 2 + (int)window_padding.y * 2; + size.y = NK_MIN(size.y, (float)max_height); + + /* find selected item */ + current_item = items_separated_by_separator; + for (i = 0; i < count; ++i) { + iter = current_item; + while (*iter && *iter != separator) iter++; + length = (int)(iter - current_item); + if (i == selected) break; + current_item = iter + 1; + } + + if (nk_combo_begin_text(ctx, current_item, length, size)) { + current_item = items_separated_by_separator; + nk_layout_row_dynamic(ctx, (float)item_height, 1); + for (i = 0; i < count; ++i) { + iter = current_item; + while (*iter && *iter != separator) iter++; + length = (int)(iter - current_item); + if (nk_combo_item_text(ctx, current_item, length, NK_TEXT_LEFT)) + selected = i; + current_item = current_item + length + 1; + } + nk_combo_end(ctx); + } + return selected; +} +NK_API int +nk_combo_string(struct nk_context *ctx, const char *items_separated_by_zeros, + int selected, int count, int item_height, struct nk_vec2 size) +{ + return nk_combo_separator(ctx, items_separated_by_zeros, '\0', selected, count, item_height, size); +} +NK_API int +nk_combo_callback(struct nk_context *ctx, void(*item_getter)(void*, int, const char**), + void *userdata, int selected, int count, int item_height, struct nk_vec2 size) +{ + int i; + int max_height; + struct nk_vec2 item_spacing; + struct nk_vec2 window_padding; + const char *item; + + NK_ASSERT(ctx); + NK_ASSERT(item_getter); + if (!ctx || !item_getter) + return selected; + + /* calculate popup window */ + item_spacing = ctx->style.window.spacing; + window_padding = nk_panel_get_padding(&ctx->style, ctx->current->layout->type); + max_height = count * item_height + count * (int)item_spacing.y; + max_height += (int)item_spacing.y * 2 + (int)window_padding.y * 2; + size.y = NK_MIN(size.y, (float)max_height); + + item_getter(userdata, selected, &item); + if (nk_combo_begin_label(ctx, item, size)) { + nk_layout_row_dynamic(ctx, (float)item_height, 1); + for (i = 0; i < count; ++i) { + item_getter(userdata, i, &item); + if (nk_combo_item_label(ctx, item, NK_TEXT_LEFT)) + selected = i; + } + nk_combo_end(ctx); + } return selected; +} +NK_API void +nk_combobox(struct nk_context *ctx, const char **items, int count, + int *selected, int item_height, struct nk_vec2 size) +{ + *selected = nk_combo(ctx, items, count, *selected, item_height, size); +} +NK_API void +nk_combobox_string(struct nk_context *ctx, const char *items_separated_by_zeros, + int *selected, int count, int item_height, struct nk_vec2 size) +{ + *selected = nk_combo_string(ctx, items_separated_by_zeros, *selected, count, item_height, size); +} +NK_API void +nk_combobox_separator(struct nk_context *ctx, const char *items_separated_by_separator, + int separator,int *selected, int count, int item_height, struct nk_vec2 size) +{ + *selected = nk_combo_separator(ctx, items_separated_by_separator, separator, + *selected, count, item_height, size); +} +NK_API void +nk_combobox_callback(struct nk_context *ctx, + void(*item_getter)(void* data, int id, const char **out_text), + void *userdata, int *selected, int count, int item_height, struct nk_vec2 size) +{ + *selected = nk_combo_callback(ctx, item_getter, userdata, *selected, count, item_height, size); +} + + + + + +/* =============================================================== + * + * TOOLTIP + * + * ===============================================================*/ +NK_API int +nk_tooltip_begin(struct nk_context *ctx, float width) +{ + int x,y,w,h; + struct nk_window *win; + const struct nk_input *in; + struct nk_rect bounds; + int ret; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + if (!ctx || !ctx->current || !ctx->current->layout) + return 0; + + /* make sure that no nonblocking popup is currently active */ + win = ctx->current; + in = &ctx->input; + if (win->popup.win && (win->popup.type & NK_PANEL_SET_NONBLOCK)) + return 0; + + w = nk_iceilf(width); + h = nk_iceilf(nk_null_rect.h); + x = nk_ifloorf(in->mouse.pos.x + 1) - (int)win->layout->clip.x; + y = nk_ifloorf(in->mouse.pos.y + 1) - (int)win->layout->clip.y; + + bounds.x = (float)x; + bounds.y = (float)y; + bounds.w = (float)w; + bounds.h = (float)h; + + ret = nk_popup_begin(ctx, NK_POPUP_DYNAMIC, + "__##Tooltip##__", NK_WINDOW_NO_SCROLLBAR|NK_WINDOW_BORDER, bounds); + if (ret) win->layout->flags &= ~(nk_flags)NK_WINDOW_ROM; + win->popup.type = NK_PANEL_TOOLTIP; + ctx->current->layout->type = NK_PANEL_TOOLTIP; + return ret; +} + +NK_API void +nk_tooltip_end(struct nk_context *ctx) +{ + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + if (!ctx || !ctx->current) return; + ctx->current->seq--; + nk_popup_close(ctx); + nk_popup_end(ctx); +} +NK_API void +nk_tooltip(struct nk_context *ctx, const char *text) +{ + const struct nk_style *style; + struct nk_vec2 padding; + + int text_len; + float text_width; + float text_height; + + NK_ASSERT(ctx); + NK_ASSERT(ctx->current); + NK_ASSERT(ctx->current->layout); + NK_ASSERT(text); + if (!ctx || !ctx->current || !ctx->current->layout || !text) + return; + + /* fetch configuration data */ + style = &ctx->style; + padding = style->window.padding; + + /* calculate size of the text and tooltip */ + text_len = nk_strlen(text); + text_width = style->font->width(style->font->userdata, + style->font->height, text, text_len); + text_width += (4 * padding.x); + text_height = (style->font->height + 2 * padding.y); + + /* execute tooltip and fill with text */ + if (nk_tooltip_begin(ctx, (float)text_width)) { + nk_layout_row_dynamic(ctx, (float)text_height, 1); + nk_text(ctx, text, text_len, NK_TEXT_LEFT); + nk_tooltip_end(ctx); + } +} +#ifdef NK_INCLUDE_STANDARD_VARARGS +NK_API void +nk_tooltipf(struct nk_context *ctx, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + nk_tooltipfv(ctx, fmt, args); + va_end(args); +} +NK_API void +nk_tooltipfv(struct nk_context *ctx, const char *fmt, va_list args) +{ + char buf[256]; + nk_strfmt(buf, NK_LEN(buf), fmt, args); + nk_tooltip(ctx, buf); +} +#endif + + + +#endif /* NK_IMPLEMENTATION */ + +/* +/// ## License +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~none +/// ------------------------------------------------------------------------------ +/// This software is available under 2 licenses -- choose whichever you prefer. +/// ------------------------------------------------------------------------------ +/// ALTERNATIVE A - MIT License +/// Copyright (c) 2016-2018 Micha Mettke +/// Permission is hereby granted, free of charge, to any person obtaining a copy of +/// this software and associated documentation files (the "Software"), to deal in +/// the Software without restriction, including without limitation the rights to +/// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +/// of the Software, and to permit persons to whom the Software is furnished to do +/// so, subject to the following conditions: +/// The above copyright notice and this permission notice shall be included in all +/// copies or substantial portions of the Software. +/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +/// SOFTWARE. +/// ------------------------------------------------------------------------------ +/// ALTERNATIVE B - Public Domain (www.unlicense.org) +/// This is free and unencumbered software released into the public domain. +/// Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +/// software, either in source code form or as a compiled binary, for any purpose, +/// commercial or non-commercial, and by any means. +/// In jurisdictions that recognize copyright laws, the author or authors of this +/// software dedicate any and all copyright interest in the software to the public +/// domain. We make this dedication for the benefit of the public at large and to +/// the detriment of our heirs and successors. We intend this dedication to be an +/// overt act of relinquishment in perpetuity of all present and future rights to +/// this software under copyright law. +/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +/// AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +/// ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +/// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +/// ------------------------------------------------------------------------------ +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +/// ## Changelog +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~none +/// [date][x.yy.zz]-[description] +/// -[date]: date on which the change has been pushed +/// -[x.yy.zz]: Numerical version string representation. Each version number on the right +/// resets back to zero if version on the left is incremented. +/// - [x]: Major version with API and library breaking changes +/// - [yy]: Minor version with non-breaking API and library changes +/// - [zz]: Bug fix version with no direct changes to API +/// +/// - 2019/09/20 (4.01.3) - Fixed a bug wherein combobox cannot be closed by clicking the header +/// when NK_BUTTON_TRIGGER_ON_RELEASE is defined. +/// - 2019/09/10 (4.01.2) - Fixed the nk_cos function, which deviated significantly. +/// - 2019/09/08 (4.01.1) - Fixed a bug wherein re-baking of fonts caused a segmentation +/// fault due to dst_font->glyph_count not being zeroed on subsequent +/// bakes of the same set of fonts. +/// - 2019/06/23 (4.01.0) - Added nk_***_get_scroll and nk_***_set_scroll for groups, windows, and popups. +/// - 2019/06/12 (4.00.3) - Fix panel background drawing bug. +/// - 2018/10/31 (4.00.2) - Added NK_KEYSTATE_BASED_INPUT to "fix" state based backends +/// like GLFW without breaking key repeat behavior on event based. +/// - 2018/04/01 (4.00.1) - Fixed calling `nk_convert` multiple time per single frame. +/// - 2018/04/01 (4.00.0) - BREAKING CHANGE: nk_draw_list_clear no longer tries to +/// clear provided buffers. So make sure to either free +/// or clear each passed buffer after calling nk_convert. +/// - 2018/02/23 (3.00.6) - Fixed slider dragging behavior. +/// - 2018/01/31 (3.00.5) - Fixed overcalculation of cursor data in font baking process. +/// - 2018/01/31 (3.00.4) - Removed name collision with stb_truetype. +/// - 2018/01/28 (3.00.3) - Fixed panel window border drawing bug. +/// - 2018/01/12 (3.00.2) - Added `nk_group_begin_titled` for separed group identifier and title. +/// - 2018/01/07 (3.00.1) - Started to change documentation style. +/// - 2018/01/05 (3.00.0) - BREAKING CHANGE: The previous color picker API was broken +/// because of conversions between float and byte color representation. +/// Color pickers now use floating point values to represent +/// HSV values. To get back the old behavior I added some additional +/// color conversion functions to cast between nk_color and +/// nk_colorf. +/// - 2017/12/23 (2.00.7) - Fixed small warning. +/// - 2017/12/23 (2.00.7) - Fixed `nk_edit_buffer` behavior if activated to allow input. +/// - 2017/12/23 (2.00.7) - Fixed modifyable progressbar dragging visuals and input behavior. +/// - 2017/12/04 (2.00.6) - Added formated string tooltip widget. +/// - 2017/11/18 (2.00.5) - Fixed window becoming hidden with flag `NK_WINDOW_NO_INPUT`. +/// - 2017/11/15 (2.00.4) - Fixed font merging. +/// - 2017/11/07 (2.00.3) - Fixed window size and position modifier functions. +/// - 2017/09/14 (2.00.2) - Fixed `nk_edit_buffer` and `nk_edit_focus` behavior. +/// - 2017/09/14 (2.00.1) - Fixed window closing behavior. +/// - 2017/09/14 (2.00.0) - BREAKING CHANGE: Modifing window position and size funtions now +/// require the name of the window and must happen outside the window +/// building process (between function call nk_begin and nk_end). +/// - 2017/09/11 (1.40.9) - Fixed window background flag if background window is declared last. +/// - 2017/08/27 (1.40.8) - Fixed `nk_item_is_any_active` for hidden windows. +/// - 2017/08/27 (1.40.7) - Fixed window background flag. +/// - 2017/07/07 (1.40.6) - Fixed missing clipping rect check for hovering/clicked +/// query for widgets. +/// - 2017/07/07 (1.40.5) - Fixed drawing bug for vertex output for lines and stroked +/// and filled rectangles. +/// - 2017/07/07 (1.40.4) - Fixed bug in nk_convert trying to add windows that are in +/// process of being destroyed. +/// - 2017/07/07 (1.40.3) - Fixed table internal bug caused by storing table size in +/// window instead of directly in table. +/// - 2017/06/30 (1.40.2) - Removed unneeded semicolon in C++ NK_ALIGNOF macro. +/// - 2017/06/30 (1.40.1) - Fixed drawing lines smaller or equal zero. +/// - 2017/06/08 (1.40.0) - Removed the breaking part of last commit. Auto layout now only +/// comes in effect if you pass in zero was row height argument. +/// - 2017/06/08 (1.40.0) - BREAKING CHANGE: while not directly API breaking it will change +/// how layouting works. From now there will be an internal minimum +/// row height derived from font height. If you need a row smaller than +/// that you can directly set it by `nk_layout_set_min_row_height` and +/// reset the value back by calling `nk_layout_reset_min_row_height. +/// - 2017/06/08 (1.39.1) - Fixed property text edit handling bug caused by past `nk_widget` fix. +/// - 2017/06/08 (1.39.0) - Added function to retrieve window space without calling a `nk_layout_xxx` function. +/// - 2017/06/06 (1.38.5) - Fixed `nk_convert` return flag for command buffer. +/// - 2017/05/23 (1.38.4) - Fixed activation behavior for widgets partially clipped. +/// - 2017/05/10 (1.38.3) - Fixed wrong min window size mouse scaling over boundries. +/// - 2017/05/09 (1.38.2) - Fixed vertical scrollbar drawing with not enough space. +/// - 2017/05/09 (1.38.1) - Fixed scaler dragging behavior if window size hits minimum size. +/// - 2017/05/06 (1.38.0) - Added platform double-click support. +/// - 2017/04/20 (1.37.1) - Fixed key repeat found inside glfw demo backends. +/// - 2017/04/20 (1.37.0) - Extended properties with selection and clipboard support. +/// - 2017/04/20 (1.36.2) - Fixed #405 overlapping rows with zero padding and spacing. +/// - 2017/04/09 (1.36.1) - Fixed #403 with another widget float error. +/// - 2017/04/09 (1.36.0) - Added window `NK_WINDOW_NO_INPUT` and `NK_WINDOW_NOT_INTERACTIVE` flags. +/// - 2017/04/09 (1.35.3) - Fixed buffer heap corruption. +/// - 2017/03/25 (1.35.2) - Fixed popup overlapping for `NK_WINDOW_BACKGROUND` windows. +/// - 2017/03/25 (1.35.1) - Fixed windows closing behavior. +/// - 2017/03/18 (1.35.0) - Added horizontal scroll requested in #377. +/// - 2017/03/18 (1.34.3) - Fixed long window header titles. +/// - 2017/03/04 (1.34.2) - Fixed text edit filtering. +/// - 2017/03/04 (1.34.1) - Fixed group closable flag. +/// - 2017/02/25 (1.34.0) - Added custom draw command for better language binding support. +/// - 2017/01/24 (1.33.0) - Added programatic way of remove edit focus. +/// - 2017/01/24 (1.32.3) - Fixed wrong define for basic type definitions for windows. +/// - 2017/01/21 (1.32.2) - Fixed input capture from hidden or closed windows. +/// - 2017/01/21 (1.32.1) - Fixed slider behavior and drawing. +/// - 2017/01/13 (1.32.0) - Added flag to put scaler into the bottom left corner. +/// - 2017/01/13 (1.31.0) - Added additional row layouting method to combine both +/// dynamic and static widgets. +/// - 2016/12/31 (1.30.0) - Extended scrollbar offset from 16-bit to 32-bit. +/// - 2016/12/31 (1.29.2) - Fixed closing window bug of minimized windows. +/// - 2016/12/03 (1.29.1) - Fixed wrapped text with no seperator and C89 error. +/// - 2016/12/03 (1.29.0) - Changed text wrapping to process words not characters. +/// - 2016/11/22 (1.28.6) - Fixed window minimized closing bug. +/// - 2016/11/19 (1.28.5) - Fixed abstract combo box closing behavior. +/// - 2016/11/19 (1.28.4) - Fixed tooltip flickering. +/// - 2016/11/19 (1.28.3) - Fixed memory leak caused by popup repeated closing. +/// - 2016/11/18 (1.28.2) - Fixed memory leak caused by popup panel allocation. +/// - 2016/11/10 (1.28.1) - Fixed some warnings and C++ error. +/// - 2016/11/10 (1.28.0) - Added additional `nk_button` versions which allows to directly +/// pass in a style struct to change buttons visual. +/// - 2016/11/10 (1.27.0) - Added additional `nk_tree` versions to support external state +/// storage. Just like last the `nk_group` commit the main +/// advantage is that you optionally can minimize nuklears runtime +/// memory consumption or handle hash collisions. +/// - 2016/11/09 (1.26.0) - Added additional `nk_group` version to support external scrollbar +/// offset storage. Main advantage is that you can externalize +/// the memory management for the offset. It could also be helpful +/// if you have a hash collision in `nk_group_begin` but really +/// want the name. In addition I added `nk_list_view` which allows +/// to draw big lists inside a group without actually having to +/// commit the whole list to nuklear (issue #269). +/// - 2016/10/30 (1.25.1) - Fixed clipping rectangle bug inside `nk_draw_list`. +/// - 2016/10/29 (1.25.0) - Pulled `nk_panel` memory management into nuklear and out of +/// the hands of the user. From now on users don't have to care +/// about panels unless they care about some information. If you +/// still need the panel just call `nk_window_get_panel`. +/// - 2016/10/21 (1.24.0) - Changed widget border drawing to stroked rectangle from filled +/// rectangle for less overdraw and widget background transparency. +/// - 2016/10/18 (1.23.0) - Added `nk_edit_focus` for manually edit widget focus control. +/// - 2016/09/29 (1.22.7) - Fixed deduction of basic type in non `` compilation. +/// - 2016/09/29 (1.22.6) - Fixed edit widget UTF-8 text cursor drawing bug. +/// - 2016/09/28 (1.22.5) - Fixed edit widget UTF-8 text appending/inserting/removing. +/// - 2016/09/28 (1.22.4) - Fixed drawing bug inside edit widgets which offset all text +/// text in every edit widget if one of them is scrolled. +/// - 2016/09/28 (1.22.3) - Fixed small bug in edit widgets if not active. The wrong +/// text length is passed. It should have been in bytes but +/// was passed as glyphes. +/// - 2016/09/20 (1.22.2) - Fixed color button size calculation. +/// - 2016/09/20 (1.22.1) - Fixed some `nk_vsnprintf` behavior bugs and removed `` +/// again from `NK_INCLUDE_STANDARD_VARARGS`. +/// - 2016/09/18 (1.22.0) - C89 does not support vsnprintf only C99 and newer as well +/// as C++11 and newer. In addition to use vsnprintf you have +/// to include . So just defining `NK_INCLUDE_STD_VAR_ARGS` +/// is not enough. That behavior is now fixed. By default if +/// both varargs as well as stdio is selected I try to use +/// vsnprintf if not possible I will revert to vsprintf. If +/// varargs but not stdio was defined I will use my own function. +/// - 2016/09/15 (1.21.2) - Fixed panel `close` behavior for deeper panel levels. +/// - 2016/09/15 (1.21.1) - Fixed C++ errors and wrong argument to `nk_panel_get_xxxx`. +/// - 2016/09/13 (1.21.0) - !BREAKING! Fixed nonblocking popup behavior in menu, combo, +/// and contextual which prevented closing in y-direction if +/// popup did not reach max height. +/// In addition the height parameter was changed into vec2 +/// for width and height to have more control over the popup size. +/// - 2016/09/13 (1.20.3) - Cleaned up and extended type selection. +/// - 2016/09/13 (1.20.2) - Fixed slider behavior hopefully for the last time. This time +/// all calculation are correct so no more hackery. +/// - 2016/09/13 (1.20.1) - Internal change to divide window/panel flags into panel flags and types. +/// Suprisinly spend years in C and still happened to confuse types +/// with flags. Probably something to take note. +/// - 2016/09/08 (1.20.0) - Added additional helper function to make it easier to just +/// take the produced buffers from `nk_convert` and unplug the +/// iteration process from `nk_context`. So now you can +/// just use the vertex,element and command buffer + two pointer +/// inside the command buffer retrieved by calls `nk__draw_begin` +/// and `nk__draw_end` and macro `nk_draw_foreach_bounded`. +/// - 2016/09/08 (1.19.0) - Added additional asserts to make sure every `nk_xxx_begin` call +/// for windows, popups, combobox, menu and contextual is guarded by +/// `if` condition and does not produce false drawing output. +/// - 2016/09/08 (1.18.0) - Changed confusing name for `NK_SYMBOL_RECT_FILLED`, `NK_SYMBOL_RECT` +/// to hopefully easier to understand `NK_SYMBOL_RECT_FILLED` and +/// `NK_SYMBOL_RECT_OUTLINE`. +/// - 2016/09/08 (1.17.0) - Changed confusing name for `NK_SYMBOL_CIRLCE_FILLED`, `NK_SYMBOL_CIRCLE` +/// to hopefully easier to understand `NK_SYMBOL_CIRCLE_FILLED` and +/// `NK_SYMBOL_CIRCLE_OUTLINE`. +/// - 2016/09/08 (1.16.0) - Added additional checks to select correct types if `NK_INCLUDE_FIXED_TYPES` +/// is not defined by supporting the biggest compiler GCC, clang and MSVC. +/// - 2016/09/07 (1.15.3) - Fixed `NK_INCLUDE_COMMAND_USERDATA` define to not cause an error. +/// - 2016/09/04 (1.15.2) - Fixed wrong combobox height calculation. +/// - 2016/09/03 (1.15.1) - Fixed gaps inside combo boxes in OpenGL. +/// - 2016/09/02 (1.15.0) - Changed nuklear to not have any default vertex layout and +/// instead made it user provided. The range of types to convert +/// to is quite limited at the moment, but I would be more than +/// happy to accept PRs to add additional. +/// - 2016/08/30 (1.14.2) - Removed unused variables. +/// - 2016/08/30 (1.14.1) - Fixed C++ build errors. +/// - 2016/08/30 (1.14.0) - Removed mouse dragging from SDL demo since it does not work correctly. +/// - 2016/08/30 (1.13.4) - Tweaked some default styling variables. +/// - 2016/08/30 (1.13.3) - Hopefully fixed drawing bug in slider, in general I would +/// refrain from using slider with a big number of steps. +/// - 2016/08/30 (1.13.2) - Fixed close and minimize button which would fire even if the +/// window was in Read Only Mode. +/// - 2016/08/30 (1.13.1) - Fixed popup panel padding handling which was previously just +/// a hack for combo box and menu. +/// - 2016/08/30 (1.13.0) - Removed `NK_WINDOW_DYNAMIC` flag from public API since +/// it is bugged and causes issues in window selection. +/// - 2016/08/30 (1.12.0) - Removed scaler size. The size of the scaler is now +/// determined by the scrollbar size. +/// - 2016/08/30 (1.11.2) - Fixed some drawing bugs caused by changes from 1.11.0. +/// - 2016/08/30 (1.11.1) - Fixed overlapping minimized window selection. +/// - 2016/08/30 (1.11.0) - Removed some internal complexity and overly complex code +/// handling panel padding and panel border. +/// - 2016/08/29 (1.10.0) - Added additional height parameter to `nk_combobox_xxx`. +/// - 2016/08/29 (1.10.0) - Fixed drawing bug in dynamic popups. +/// - 2016/08/29 (1.10.0) - Added experimental mouse scrolling to popups, menus and comboboxes. +/// - 2016/08/26 (1.10.0) - Added window name string prepresentation to account for +/// hash collisions. Currently limited to `NK_WINDOW_MAX_NAME` +/// which in term can be redefined if not big enough. +/// - 2016/08/26 (1.10.0) - Added stacks for temporary style/UI changes in code. +/// - 2016/08/25 (1.10.0) - Changed `nk_input_is_key_pressed` and 'nk_input_is_key_released' +/// to account for key press and release happening in one frame. +/// - 2016/08/25 (1.10.0) - Added additional nk_edit flag to directly jump to the end on activate. +/// - 2016/08/17 (1.09.6) - Removed invalid check for value zero in `nk_propertyx`. +/// - 2016/08/16 (1.09.5) - Fixed ROM mode for deeper levels of popup windows parents. +/// - 2016/08/15 (1.09.4) - Editbox are now still active if enter was pressed with flag +/// `NK_EDIT_SIG_ENTER`. Main reasoning is to be able to keep +/// typing after commiting. +/// - 2016/08/15 (1.09.4) - Removed redundant code. +/// - 2016/08/15 (1.09.4) - Fixed negative numbers in `nk_strtoi` and remove unused variable. +/// - 2016/08/15 (1.09.3) - Fixed `NK_WINDOW_BACKGROUND` flag behavior to select a background +/// window only as selected by hovering and not by clicking. +/// - 2016/08/14 (1.09.2) - Fixed a bug in font atlas which caused wrong loading +/// of glyphes for font with multiple ranges. +/// - 2016/08/12 (1.09.1) - Added additional function to check if window is currently +/// hidden and therefore not visible. +/// - 2016/08/12 (1.09.1) - nk_window_is_closed now queries the correct flag `NK_WINDOW_CLOSED` +/// instead of the old flag `NK_WINDOW_HIDDEN`. +/// - 2016/08/09 (1.09.0) - Added additional double version to nk_property and changed +/// the underlying implementation to not cast to float and instead +/// work directly on the given values. +/// - 2016/08/09 (1.08.0) - Added additional define to overwrite library internal +/// floating pointer number to string conversion for additional +/// precision. +/// - 2016/08/09 (1.08.0) - Added additional define to overwrite library internal +/// string to floating point number conversion for additional +/// precision. +/// - 2016/08/08 (1.07.2) - Fixed compiling error without define `NK_INCLUDE_FIXED_TYPE`. +/// - 2016/08/08 (1.07.1) - Fixed possible floating point error inside `nk_widget` leading +/// to wrong wiget width calculation which results in widgets falsly +/// becomming tagged as not inside window and cannot be accessed. +/// - 2016/08/08 (1.07.0) - Nuklear now differentiates between hiding a window (NK_WINDOW_HIDDEN) and +/// closing a window (NK_WINDOW_CLOSED). A window can be hidden/shown +/// by using `nk_window_show` and closed by either clicking the close +/// icon in a window or by calling `nk_window_close`. Only closed +/// windows get removed at the end of the frame while hidden windows +/// remain. +/// - 2016/08/08 (1.06.0) - Added `nk_edit_string_zero_terminated` as a second option to +/// `nk_edit_string` which takes, edits and outputs a '\0' terminated string. +/// - 2016/08/08 (1.05.4) - Fixed scrollbar auto hiding behavior. +/// - 2016/08/08 (1.05.3) - Fixed wrong panel padding selection in `nk_layout_widget_space`. +/// - 2016/08/07 (1.05.2) - Fixed old bug in dynamic immediate mode layout API, calculating +/// wrong item spacing and panel width. +/// - 2016/08/07 (1.05.1) - Hopefully finally fixed combobox popup drawing bug. +/// - 2016/08/07 (1.05.0) - Split varargs away from `NK_INCLUDE_STANDARD_IO` into own +/// define `NK_INCLUDE_STANDARD_VARARGS` to allow more fine +/// grained controlled over library includes. +/// - 2016/08/06 (1.04.5) - Changed memset calls to `NK_MEMSET`. +/// - 2016/08/04 (1.04.4) - Fixed fast window scaling behavior. +/// - 2016/08/04 (1.04.3) - Fixed window scaling, movement bug which appears if you +/// move/scale a window and another window is behind it. +/// If you are fast enough then the window behind gets activated +/// and the operation is blocked. I now require activating +/// by hovering only if mouse is not pressed. +/// - 2016/08/04 (1.04.2) - Fixed changing fonts. +/// - 2016/08/03 (1.04.1) - Fixed `NK_WINDOW_BACKGROUND` behavior. +/// - 2016/08/03 (1.04.0) - Added color parameter to `nk_draw_image`. +/// - 2016/08/03 (1.04.0) - Added additional window padding style attributes for +/// sub windows (combo, menu, ...). +/// - 2016/08/03 (1.04.0) - Added functions to show/hide software cursor. +/// - 2016/08/03 (1.04.0) - Added `NK_WINDOW_BACKGROUND` flag to force a window +/// to be always in the background of the screen. +/// - 2016/08/03 (1.03.2) - Removed invalid assert macro for NK_RGB color picker. +/// - 2016/08/01 (1.03.1) - Added helper macros into header include guard. +/// - 2016/07/29 (1.03.0) - Moved the window/table pool into the header part to +/// simplify memory management by removing the need to +/// allocate the pool. +/// - 2016/07/29 (1.02.0) - Added auto scrollbar hiding window flag which if enabled +/// will hide the window scrollbar after NK_SCROLLBAR_HIDING_TIMEOUT +/// seconds without window interaction. To make it work +/// you have to also set a delta time inside the `nk_context`. +/// - 2016/07/25 (1.01.1) - Fixed small panel and panel border drawing bugs. +/// - 2016/07/15 (1.01.0) - Added software cursor to `nk_style` and `nk_context`. +/// - 2016/07/15 (1.01.0) - Added const correctness to `nk_buffer_push' data argument. +/// - 2016/07/15 (1.01.0) - Removed internal font baking API and simplified +/// font atlas memory management by converting pointer +/// arrays for fonts and font configurations to lists. +/// - 2016/07/15 (1.00.0) - Changed button API to use context dependend button +/// behavior instead of passing it for every function call. +/// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +/// ## Gallery +/// ![Figure [blue]: Feature overview with blue color styling](https://cloud.githubusercontent.com/assets/8057201/13538240/acd96876-e249-11e5-9547-5ac0b19667a0.png) +/// ![Figure [red]: Feature overview with red color styling](https://cloud.githubusercontent.com/assets/8057201/13538243/b04acd4c-e249-11e5-8fd2-ad7744a5b446.png) +/// ![Figure [widgets]: Widget overview](https://cloud.githubusercontent.com/assets/8057201/11282359/3325e3c6-8eff-11e5-86cb-cf02b0596087.png) +/// ![Figure [blackwhite]: Black and white](https://cloud.githubusercontent.com/assets/8057201/11033668/59ab5d04-86e5-11e5-8091-c56f16411565.png) +/// ![Figure [filexp]: File explorer](https://cloud.githubusercontent.com/assets/8057201/10718115/02a9ba08-7b6b-11e5-950f-adacdd637739.png) +/// ![Figure [opengl]: OpenGL Editor](https://cloud.githubusercontent.com/assets/8057201/12779619/2a20d72c-ca69-11e5-95fe-4edecf820d5c.png) +/// ![Figure [nodedit]: Node Editor](https://cloud.githubusercontent.com/assets/8057201/9976995/e81ac04a-5ef7-11e5-872b-acd54fbeee03.gif) +/// ![Figure [skinning]: Using skinning in Nuklear](https://cloud.githubusercontent.com/assets/8057201/15991632/76494854-30b8-11e6-9555-a69840d0d50b.png) +/// ![Figure [bf]: Heavy modified version](https://cloud.githubusercontent.com/assets/8057201/14902576/339926a8-0d9c-11e6-9fee-a8b73af04473.png) +/// +/// ## Credits +/// Developed by Micha Mettke and every direct or indirect github contributor.

+/// +/// Embeds [stb_texedit](https://github.com/nothings/stb/blob/master/stb_textedit.h), [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) and [stb_rectpack](https://github.com/nothings/stb/blob/master/stb_rect_pack.h) by Sean Barret (public domain)
+/// Uses [stddoc.c](https://github.com/r-lyeh/stddoc.c) from r-lyeh@github.com for documentation generation

+/// Embeds ProggyClean.ttf font by Tristan Grimmer (MIT license).
+/// +/// Big thank you to Omar Cornut (ocornut@github) for his [imgui library](https://github.com/ocornut/imgui) and +/// giving me the inspiration for this library, Casey Muratori for handmade hero +/// and his original immediate mode graphical user interface idea and Sean +/// Barret for his amazing single header libraries which restored my faith +/// in libraries and brought me to create some of my own. Finally Apoorva Joshi +/// for his single header file packer. +*/ + diff --git a/dependencies/glfw-3.4/deps/nuklear_glfw_gl2.h b/dependencies/glfw-3.4/deps/nuklear_glfw_gl2.h new file mode 100644 index 0000000..a959b14 --- /dev/null +++ b/dependencies/glfw-3.4/deps/nuklear_glfw_gl2.h @@ -0,0 +1,381 @@ +/* + * Nuklear - v1.32.0 - public domain + * no warrenty implied; use at your own risk. + * authored from 2015-2017 by Micha Mettke + */ +/* + * ============================================================== + * + * API + * + * =============================================================== + */ +#ifndef NK_GLFW_GL2_H_ +#define NK_GLFW_GL2_H_ + +#include + +enum nk_glfw_init_state{ + NK_GLFW3_DEFAULT = 0, + NK_GLFW3_INSTALL_CALLBACKS +}; +NK_API struct nk_context* nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state); +NK_API void nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas); +NK_API void nk_glfw3_font_stash_end(void); + +NK_API void nk_glfw3_new_frame(void); +NK_API void nk_glfw3_render(enum nk_anti_aliasing); +NK_API void nk_glfw3_shutdown(void); + +NK_API void nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint); +NK_API void nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff); + +#endif + +/* + * ============================================================== + * + * IMPLEMENTATION + * + * =============================================================== + */ +#ifdef NK_GLFW_GL2_IMPLEMENTATION + +#ifndef NK_GLFW_TEXT_MAX +#define NK_GLFW_TEXT_MAX 256 +#endif +#ifndef NK_GLFW_DOUBLE_CLICK_LO +#define NK_GLFW_DOUBLE_CLICK_LO 0.02 +#endif +#ifndef NK_GLFW_DOUBLE_CLICK_HI +#define NK_GLFW_DOUBLE_CLICK_HI 0.2 +#endif + +struct nk_glfw_device { + struct nk_buffer cmds; + struct nk_draw_null_texture null; + GLuint font_tex; +}; + +struct nk_glfw_vertex { + float position[2]; + float uv[2]; + nk_byte col[4]; +}; + +static struct nk_glfw { + GLFWwindow *win; + int width, height; + int display_width, display_height; + struct nk_glfw_device ogl; + struct nk_context ctx; + struct nk_font_atlas atlas; + struct nk_vec2 fb_scale; + unsigned int text[NK_GLFW_TEXT_MAX]; + int text_len; + struct nk_vec2 scroll; + double last_button_click; + int is_double_click_down; + struct nk_vec2 double_click_pos; +} glfw; + +NK_INTERN void +nk_glfw3_device_upload_atlas(const void *image, int width, int height) +{ + struct nk_glfw_device *dev = &glfw.ogl; + glGenTextures(1, &dev->font_tex); + glBindTexture(GL_TEXTURE_2D, dev->font_tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, image); +} + +NK_API void +nk_glfw3_render(enum nk_anti_aliasing AA) +{ + /* setup global state */ + struct nk_glfw_device *dev = &glfw.ogl; + glPushAttrib(GL_ENABLE_BIT|GL_COLOR_BUFFER_BIT|GL_TRANSFORM_BIT); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + /* setup viewport/project */ + glViewport(0,0,(GLsizei)glfw.display_width,(GLsizei)glfw.display_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, glfw.width, glfw.height, 0.0f, -1.0f, 1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + { + GLsizei vs = sizeof(struct nk_glfw_vertex); + size_t vp = offsetof(struct nk_glfw_vertex, position); + size_t vt = offsetof(struct nk_glfw_vertex, uv); + size_t vc = offsetof(struct nk_glfw_vertex, col); + + /* convert from command queue into draw list and draw to screen */ + const struct nk_draw_command *cmd; + const nk_draw_index *offset = NULL; + struct nk_buffer vbuf, ebuf; + + /* fill convert configuration */ + struct nk_convert_config config; + static const struct nk_draw_vertex_layout_element vertex_layout[] = { + {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)}, + {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)}, + {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)}, + {NK_VERTEX_LAYOUT_END} + }; + NK_MEMSET(&config, 0, sizeof(config)); + config.vertex_layout = vertex_layout; + config.vertex_size = sizeof(struct nk_glfw_vertex); + config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex); + config.null = dev->null; + config.circle_segment_count = 22; + config.curve_segment_count = 22; + config.arc_segment_count = 22; + config.global_alpha = 1.0f; + config.shape_AA = AA; + config.line_AA = AA; + + /* convert shapes into vertexes */ + nk_buffer_init_default(&vbuf); + nk_buffer_init_default(&ebuf); + nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config); + + /* setup vertex buffer pointer */ + {const void *vertices = nk_buffer_memory_const(&vbuf); + glVertexPointer(2, GL_FLOAT, vs, (const void*)((const nk_byte*)vertices + vp)); + glTexCoordPointer(2, GL_FLOAT, vs, (const void*)((const nk_byte*)vertices + vt)); + glColorPointer(4, GL_UNSIGNED_BYTE, vs, (const void*)((const nk_byte*)vertices + vc));} + + /* iterate over and execute each draw command */ + offset = (const nk_draw_index*)nk_buffer_memory_const(&ebuf); + nk_draw_foreach(cmd, &glfw.ctx, &dev->cmds) + { + if (!cmd->elem_count) continue; + glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id); + glScissor( + (GLint)(cmd->clip_rect.x * glfw.fb_scale.x), + (GLint)((glfw.height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y), + (GLint)(cmd->clip_rect.w * glfw.fb_scale.x), + (GLint)(cmd->clip_rect.h * glfw.fb_scale.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset); + offset += cmd->elem_count; + } + nk_clear(&glfw.ctx); + nk_buffer_free(&vbuf); + nk_buffer_free(&ebuf); + } + + /* default OpenGL state */ + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + + glBindTexture(GL_TEXTURE_2D, 0); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); +} + +NK_API void +nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint) +{ + (void)win; + if (glfw.text_len < NK_GLFW_TEXT_MAX) + glfw.text[glfw.text_len++] = codepoint; +} + +NK_API void +nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff) +{ + (void)win; (void)xoff; + glfw.scroll.x += (float)xoff; + glfw.scroll.y += (float)yoff; +} + +NK_API void +nk_glfw3_mouse_button_callback(GLFWwindow* window, int button, int action, int mods) +{ + double x, y; + if (button != GLFW_MOUSE_BUTTON_LEFT) return; + glfwGetCursorPos(window, &x, &y); + if (action == GLFW_PRESS) { + double dt = glfwGetTime() - glfw.last_button_click; + if (dt > NK_GLFW_DOUBLE_CLICK_LO && dt < NK_GLFW_DOUBLE_CLICK_HI) { + glfw.is_double_click_down = nk_true; + glfw.double_click_pos = nk_vec2((float)x, (float)y); + } + glfw.last_button_click = glfwGetTime(); + } else glfw.is_double_click_down = nk_false; +} + +NK_INTERN void +nk_glfw3_clipboard_paste(nk_handle usr, struct nk_text_edit *edit) +{ + const char *text = glfwGetClipboardString(glfw.win); + if (text) nk_textedit_paste(edit, text, nk_strlen(text)); + (void)usr; +} + +NK_INTERN void +nk_glfw3_clipboard_copy(nk_handle usr, const char *text, int len) +{ + char *str = 0; + (void)usr; + if (!len) return; + str = (char*)malloc((size_t)len+1); + if (!str) return; + NK_MEMCPY(str, text, (size_t)len); + str[len] = '\0'; + glfwSetClipboardString(glfw.win, str); + free(str); +} + +NK_API struct nk_context* +nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state init_state) +{ + glfw.win = win; + if (init_state == NK_GLFW3_INSTALL_CALLBACKS) { + glfwSetScrollCallback(win, nk_gflw3_scroll_callback); + glfwSetCharCallback(win, nk_glfw3_char_callback); + glfwSetMouseButtonCallback(win, nk_glfw3_mouse_button_callback); + } + nk_init_default(&glfw.ctx, 0); + glfw.ctx.clip.copy = nk_glfw3_clipboard_copy; + glfw.ctx.clip.paste = nk_glfw3_clipboard_paste; + glfw.ctx.clip.userdata = nk_handle_ptr(0); + nk_buffer_init_default(&glfw.ogl.cmds); + + glfw.is_double_click_down = nk_false; + glfw.double_click_pos = nk_vec2(0, 0); + + return &glfw.ctx; +} + +NK_API void +nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas) +{ + nk_font_atlas_init_default(&glfw.atlas); + nk_font_atlas_begin(&glfw.atlas); + *atlas = &glfw.atlas; +} + +NK_API void +nk_glfw3_font_stash_end(void) +{ + const void *image; int w, h; + image = nk_font_atlas_bake(&glfw.atlas, &w, &h, NK_FONT_ATLAS_RGBA32); + nk_glfw3_device_upload_atlas(image, w, h); + nk_font_atlas_end(&glfw.atlas, nk_handle_id((int)glfw.ogl.font_tex), &glfw.ogl.null); + if (glfw.atlas.default_font) + nk_style_set_font(&glfw.ctx, &glfw.atlas.default_font->handle); +} + +NK_API void +nk_glfw3_new_frame(void) +{ + int i; + double x, y; + struct nk_context *ctx = &glfw.ctx; + struct GLFWwindow *win = glfw.win; + + glfwGetWindowSize(win, &glfw.width, &glfw.height); + glfwGetFramebufferSize(win, &glfw.display_width, &glfw.display_height); + glfw.fb_scale.x = (float)glfw.display_width/(float)glfw.width; + glfw.fb_scale.y = (float)glfw.display_height/(float)glfw.height; + + nk_input_begin(ctx); + for (i = 0; i < glfw.text_len; ++i) + nk_input_unicode(ctx, glfw.text[i]); + + /* optional grabbing behavior */ + if (ctx->input.mouse.grab) + glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + else if (ctx->input.mouse.ungrab) + glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + + nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_SCROLL_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_SCROLL_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_SCROLL_DOWN, glfwGetKey(win, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_SCROLL_UP, glfwGetKey(win, GLFW_KEY_PAGE_UP) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_SHIFT, glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS|| + glfwGetKey(win, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS); + + if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS || + glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) { + nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_V) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_UNDO, glfwGetKey(win, GLFW_KEY_Z) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_REDO, glfwGetKey(win, GLFW_KEY_R) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_LINE_START, glfwGetKey(win, GLFW_KEY_B) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_TEXT_LINE_END, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS); + } else { + nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS); + nk_input_key(ctx, NK_KEY_COPY, 0); + nk_input_key(ctx, NK_KEY_PASTE, 0); + nk_input_key(ctx, NK_KEY_CUT, 0); + nk_input_key(ctx, NK_KEY_SHIFT, 0); + } + + glfwGetCursorPos(win, &x, &y); + nk_input_motion(ctx, (int)x, (int)y); + if (ctx->input.mouse.grabbed) { + glfwSetCursorPos(glfw.win, (double)ctx->input.mouse.prev.x, (double)ctx->input.mouse.prev.y); + ctx->input.mouse.pos.x = ctx->input.mouse.prev.x; + ctx->input.mouse.pos.y = ctx->input.mouse.prev.y; + } + + nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS); + nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS); + nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS); + nk_input_button(ctx, NK_BUTTON_DOUBLE, (int)glfw.double_click_pos.x, (int)glfw.double_click_pos.y, glfw.is_double_click_down); + nk_input_scroll(ctx, glfw.scroll); + nk_input_end(&glfw.ctx); + glfw.text_len = 0; + glfw.scroll = nk_vec2(0,0); +} + +NK_API +void nk_glfw3_shutdown(void) +{ + struct nk_glfw_device *dev = &glfw.ogl; + nk_font_atlas_clear(&glfw.atlas); + nk_free(&glfw.ctx); + glDeleteTextures(1, &dev->font_tex); + nk_buffer_free(&dev->cmds); + NK_MEMSET(&glfw, 0, sizeof(glfw)); +} + +#endif diff --git a/dependencies/glfw-3.4/deps/stb_image_write.h b/dependencies/glfw-3.4/deps/stb_image_write.h new file mode 100644 index 0000000..e4b32ed --- /dev/null +++ b/dependencies/glfw-3.4/deps/stb_image_write.h @@ -0,0 +1,1724 @@ +/* stb_image_write - v1.16 - public domain - http://nothings.org/stb + writes out PNG/BMP/TGA/JPEG/HDR images to C stdio - Sean Barrett 2010-2015 + no warranty implied; use at your own risk + + Before #including, + + #define STB_IMAGE_WRITE_IMPLEMENTATION + + in the file that you want to have the implementation. + + Will probably not work correctly with strict-aliasing optimizations. + +ABOUT: + + This header file is a library for writing images to C stdio or a callback. + + The PNG output is not optimal; it is 20-50% larger than the file + written by a decent optimizing implementation; though providing a custom + zlib compress function (see STBIW_ZLIB_COMPRESS) can mitigate that. + This library is designed for source code compactness and simplicity, + not optimal image file size or run-time performance. + +BUILDING: + + You can #define STBIW_ASSERT(x) before the #include to avoid using assert.h. + You can #define STBIW_MALLOC(), STBIW_REALLOC(), and STBIW_FREE() to replace + malloc,realloc,free. + You can #define STBIW_MEMMOVE() to replace memmove() + You can #define STBIW_ZLIB_COMPRESS to use a custom zlib-style compress function + for PNG compression (instead of the builtin one), it must have the following signature: + unsigned char * my_compress(unsigned char *data, int data_len, int *out_len, int quality); + The returned data will be freed with STBIW_FREE() (free() by default), + so it must be heap allocated with STBIW_MALLOC() (malloc() by default), + +UNICODE: + + If compiling for Windows and you wish to use Unicode filenames, compile + with + #define STBIW_WINDOWS_UTF8 + and pass utf8-encoded filenames. Call stbiw_convert_wchar_to_utf8 to convert + Windows wchar_t filenames to utf8. + +USAGE: + + There are five functions, one for each image file format: + + int stbi_write_png(char const *filename, int w, int h, int comp, const void *data, int stride_in_bytes); + int stbi_write_bmp(char const *filename, int w, int h, int comp, const void *data); + int stbi_write_tga(char const *filename, int w, int h, int comp, const void *data); + int stbi_write_jpg(char const *filename, int w, int h, int comp, const void *data, int quality); + int stbi_write_hdr(char const *filename, int w, int h, int comp, const float *data); + + void stbi_flip_vertically_on_write(int flag); // flag is non-zero to flip data vertically + + There are also five equivalent functions that use an arbitrary write function. You are + expected to open/close your file-equivalent before and after calling these: + + int stbi_write_png_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data, int stride_in_bytes); + int stbi_write_bmp_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data); + int stbi_write_tga_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data); + int stbi_write_hdr_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const float *data); + int stbi_write_jpg_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data, int quality); + + where the callback is: + void stbi_write_func(void *context, void *data, int size); + + You can configure it with these global variables: + int stbi_write_tga_with_rle; // defaults to true; set to 0 to disable RLE + int stbi_write_png_compression_level; // defaults to 8; set to higher for more compression + int stbi_write_force_png_filter; // defaults to -1; set to 0..5 to force a filter mode + + + You can define STBI_WRITE_NO_STDIO to disable the file variant of these + functions, so the library will not use stdio.h at all. However, this will + also disable HDR writing, because it requires stdio for formatted output. + + Each function returns 0 on failure and non-0 on success. + + The functions create an image file defined by the parameters. The image + is a rectangle of pixels stored from left-to-right, top-to-bottom. + Each pixel contains 'comp' channels of data stored interleaved with 8-bits + per channel, in the following order: 1=Y, 2=YA, 3=RGB, 4=RGBA. (Y is + monochrome color.) The rectangle is 'w' pixels wide and 'h' pixels tall. + The *data pointer points to the first byte of the top-left-most pixel. + For PNG, "stride_in_bytes" is the distance in bytes from the first byte of + a row of pixels to the first byte of the next row of pixels. + + PNG creates output files with the same number of components as the input. + The BMP format expands Y to RGB in the file format and does not + output alpha. + + PNG supports writing rectangles of data even when the bytes storing rows of + data are not consecutive in memory (e.g. sub-rectangles of a larger image), + by supplying the stride between the beginning of adjacent rows. The other + formats do not. (Thus you cannot write a native-format BMP through the BMP + writer, both because it is in BGR order and because it may have padding + at the end of the line.) + + PNG allows you to set the deflate compression level by setting the global + variable 'stbi_write_png_compression_level' (it defaults to 8). + + HDR expects linear float data. Since the format is always 32-bit rgb(e) + data, alpha (if provided) is discarded, and for monochrome data it is + replicated across all three channels. + + TGA supports RLE or non-RLE compressed data. To use non-RLE-compressed + data, set the global variable 'stbi_write_tga_with_rle' to 0. + + JPEG does ignore alpha channels in input data; quality is between 1 and 100. + Higher quality looks better but results in a bigger image. + JPEG baseline (no JPEG progressive). + +CREDITS: + + + Sean Barrett - PNG/BMP/TGA + Baldur Karlsson - HDR + Jean-Sebastien Guay - TGA monochrome + Tim Kelsey - misc enhancements + Alan Hickman - TGA RLE + Emmanuel Julien - initial file IO callback implementation + Jon Olick - original jo_jpeg.cpp code + Daniel Gibson - integrate JPEG, allow external zlib + Aarni Koskela - allow choosing PNG filter + + bugfixes: + github:Chribba + Guillaume Chereau + github:jry2 + github:romigrou + Sergio Gonzalez + Jonas Karlsson + Filip Wasil + Thatcher Ulrich + github:poppolopoppo + Patrick Boettcher + github:xeekworx + Cap Petschulat + Simon Rodriguez + Ivan Tikhonov + github:ignotion + Adam Schackart + Andrew Kensler + +LICENSE + + See end of file for license information. + +*/ + +#ifndef INCLUDE_STB_IMAGE_WRITE_H +#define INCLUDE_STB_IMAGE_WRITE_H + +#include + +// if STB_IMAGE_WRITE_STATIC causes problems, try defining STBIWDEF to 'inline' or 'static inline' +#ifndef STBIWDEF +#ifdef STB_IMAGE_WRITE_STATIC +#define STBIWDEF static +#else +#ifdef __cplusplus +#define STBIWDEF extern "C" +#else +#define STBIWDEF extern +#endif +#endif +#endif + +#ifndef STB_IMAGE_WRITE_STATIC // C++ forbids static forward declarations +STBIWDEF int stbi_write_tga_with_rle; +STBIWDEF int stbi_write_png_compression_level; +STBIWDEF int stbi_write_force_png_filter; +#endif + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_png(char const *filename, int w, int h, int comp, const void *data, int stride_in_bytes); +STBIWDEF int stbi_write_bmp(char const *filename, int w, int h, int comp, const void *data); +STBIWDEF int stbi_write_tga(char const *filename, int w, int h, int comp, const void *data); +STBIWDEF int stbi_write_hdr(char const *filename, int w, int h, int comp, const float *data); +STBIWDEF int stbi_write_jpg(char const *filename, int x, int y, int comp, const void *data, int quality); + +#ifdef STBIW_WINDOWS_UTF8 +STBIWDEF int stbiw_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input); +#endif +#endif + +typedef void stbi_write_func(void *context, void *data, int size); + +STBIWDEF int stbi_write_png_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data, int stride_in_bytes); +STBIWDEF int stbi_write_bmp_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data); +STBIWDEF int stbi_write_tga_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data); +STBIWDEF int stbi_write_hdr_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const float *data); +STBIWDEF int stbi_write_jpg_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data, int quality); + +STBIWDEF void stbi_flip_vertically_on_write(int flip_boolean); + +#endif//INCLUDE_STB_IMAGE_WRITE_H + +#ifdef STB_IMAGE_WRITE_IMPLEMENTATION + +#ifdef _WIN32 + #ifndef _CRT_SECURE_NO_WARNINGS + #define _CRT_SECURE_NO_WARNINGS + #endif + #ifndef _CRT_NONSTDC_NO_DEPRECATE + #define _CRT_NONSTDC_NO_DEPRECATE + #endif +#endif + +#ifndef STBI_WRITE_NO_STDIO +#include +#endif // STBI_WRITE_NO_STDIO + +#include +#include +#include +#include + +#if defined(STBIW_MALLOC) && defined(STBIW_FREE) && (defined(STBIW_REALLOC) || defined(STBIW_REALLOC_SIZED)) +// ok +#elif !defined(STBIW_MALLOC) && !defined(STBIW_FREE) && !defined(STBIW_REALLOC) && !defined(STBIW_REALLOC_SIZED) +// ok +#else +#error "Must define all or none of STBIW_MALLOC, STBIW_FREE, and STBIW_REALLOC (or STBIW_REALLOC_SIZED)." +#endif + +#ifndef STBIW_MALLOC +#define STBIW_MALLOC(sz) malloc(sz) +#define STBIW_REALLOC(p,newsz) realloc(p,newsz) +#define STBIW_FREE(p) free(p) +#endif + +#ifndef STBIW_REALLOC_SIZED +#define STBIW_REALLOC_SIZED(p,oldsz,newsz) STBIW_REALLOC(p,newsz) +#endif + + +#ifndef STBIW_MEMMOVE +#define STBIW_MEMMOVE(a,b,sz) memmove(a,b,sz) +#endif + + +#ifndef STBIW_ASSERT +#include +#define STBIW_ASSERT(x) assert(x) +#endif + +#define STBIW_UCHAR(x) (unsigned char) ((x) & 0xff) + +#ifdef STB_IMAGE_WRITE_STATIC +static int stbi_write_png_compression_level = 8; +static int stbi_write_tga_with_rle = 1; +static int stbi_write_force_png_filter = -1; +#else +int stbi_write_png_compression_level = 8; +int stbi_write_tga_with_rle = 1; +int stbi_write_force_png_filter = -1; +#endif + +static int stbi__flip_vertically_on_write = 0; + +STBIWDEF void stbi_flip_vertically_on_write(int flag) +{ + stbi__flip_vertically_on_write = flag; +} + +typedef struct +{ + stbi_write_func *func; + void *context; + unsigned char buffer[64]; + int buf_used; +} stbi__write_context; + +// initialize a callback-based context +static void stbi__start_write_callbacks(stbi__write_context *s, stbi_write_func *c, void *context) +{ + s->func = c; + s->context = context; +} + +#ifndef STBI_WRITE_NO_STDIO + +static void stbi__stdio_write(void *context, void *data, int size) +{ + fwrite(data,1,size,(FILE*) context); +} + +#if defined(_WIN32) && defined(STBIW_WINDOWS_UTF8) +#ifdef __cplusplus +#define STBIW_EXTERN extern "C" +#else +#define STBIW_EXTERN extern +#endif +STBIW_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char *str, int cbmb, wchar_t *widestr, int cchwide); +STBIW_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t *widestr, int cchwide, char *str, int cbmb, const char *defchar, int *used_default); + +STBIWDEF int stbiw_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input) +{ + return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, NULL); +} +#endif + +static FILE *stbiw__fopen(char const *filename, char const *mode) +{ + FILE *f; +#if defined(_WIN32) && defined(STBIW_WINDOWS_UTF8) + wchar_t wMode[64]; + wchar_t wFilename[1024]; + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)/sizeof(*wFilename))) + return 0; + + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)/sizeof(*wMode))) + return 0; + +#if defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != _wfopen_s(&f, wFilename, wMode)) + f = 0; +#else + f = _wfopen(wFilename, wMode); +#endif + +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != fopen_s(&f, filename, mode)) + f=0; +#else + f = fopen(filename, mode); +#endif + return f; +} + +static int stbi__start_write_file(stbi__write_context *s, const char *filename) +{ + FILE *f = stbiw__fopen(filename, "wb"); + stbi__start_write_callbacks(s, stbi__stdio_write, (void *) f); + return f != NULL; +} + +static void stbi__end_write_file(stbi__write_context *s) +{ + fclose((FILE *)s->context); +} + +#endif // !STBI_WRITE_NO_STDIO + +typedef unsigned int stbiw_uint32; +typedef int stb_image_write_test[sizeof(stbiw_uint32)==4 ? 1 : -1]; + +static void stbiw__writefv(stbi__write_context *s, const char *fmt, va_list v) +{ + while (*fmt) { + switch (*fmt++) { + case ' ': break; + case '1': { unsigned char x = STBIW_UCHAR(va_arg(v, int)); + s->func(s->context,&x,1); + break; } + case '2': { int x = va_arg(v,int); + unsigned char b[2]; + b[0] = STBIW_UCHAR(x); + b[1] = STBIW_UCHAR(x>>8); + s->func(s->context,b,2); + break; } + case '4': { stbiw_uint32 x = va_arg(v,int); + unsigned char b[4]; + b[0]=STBIW_UCHAR(x); + b[1]=STBIW_UCHAR(x>>8); + b[2]=STBIW_UCHAR(x>>16); + b[3]=STBIW_UCHAR(x>>24); + s->func(s->context,b,4); + break; } + default: + STBIW_ASSERT(0); + return; + } + } +} + +static void stbiw__writef(stbi__write_context *s, const char *fmt, ...) +{ + va_list v; + va_start(v, fmt); + stbiw__writefv(s, fmt, v); + va_end(v); +} + +static void stbiw__write_flush(stbi__write_context *s) +{ + if (s->buf_used) { + s->func(s->context, &s->buffer, s->buf_used); + s->buf_used = 0; + } +} + +static void stbiw__putc(stbi__write_context *s, unsigned char c) +{ + s->func(s->context, &c, 1); +} + +static void stbiw__write1(stbi__write_context *s, unsigned char a) +{ + if ((size_t)s->buf_used + 1 > sizeof(s->buffer)) + stbiw__write_flush(s); + s->buffer[s->buf_used++] = a; +} + +static void stbiw__write3(stbi__write_context *s, unsigned char a, unsigned char b, unsigned char c) +{ + int n; + if ((size_t)s->buf_used + 3 > sizeof(s->buffer)) + stbiw__write_flush(s); + n = s->buf_used; + s->buf_used = n+3; + s->buffer[n+0] = a; + s->buffer[n+1] = b; + s->buffer[n+2] = c; +} + +static void stbiw__write_pixel(stbi__write_context *s, int rgb_dir, int comp, int write_alpha, int expand_mono, unsigned char *d) +{ + unsigned char bg[3] = { 255, 0, 255}, px[3]; + int k; + + if (write_alpha < 0) + stbiw__write1(s, d[comp - 1]); + + switch (comp) { + case 2: // 2 pixels = mono + alpha, alpha is written separately, so same as 1-channel case + case 1: + if (expand_mono) + stbiw__write3(s, d[0], d[0], d[0]); // monochrome bmp + else + stbiw__write1(s, d[0]); // monochrome TGA + break; + case 4: + if (!write_alpha) { + // composite against pink background + for (k = 0; k < 3; ++k) + px[k] = bg[k] + ((d[k] - bg[k]) * d[3]) / 255; + stbiw__write3(s, px[1 - rgb_dir], px[1], px[1 + rgb_dir]); + break; + } + /* FALLTHROUGH */ + case 3: + stbiw__write3(s, d[1 - rgb_dir], d[1], d[1 + rgb_dir]); + break; + } + if (write_alpha > 0) + stbiw__write1(s, d[comp - 1]); +} + +static void stbiw__write_pixels(stbi__write_context *s, int rgb_dir, int vdir, int x, int y, int comp, void *data, int write_alpha, int scanline_pad, int expand_mono) +{ + stbiw_uint32 zero = 0; + int i,j, j_end; + + if (y <= 0) + return; + + if (stbi__flip_vertically_on_write) + vdir *= -1; + + if (vdir < 0) { + j_end = -1; j = y-1; + } else { + j_end = y; j = 0; + } + + for (; j != j_end; j += vdir) { + for (i=0; i < x; ++i) { + unsigned char *d = (unsigned char *) data + (j*x+i)*comp; + stbiw__write_pixel(s, rgb_dir, comp, write_alpha, expand_mono, d); + } + stbiw__write_flush(s); + s->func(s->context, &zero, scanline_pad); + } +} + +static int stbiw__outfile(stbi__write_context *s, int rgb_dir, int vdir, int x, int y, int comp, int expand_mono, void *data, int alpha, int pad, const char *fmt, ...) +{ + if (y < 0 || x < 0) { + return 0; + } else { + va_list v; + va_start(v, fmt); + stbiw__writefv(s, fmt, v); + va_end(v); + stbiw__write_pixels(s,rgb_dir,vdir,x,y,comp,data,alpha,pad, expand_mono); + return 1; + } +} + +static int stbi_write_bmp_core(stbi__write_context *s, int x, int y, int comp, const void *data) +{ + if (comp != 4) { + // write RGB bitmap + int pad = (-x*3) & 3; + return stbiw__outfile(s,-1,-1,x,y,comp,1,(void *) data,0,pad, + "11 4 22 4" "4 44 22 444444", + 'B', 'M', 14+40+(x*3+pad)*y, 0,0, 14+40, // file header + 40, x,y, 1,24, 0,0,0,0,0,0); // bitmap header + } else { + // RGBA bitmaps need a v4 header + // use BI_BITFIELDS mode with 32bpp and alpha mask + // (straight BI_RGB with alpha mask doesn't work in most readers) + return stbiw__outfile(s,-1,-1,x,y,comp,1,(void *)data,1,0, + "11 4 22 4" "4 44 22 444444 4444 4 444 444 444 444", + 'B', 'M', 14+108+x*y*4, 0, 0, 14+108, // file header + 108, x,y, 1,32, 3,0,0,0,0,0, 0xff0000,0xff00,0xff,0xff000000u, 0, 0,0,0, 0,0,0, 0,0,0, 0,0,0); // bitmap V4 header + } +} + +STBIWDEF int stbi_write_bmp_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_bmp_core(&s, x, y, comp, data); +} + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_bmp(char const *filename, int x, int y, int comp, const void *data) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s,filename)) { + int r = stbi_write_bmp_core(&s, x, y, comp, data); + stbi__end_write_file(&s); + return r; + } else + return 0; +} +#endif //!STBI_WRITE_NO_STDIO + +static int stbi_write_tga_core(stbi__write_context *s, int x, int y, int comp, void *data) +{ + int has_alpha = (comp == 2 || comp == 4); + int colorbytes = has_alpha ? comp-1 : comp; + int format = colorbytes < 2 ? 3 : 2; // 3 color channels (RGB/RGBA) = 2, 1 color channel (Y/YA) = 3 + + if (y < 0 || x < 0) + return 0; + + if (!stbi_write_tga_with_rle) { + return stbiw__outfile(s, -1, -1, x, y, comp, 0, (void *) data, has_alpha, 0, + "111 221 2222 11", 0, 0, format, 0, 0, 0, 0, 0, x, y, (colorbytes + has_alpha) * 8, has_alpha * 8); + } else { + int i,j,k; + int jend, jdir; + + stbiw__writef(s, "111 221 2222 11", 0,0,format+8, 0,0,0, 0,0,x,y, (colorbytes + has_alpha) * 8, has_alpha * 8); + + if (stbi__flip_vertically_on_write) { + j = 0; + jend = y; + jdir = 1; + } else { + j = y-1; + jend = -1; + jdir = -1; + } + for (; j != jend; j += jdir) { + unsigned char *row = (unsigned char *) data + j * x * comp; + int len; + + for (i = 0; i < x; i += len) { + unsigned char *begin = row + i * comp; + int diff = 1; + len = 1; + + if (i < x - 1) { + ++len; + diff = memcmp(begin, row + (i + 1) * comp, comp); + if (diff) { + const unsigned char *prev = begin; + for (k = i + 2; k < x && len < 128; ++k) { + if (memcmp(prev, row + k * comp, comp)) { + prev += comp; + ++len; + } else { + --len; + break; + } + } + } else { + for (k = i + 2; k < x && len < 128; ++k) { + if (!memcmp(begin, row + k * comp, comp)) { + ++len; + } else { + break; + } + } + } + } + + if (diff) { + unsigned char header = STBIW_UCHAR(len - 1); + stbiw__write1(s, header); + for (k = 0; k < len; ++k) { + stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin + k * comp); + } + } else { + unsigned char header = STBIW_UCHAR(len - 129); + stbiw__write1(s, header); + stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin); + } + } + } + stbiw__write_flush(s); + } + return 1; +} + +STBIWDEF int stbi_write_tga_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_tga_core(&s, x, y, comp, (void *) data); +} + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_tga(char const *filename, int x, int y, int comp, const void *data) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s,filename)) { + int r = stbi_write_tga_core(&s, x, y, comp, (void *) data); + stbi__end_write_file(&s); + return r; + } else + return 0; +} +#endif + +// ************************************************************************************************* +// Radiance RGBE HDR writer +// by Baldur Karlsson + +#define stbiw__max(a, b) ((a) > (b) ? (a) : (b)) + +#ifndef STBI_WRITE_NO_STDIO + +static void stbiw__linear_to_rgbe(unsigned char *rgbe, float *linear) +{ + int exponent; + float maxcomp = stbiw__max(linear[0], stbiw__max(linear[1], linear[2])); + + if (maxcomp < 1e-32f) { + rgbe[0] = rgbe[1] = rgbe[2] = rgbe[3] = 0; + } else { + float normalize = (float) frexp(maxcomp, &exponent) * 256.0f/maxcomp; + + rgbe[0] = (unsigned char)(linear[0] * normalize); + rgbe[1] = (unsigned char)(linear[1] * normalize); + rgbe[2] = (unsigned char)(linear[2] * normalize); + rgbe[3] = (unsigned char)(exponent + 128); + } +} + +static void stbiw__write_run_data(stbi__write_context *s, int length, unsigned char databyte) +{ + unsigned char lengthbyte = STBIW_UCHAR(length+128); + STBIW_ASSERT(length+128 <= 255); + s->func(s->context, &lengthbyte, 1); + s->func(s->context, &databyte, 1); +} + +static void stbiw__write_dump_data(stbi__write_context *s, int length, unsigned char *data) +{ + unsigned char lengthbyte = STBIW_UCHAR(length); + STBIW_ASSERT(length <= 128); // inconsistent with spec but consistent with official code + s->func(s->context, &lengthbyte, 1); + s->func(s->context, data, length); +} + +static void stbiw__write_hdr_scanline(stbi__write_context *s, int width, int ncomp, unsigned char *scratch, float *scanline) +{ + unsigned char scanlineheader[4] = { 2, 2, 0, 0 }; + unsigned char rgbe[4]; + float linear[3]; + int x; + + scanlineheader[2] = (width&0xff00)>>8; + scanlineheader[3] = (width&0x00ff); + + /* skip RLE for images too small or large */ + if (width < 8 || width >= 32768) { + for (x=0; x < width; x++) { + switch (ncomp) { + case 4: /* fallthrough */ + case 3: linear[2] = scanline[x*ncomp + 2]; + linear[1] = scanline[x*ncomp + 1]; + linear[0] = scanline[x*ncomp + 0]; + break; + default: + linear[0] = linear[1] = linear[2] = scanline[x*ncomp + 0]; + break; + } + stbiw__linear_to_rgbe(rgbe, linear); + s->func(s->context, rgbe, 4); + } + } else { + int c,r; + /* encode into scratch buffer */ + for (x=0; x < width; x++) { + switch(ncomp) { + case 4: /* fallthrough */ + case 3: linear[2] = scanline[x*ncomp + 2]; + linear[1] = scanline[x*ncomp + 1]; + linear[0] = scanline[x*ncomp + 0]; + break; + default: + linear[0] = linear[1] = linear[2] = scanline[x*ncomp + 0]; + break; + } + stbiw__linear_to_rgbe(rgbe, linear); + scratch[x + width*0] = rgbe[0]; + scratch[x + width*1] = rgbe[1]; + scratch[x + width*2] = rgbe[2]; + scratch[x + width*3] = rgbe[3]; + } + + s->func(s->context, scanlineheader, 4); + + /* RLE each component separately */ + for (c=0; c < 4; c++) { + unsigned char *comp = &scratch[width*c]; + + x = 0; + while (x < width) { + // find first run + r = x; + while (r+2 < width) { + if (comp[r] == comp[r+1] && comp[r] == comp[r+2]) + break; + ++r; + } + if (r+2 >= width) + r = width; + // dump up to first run + while (x < r) { + int len = r-x; + if (len > 128) len = 128; + stbiw__write_dump_data(s, len, &comp[x]); + x += len; + } + // if there's a run, output it + if (r+2 < width) { // same test as what we break out of in search loop, so only true if we break'd + // find next byte after run + while (r < width && comp[r] == comp[x]) + ++r; + // output run up to r + while (x < r) { + int len = r-x; + if (len > 127) len = 127; + stbiw__write_run_data(s, len, comp[x]); + x += len; + } + } + } + } + } +} + +static int stbi_write_hdr_core(stbi__write_context *s, int x, int y, int comp, float *data) +{ + if (y <= 0 || x <= 0 || data == NULL) + return 0; + else { + // Each component is stored separately. Allocate scratch space for full output scanline. + unsigned char *scratch = (unsigned char *) STBIW_MALLOC(x*4); + int i, len; + char buffer[128]; + char header[] = "#?RADIANCE\n# Written by stb_image_write.h\nFORMAT=32-bit_rle_rgbe\n"; + s->func(s->context, header, sizeof(header)-1); + +#ifdef __STDC_LIB_EXT1__ + len = sprintf_s(buffer, sizeof(buffer), "EXPOSURE= 1.0000000000000\n\n-Y %d +X %d\n", y, x); +#else + len = sprintf(buffer, "EXPOSURE= 1.0000000000000\n\n-Y %d +X %d\n", y, x); +#endif + s->func(s->context, buffer, len); + + for(i=0; i < y; i++) + stbiw__write_hdr_scanline(s, x, comp, scratch, data + comp*x*(stbi__flip_vertically_on_write ? y-1-i : i)); + STBIW_FREE(scratch); + return 1; + } +} + +STBIWDEF int stbi_write_hdr_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const float *data) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_hdr_core(&s, x, y, comp, (float *) data); +} + +STBIWDEF int stbi_write_hdr(char const *filename, int x, int y, int comp, const float *data) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s,filename)) { + int r = stbi_write_hdr_core(&s, x, y, comp, (float *) data); + stbi__end_write_file(&s); + return r; + } else + return 0; +} +#endif // STBI_WRITE_NO_STDIO + + +////////////////////////////////////////////////////////////////////////////// +// +// PNG writer +// + +#ifndef STBIW_ZLIB_COMPRESS +// stretchy buffer; stbiw__sbpush() == vector<>::push_back() -- stbiw__sbcount() == vector<>::size() +#define stbiw__sbraw(a) ((int *) (void *) (a) - 2) +#define stbiw__sbm(a) stbiw__sbraw(a)[0] +#define stbiw__sbn(a) stbiw__sbraw(a)[1] + +#define stbiw__sbneedgrow(a,n) ((a)==0 || stbiw__sbn(a)+n >= stbiw__sbm(a)) +#define stbiw__sbmaybegrow(a,n) (stbiw__sbneedgrow(a,(n)) ? stbiw__sbgrow(a,n) : 0) +#define stbiw__sbgrow(a,n) stbiw__sbgrowf((void **) &(a), (n), sizeof(*(a))) + +#define stbiw__sbpush(a, v) (stbiw__sbmaybegrow(a,1), (a)[stbiw__sbn(a)++] = (v)) +#define stbiw__sbcount(a) ((a) ? stbiw__sbn(a) : 0) +#define stbiw__sbfree(a) ((a) ? STBIW_FREE(stbiw__sbraw(a)),0 : 0) + +static void *stbiw__sbgrowf(void **arr, int increment, int itemsize) +{ + int m = *arr ? 2*stbiw__sbm(*arr)+increment : increment+1; + void *p = STBIW_REALLOC_SIZED(*arr ? stbiw__sbraw(*arr) : 0, *arr ? (stbiw__sbm(*arr)*itemsize + sizeof(int)*2) : 0, itemsize * m + sizeof(int)*2); + STBIW_ASSERT(p); + if (p) { + if (!*arr) ((int *) p)[1] = 0; + *arr = (void *) ((int *) p + 2); + stbiw__sbm(*arr) = m; + } + return *arr; +} + +static unsigned char *stbiw__zlib_flushf(unsigned char *data, unsigned int *bitbuffer, int *bitcount) +{ + while (*bitcount >= 8) { + stbiw__sbpush(data, STBIW_UCHAR(*bitbuffer)); + *bitbuffer >>= 8; + *bitcount -= 8; + } + return data; +} + +static int stbiw__zlib_bitrev(int code, int codebits) +{ + int res=0; + while (codebits--) { + res = (res << 1) | (code & 1); + code >>= 1; + } + return res; +} + +static unsigned int stbiw__zlib_countm(unsigned char *a, unsigned char *b, int limit) +{ + int i; + for (i=0; i < limit && i < 258; ++i) + if (a[i] != b[i]) break; + return i; +} + +static unsigned int stbiw__zhash(unsigned char *data) +{ + stbiw_uint32 hash = data[0] + (data[1] << 8) + (data[2] << 16); + hash ^= hash << 3; + hash += hash >> 5; + hash ^= hash << 4; + hash += hash >> 17; + hash ^= hash << 25; + hash += hash >> 6; + return hash; +} + +#define stbiw__zlib_flush() (out = stbiw__zlib_flushf(out, &bitbuf, &bitcount)) +#define stbiw__zlib_add(code,codebits) \ + (bitbuf |= (code) << bitcount, bitcount += (codebits), stbiw__zlib_flush()) +#define stbiw__zlib_huffa(b,c) stbiw__zlib_add(stbiw__zlib_bitrev(b,c),c) +// default huffman tables +#define stbiw__zlib_huff1(n) stbiw__zlib_huffa(0x30 + (n), 8) +#define stbiw__zlib_huff2(n) stbiw__zlib_huffa(0x190 + (n)-144, 9) +#define stbiw__zlib_huff3(n) stbiw__zlib_huffa(0 + (n)-256,7) +#define stbiw__zlib_huff4(n) stbiw__zlib_huffa(0xc0 + (n)-280,8) +#define stbiw__zlib_huff(n) ((n) <= 143 ? stbiw__zlib_huff1(n) : (n) <= 255 ? stbiw__zlib_huff2(n) : (n) <= 279 ? stbiw__zlib_huff3(n) : stbiw__zlib_huff4(n)) +#define stbiw__zlib_huffb(n) ((n) <= 143 ? stbiw__zlib_huff1(n) : stbiw__zlib_huff2(n)) + +#define stbiw__ZHASH 16384 + +#endif // STBIW_ZLIB_COMPRESS + +STBIWDEF unsigned char * stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality) +{ +#ifdef STBIW_ZLIB_COMPRESS + // user provided a zlib compress implementation, use that + return STBIW_ZLIB_COMPRESS(data, data_len, out_len, quality); +#else // use builtin + static unsigned short lengthc[] = { 3,4,5,6,7,8,9,10,11,13,15,17,19,23,27,31,35,43,51,59,67,83,99,115,131,163,195,227,258, 259 }; + static unsigned char lengtheb[]= { 0,0,0,0,0,0,0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0 }; + static unsigned short distc[] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577, 32768 }; + static unsigned char disteb[] = { 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 }; + unsigned int bitbuf=0; + int i,j, bitcount=0; + unsigned char *out = NULL; + unsigned char ***hash_table = (unsigned char***) STBIW_MALLOC(stbiw__ZHASH * sizeof(unsigned char**)); + if (hash_table == NULL) + return NULL; + if (quality < 5) quality = 5; + + stbiw__sbpush(out, 0x78); // DEFLATE 32K window + stbiw__sbpush(out, 0x5e); // FLEVEL = 1 + stbiw__zlib_add(1,1); // BFINAL = 1 + stbiw__zlib_add(1,2); // BTYPE = 1 -- fixed huffman + + for (i=0; i < stbiw__ZHASH; ++i) + hash_table[i] = NULL; + + i=0; + while (i < data_len-3) { + // hash next 3 bytes of data to be compressed + int h = stbiw__zhash(data+i)&(stbiw__ZHASH-1), best=3; + unsigned char *bestloc = 0; + unsigned char **hlist = hash_table[h]; + int n = stbiw__sbcount(hlist); + for (j=0; j < n; ++j) { + if (hlist[j]-data > i-32768) { // if entry lies within window + int d = stbiw__zlib_countm(hlist[j], data+i, data_len-i); + if (d >= best) { best=d; bestloc=hlist[j]; } + } + } + // when hash table entry is too long, delete half the entries + if (hash_table[h] && stbiw__sbn(hash_table[h]) == 2*quality) { + STBIW_MEMMOVE(hash_table[h], hash_table[h]+quality, sizeof(hash_table[h][0])*quality); + stbiw__sbn(hash_table[h]) = quality; + } + stbiw__sbpush(hash_table[h],data+i); + + if (bestloc) { + // "lazy matching" - check match at *next* byte, and if it's better, do cur byte as literal + h = stbiw__zhash(data+i+1)&(stbiw__ZHASH-1); + hlist = hash_table[h]; + n = stbiw__sbcount(hlist); + for (j=0; j < n; ++j) { + if (hlist[j]-data > i-32767) { + int e = stbiw__zlib_countm(hlist[j], data+i+1, data_len-i-1); + if (e > best) { // if next match is better, bail on current match + bestloc = NULL; + break; + } + } + } + } + + if (bestloc) { + int d = (int) (data+i - bestloc); // distance back + STBIW_ASSERT(d <= 32767 && best <= 258); + for (j=0; best > lengthc[j+1]-1; ++j); + stbiw__zlib_huff(j+257); + if (lengtheb[j]) stbiw__zlib_add(best - lengthc[j], lengtheb[j]); + for (j=0; d > distc[j+1]-1; ++j); + stbiw__zlib_add(stbiw__zlib_bitrev(j,5),5); + if (disteb[j]) stbiw__zlib_add(d - distc[j], disteb[j]); + i += best; + } else { + stbiw__zlib_huffb(data[i]); + ++i; + } + } + // write out final bytes + for (;i < data_len; ++i) + stbiw__zlib_huffb(data[i]); + stbiw__zlib_huff(256); // end of block + // pad with 0 bits to byte boundary + while (bitcount) + stbiw__zlib_add(0,1); + + for (i=0; i < stbiw__ZHASH; ++i) + (void) stbiw__sbfree(hash_table[i]); + STBIW_FREE(hash_table); + + // store uncompressed instead if compression was worse + if (stbiw__sbn(out) > data_len + 2 + ((data_len+32766)/32767)*5) { + stbiw__sbn(out) = 2; // truncate to DEFLATE 32K window and FLEVEL = 1 + for (j = 0; j < data_len;) { + int blocklen = data_len - j; + if (blocklen > 32767) blocklen = 32767; + stbiw__sbpush(out, data_len - j == blocklen); // BFINAL = ?, BTYPE = 0 -- no compression + stbiw__sbpush(out, STBIW_UCHAR(blocklen)); // LEN + stbiw__sbpush(out, STBIW_UCHAR(blocklen >> 8)); + stbiw__sbpush(out, STBIW_UCHAR(~blocklen)); // NLEN + stbiw__sbpush(out, STBIW_UCHAR(~blocklen >> 8)); + memcpy(out+stbiw__sbn(out), data+j, blocklen); + stbiw__sbn(out) += blocklen; + j += blocklen; + } + } + + { + // compute adler32 on input + unsigned int s1=1, s2=0; + int blocklen = (int) (data_len % 5552); + j=0; + while (j < data_len) { + for (i=0; i < blocklen; ++i) { s1 += data[j+i]; s2 += s1; } + s1 %= 65521; s2 %= 65521; + j += blocklen; + blocklen = 5552; + } + stbiw__sbpush(out, STBIW_UCHAR(s2 >> 8)); + stbiw__sbpush(out, STBIW_UCHAR(s2)); + stbiw__sbpush(out, STBIW_UCHAR(s1 >> 8)); + stbiw__sbpush(out, STBIW_UCHAR(s1)); + } + *out_len = stbiw__sbn(out); + // make returned pointer freeable + STBIW_MEMMOVE(stbiw__sbraw(out), out, *out_len); + return (unsigned char *) stbiw__sbraw(out); +#endif // STBIW_ZLIB_COMPRESS +} + +static unsigned int stbiw__crc32(unsigned char *buffer, int len) +{ +#ifdef STBIW_CRC32 + return STBIW_CRC32(buffer, len); +#else + static unsigned int crc_table[256] = + { + 0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3, + 0x0eDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91, + 0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7, + 0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5, + 0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B, + 0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59, + 0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F, + 0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D, + 0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433, + 0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01, + 0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457, + 0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65, + 0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB, + 0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9, + 0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F, + 0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD, + 0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683, + 0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1, + 0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7, + 0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5, + 0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B, + 0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79, + 0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F, + 0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D, + 0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713, + 0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21, + 0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777, + 0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45, + 0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB, + 0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9, + 0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF, + 0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D + }; + + unsigned int crc = ~0u; + int i; + for (i=0; i < len; ++i) + crc = (crc >> 8) ^ crc_table[buffer[i] ^ (crc & 0xff)]; + return ~crc; +#endif +} + +#define stbiw__wpng4(o,a,b,c,d) ((o)[0]=STBIW_UCHAR(a),(o)[1]=STBIW_UCHAR(b),(o)[2]=STBIW_UCHAR(c),(o)[3]=STBIW_UCHAR(d),(o)+=4) +#define stbiw__wp32(data,v) stbiw__wpng4(data, (v)>>24,(v)>>16,(v)>>8,(v)); +#define stbiw__wptag(data,s) stbiw__wpng4(data, s[0],s[1],s[2],s[3]) + +static void stbiw__wpcrc(unsigned char **data, int len) +{ + unsigned int crc = stbiw__crc32(*data - len - 4, len+4); + stbiw__wp32(*data, crc); +} + +static unsigned char stbiw__paeth(int a, int b, int c) +{ + int p = a + b - c, pa = abs(p-a), pb = abs(p-b), pc = abs(p-c); + if (pa <= pb && pa <= pc) return STBIW_UCHAR(a); + if (pb <= pc) return STBIW_UCHAR(b); + return STBIW_UCHAR(c); +} + +// @OPTIMIZE: provide an option that always forces left-predict or paeth predict +static void stbiw__encode_png_line(unsigned char *pixels, int stride_bytes, int width, int height, int y, int n, int filter_type, signed char *line_buffer) +{ + static int mapping[] = { 0,1,2,3,4 }; + static int firstmap[] = { 0,1,0,5,6 }; + int *mymap = (y != 0) ? mapping : firstmap; + int i; + int type = mymap[filter_type]; + unsigned char *z = pixels + stride_bytes * (stbi__flip_vertically_on_write ? height-1-y : y); + int signed_stride = stbi__flip_vertically_on_write ? -stride_bytes : stride_bytes; + + if (type==0) { + memcpy(line_buffer, z, width*n); + return; + } + + // first loop isn't optimized since it's just one pixel + for (i = 0; i < n; ++i) { + switch (type) { + case 1: line_buffer[i] = z[i]; break; + case 2: line_buffer[i] = z[i] - z[i-signed_stride]; break; + case 3: line_buffer[i] = z[i] - (z[i-signed_stride]>>1); break; + case 4: line_buffer[i] = (signed char) (z[i] - stbiw__paeth(0,z[i-signed_stride],0)); break; + case 5: line_buffer[i] = z[i]; break; + case 6: line_buffer[i] = z[i]; break; + } + } + switch (type) { + case 1: for (i=n; i < width*n; ++i) line_buffer[i] = z[i] - z[i-n]; break; + case 2: for (i=n; i < width*n; ++i) line_buffer[i] = z[i] - z[i-signed_stride]; break; + case 3: for (i=n; i < width*n; ++i) line_buffer[i] = z[i] - ((z[i-n] + z[i-signed_stride])>>1); break; + case 4: for (i=n; i < width*n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i-n], z[i-signed_stride], z[i-signed_stride-n]); break; + case 5: for (i=n; i < width*n; ++i) line_buffer[i] = z[i] - (z[i-n]>>1); break; + case 6: for (i=n; i < width*n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i-n], 0,0); break; + } +} + +STBIWDEF unsigned char *stbi_write_png_to_mem(const unsigned char *pixels, int stride_bytes, int x, int y, int n, int *out_len) +{ + int force_filter = stbi_write_force_png_filter; + int ctype[5] = { -1, 0, 4, 2, 6 }; + unsigned char sig[8] = { 137,80,78,71,13,10,26,10 }; + unsigned char *out,*o, *filt, *zlib; + signed char *line_buffer; + int j,zlen; + + if (stride_bytes == 0) + stride_bytes = x * n; + + if (force_filter >= 5) { + force_filter = -1; + } + + filt = (unsigned char *) STBIW_MALLOC((x*n+1) * y); if (!filt) return 0; + line_buffer = (signed char *) STBIW_MALLOC(x * n); if (!line_buffer) { STBIW_FREE(filt); return 0; } + for (j=0; j < y; ++j) { + int filter_type; + if (force_filter > -1) { + filter_type = force_filter; + stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, force_filter, line_buffer); + } else { // Estimate the best filter by running through all of them: + int best_filter = 0, best_filter_val = 0x7fffffff, est, i; + for (filter_type = 0; filter_type < 5; filter_type++) { + stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, filter_type, line_buffer); + + // Estimate the entropy of the line using this filter; the less, the better. + est = 0; + for (i = 0; i < x*n; ++i) { + est += abs((signed char) line_buffer[i]); + } + if (est < best_filter_val) { + best_filter_val = est; + best_filter = filter_type; + } + } + if (filter_type != best_filter) { // If the last iteration already got us the best filter, don't redo it + stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, best_filter, line_buffer); + filter_type = best_filter; + } + } + // when we get here, filter_type contains the filter type, and line_buffer contains the data + filt[j*(x*n+1)] = (unsigned char) filter_type; + STBIW_MEMMOVE(filt+j*(x*n+1)+1, line_buffer, x*n); + } + STBIW_FREE(line_buffer); + zlib = stbi_zlib_compress(filt, y*( x*n+1), &zlen, stbi_write_png_compression_level); + STBIW_FREE(filt); + if (!zlib) return 0; + + // each tag requires 12 bytes of overhead + out = (unsigned char *) STBIW_MALLOC(8 + 12+13 + 12+zlen + 12); + if (!out) return 0; + *out_len = 8 + 12+13 + 12+zlen + 12; + + o=out; + STBIW_MEMMOVE(o,sig,8); o+= 8; + stbiw__wp32(o, 13); // header length + stbiw__wptag(o, "IHDR"); + stbiw__wp32(o, x); + stbiw__wp32(o, y); + *o++ = 8; + *o++ = STBIW_UCHAR(ctype[n]); + *o++ = 0; + *o++ = 0; + *o++ = 0; + stbiw__wpcrc(&o,13); + + stbiw__wp32(o, zlen); + stbiw__wptag(o, "IDAT"); + STBIW_MEMMOVE(o, zlib, zlen); + o += zlen; + STBIW_FREE(zlib); + stbiw__wpcrc(&o, zlen); + + stbiw__wp32(o,0); + stbiw__wptag(o, "IEND"); + stbiw__wpcrc(&o,0); + + STBIW_ASSERT(o == out + *out_len); + + return out; +} + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_png(char const *filename, int x, int y, int comp, const void *data, int stride_bytes) +{ + FILE *f; + int len; + unsigned char *png = stbi_write_png_to_mem((const unsigned char *) data, stride_bytes, x, y, comp, &len); + if (png == NULL) return 0; + + f = stbiw__fopen(filename, "wb"); + if (!f) { STBIW_FREE(png); return 0; } + fwrite(png, 1, len, f); + fclose(f); + STBIW_FREE(png); + return 1; +} +#endif + +STBIWDEF int stbi_write_png_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data, int stride_bytes) +{ + int len; + unsigned char *png = stbi_write_png_to_mem((const unsigned char *) data, stride_bytes, x, y, comp, &len); + if (png == NULL) return 0; + func(context, png, len); + STBIW_FREE(png); + return 1; +} + + +/* *************************************************************************** + * + * JPEG writer + * + * This is based on Jon Olick's jo_jpeg.cpp: + * public domain Simple, Minimalistic JPEG writer - http://www.jonolick.com/code.html + */ + +static const unsigned char stbiw__jpg_ZigZag[] = { 0,1,5,6,14,15,27,28,2,4,7,13,16,26,29,42,3,8,12,17,25,30,41,43,9,11,18, + 24,31,40,44,53,10,19,23,32,39,45,52,54,20,22,33,38,46,51,55,60,21,34,37,47,50,56,59,61,35,36,48,49,57,58,62,63 }; + +static void stbiw__jpg_writeBits(stbi__write_context *s, int *bitBufP, int *bitCntP, const unsigned short *bs) { + int bitBuf = *bitBufP, bitCnt = *bitCntP; + bitCnt += bs[1]; + bitBuf |= bs[0] << (24 - bitCnt); + while(bitCnt >= 8) { + unsigned char c = (bitBuf >> 16) & 255; + stbiw__putc(s, c); + if(c == 255) { + stbiw__putc(s, 0); + } + bitBuf <<= 8; + bitCnt -= 8; + } + *bitBufP = bitBuf; + *bitCntP = bitCnt; +} + +static void stbiw__jpg_DCT(float *d0p, float *d1p, float *d2p, float *d3p, float *d4p, float *d5p, float *d6p, float *d7p) { + float d0 = *d0p, d1 = *d1p, d2 = *d2p, d3 = *d3p, d4 = *d4p, d5 = *d5p, d6 = *d6p, d7 = *d7p; + float z1, z2, z3, z4, z5, z11, z13; + + float tmp0 = d0 + d7; + float tmp7 = d0 - d7; + float tmp1 = d1 + d6; + float tmp6 = d1 - d6; + float tmp2 = d2 + d5; + float tmp5 = d2 - d5; + float tmp3 = d3 + d4; + float tmp4 = d3 - d4; + + // Even part + float tmp10 = tmp0 + tmp3; // phase 2 + float tmp13 = tmp0 - tmp3; + float tmp11 = tmp1 + tmp2; + float tmp12 = tmp1 - tmp2; + + d0 = tmp10 + tmp11; // phase 3 + d4 = tmp10 - tmp11; + + z1 = (tmp12 + tmp13) * 0.707106781f; // c4 + d2 = tmp13 + z1; // phase 5 + d6 = tmp13 - z1; + + // Odd part + tmp10 = tmp4 + tmp5; // phase 2 + tmp11 = tmp5 + tmp6; + tmp12 = tmp6 + tmp7; + + // The rotator is modified from fig 4-8 to avoid extra negations. + z5 = (tmp10 - tmp12) * 0.382683433f; // c6 + z2 = tmp10 * 0.541196100f + z5; // c2-c6 + z4 = tmp12 * 1.306562965f + z5; // c2+c6 + z3 = tmp11 * 0.707106781f; // c4 + + z11 = tmp7 + z3; // phase 5 + z13 = tmp7 - z3; + + *d5p = z13 + z2; // phase 6 + *d3p = z13 - z2; + *d1p = z11 + z4; + *d7p = z11 - z4; + + *d0p = d0; *d2p = d2; *d4p = d4; *d6p = d6; +} + +static void stbiw__jpg_calcBits(int val, unsigned short bits[2]) { + int tmp1 = val < 0 ? -val : val; + val = val < 0 ? val-1 : val; + bits[1] = 1; + while(tmp1 >>= 1) { + ++bits[1]; + } + bits[0] = val & ((1<0)&&(DU[end0pos]==0); --end0pos) { + } + // end0pos = first element in reverse order !=0 + if(end0pos == 0) { + stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB); + return DU[0]; + } + for(i = 1; i <= end0pos; ++i) { + int startpos = i; + int nrzeroes; + unsigned short bits[2]; + for (; DU[i]==0 && i<=end0pos; ++i) { + } + nrzeroes = i-startpos; + if ( nrzeroes >= 16 ) { + int lng = nrzeroes>>4; + int nrmarker; + for (nrmarker=1; nrmarker <= lng; ++nrmarker) + stbiw__jpg_writeBits(s, bitBuf, bitCnt, M16zeroes); + nrzeroes &= 15; + } + stbiw__jpg_calcBits(DU[i], bits); + stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTAC[(nrzeroes<<4)+bits[1]]); + stbiw__jpg_writeBits(s, bitBuf, bitCnt, bits); + } + if(end0pos != 63) { + stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB); + } + return DU[0]; +} + +static int stbi_write_jpg_core(stbi__write_context *s, int width, int height, int comp, const void* data, int quality) { + // Constants that don't pollute global namespace + static const unsigned char std_dc_luminance_nrcodes[] = {0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0}; + static const unsigned char std_dc_luminance_values[] = {0,1,2,3,4,5,6,7,8,9,10,11}; + static const unsigned char std_ac_luminance_nrcodes[] = {0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d}; + static const unsigned char std_ac_luminance_values[] = { + 0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08, + 0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28, + 0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59, + 0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89, + 0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6, + 0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2, + 0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa + }; + static const unsigned char std_dc_chrominance_nrcodes[] = {0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0}; + static const unsigned char std_dc_chrominance_values[] = {0,1,2,3,4,5,6,7,8,9,10,11}; + static const unsigned char std_ac_chrominance_nrcodes[] = {0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77}; + static const unsigned char std_ac_chrominance_values[] = { + 0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91, + 0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26, + 0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58, + 0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87, + 0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4, + 0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda, + 0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa + }; + // Huffman tables + static const unsigned short YDC_HT[256][2] = { {0,2},{2,3},{3,3},{4,3},{5,3},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9}}; + static const unsigned short UVDC_HT[256][2] = { {0,2},{1,2},{2,2},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9},{1022,10},{2046,11}}; + static const unsigned short YAC_HT[256][2] = { + {10,4},{0,2},{1,2},{4,3},{11,4},{26,5},{120,7},{248,8},{1014,10},{65410,16},{65411,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {12,4},{27,5},{121,7},{502,9},{2038,11},{65412,16},{65413,16},{65414,16},{65415,16},{65416,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {28,5},{249,8},{1015,10},{4084,12},{65417,16},{65418,16},{65419,16},{65420,16},{65421,16},{65422,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {58,6},{503,9},{4085,12},{65423,16},{65424,16},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {59,6},{1016,10},{65430,16},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {122,7},{2039,11},{65438,16},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {123,7},{4086,12},{65446,16},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {250,8},{4087,12},{65454,16},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {504,9},{32704,15},{65462,16},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {505,9},{65470,16},{65471,16},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {506,9},{65479,16},{65480,16},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {1017,10},{65488,16},{65489,16},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {1018,10},{65497,16},{65498,16},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {2040,11},{65506,16},{65507,16},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {65515,16},{65516,16},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{0,0},{0,0},{0,0},{0,0},{0,0}, + {2041,11},{65525,16},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0} + }; + static const unsigned short UVAC_HT[256][2] = { + {0,2},{1,2},{4,3},{10,4},{24,5},{25,5},{56,6},{120,7},{500,9},{1014,10},{4084,12},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {11,4},{57,6},{246,8},{501,9},{2038,11},{4085,12},{65416,16},{65417,16},{65418,16},{65419,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {26,5},{247,8},{1015,10},{4086,12},{32706,15},{65420,16},{65421,16},{65422,16},{65423,16},{65424,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {27,5},{248,8},{1016,10},{4087,12},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{65430,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {58,6},{502,9},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{65438,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {59,6},{1017,10},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{65446,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {121,7},{2039,11},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{65454,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {122,7},{2040,11},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{65462,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {249,8},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{65470,16},{65471,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {503,9},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{65479,16},{65480,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {504,9},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{65488,16},{65489,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {505,9},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{65497,16},{65498,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {506,9},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{65506,16},{65507,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {2041,11},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{65515,16},{65516,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {16352,14},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{65525,16},{0,0},{0,0},{0,0},{0,0},{0,0}, + {1018,10},{32707,15},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0} + }; + static const int YQT[] = {16,11,10,16,24,40,51,61,12,12,14,19,26,58,60,55,14,13,16,24,40,57,69,56,14,17,22,29,51,87,80,62,18,22, + 37,56,68,109,103,77,24,35,55,64,81,104,113,92,49,64,78,87,103,121,120,101,72,92,95,98,112,100,103,99}; + static const int UVQT[] = {17,18,24,47,99,99,99,99,18,21,26,66,99,99,99,99,24,26,56,99,99,99,99,99,47,66,99,99,99,99,99,99, + 99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99}; + static const float aasf[] = { 1.0f * 2.828427125f, 1.387039845f * 2.828427125f, 1.306562965f * 2.828427125f, 1.175875602f * 2.828427125f, + 1.0f * 2.828427125f, 0.785694958f * 2.828427125f, 0.541196100f * 2.828427125f, 0.275899379f * 2.828427125f }; + + int row, col, i, k, subsample; + float fdtbl_Y[64], fdtbl_UV[64]; + unsigned char YTable[64], UVTable[64]; + + if(!data || !width || !height || comp > 4 || comp < 1) { + return 0; + } + + quality = quality ? quality : 90; + subsample = quality <= 90 ? 1 : 0; + quality = quality < 1 ? 1 : quality > 100 ? 100 : quality; + quality = quality < 50 ? 5000 / quality : 200 - quality * 2; + + for(i = 0; i < 64; ++i) { + int uvti, yti = (YQT[i]*quality+50)/100; + YTable[stbiw__jpg_ZigZag[i]] = (unsigned char) (yti < 1 ? 1 : yti > 255 ? 255 : yti); + uvti = (UVQT[i]*quality+50)/100; + UVTable[stbiw__jpg_ZigZag[i]] = (unsigned char) (uvti < 1 ? 1 : uvti > 255 ? 255 : uvti); + } + + for(row = 0, k = 0; row < 8; ++row) { + for(col = 0; col < 8; ++col, ++k) { + fdtbl_Y[k] = 1 / (YTable [stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]); + fdtbl_UV[k] = 1 / (UVTable[stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]); + } + } + + // Write Headers + { + static const unsigned char head0[] = { 0xFF,0xD8,0xFF,0xE0,0,0x10,'J','F','I','F',0,1,1,0,0,1,0,1,0,0,0xFF,0xDB,0,0x84,0 }; + static const unsigned char head2[] = { 0xFF,0xDA,0,0xC,3,1,0,2,0x11,3,0x11,0,0x3F,0 }; + const unsigned char head1[] = { 0xFF,0xC0,0,0x11,8,(unsigned char)(height>>8),STBIW_UCHAR(height),(unsigned char)(width>>8),STBIW_UCHAR(width), + 3,1,(unsigned char)(subsample?0x22:0x11),0,2,0x11,1,3,0x11,1,0xFF,0xC4,0x01,0xA2,0 }; + s->func(s->context, (void*)head0, sizeof(head0)); + s->func(s->context, (void*)YTable, sizeof(YTable)); + stbiw__putc(s, 1); + s->func(s->context, UVTable, sizeof(UVTable)); + s->func(s->context, (void*)head1, sizeof(head1)); + s->func(s->context, (void*)(std_dc_luminance_nrcodes+1), sizeof(std_dc_luminance_nrcodes)-1); + s->func(s->context, (void*)std_dc_luminance_values, sizeof(std_dc_luminance_values)); + stbiw__putc(s, 0x10); // HTYACinfo + s->func(s->context, (void*)(std_ac_luminance_nrcodes+1), sizeof(std_ac_luminance_nrcodes)-1); + s->func(s->context, (void*)std_ac_luminance_values, sizeof(std_ac_luminance_values)); + stbiw__putc(s, 1); // HTUDCinfo + s->func(s->context, (void*)(std_dc_chrominance_nrcodes+1), sizeof(std_dc_chrominance_nrcodes)-1); + s->func(s->context, (void*)std_dc_chrominance_values, sizeof(std_dc_chrominance_values)); + stbiw__putc(s, 0x11); // HTUACinfo + s->func(s->context, (void*)(std_ac_chrominance_nrcodes+1), sizeof(std_ac_chrominance_nrcodes)-1); + s->func(s->context, (void*)std_ac_chrominance_values, sizeof(std_ac_chrominance_values)); + s->func(s->context, (void*)head2, sizeof(head2)); + } + + // Encode 8x8 macroblocks + { + static const unsigned short fillBits[] = {0x7F, 7}; + int DCY=0, DCU=0, DCV=0; + int bitBuf=0, bitCnt=0; + // comp == 2 is grey+alpha (alpha is ignored) + int ofsG = comp > 2 ? 1 : 0, ofsB = comp > 2 ? 2 : 0; + const unsigned char *dataR = (const unsigned char *)data; + const unsigned char *dataG = dataR + ofsG; + const unsigned char *dataB = dataR + ofsB; + int x, y, pos; + if(subsample) { + for(y = 0; y < height; y += 16) { + for(x = 0; x < width; x += 16) { + float Y[256], U[256], V[256]; + for(row = y, pos = 0; row < y+16; ++row) { + // row >= height => use last input row + int clamped_row = (row < height) ? row : height - 1; + int base_p = (stbi__flip_vertically_on_write ? (height-1-clamped_row) : clamped_row)*width*comp; + for(col = x; col < x+16; ++col, ++pos) { + // if col >= width => use pixel from last input column + int p = base_p + ((col < width) ? col : (width-1))*comp; + float r = dataR[p], g = dataG[p], b = dataB[p]; + Y[pos]= +0.29900f*r + 0.58700f*g + 0.11400f*b - 128; + U[pos]= -0.16874f*r - 0.33126f*g + 0.50000f*b; + V[pos]= +0.50000f*r - 0.41869f*g - 0.08131f*b; + } + } + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y+0, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y+8, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y+128, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y+136, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + + // subsample U,V + { + float subU[64], subV[64]; + int yy, xx; + for(yy = 0, pos = 0; yy < 8; ++yy) { + for(xx = 0; xx < 8; ++xx, ++pos) { + int j = yy*32+xx*2; + subU[pos] = (U[j+0] + U[j+1] + U[j+16] + U[j+17]) * 0.25f; + subV[pos] = (V[j+0] + V[j+1] + V[j+16] + V[j+17]) * 0.25f; + } + } + DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subU, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT); + DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subV, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT); + } + } + } + } else { + for(y = 0; y < height; y += 8) { + for(x = 0; x < width; x += 8) { + float Y[64], U[64], V[64]; + for(row = y, pos = 0; row < y+8; ++row) { + // row >= height => use last input row + int clamped_row = (row < height) ? row : height - 1; + int base_p = (stbi__flip_vertically_on_write ? (height-1-clamped_row) : clamped_row)*width*comp; + for(col = x; col < x+8; ++col, ++pos) { + // if col >= width => use pixel from last input column + int p = base_p + ((col < width) ? col : (width-1))*comp; + float r = dataR[p], g = dataG[p], b = dataB[p]; + Y[pos]= +0.29900f*r + 0.58700f*g + 0.11400f*b - 128; + U[pos]= -0.16874f*r - 0.33126f*g + 0.50000f*b; + V[pos]= +0.50000f*r - 0.41869f*g - 0.08131f*b; + } + } + + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y, 8, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, U, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT); + DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, V, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT); + } + } + } + + // Do the bit alignment of the EOI marker + stbiw__jpg_writeBits(s, &bitBuf, &bitCnt, fillBits); + } + + // EOI + stbiw__putc(s, 0xFF); + stbiw__putc(s, 0xD9); + + return 1; +} + +STBIWDEF int stbi_write_jpg_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data, int quality) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_jpg_core(&s, x, y, comp, (void *) data, quality); +} + + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_jpg(char const *filename, int x, int y, int comp, const void *data, int quality) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s,filename)) { + int r = stbi_write_jpg_core(&s, x, y, comp, data, quality); + stbi__end_write_file(&s); + return r; + } else + return 0; +} +#endif + +#endif // STB_IMAGE_WRITE_IMPLEMENTATION + +/* Revision history + 1.16 (2021-07-11) + make Deflate code emit uncompressed blocks when it would otherwise expand + support writing BMPs with alpha channel + 1.15 (2020-07-13) unknown + 1.14 (2020-02-02) updated JPEG writer to downsample chroma channels + 1.13 + 1.12 + 1.11 (2019-08-11) + + 1.10 (2019-02-07) + support utf8 filenames in Windows; fix warnings and platform ifdefs + 1.09 (2018-02-11) + fix typo in zlib quality API, improve STB_I_W_STATIC in C++ + 1.08 (2018-01-29) + add stbi__flip_vertically_on_write, external zlib, zlib quality, choose PNG filter + 1.07 (2017-07-24) + doc fix + 1.06 (2017-07-23) + writing JPEG (using Jon Olick's code) + 1.05 ??? + 1.04 (2017-03-03) + monochrome BMP expansion + 1.03 ??? + 1.02 (2016-04-02) + avoid allocating large structures on the stack + 1.01 (2016-01-16) + STBIW_REALLOC_SIZED: support allocators with no realloc support + avoid race-condition in crc initialization + minor compile issues + 1.00 (2015-09-14) + installable file IO function + 0.99 (2015-09-13) + warning fixes; TGA rle support + 0.98 (2015-04-08) + added STBIW_MALLOC, STBIW_ASSERT etc + 0.97 (2015-01-18) + fixed HDR asserts, rewrote HDR rle logic + 0.96 (2015-01-17) + add HDR output + fix monochrome BMP + 0.95 (2014-08-17) + add monochrome TGA output + 0.94 (2014-05-31) + rename private functions to avoid conflicts with stb_image.h + 0.93 (2014-05-27) + warning fixes + 0.92 (2010-08-01) + casts to unsigned char to fix warnings + 0.91 (2010-07-17) + first public release + 0.90 first internal release +*/ + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/dependencies/glfw-3.4/deps/tinycthread.c b/dependencies/glfw-3.4/deps/tinycthread.c new file mode 100644 index 0000000..f9cea2e --- /dev/null +++ b/dependencies/glfw-3.4/deps/tinycthread.c @@ -0,0 +1,594 @@ +/* -*- mode: c; tab-width: 2; indent-tabs-mode: nil; -*- +Copyright (c) 2012 Marcus Geelnard + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ + +/* 2013-01-06 Camilla Löwy + * + * Added casts from time_t to DWORD to avoid warnings on VC++. + * Fixed time retrieval on POSIX systems. + */ + +#include "tinycthread.h" +#include + +/* Platform specific includes */ +#if defined(_TTHREAD_POSIX_) + #include + #include + #include + #include + #include +#elif defined(_TTHREAD_WIN32_) + #include + #include +#endif + +/* Standard, good-to-have defines */ +#ifndef NULL + #define NULL (void*)0 +#endif +#ifndef TRUE + #define TRUE 1 +#endif +#ifndef FALSE + #define FALSE 0 +#endif + +int mtx_init(mtx_t *mtx, int type) +{ +#if defined(_TTHREAD_WIN32_) + mtx->mAlreadyLocked = FALSE; + mtx->mRecursive = type & mtx_recursive; + InitializeCriticalSection(&mtx->mHandle); + return thrd_success; +#else + int ret; + pthread_mutexattr_t attr; + pthread_mutexattr_init(&attr); + if (type & mtx_recursive) + { + pthread_mutexattr_settype(&attr, PTHREAD_MUTEX_RECURSIVE); + } + ret = pthread_mutex_init(mtx, &attr); + pthread_mutexattr_destroy(&attr); + return ret == 0 ? thrd_success : thrd_error; +#endif +} + +void mtx_destroy(mtx_t *mtx) +{ +#if defined(_TTHREAD_WIN32_) + DeleteCriticalSection(&mtx->mHandle); +#else + pthread_mutex_destroy(mtx); +#endif +} + +int mtx_lock(mtx_t *mtx) +{ +#if defined(_TTHREAD_WIN32_) + EnterCriticalSection(&mtx->mHandle); + if (!mtx->mRecursive) + { + while(mtx->mAlreadyLocked) Sleep(1000); /* Simulate deadlock... */ + mtx->mAlreadyLocked = TRUE; + } + return thrd_success; +#else + return pthread_mutex_lock(mtx) == 0 ? thrd_success : thrd_error; +#endif +} + +int mtx_timedlock(mtx_t *mtx, const struct timespec *ts) +{ + /* FIXME! */ + (void)mtx; + (void)ts; + return thrd_error; +} + +int mtx_trylock(mtx_t *mtx) +{ +#if defined(_TTHREAD_WIN32_) + int ret = TryEnterCriticalSection(&mtx->mHandle) ? thrd_success : thrd_busy; + if ((!mtx->mRecursive) && (ret == thrd_success) && mtx->mAlreadyLocked) + { + LeaveCriticalSection(&mtx->mHandle); + ret = thrd_busy; + } + return ret; +#else + return (pthread_mutex_trylock(mtx) == 0) ? thrd_success : thrd_busy; +#endif +} + +int mtx_unlock(mtx_t *mtx) +{ +#if defined(_TTHREAD_WIN32_) + mtx->mAlreadyLocked = FALSE; + LeaveCriticalSection(&mtx->mHandle); + return thrd_success; +#else + return pthread_mutex_unlock(mtx) == 0 ? thrd_success : thrd_error;; +#endif +} + +#if defined(_TTHREAD_WIN32_) +#define _CONDITION_EVENT_ONE 0 +#define _CONDITION_EVENT_ALL 1 +#endif + +int cnd_init(cnd_t *cond) +{ +#if defined(_TTHREAD_WIN32_) + cond->mWaitersCount = 0; + + /* Init critical section */ + InitializeCriticalSection(&cond->mWaitersCountLock); + + /* Init events */ + cond->mEvents[_CONDITION_EVENT_ONE] = CreateEvent(NULL, FALSE, FALSE, NULL); + if (cond->mEvents[_CONDITION_EVENT_ONE] == NULL) + { + cond->mEvents[_CONDITION_EVENT_ALL] = NULL; + return thrd_error; + } + cond->mEvents[_CONDITION_EVENT_ALL] = CreateEvent(NULL, TRUE, FALSE, NULL); + if (cond->mEvents[_CONDITION_EVENT_ALL] == NULL) + { + CloseHandle(cond->mEvents[_CONDITION_EVENT_ONE]); + cond->mEvents[_CONDITION_EVENT_ONE] = NULL; + return thrd_error; + } + + return thrd_success; +#else + return pthread_cond_init(cond, NULL) == 0 ? thrd_success : thrd_error; +#endif +} + +void cnd_destroy(cnd_t *cond) +{ +#if defined(_TTHREAD_WIN32_) + if (cond->mEvents[_CONDITION_EVENT_ONE] != NULL) + { + CloseHandle(cond->mEvents[_CONDITION_EVENT_ONE]); + } + if (cond->mEvents[_CONDITION_EVENT_ALL] != NULL) + { + CloseHandle(cond->mEvents[_CONDITION_EVENT_ALL]); + } + DeleteCriticalSection(&cond->mWaitersCountLock); +#else + pthread_cond_destroy(cond); +#endif +} + +int cnd_signal(cnd_t *cond) +{ +#if defined(_TTHREAD_WIN32_) + int haveWaiters; + + /* Are there any waiters? */ + EnterCriticalSection(&cond->mWaitersCountLock); + haveWaiters = (cond->mWaitersCount > 0); + LeaveCriticalSection(&cond->mWaitersCountLock); + + /* If we have any waiting threads, send them a signal */ + if(haveWaiters) + { + if (SetEvent(cond->mEvents[_CONDITION_EVENT_ONE]) == 0) + { + return thrd_error; + } + } + + return thrd_success; +#else + return pthread_cond_signal(cond) == 0 ? thrd_success : thrd_error; +#endif +} + +int cnd_broadcast(cnd_t *cond) +{ +#if defined(_TTHREAD_WIN32_) + int haveWaiters; + + /* Are there any waiters? */ + EnterCriticalSection(&cond->mWaitersCountLock); + haveWaiters = (cond->mWaitersCount > 0); + LeaveCriticalSection(&cond->mWaitersCountLock); + + /* If we have any waiting threads, send them a signal */ + if(haveWaiters) + { + if (SetEvent(cond->mEvents[_CONDITION_EVENT_ALL]) == 0) + { + return thrd_error; + } + } + + return thrd_success; +#else + return pthread_cond_signal(cond) == 0 ? thrd_success : thrd_error; +#endif +} + +#if defined(_TTHREAD_WIN32_) +static int _cnd_timedwait_win32(cnd_t *cond, mtx_t *mtx, DWORD timeout) +{ + int result, lastWaiter; + + /* Increment number of waiters */ + EnterCriticalSection(&cond->mWaitersCountLock); + ++ cond->mWaitersCount; + LeaveCriticalSection(&cond->mWaitersCountLock); + + /* Release the mutex while waiting for the condition (will decrease + the number of waiters when done)... */ + mtx_unlock(mtx); + + /* Wait for either event to become signaled due to cnd_signal() or + cnd_broadcast() being called */ + result = WaitForMultipleObjects(2, cond->mEvents, FALSE, timeout); + if (result == WAIT_TIMEOUT) + { + return thrd_timeout; + } + else if (result == (int)WAIT_FAILED) + { + return thrd_error; + } + + /* Check if we are the last waiter */ + EnterCriticalSection(&cond->mWaitersCountLock); + -- cond->mWaitersCount; + lastWaiter = (result == (WAIT_OBJECT_0 + _CONDITION_EVENT_ALL)) && + (cond->mWaitersCount == 0); + LeaveCriticalSection(&cond->mWaitersCountLock); + + /* If we are the last waiter to be notified to stop waiting, reset the event */ + if (lastWaiter) + { + if (ResetEvent(cond->mEvents[_CONDITION_EVENT_ALL]) == 0) + { + return thrd_error; + } + } + + /* Re-acquire the mutex */ + mtx_lock(mtx); + + return thrd_success; +} +#endif + +int cnd_wait(cnd_t *cond, mtx_t *mtx) +{ +#if defined(_TTHREAD_WIN32_) + return _cnd_timedwait_win32(cond, mtx, INFINITE); +#else + return pthread_cond_wait(cond, mtx) == 0 ? thrd_success : thrd_error; +#endif +} + +int cnd_timedwait(cnd_t *cond, mtx_t *mtx, const struct timespec *ts) +{ +#if defined(_TTHREAD_WIN32_) + struct timespec now; + if (clock_gettime(CLOCK_REALTIME, &now) == 0) + { + DWORD delta = (DWORD) ((ts->tv_sec - now.tv_sec) * 1000 + + (ts->tv_nsec - now.tv_nsec + 500000) / 1000000); + return _cnd_timedwait_win32(cond, mtx, delta); + } + else + return thrd_error; +#else + int ret; + ret = pthread_cond_timedwait(cond, mtx, ts); + if (ret == ETIMEDOUT) + { + return thrd_timeout; + } + return ret == 0 ? thrd_success : thrd_error; +#endif +} + + +/** Information to pass to the new thread (what to run). */ +typedef struct { + thrd_start_t mFunction; /**< Pointer to the function to be executed. */ + void * mArg; /**< Function argument for the thread function. */ +} _thread_start_info; + +/* Thread wrapper function. */ +#if defined(_TTHREAD_WIN32_) +static unsigned WINAPI _thrd_wrapper_function(void * aArg) +#elif defined(_TTHREAD_POSIX_) +static void * _thrd_wrapper_function(void * aArg) +#endif +{ + thrd_start_t fun; + void *arg; + int res; +#if defined(_TTHREAD_POSIX_) + void *pres; +#endif + + /* Get thread startup information */ + _thread_start_info *ti = (_thread_start_info *) aArg; + fun = ti->mFunction; + arg = ti->mArg; + + /* The thread is responsible for freeing the startup information */ + free((void *)ti); + + /* Call the actual client thread function */ + res = fun(arg); + +#if defined(_TTHREAD_WIN32_) + return res; +#else + pres = malloc(sizeof(int)); + if (pres != NULL) + { + *(int*)pres = res; + } + return pres; +#endif +} + +int thrd_create(thrd_t *thr, thrd_start_t func, void *arg) +{ + /* Fill out the thread startup information (passed to the thread wrapper, + which will eventually free it) */ + _thread_start_info* ti = (_thread_start_info*)malloc(sizeof(_thread_start_info)); + if (ti == NULL) + { + return thrd_nomem; + } + ti->mFunction = func; + ti->mArg = arg; + + /* Create the thread */ +#if defined(_TTHREAD_WIN32_) + *thr = (HANDLE)_beginthreadex(NULL, 0, _thrd_wrapper_function, (void *)ti, 0, NULL); +#elif defined(_TTHREAD_POSIX_) + if(pthread_create(thr, NULL, _thrd_wrapper_function, (void *)ti) != 0) + { + *thr = 0; + } +#endif + + /* Did we fail to create the thread? */ + if(!*thr) + { + free(ti); + return thrd_error; + } + + return thrd_success; +} + +thrd_t thrd_current(void) +{ +#if defined(_TTHREAD_WIN32_) + return GetCurrentThread(); +#else + return pthread_self(); +#endif +} + +int thrd_detach(thrd_t thr) +{ + /* FIXME! */ + (void)thr; + return thrd_error; +} + +int thrd_equal(thrd_t thr0, thrd_t thr1) +{ +#if defined(_TTHREAD_WIN32_) + return thr0 == thr1; +#else + return pthread_equal(thr0, thr1); +#endif +} + +void thrd_exit(int res) +{ +#if defined(_TTHREAD_WIN32_) + ExitThread(res); +#else + void *pres = malloc(sizeof(int)); + if (pres != NULL) + { + *(int*)pres = res; + } + pthread_exit(pres); +#endif +} + +int thrd_join(thrd_t thr, int *res) +{ +#if defined(_TTHREAD_WIN32_) + if (WaitForSingleObject(thr, INFINITE) == WAIT_FAILED) + { + return thrd_error; + } + if (res != NULL) + { + DWORD dwRes; + GetExitCodeThread(thr, &dwRes); + *res = dwRes; + } +#elif defined(_TTHREAD_POSIX_) + void *pres; + int ires = 0; + if (pthread_join(thr, &pres) != 0) + { + return thrd_error; + } + if (pres != NULL) + { + ires = *(int*)pres; + free(pres); + } + if (res != NULL) + { + *res = ires; + } +#endif + return thrd_success; +} + +int thrd_sleep(const struct timespec *time_point, struct timespec *remaining) +{ + struct timespec now; +#if defined(_TTHREAD_WIN32_) + DWORD delta; +#else + long delta; +#endif + + /* Get the current time */ + if (clock_gettime(CLOCK_REALTIME, &now) != 0) + return -2; // FIXME: Some specific error code? + +#if defined(_TTHREAD_WIN32_) + /* Delta in milliseconds */ + delta = (DWORD) ((time_point->tv_sec - now.tv_sec) * 1000 + + (time_point->tv_nsec - now.tv_nsec + 500000) / 1000000); + if (delta > 0) + { + Sleep(delta); + } +#else + /* Delta in microseconds */ + delta = (time_point->tv_sec - now.tv_sec) * 1000000L + + (time_point->tv_nsec - now.tv_nsec + 500L) / 1000L; + + /* On some systems, the usleep argument must be < 1000000 */ + while (delta > 999999L) + { + usleep(999999); + delta -= 999999L; + } + if (delta > 0L) + { + usleep((useconds_t)delta); + } +#endif + + /* We don't support waking up prematurely (yet) */ + if (remaining) + { + remaining->tv_sec = 0; + remaining->tv_nsec = 0; + } + return 0; +} + +void thrd_yield(void) +{ +#if defined(_TTHREAD_WIN32_) + Sleep(0); +#else + sched_yield(); +#endif +} + +int tss_create(tss_t *key, tss_dtor_t dtor) +{ +#if defined(_TTHREAD_WIN32_) + /* FIXME: The destructor function is not supported yet... */ + if (dtor != NULL) + { + return thrd_error; + } + *key = TlsAlloc(); + if (*key == TLS_OUT_OF_INDEXES) + { + return thrd_error; + } +#else + if (pthread_key_create(key, dtor) != 0) + { + return thrd_error; + } +#endif + return thrd_success; +} + +void tss_delete(tss_t key) +{ +#if defined(_TTHREAD_WIN32_) + TlsFree(key); +#else + pthread_key_delete(key); +#endif +} + +void *tss_get(tss_t key) +{ +#if defined(_TTHREAD_WIN32_) + return TlsGetValue(key); +#else + return pthread_getspecific(key); +#endif +} + +int tss_set(tss_t key, void *val) +{ +#if defined(_TTHREAD_WIN32_) + if (TlsSetValue(key, val) == 0) + { + return thrd_error; + } +#else + if (pthread_setspecific(key, val) != 0) + { + return thrd_error; + } +#endif + return thrd_success; +} + +#if defined(_TTHREAD_EMULATE_CLOCK_GETTIME_) +int _tthread_clock_gettime(clockid_t clk_id, struct timespec *ts) +{ +#if defined(_TTHREAD_WIN32_) + struct _timeb tb; + _ftime(&tb); + ts->tv_sec = (time_t)tb.time; + ts->tv_nsec = 1000000L * (long)tb.millitm; +#else + struct timeval tv; + gettimeofday(&tv, NULL); + ts->tv_sec = (time_t)tv.tv_sec; + ts->tv_nsec = 1000L * (long)tv.tv_usec; +#endif + return 0; +} +#endif // _TTHREAD_EMULATE_CLOCK_GETTIME_ + diff --git a/dependencies/glfw-3.4/deps/tinycthread.h b/dependencies/glfw-3.4/deps/tinycthread.h new file mode 100644 index 0000000..42958c3 --- /dev/null +++ b/dependencies/glfw-3.4/deps/tinycthread.h @@ -0,0 +1,443 @@ +/* -*- mode: c; tab-width: 2; indent-tabs-mode: nil; -*- +Copyright (c) 2012 Marcus Geelnard + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ + +#ifndef _TINYCTHREAD_H_ +#define _TINYCTHREAD_H_ + +/** +* @file +* @mainpage TinyCThread API Reference +* +* @section intro_sec Introduction +* TinyCThread is a minimal, portable implementation of basic threading +* classes for C. +* +* They closely mimic the functionality and naming of the C11 standard, and +* should be easily replaceable with the corresponding standard variants. +* +* @section port_sec Portability +* The Win32 variant uses the native Win32 API for implementing the thread +* classes, while for other systems, the POSIX threads API (pthread) is used. +* +* @section misc_sec Miscellaneous +* The following special keywords are available: #_Thread_local. +* +* For more detailed information, browse the different sections of this +* documentation. A good place to start is: +* tinycthread.h. +*/ + +/* Which platform are we on? */ +#if !defined(_TTHREAD_PLATFORM_DEFINED_) + #if defined(_WIN32) || defined(__WIN32__) || defined(__WINDOWS__) + #define _TTHREAD_WIN32_ + #else + #define _TTHREAD_POSIX_ + #endif + #define _TTHREAD_PLATFORM_DEFINED_ +#endif + +/* Activate some POSIX functionality (e.g. clock_gettime and recursive mutexes) */ +#if defined(_TTHREAD_POSIX_) + #undef _FEATURES_H + #if !defined(_GNU_SOURCE) + #define _GNU_SOURCE + #endif + #if !defined(_POSIX_C_SOURCE) || ((_POSIX_C_SOURCE - 0) < 199309L) + #undef _POSIX_C_SOURCE + #define _POSIX_C_SOURCE 199309L + #endif + #if !defined(_XOPEN_SOURCE) || ((_XOPEN_SOURCE - 0) < 500) + #undef _XOPEN_SOURCE + #define _XOPEN_SOURCE 500 + #endif +#endif + +/* Generic includes */ +#include + +/* Platform specific includes */ +#if defined(_TTHREAD_POSIX_) + #include + #include +#elif defined(_TTHREAD_WIN32_) + #ifndef WIN32_LEAN_AND_MEAN + #define WIN32_LEAN_AND_MEAN + #define __UNDEF_LEAN_AND_MEAN + #endif + #include + #ifdef __UNDEF_LEAN_AND_MEAN + #undef WIN32_LEAN_AND_MEAN + #undef __UNDEF_LEAN_AND_MEAN + #endif +#endif + +/* Workaround for missing TIME_UTC: If time.h doesn't provide TIME_UTC, + it's quite likely that libc does not support it either. Hence, fall back to + the only other supported time specifier: CLOCK_REALTIME (and if that fails, + we're probably emulating clock_gettime anyway, so anything goes). */ +#ifndef TIME_UTC + #ifdef CLOCK_REALTIME + #define TIME_UTC CLOCK_REALTIME + #else + #define TIME_UTC 0 + #endif +#endif + +/* Workaround for missing clock_gettime (most Windows compilers, afaik) */ +#if defined(_TTHREAD_WIN32_) || defined(__APPLE_CC__) +#define _TTHREAD_EMULATE_CLOCK_GETTIME_ +/* Emulate struct timespec */ +#if defined(_TTHREAD_WIN32_) +struct _ttherad_timespec { + time_t tv_sec; + long tv_nsec; +}; +#define timespec _ttherad_timespec +#endif + +/* Emulate clockid_t */ +typedef int _tthread_clockid_t; +#define clockid_t _tthread_clockid_t + +/* Emulate clock_gettime */ +int _tthread_clock_gettime(clockid_t clk_id, struct timespec *ts); +#define clock_gettime _tthread_clock_gettime +#ifndef CLOCK_REALTIME + #define CLOCK_REALTIME 0 +#endif +#endif + + +/** TinyCThread version (major number). */ +#define TINYCTHREAD_VERSION_MAJOR 1 +/** TinyCThread version (minor number). */ +#define TINYCTHREAD_VERSION_MINOR 1 +/** TinyCThread version (full version). */ +#define TINYCTHREAD_VERSION (TINYCTHREAD_VERSION_MAJOR * 100 + TINYCTHREAD_VERSION_MINOR) + +/** +* @def _Thread_local +* Thread local storage keyword. +* A variable that is declared with the @c _Thread_local keyword makes the +* value of the variable local to each thread (known as thread-local storage, +* or TLS). Example usage: +* @code +* // This variable is local to each thread. +* _Thread_local int variable; +* @endcode +* @note The @c _Thread_local keyword is a macro that maps to the corresponding +* compiler directive (e.g. @c __declspec(thread)). +* @note This directive is currently not supported on Mac OS X (it will give +* a compiler error), since compile-time TLS is not supported in the Mac OS X +* executable format. Also, some older versions of MinGW (before GCC 4.x) do +* not support this directive. +* @hideinitializer +*/ + +/* FIXME: Check for a PROPER value of __STDC_VERSION__ to know if we have C11 */ +#if !(defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201102L)) && !defined(_Thread_local) + #if defined(__GNUC__) || defined(__INTEL_COMPILER) || defined(__SUNPRO_CC) || defined(__IBMCPP__) + #define _Thread_local __thread + #else + #define _Thread_local __declspec(thread) + #endif +#endif + +/* Macros */ +#define TSS_DTOR_ITERATIONS 0 + +/* Function return values */ +#define thrd_error 0 /**< The requested operation failed */ +#define thrd_success 1 /**< The requested operation succeeded */ +#define thrd_timeout 2 /**< The time specified in the call was reached without acquiring the requested resource */ +#define thrd_busy 3 /**< The requested operation failed because a tesource requested by a test and return function is already in use */ +#define thrd_nomem 4 /**< The requested operation failed because it was unable to allocate memory */ + +/* Mutex types */ +#define mtx_plain 1 +#define mtx_timed 2 +#define mtx_try 4 +#define mtx_recursive 8 + +/* Mutex */ +#if defined(_TTHREAD_WIN32_) +typedef struct { + CRITICAL_SECTION mHandle; /* Critical section handle */ + int mAlreadyLocked; /* TRUE if the mutex is already locked */ + int mRecursive; /* TRUE if the mutex is recursive */ +} mtx_t; +#else +typedef pthread_mutex_t mtx_t; +#endif + +/** Create a mutex object. +* @param mtx A mutex object. +* @param type Bit-mask that must have one of the following six values: +* @li @c mtx_plain for a simple non-recursive mutex +* @li @c mtx_timed for a non-recursive mutex that supports timeout +* @li @c mtx_try for a non-recursive mutex that supports test and return +* @li @c mtx_plain | @c mtx_recursive (same as @c mtx_plain, but recursive) +* @li @c mtx_timed | @c mtx_recursive (same as @c mtx_timed, but recursive) +* @li @c mtx_try | @c mtx_recursive (same as @c mtx_try, but recursive) +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int mtx_init(mtx_t *mtx, int type); + +/** Release any resources used by the given mutex. +* @param mtx A mutex object. +*/ +void mtx_destroy(mtx_t *mtx); + +/** Lock the given mutex. +* Blocks until the given mutex can be locked. If the mutex is non-recursive, and +* the calling thread already has a lock on the mutex, this call will block +* forever. +* @param mtx A mutex object. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int mtx_lock(mtx_t *mtx); + +/** NOT YET IMPLEMENTED. +*/ +int mtx_timedlock(mtx_t *mtx, const struct timespec *ts); + +/** Try to lock the given mutex. +* The specified mutex shall support either test and return or timeout. If the +* mutex is already locked, the function returns without blocking. +* @param mtx A mutex object. +* @return @ref thrd_success on success, or @ref thrd_busy if the resource +* requested is already in use, or @ref thrd_error if the request could not be +* honored. +*/ +int mtx_trylock(mtx_t *mtx); + +/** Unlock the given mutex. +* @param mtx A mutex object. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int mtx_unlock(mtx_t *mtx); + +/* Condition variable */ +#if defined(_TTHREAD_WIN32_) +typedef struct { + HANDLE mEvents[2]; /* Signal and broadcast event HANDLEs. */ + unsigned int mWaitersCount; /* Count of the number of waiters. */ + CRITICAL_SECTION mWaitersCountLock; /* Serialize access to mWaitersCount. */ +} cnd_t; +#else +typedef pthread_cond_t cnd_t; +#endif + +/** Create a condition variable object. +* @param cond A condition variable object. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int cnd_init(cnd_t *cond); + +/** Release any resources used by the given condition variable. +* @param cond A condition variable object. +*/ +void cnd_destroy(cnd_t *cond); + +/** Signal a condition variable. +* Unblocks one of the threads that are blocked on the given condition variable +* at the time of the call. If no threads are blocked on the condition variable +* at the time of the call, the function does nothing and return success. +* @param cond A condition variable object. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int cnd_signal(cnd_t *cond); + +/** Broadcast a condition variable. +* Unblocks all of the threads that are blocked on the given condition variable +* at the time of the call. If no threads are blocked on the condition variable +* at the time of the call, the function does nothing and return success. +* @param cond A condition variable object. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int cnd_broadcast(cnd_t *cond); + +/** Wait for a condition variable to become signaled. +* The function atomically unlocks the given mutex and endeavors to block until +* the given condition variable is signaled by a call to cnd_signal or to +* cnd_broadcast. When the calling thread becomes unblocked it locks the mutex +* before it returns. +* @param cond A condition variable object. +* @param mtx A mutex object. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int cnd_wait(cnd_t *cond, mtx_t *mtx); + +/** Wait for a condition variable to become signaled. +* The function atomically unlocks the given mutex and endeavors to block until +* the given condition variable is signaled by a call to cnd_signal or to +* cnd_broadcast, or until after the specified time. When the calling thread +* becomes unblocked it locks the mutex before it returns. +* @param cond A condition variable object. +* @param mtx A mutex object. +* @param xt A point in time at which the request will time out (absolute time). +* @return @ref thrd_success upon success, or @ref thrd_timeout if the time +* specified in the call was reached without acquiring the requested resource, or +* @ref thrd_error if the request could not be honored. +*/ +int cnd_timedwait(cnd_t *cond, mtx_t *mtx, const struct timespec *ts); + +/* Thread */ +#if defined(_TTHREAD_WIN32_) +typedef HANDLE thrd_t; +#else +typedef pthread_t thrd_t; +#endif + +/** Thread start function. +* Any thread that is started with the @ref thrd_create() function must be +* started through a function of this type. +* @param arg The thread argument (the @c arg argument of the corresponding +* @ref thrd_create() call). +* @return The thread return value, which can be obtained by another thread +* by using the @ref thrd_join() function. +*/ +typedef int (*thrd_start_t)(void *arg); + +/** Create a new thread. +* @param thr Identifier of the newly created thread. +* @param func A function pointer to the function that will be executed in +* the new thread. +* @param arg An argument to the thread function. +* @return @ref thrd_success on success, or @ref thrd_nomem if no memory could +* be allocated for the thread requested, or @ref thrd_error if the request +* could not be honored. +* @note A thread’s identifier may be reused for a different thread once the +* original thread has exited and either been detached or joined to another +* thread. +*/ +int thrd_create(thrd_t *thr, thrd_start_t func, void *arg); + +/** Identify the calling thread. +* @return The identifier of the calling thread. +*/ +thrd_t thrd_current(void); + +/** NOT YET IMPLEMENTED. +*/ +int thrd_detach(thrd_t thr); + +/** Compare two thread identifiers. +* The function determines if two thread identifiers refer to the same thread. +* @return Zero if the two thread identifiers refer to different threads. +* Otherwise a nonzero value is returned. +*/ +int thrd_equal(thrd_t thr0, thrd_t thr1); + +/** Terminate execution of the calling thread. +* @param res Result code of the calling thread. +*/ +void thrd_exit(int res); + +/** Wait for a thread to terminate. +* The function joins the given thread with the current thread by blocking +* until the other thread has terminated. +* @param thr The thread to join with. +* @param res If this pointer is not NULL, the function will store the result +* code of the given thread in the integer pointed to by @c res. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int thrd_join(thrd_t thr, int *res); + +/** Put the calling thread to sleep. +* Suspend execution of the calling thread. +* @param time_point A point in time at which the thread will resume (absolute time). +* @param remaining If non-NULL, this parameter will hold the remaining time until +* time_point upon return. This will typically be zero, but if +* the thread was woken up by a signal that is not ignored before +* time_point was reached @c remaining will hold a positive +* time. +* @return 0 (zero) on successful sleep, or -1 if an interrupt occurred. +*/ +int thrd_sleep(const struct timespec *time_point, struct timespec *remaining); + +/** Yield execution to another thread. +* Permit other threads to run, even if the current thread would ordinarily +* continue to run. +*/ +void thrd_yield(void); + +/* Thread local storage */ +#if defined(_TTHREAD_WIN32_) +typedef DWORD tss_t; +#else +typedef pthread_key_t tss_t; +#endif + +/** Destructor function for a thread-specific storage. +* @param val The value of the destructed thread-specific storage. +*/ +typedef void (*tss_dtor_t)(void *val); + +/** Create a thread-specific storage. +* @param key The unique key identifier that will be set if the function is +* successful. +* @param dtor Destructor function. This can be NULL. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +* @note The destructor function is not supported under Windows. If @c dtor is +* not NULL when calling this function under Windows, the function will fail +* and return @ref thrd_error. +*/ +int tss_create(tss_t *key, tss_dtor_t dtor); + +/** Delete a thread-specific storage. +* The function releases any resources used by the given thread-specific +* storage. +* @param key The key that shall be deleted. +*/ +void tss_delete(tss_t key); + +/** Get the value for a thread-specific storage. +* @param key The thread-specific storage identifier. +* @return The value for the current thread held in the given thread-specific +* storage. +*/ +void *tss_get(tss_t key); + +/** Set the value for a thread-specific storage. +* @param key The thread-specific storage identifier. +* @param val The value of the thread-specific storage to set for the current +* thread. +* @return @ref thrd_success on success, or @ref thrd_error if the request could +* not be honored. +*/ +int tss_set(tss_t key, void *val); + + +#endif /* _TINYTHREAD_H_ */ + diff --git a/dependencies/glfw-3.4/deps/wayland/fractional-scale-v1.xml b/dependencies/glfw-3.4/deps/wayland/fractional-scale-v1.xml new file mode 100644 index 0000000..350bfc0 --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/fractional-scale-v1.xml @@ -0,0 +1,102 @@ + + + + Copyright © 2022 Kenny Levinsen + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + This protocol allows a compositor to suggest for surfaces to render at + fractional scales. + + A client can submit scaled content by utilizing wp_viewport. This is done by + creating a wp_viewport object for the surface and setting the destination + rectangle to the surface size before the scale factor is applied. + + The buffer size is calculated by multiplying the surface size by the + intended scale. + + The wl_surface buffer scale should remain set to 1. + + If a surface has a surface-local size of 100 px by 50 px and wishes to + submit buffers with a scale of 1.5, then a buffer of 150px by 75 px should + be used and the wp_viewport destination rectangle should be 100 px by 50 px. + + For toplevel surfaces, the size is rounded halfway away from zero. The + rounding algorithm for subsurface position and size is not defined. + + + + + A global interface for requesting surfaces to use fractional scales. + + + + + Informs the server that the client will not be using this protocol + object anymore. This does not affect any other objects, + wp_fractional_scale_v1 objects included. + + + + + + + + + + Create an add-on object for the the wl_surface to let the compositor + request fractional scales. If the given wl_surface already has a + wp_fractional_scale_v1 object associated, the fractional_scale_exists + protocol error is raised. + + + + + + + + + An additional interface to a wl_surface object which allows the compositor + to inform the client of the preferred scale. + + + + + Destroy the fractional scale object. When this object is destroyed, + preferred_scale events will no longer be sent. + + + + + + Notification of a new preferred scale for this surface that the + compositor suggests that the client should use. + + The sent scale is the numerator of a fraction with a denominator of 120. + + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/idle-inhibit-unstable-v1.xml b/dependencies/glfw-3.4/deps/wayland/idle-inhibit-unstable-v1.xml new file mode 100644 index 0000000..9c06cdc --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/idle-inhibit-unstable-v1.xml @@ -0,0 +1,83 @@ + + + + + Copyright © 2015 Samsung Electronics Co., Ltd + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + + This interface permits inhibiting the idle behavior such as screen + blanking, locking, and screensaving. The client binds the idle manager + globally, then creates idle-inhibitor objects for each surface. + + Warning! The protocol described in this file is experimental and + backward incompatible changes may be made. Backward compatible changes + may be added together with the corresponding interface version bump. + Backward incompatible changes are done by bumping the version number in + the protocol and interface names and resetting the interface version. + Once the protocol is to be declared stable, the 'z' prefix and the + version number in the protocol and interface names are removed and the + interface version number is reset. + + + + + Destroy the inhibit manager. + + + + + + Create a new inhibitor object associated with the given surface. + + + + + + + + + + An idle inhibitor prevents the output that the associated surface is + visible on from being set to a state where it is not visually usable due + to lack of user interaction (e.g. blanked, dimmed, locked, set to power + save, etc.) Any screensaver processes are also blocked from displaying. + + If the surface is destroyed, unmapped, becomes occluded, loses + visibility, or otherwise becomes not visually relevant for the user, the + idle inhibitor will not be honored by the compositor; if the surface + subsequently regains visibility the inhibitor takes effect once again. + Likewise, the inhibitor isn't honored if the system was already idled at + the time the inhibitor was established, although if the system later + de-idles and re-idles the inhibitor will take effect. + + + + + Remove the inhibitor effect from the associated wl_surface. + + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/pointer-constraints-unstable-v1.xml b/dependencies/glfw-3.4/deps/wayland/pointer-constraints-unstable-v1.xml new file mode 100644 index 0000000..efd64b6 --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/pointer-constraints-unstable-v1.xml @@ -0,0 +1,339 @@ + + + + + Copyright © 2014 Jonas Ådahl + Copyright © 2015 Red Hat Inc. + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + This protocol specifies a set of interfaces used for adding constraints to + the motion of a pointer. Possible constraints include confining pointer + motions to a given region, or locking it to its current position. + + In order to constrain the pointer, a client must first bind the global + interface "wp_pointer_constraints" which, if a compositor supports pointer + constraints, is exposed by the registry. Using the bound global object, the + client uses the request that corresponds to the type of constraint it wants + to make. See wp_pointer_constraints for more details. + + Warning! The protocol described in this file is experimental and backward + incompatible changes may be made. Backward compatible changes may be added + together with the corresponding interface version bump. Backward + incompatible changes are done by bumping the version number in the protocol + and interface names and resetting the interface version. Once the protocol + is to be declared stable, the 'z' prefix and the version number in the + protocol and interface names are removed and the interface version number is + reset. + + + + + The global interface exposing pointer constraining functionality. It + exposes two requests: lock_pointer for locking the pointer to its + position, and confine_pointer for locking the pointer to a region. + + The lock_pointer and confine_pointer requests create the objects + wp_locked_pointer and wp_confined_pointer respectively, and the client can + use these objects to interact with the lock. + + For any surface, only one lock or confinement may be active across all + wl_pointer objects of the same seat. If a lock or confinement is requested + when another lock or confinement is active or requested on the same surface + and with any of the wl_pointer objects of the same seat, an + 'already_constrained' error will be raised. + + + + + These errors can be emitted in response to wp_pointer_constraints + requests. + + + + + + + These values represent different lifetime semantics. They are passed + as arguments to the factory requests to specify how the constraint + lifetimes should be managed. + + + + A oneshot pointer constraint will never reactivate once it has been + deactivated. See the corresponding deactivation event + (wp_locked_pointer.unlocked and wp_confined_pointer.unconfined) for + details. + + + + + A persistent pointer constraint may again reactivate once it has + been deactivated. See the corresponding deactivation event + (wp_locked_pointer.unlocked and wp_confined_pointer.unconfined) for + details. + + + + + + + Used by the client to notify the server that it will no longer use this + pointer constraints object. + + + + + + The lock_pointer request lets the client request to disable movements of + the virtual pointer (i.e. the cursor), effectively locking the pointer + to a position. This request may not take effect immediately; in the + future, when the compositor deems implementation-specific constraints + are satisfied, the pointer lock will be activated and the compositor + sends a locked event. + + The protocol provides no guarantee that the constraints are ever + satisfied, and does not require the compositor to send an error if the + constraints cannot ever be satisfied. It is thus possible to request a + lock that will never activate. + + There may not be another pointer constraint of any kind requested or + active on the surface for any of the wl_pointer objects of the seat of + the passed pointer when requesting a lock. If there is, an error will be + raised. See general pointer lock documentation for more details. + + The intersection of the region passed with this request and the input + region of the surface is used to determine where the pointer must be + in order for the lock to activate. It is up to the compositor whether to + warp the pointer or require some kind of user interaction for the lock + to activate. If the region is null the surface input region is used. + + A surface may receive pointer focus without the lock being activated. + + The request creates a new object wp_locked_pointer which is used to + interact with the lock as well as receive updates about its state. See + the the description of wp_locked_pointer for further information. + + Note that while a pointer is locked, the wl_pointer objects of the + corresponding seat will not emit any wl_pointer.motion events, but + relative motion events will still be emitted via wp_relative_pointer + objects of the same seat. wl_pointer.axis and wl_pointer.button events + are unaffected. + + + + + + + + + + + The confine_pointer request lets the client request to confine the + pointer cursor to a given region. This request may not take effect + immediately; in the future, when the compositor deems implementation- + specific constraints are satisfied, the pointer confinement will be + activated and the compositor sends a confined event. + + The intersection of the region passed with this request and the input + region of the surface is used to determine where the pointer must be + in order for the confinement to activate. It is up to the compositor + whether to warp the pointer or require some kind of user interaction for + the confinement to activate. If the region is null the surface input + region is used. + + The request will create a new object wp_confined_pointer which is used + to interact with the confinement as well as receive updates about its + state. See the the description of wp_confined_pointer for further + information. + + + + + + + + + + + + The wp_locked_pointer interface represents a locked pointer state. + + While the lock of this object is active, the wl_pointer objects of the + associated seat will not emit any wl_pointer.motion events. + + This object will send the event 'locked' when the lock is activated. + Whenever the lock is activated, it is guaranteed that the locked surface + will already have received pointer focus and that the pointer will be + within the region passed to the request creating this object. + + To unlock the pointer, send the destroy request. This will also destroy + the wp_locked_pointer object. + + If the compositor decides to unlock the pointer the unlocked event is + sent. See wp_locked_pointer.unlock for details. + + When unlocking, the compositor may warp the cursor position to the set + cursor position hint. If it does, it will not result in any relative + motion events emitted via wp_relative_pointer. + + If the surface the lock was requested on is destroyed and the lock is not + yet activated, the wp_locked_pointer object is now defunct and must be + destroyed. + + + + + Destroy the locked pointer object. If applicable, the compositor will + unlock the pointer. + + + + + + Set the cursor position hint relative to the top left corner of the + surface. + + If the client is drawing its own cursor, it should update the position + hint to the position of its own cursor. A compositor may use this + information to warp the pointer upon unlock in order to avoid pointer + jumps. + + The cursor position hint is double buffered. The new hint will only take + effect when the associated surface gets it pending state applied. See + wl_surface.commit for details. + + + + + + + + Set a new region used to lock the pointer. + + The new lock region is double-buffered. The new lock region will + only take effect when the associated surface gets its pending state + applied. See wl_surface.commit for details. + + For details about the lock region, see wp_locked_pointer. + + + + + + + Notification that the pointer lock of the seat's pointer is activated. + + + + + + Notification that the pointer lock of the seat's pointer is no longer + active. If this is a oneshot pointer lock (see + wp_pointer_constraints.lifetime) this object is now defunct and should + be destroyed. If this is a persistent pointer lock (see + wp_pointer_constraints.lifetime) this pointer lock may again + reactivate in the future. + + + + + + + The wp_confined_pointer interface represents a confined pointer state. + + This object will send the event 'confined' when the confinement is + activated. Whenever the confinement is activated, it is guaranteed that + the surface the pointer is confined to will already have received pointer + focus and that the pointer will be within the region passed to the request + creating this object. It is up to the compositor to decide whether this + requires some user interaction and if the pointer will warp to within the + passed region if outside. + + To unconfine the pointer, send the destroy request. This will also destroy + the wp_confined_pointer object. + + If the compositor decides to unconfine the pointer the unconfined event is + sent. The wp_confined_pointer object is at this point defunct and should + be destroyed. + + + + + Destroy the confined pointer object. If applicable, the compositor will + unconfine the pointer. + + + + + + Set a new region used to confine the pointer. + + The new confine region is double-buffered. The new confine region will + only take effect when the associated surface gets its pending state + applied. See wl_surface.commit for details. + + If the confinement is active when the new confinement region is applied + and the pointer ends up outside of newly applied region, the pointer may + warped to a position within the new confinement region. If warped, a + wl_pointer.motion event will be emitted, but no + wp_relative_pointer.relative_motion event. + + The compositor may also, instead of using the new region, unconfine the + pointer. + + For details about the confine region, see wp_confined_pointer. + + + + + + + Notification that the pointer confinement of the seat's pointer is + activated. + + + + + + Notification that the pointer confinement of the seat's pointer is no + longer active. If this is a oneshot pointer confinement (see + wp_pointer_constraints.lifetime) this object is now defunct and should + be destroyed. If this is a persistent pointer confinement (see + wp_pointer_constraints.lifetime) this pointer confinement may again + reactivate in the future. + + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/relative-pointer-unstable-v1.xml b/dependencies/glfw-3.4/deps/wayland/relative-pointer-unstable-v1.xml new file mode 100644 index 0000000..ca6f81d --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/relative-pointer-unstable-v1.xml @@ -0,0 +1,136 @@ + + + + + Copyright © 2014 Jonas Ådahl + Copyright © 2015 Red Hat Inc. + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + This protocol specifies a set of interfaces used for making clients able to + receive relative pointer events not obstructed by barriers (such as the + monitor edge or other pointer barriers). + + To start receiving relative pointer events, a client must first bind the + global interface "wp_relative_pointer_manager" which, if a compositor + supports relative pointer motion events, is exposed by the registry. After + having created the relative pointer manager proxy object, the client uses + it to create the actual relative pointer object using the + "get_relative_pointer" request given a wl_pointer. The relative pointer + motion events will then, when applicable, be transmitted via the proxy of + the newly created relative pointer object. See the documentation of the + relative pointer interface for more details. + + Warning! The protocol described in this file is experimental and backward + incompatible changes may be made. Backward compatible changes may be added + together with the corresponding interface version bump. Backward + incompatible changes are done by bumping the version number in the protocol + and interface names and resetting the interface version. Once the protocol + is to be declared stable, the 'z' prefix and the version number in the + protocol and interface names are removed and the interface version number is + reset. + + + + + A global interface used for getting the relative pointer object for a + given pointer. + + + + + Used by the client to notify the server that it will no longer use this + relative pointer manager object. + + + + + + Create a relative pointer interface given a wl_pointer object. See the + wp_relative_pointer interface for more details. + + + + + + + + + A wp_relative_pointer object is an extension to the wl_pointer interface + used for emitting relative pointer events. It shares the same focus as + wl_pointer objects of the same seat and will only emit events when it has + focus. + + + + + + + + + Relative x/y pointer motion from the pointer of the seat associated with + this object. + + A relative motion is in the same dimension as regular wl_pointer motion + events, except they do not represent an absolute position. For example, + moving a pointer from (x, y) to (x', y') would have the equivalent + relative motion (x' - x, y' - y). If a pointer motion caused the + absolute pointer position to be clipped by for example the edge of the + monitor, the relative motion is unaffected by the clipping and will + represent the unclipped motion. + + This event also contains non-accelerated motion deltas. The + non-accelerated delta is, when applicable, the regular pointer motion + delta as it was before having applied motion acceleration and other + transformations such as normalization. + + Note that the non-accelerated delta does not represent 'raw' events as + they were read from some device. Pointer motion acceleration is device- + and configuration-specific and non-accelerated deltas and accelerated + deltas may have the same value on some devices. + + Relative motions are not coupled to wl_pointer.motion events, and can be + sent in combination with such events, but also independently. There may + also be scenarios where wl_pointer.motion is sent, but there is no + relative motion. The order of an absolute and relative motion event + originating from the same physical motion is not guaranteed. + + If the client needs button events or focus state, it can receive them + from a wl_pointer object of the same seat that the wp_relative_pointer + object is associated with. + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/viewporter.xml b/dependencies/glfw-3.4/deps/wayland/viewporter.xml new file mode 100644 index 0000000..d1048d1 --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/viewporter.xml @@ -0,0 +1,180 @@ + + + + + Copyright © 2013-2016 Collabora, Ltd. + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + + The global interface exposing surface cropping and scaling + capabilities is used to instantiate an interface extension for a + wl_surface object. This extended interface will then allow + cropping and scaling the surface contents, effectively + disconnecting the direct relationship between the buffer and the + surface size. + + + + + Informs the server that the client will not be using this + protocol object anymore. This does not affect any other objects, + wp_viewport objects included. + + + + + + + + + + Instantiate an interface extension for the given wl_surface to + crop and scale its content. If the given wl_surface already has + a wp_viewport object associated, the viewport_exists + protocol error is raised. + + + + + + + + + An additional interface to a wl_surface object, which allows the + client to specify the cropping and scaling of the surface + contents. + + This interface works with two concepts: the source rectangle (src_x, + src_y, src_width, src_height), and the destination size (dst_width, + dst_height). The contents of the source rectangle are scaled to the + destination size, and content outside the source rectangle is ignored. + This state is double-buffered, and is applied on the next + wl_surface.commit. + + The two parts of crop and scale state are independent: the source + rectangle, and the destination size. Initially both are unset, that + is, no scaling is applied. The whole of the current wl_buffer is + used as the source, and the surface size is as defined in + wl_surface.attach. + + If the destination size is set, it causes the surface size to become + dst_width, dst_height. The source (rectangle) is scaled to exactly + this size. This overrides whatever the attached wl_buffer size is, + unless the wl_buffer is NULL. If the wl_buffer is NULL, the surface + has no content and therefore no size. Otherwise, the size is always + at least 1x1 in surface local coordinates. + + If the source rectangle is set, it defines what area of the wl_buffer is + taken as the source. If the source rectangle is set and the destination + size is not set, then src_width and src_height must be integers, and the + surface size becomes the source rectangle size. This results in cropping + without scaling. If src_width or src_height are not integers and + destination size is not set, the bad_size protocol error is raised when + the surface state is applied. + + The coordinate transformations from buffer pixel coordinates up to + the surface-local coordinates happen in the following order: + 1. buffer_transform (wl_surface.set_buffer_transform) + 2. buffer_scale (wl_surface.set_buffer_scale) + 3. crop and scale (wp_viewport.set*) + This means, that the source rectangle coordinates of crop and scale + are given in the coordinates after the buffer transform and scale, + i.e. in the coordinates that would be the surface-local coordinates + if the crop and scale was not applied. + + If src_x or src_y are negative, the bad_value protocol error is raised. + Otherwise, if the source rectangle is partially or completely outside of + the non-NULL wl_buffer, then the out_of_buffer protocol error is raised + when the surface state is applied. A NULL wl_buffer does not raise the + out_of_buffer error. + + If the wl_surface associated with the wp_viewport is destroyed, + all wp_viewport requests except 'destroy' raise the protocol error + no_surface. + + If the wp_viewport object is destroyed, the crop and scale + state is removed from the wl_surface. The change will be applied + on the next wl_surface.commit. + + + + + The associated wl_surface's crop and scale state is removed. + The change is applied on the next wl_surface.commit. + + + + + + + + + + + + + Set the source rectangle of the associated wl_surface. See + wp_viewport for the description, and relation to the wl_buffer + size. + + If all of x, y, width and height are -1.0, the source rectangle is + unset instead. Any other set of values where width or height are zero + or negative, or x or y are negative, raise the bad_value protocol + error. + + The crop and scale state is double-buffered state, and will be + applied on the next wl_surface.commit. + + + + + + + + + + Set the destination size of the associated wl_surface. See + wp_viewport for the description, and relation to the wl_buffer + size. + + If width is -1 and height is -1, the destination size is unset + instead. Any other pair of values for width and height that + contains zero or negative values raises the bad_value protocol + error. + + The crop and scale state is double-buffered state, and will be + applied on the next wl_surface.commit. + + + + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/wayland.xml b/dependencies/glfw-3.4/deps/wayland/wayland.xml new file mode 100644 index 0000000..10e039d --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/wayland.xml @@ -0,0 +1,3151 @@ + + + + + Copyright © 2008-2011 Kristian Høgsberg + Copyright © 2010-2011 Intel Corporation + Copyright © 2012-2013 Collabora, Ltd. + + Permission is hereby granted, free of charge, to any person + obtaining a copy of this software and associated documentation files + (the "Software"), to deal in the Software without restriction, + including without limitation the rights to use, copy, modify, merge, + publish, distribute, sublicense, and/or sell copies of the Software, + and to permit persons to whom the Software is furnished to do so, + subject to the following conditions: + + The above copyright notice and this permission notice (including the + next paragraph) shall be included in all copies or substantial + portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS + BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN + ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE. + + + + + The core global object. This is a special singleton object. It + is used for internal Wayland protocol features. + + + + + The sync request asks the server to emit the 'done' event + on the returned wl_callback object. Since requests are + handled in-order and events are delivered in-order, this can + be used as a barrier to ensure all previous requests and the + resulting events have been handled. + + The object returned by this request will be destroyed by the + compositor after the callback is fired and as such the client must not + attempt to use it after that point. + + The callback_data passed in the callback is the event serial. + + + + + + + This request creates a registry object that allows the client + to list and bind the global objects available from the + compositor. + + It should be noted that the server side resources consumed in + response to a get_registry request can only be released when the + client disconnects, not when the client side proxy is destroyed. + Therefore, clients should invoke get_registry as infrequently as + possible to avoid wasting memory. + + + + + + + The error event is sent out when a fatal (non-recoverable) + error has occurred. The object_id argument is the object + where the error occurred, most often in response to a request + to that object. The code identifies the error and is defined + by the object interface. As such, each interface defines its + own set of error codes. The message is a brief description + of the error, for (debugging) convenience. + + + + + + + + + These errors are global and can be emitted in response to any + server request. + + + + + + + + + + This event is used internally by the object ID management + logic. When a client deletes an object that it had created, + the server will send this event to acknowledge that it has + seen the delete request. When the client receives this event, + it will know that it can safely reuse the object ID. + + + + + + + + The singleton global registry object. The server has a number of + global objects that are available to all clients. These objects + typically represent an actual object in the server (for example, + an input device) or they are singleton objects that provide + extension functionality. + + When a client creates a registry object, the registry object + will emit a global event for each global currently in the + registry. Globals come and go as a result of device or + monitor hotplugs, reconfiguration or other events, and the + registry will send out global and global_remove events to + keep the client up to date with the changes. To mark the end + of the initial burst of events, the client can use the + wl_display.sync request immediately after calling + wl_display.get_registry. + + A client can bind to a global object by using the bind + request. This creates a client-side handle that lets the object + emit events to the client and lets the client invoke requests on + the object. + + + + + Binds a new, client-created object to the server using the + specified name as the identifier. + + + + + + + + Notify the client of global objects. + + The event notifies the client that a global object with + the given name is now available, and it implements the + given version of the given interface. + + + + + + + + + Notify the client of removed global objects. + + This event notifies the client that the global identified + by name is no longer available. If the client bound to + the global using the bind request, the client should now + destroy that object. + + The object remains valid and requests to the object will be + ignored until the client destroys it, to avoid races between + the global going away and a client sending a request to it. + + + + + + + + Clients can handle the 'done' event to get notified when + the related request is done. + + Note, because wl_callback objects are created from multiple independent + factory interfaces, the wl_callback interface is frozen at version 1. + + + + + Notify the client when the related request is done. + + + + + + + + A compositor. This object is a singleton global. The + compositor is in charge of combining the contents of multiple + surfaces into one displayable output. + + + + + Ask the compositor to create a new surface. + + + + + + + Ask the compositor to create a new region. + + + + + + + + The wl_shm_pool object encapsulates a piece of memory shared + between the compositor and client. Through the wl_shm_pool + object, the client can allocate shared memory wl_buffer objects. + All objects created through the same pool share the same + underlying mapped memory. Reusing the mapped memory avoids the + setup/teardown overhead and is useful when interactively resizing + a surface or for many small buffers. + + + + + Create a wl_buffer object from the pool. + + The buffer is created offset bytes into the pool and has + width and height as specified. The stride argument specifies + the number of bytes from the beginning of one row to the beginning + of the next. The format is the pixel format of the buffer and + must be one of those advertised through the wl_shm.format event. + + A buffer will keep a reference to the pool it was created from + so it is valid to destroy the pool immediately after creating + a buffer from it. + + + + + + + + + + + + Destroy the shared memory pool. + + The mmapped memory will be released when all + buffers that have been created from this pool + are gone. + + + + + + This request will cause the server to remap the backing memory + for the pool from the file descriptor passed when the pool was + created, but using the new size. This request can only be + used to make the pool bigger. + + This request only changes the amount of bytes that are mmapped + by the server and does not touch the file corresponding to the + file descriptor passed at creation time. It is the client's + responsibility to ensure that the file is at least as big as + the new pool size. + + + + + + + + A singleton global object that provides support for shared + memory. + + Clients can create wl_shm_pool objects using the create_pool + request. + + On binding the wl_shm object one or more format events + are emitted to inform clients about the valid pixel formats + that can be used for buffers. + + + + + These errors can be emitted in response to wl_shm requests. + + + + + + + + + This describes the memory layout of an individual pixel. + + All renderers should support argb8888 and xrgb8888 but any other + formats are optional and may not be supported by the particular + renderer in use. + + The drm format codes match the macros defined in drm_fourcc.h, except + argb8888 and xrgb8888. The formats actually supported by the compositor + will be reported by the format event. + + For all wl_shm formats and unless specified in another protocol + extension, pre-multiplied alpha is used for pixel values. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Create a new wl_shm_pool object. + + The pool can be used to create shared memory based buffer + objects. The server will mmap size bytes of the passed file + descriptor, to use as backing memory for the pool. + + + + + + + + + Informs the client about a valid pixel format that + can be used for buffers. Known formats include + argb8888 and xrgb8888. + + + + + + + + A buffer provides the content for a wl_surface. Buffers are + created through factory interfaces such as wl_shm, wp_linux_buffer_params + (from the linux-dmabuf protocol extension) or similar. It has a width and + a height and can be attached to a wl_surface, but the mechanism by which a + client provides and updates the contents is defined by the buffer factory + interface. + + If the buffer uses a format that has an alpha channel, the alpha channel + is assumed to be premultiplied in the color channels unless otherwise + specified. + + Note, because wl_buffer objects are created from multiple independent + factory interfaces, the wl_buffer interface is frozen at version 1. + + + + + Destroy a buffer. If and how you need to release the backing + storage is defined by the buffer factory interface. + + For possible side-effects to a surface, see wl_surface.attach. + + + + + + Sent when this wl_buffer is no longer used by the compositor. + The client is now free to reuse or destroy this buffer and its + backing storage. + + If a client receives a release event before the frame callback + requested in the same wl_surface.commit that attaches this + wl_buffer to a surface, then the client is immediately free to + reuse the buffer and its backing storage, and does not need a + second buffer for the next surface content update. Typically + this is possible, when the compositor maintains a copy of the + wl_surface contents, e.g. as a GL texture. This is an important + optimization for GL(ES) compositors with wl_shm clients. + + + + + + + A wl_data_offer represents a piece of data offered for transfer + by another client (the source client). It is used by the + copy-and-paste and drag-and-drop mechanisms. The offer + describes the different mime types that the data can be + converted to and provides the mechanism for transferring the + data directly from the source client. + + + + + + + + + + + + Indicate that the client can accept the given mime type, or + NULL for not accepted. + + For objects of version 2 or older, this request is used by the + client to give feedback whether the client can receive the given + mime type, or NULL if none is accepted; the feedback does not + determine whether the drag-and-drop operation succeeds or not. + + For objects of version 3 or newer, this request determines the + final result of the drag-and-drop operation. If the end result + is that no mime types were accepted, the drag-and-drop operation + will be cancelled and the corresponding drag source will receive + wl_data_source.cancelled. Clients may still use this event in + conjunction with wl_data_source.action for feedback. + + + + + + + + To transfer the offered data, the client issues this request + and indicates the mime type it wants to receive. The transfer + happens through the passed file descriptor (typically created + with the pipe system call). The source client writes the data + in the mime type representation requested and then closes the + file descriptor. + + The receiving client reads from the read end of the pipe until + EOF and then closes its end, at which point the transfer is + complete. + + This request may happen multiple times for different mime types, + both before and after wl_data_device.drop. Drag-and-drop destination + clients may preemptively fetch data or examine it more closely to + determine acceptance. + + + + + + + + Destroy the data offer. + + + + + + Sent immediately after creating the wl_data_offer object. One + event per offered mime type. + + + + + + + + + Notifies the compositor that the drag destination successfully + finished the drag-and-drop operation. + + Upon receiving this request, the compositor will emit + wl_data_source.dnd_finished on the drag source client. + + It is a client error to perform other requests than + wl_data_offer.destroy after this one. It is also an error to perform + this request after a NULL mime type has been set in + wl_data_offer.accept or no action was received through + wl_data_offer.action. + + If wl_data_offer.finish request is received for a non drag and drop + operation, the invalid_finish protocol error is raised. + + + + + + Sets the actions that the destination side client supports for + this operation. This request may trigger the emission of + wl_data_source.action and wl_data_offer.action events if the compositor + needs to change the selected action. + + This request can be called multiple times throughout the + drag-and-drop operation, typically in response to wl_data_device.enter + or wl_data_device.motion events. + + This request determines the final result of the drag-and-drop + operation. If the end result is that no action is accepted, + the drag source will receive wl_data_source.cancelled. + + The dnd_actions argument must contain only values expressed in the + wl_data_device_manager.dnd_actions enum, and the preferred_action + argument must only contain one of those values set, otherwise it + will result in a protocol error. + + While managing an "ask" action, the destination drag-and-drop client + may perform further wl_data_offer.receive requests, and is expected + to perform one last wl_data_offer.set_actions request with a preferred + action other than "ask" (and optionally wl_data_offer.accept) before + requesting wl_data_offer.finish, in order to convey the action selected + by the user. If the preferred action is not in the + wl_data_offer.source_actions mask, an error will be raised. + + If the "ask" action is dismissed (e.g. user cancellation), the client + is expected to perform wl_data_offer.destroy right away. + + This request can only be made on drag-and-drop offers, a protocol error + will be raised otherwise. + + + + + + + + This event indicates the actions offered by the data source. It + will be sent immediately after creating the wl_data_offer object, + or anytime the source side changes its offered actions through + wl_data_source.set_actions. + + + + + + + This event indicates the action selected by the compositor after + matching the source/destination side actions. Only one action (or + none) will be offered here. + + This event can be emitted multiple times during the drag-and-drop + operation in response to destination side action changes through + wl_data_offer.set_actions. + + This event will no longer be emitted after wl_data_device.drop + happened on the drag-and-drop destination, the client must + honor the last action received, or the last preferred one set + through wl_data_offer.set_actions when handling an "ask" action. + + Compositors may also change the selected action on the fly, mainly + in response to keyboard modifier changes during the drag-and-drop + operation. + + The most recent action received is always the valid one. Prior to + receiving wl_data_device.drop, the chosen action may change (e.g. + due to keyboard modifiers being pressed). At the time of receiving + wl_data_device.drop the drag-and-drop destination must honor the + last action received. + + Action changes may still happen after wl_data_device.drop, + especially on "ask" actions, where the drag-and-drop destination + may choose another action afterwards. Action changes happening + at this stage are always the result of inter-client negotiation, the + compositor shall no longer be able to induce a different action. + + Upon "ask" actions, it is expected that the drag-and-drop destination + may potentially choose a different action and/or mime type, + based on wl_data_offer.source_actions and finally chosen by the + user (e.g. popping up a menu with the available options). The + final wl_data_offer.set_actions and wl_data_offer.accept requests + must happen before the call to wl_data_offer.finish. + + + + + + + + The wl_data_source object is the source side of a wl_data_offer. + It is created by the source client in a data transfer and + provides a way to describe the offered data and a way to respond + to requests to transfer the data. + + + + + + + + + + This request adds a mime type to the set of mime types + advertised to targets. Can be called several times to offer + multiple types. + + + + + + + Destroy the data source. + + + + + + Sent when a target accepts pointer_focus or motion events. If + a target does not accept any of the offered types, type is NULL. + + Used for feedback during drag-and-drop. + + + + + + + Request for data from the client. Send the data as the + specified mime type over the passed file descriptor, then + close it. + + + + + + + + This data source is no longer valid. There are several reasons why + this could happen: + + - The data source has been replaced by another data source. + - The drag-and-drop operation was performed, but the drop destination + did not accept any of the mime types offered through + wl_data_source.target. + - The drag-and-drop operation was performed, but the drop destination + did not select any of the actions present in the mask offered through + wl_data_source.action. + - The drag-and-drop operation was performed but didn't happen over a + surface. + - The compositor cancelled the drag-and-drop operation (e.g. compositor + dependent timeouts to avoid stale drag-and-drop transfers). + + The client should clean up and destroy this data source. + + For objects of version 2 or older, wl_data_source.cancelled will + only be emitted if the data source was replaced by another data + source. + + + + + + + + Sets the actions that the source side client supports for this + operation. This request may trigger wl_data_source.action and + wl_data_offer.action events if the compositor needs to change the + selected action. + + The dnd_actions argument must contain only values expressed in the + wl_data_device_manager.dnd_actions enum, otherwise it will result + in a protocol error. + + This request must be made once only, and can only be made on sources + used in drag-and-drop, so it must be performed before + wl_data_device.start_drag. Attempting to use the source other than + for drag-and-drop will raise a protocol error. + + + + + + + The user performed the drop action. This event does not indicate + acceptance, wl_data_source.cancelled may still be emitted afterwards + if the drop destination does not accept any mime type. + + However, this event might however not be received if the compositor + cancelled the drag-and-drop operation before this event could happen. + + Note that the data_source may still be used in the future and should + not be destroyed here. + + + + + + The drop destination finished interoperating with this data + source, so the client is now free to destroy this data source and + free all associated data. + + If the action used to perform the operation was "move", the + source can now delete the transferred data. + + + + + + This event indicates the action selected by the compositor after + matching the source/destination side actions. Only one action (or + none) will be offered here. + + This event can be emitted multiple times during the drag-and-drop + operation, mainly in response to destination side changes through + wl_data_offer.set_actions, and as the data device enters/leaves + surfaces. + + It is only possible to receive this event after + wl_data_source.dnd_drop_performed if the drag-and-drop operation + ended in an "ask" action, in which case the final wl_data_source.action + event will happen immediately before wl_data_source.dnd_finished. + + Compositors may also change the selected action on the fly, mainly + in response to keyboard modifier changes during the drag-and-drop + operation. + + The most recent action received is always the valid one. The chosen + action may change alongside negotiation (e.g. an "ask" action can turn + into a "move" operation), so the effects of the final action must + always be applied in wl_data_offer.dnd_finished. + + Clients can trigger cursor surface changes from this point, so + they reflect the current action. + + + + + + + + There is one wl_data_device per seat which can be obtained + from the global wl_data_device_manager singleton. + + A wl_data_device provides access to inter-client data transfer + mechanisms such as copy-and-paste and drag-and-drop. + + + + + + + + + This request asks the compositor to start a drag-and-drop + operation on behalf of the client. + + The source argument is the data source that provides the data + for the eventual data transfer. If source is NULL, enter, leave + and motion events are sent only to the client that initiated the + drag and the client is expected to handle the data passing + internally. If source is destroyed, the drag-and-drop session will be + cancelled. + + The origin surface is the surface where the drag originates and + the client must have an active implicit grab that matches the + serial. + + The icon surface is an optional (can be NULL) surface that + provides an icon to be moved around with the cursor. Initially, + the top-left corner of the icon surface is placed at the cursor + hotspot, but subsequent wl_surface.attach request can move the + relative position. Attach requests must be confirmed with + wl_surface.commit as usual. The icon surface is given the role of + a drag-and-drop icon. If the icon surface already has another role, + it raises a protocol error. + + The input region is ignored for wl_surfaces with the role of a + drag-and-drop icon. + + + + + + + + + + This request asks the compositor to set the selection + to the data from the source on behalf of the client. + + To unset the selection, set the source to NULL. + + + + + + + + The data_offer event introduces a new wl_data_offer object, + which will subsequently be used in either the + data_device.enter event (for drag-and-drop) or the + data_device.selection event (for selections). Immediately + following the data_device.data_offer event, the new data_offer + object will send out data_offer.offer events to describe the + mime types it offers. + + + + + + + This event is sent when an active drag-and-drop pointer enters + a surface owned by the client. The position of the pointer at + enter time is provided by the x and y arguments, in surface-local + coordinates. + + + + + + + + + + + This event is sent when the drag-and-drop pointer leaves the + surface and the session ends. The client must destroy the + wl_data_offer introduced at enter time at this point. + + + + + + This event is sent when the drag-and-drop pointer moves within + the currently focused surface. The new position of the pointer + is provided by the x and y arguments, in surface-local + coordinates. + + + + + + + + + The event is sent when a drag-and-drop operation is ended + because the implicit grab is removed. + + The drag-and-drop destination is expected to honor the last action + received through wl_data_offer.action, if the resulting action is + "copy" or "move", the destination can still perform + wl_data_offer.receive requests, and is expected to end all + transfers with a wl_data_offer.finish request. + + If the resulting action is "ask", the action will not be considered + final. The drag-and-drop destination is expected to perform one last + wl_data_offer.set_actions request, or wl_data_offer.destroy in order + to cancel the operation. + + + + + + The selection event is sent out to notify the client of a new + wl_data_offer for the selection for this device. The + data_device.data_offer and the data_offer.offer events are + sent out immediately before this event to introduce the data + offer object. The selection event is sent to a client + immediately before receiving keyboard focus and when a new + selection is set while the client has keyboard focus. The + data_offer is valid until a new data_offer or NULL is received + or until the client loses keyboard focus. Switching surface with + keyboard focus within the same client doesn't mean a new selection + will be sent. The client must destroy the previous selection + data_offer, if any, upon receiving this event. + + + + + + + + + This request destroys the data device. + + + + + + + The wl_data_device_manager is a singleton global object that + provides access to inter-client data transfer mechanisms such as + copy-and-paste and drag-and-drop. These mechanisms are tied to + a wl_seat and this interface lets a client get a wl_data_device + corresponding to a wl_seat. + + Depending on the version bound, the objects created from the bound + wl_data_device_manager object will have different requirements for + functioning properly. See wl_data_source.set_actions, + wl_data_offer.accept and wl_data_offer.finish for details. + + + + + Create a new data source. + + + + + + + Create a new data device for a given seat. + + + + + + + + + + This is a bitmask of the available/preferred actions in a + drag-and-drop operation. + + In the compositor, the selected action is a result of matching the + actions offered by the source and destination sides. "action" events + with a "none" action will be sent to both source and destination if + there is no match. All further checks will effectively happen on + (source actions ∩ destination actions). + + In addition, compositors may also pick different actions in + reaction to key modifiers being pressed. One common design that + is used in major toolkits (and the behavior recommended for + compositors) is: + + - If no modifiers are pressed, the first match (in bit order) + will be used. + - Pressing Shift selects "move", if enabled in the mask. + - Pressing Control selects "copy", if enabled in the mask. + + Behavior beyond that is considered implementation-dependent. + Compositors may for example bind other modifiers (like Alt/Meta) + or drags initiated with other buttons than BTN_LEFT to specific + actions (e.g. "ask"). + + + + + + + + + + + This interface is implemented by servers that provide + desktop-style user interfaces. + + It allows clients to associate a wl_shell_surface with + a basic surface. + + Note! This protocol is deprecated and not intended for production use. + For desktop-style user interfaces, use xdg_shell. Compositors and clients + should not implement this interface. + + + + + + + + + Create a shell surface for an existing surface. This gives + the wl_surface the role of a shell surface. If the wl_surface + already has another role, it raises a protocol error. + + Only one shell surface can be associated with a given surface. + + + + + + + + + An interface that may be implemented by a wl_surface, for + implementations that provide a desktop-style user interface. + + It provides requests to treat surfaces like toplevel, fullscreen + or popup windows, move, resize or maximize them, associate + metadata like title and class, etc. + + On the server side the object is automatically destroyed when + the related wl_surface is destroyed. On the client side, + wl_shell_surface_destroy() must be called before destroying + the wl_surface object. + + + + + A client must respond to a ping event with a pong request or + the client may be deemed unresponsive. + + + + + + + Start a pointer-driven move of the surface. + + This request must be used in response to a button press event. + The server may ignore move requests depending on the state of + the surface (e.g. fullscreen or maximized). + + + + + + + + These values are used to indicate which edge of a surface + is being dragged in a resize operation. The server may + use this information to adapt its behavior, e.g. choose + an appropriate cursor image. + + + + + + + + + + + + + + + Start a pointer-driven resizing of the surface. + + This request must be used in response to a button press event. + The server may ignore resize requests depending on the state of + the surface (e.g. fullscreen or maximized). + + + + + + + + + Map the surface as a toplevel surface. + + A toplevel surface is not fullscreen, maximized or transient. + + + + + + These flags specify details of the expected behaviour + of transient surfaces. Used in the set_transient request. + + + + + + + Map the surface relative to an existing surface. + + The x and y arguments specify the location of the upper left + corner of the surface relative to the upper left corner of the + parent surface, in surface-local coordinates. + + The flags argument controls details of the transient behaviour. + + + + + + + + + + Hints to indicate to the compositor how to deal with a conflict + between the dimensions of the surface and the dimensions of the + output. The compositor is free to ignore this parameter. + + + + + + + + + + Map the surface as a fullscreen surface. + + If an output parameter is given then the surface will be made + fullscreen on that output. If the client does not specify the + output then the compositor will apply its policy - usually + choosing the output on which the surface has the biggest surface + area. + + The client may specify a method to resolve a size conflict + between the output size and the surface size - this is provided + through the method parameter. + + The framerate parameter is used only when the method is set + to "driver", to indicate the preferred framerate. A value of 0 + indicates that the client does not care about framerate. The + framerate is specified in mHz, that is framerate of 60000 is 60Hz. + + A method of "scale" or "driver" implies a scaling operation of + the surface, either via a direct scaling operation or a change of + the output mode. This will override any kind of output scaling, so + that mapping a surface with a buffer size equal to the mode can + fill the screen independent of buffer_scale. + + A method of "fill" means we don't scale up the buffer, however + any output scale is applied. This means that you may run into + an edge case where the application maps a buffer with the same + size of the output mode but buffer_scale 1 (thus making a + surface larger than the output). In this case it is allowed to + downscale the results to fit the screen. + + The compositor must reply to this request with a configure event + with the dimensions for the output on which the surface will + be made fullscreen. + + + + + + + + + Map the surface as a popup. + + A popup surface is a transient surface with an added pointer + grab. + + An existing implicit grab will be changed to owner-events mode, + and the popup grab will continue after the implicit grab ends + (i.e. releasing the mouse button does not cause the popup to + be unmapped). + + The popup grab continues until the window is destroyed or a + mouse button is pressed in any other client's window. A click + in any of the client's surfaces is reported as normal, however, + clicks in other clients' surfaces will be discarded and trigger + the callback. + + The x and y arguments specify the location of the upper left + corner of the surface relative to the upper left corner of the + parent surface, in surface-local coordinates. + + + + + + + + + + + + Map the surface as a maximized surface. + + If an output parameter is given then the surface will be + maximized on that output. If the client does not specify the + output then the compositor will apply its policy - usually + choosing the output on which the surface has the biggest surface + area. + + The compositor will reply with a configure event telling + the expected new surface size. The operation is completed + on the next buffer attach to this surface. + + A maximized surface typically fills the entire output it is + bound to, except for desktop elements such as panels. This is + the main difference between a maximized shell surface and a + fullscreen shell surface. + + The details depend on the compositor implementation. + + + + + + + Set a short title for the surface. + + This string may be used to identify the surface in a task bar, + window list, or other user interface elements provided by the + compositor. + + The string must be encoded in UTF-8. + + + + + + + Set a class for the surface. + + The surface class identifies the general class of applications + to which the surface belongs. A common convention is to use the + file name (or the full path if it is a non-standard location) of + the application's .desktop file as the class. + + + + + + + Ping a client to check if it is receiving events and sending + requests. A client is expected to reply with a pong request. + + + + + + + The configure event asks the client to resize its surface. + + The size is a hint, in the sense that the client is free to + ignore it if it doesn't resize, pick a smaller size (to + satisfy aspect ratio or resize in steps of NxM pixels). + + The edges parameter provides a hint about how the surface + was resized. The client may use this information to decide + how to adjust its content to the new size (e.g. a scrolling + area might adjust its content position to leave the viewable + content unmoved). + + The client is free to dismiss all but the last configure + event it received. + + The width and height arguments specify the size of the window + in surface-local coordinates. + + + + + + + + + The popup_done event is sent out when a popup grab is broken, + that is, when the user clicks a surface that doesn't belong + to the client owning the popup surface. + + + + + + + A surface is a rectangular area that may be displayed on zero + or more outputs, and shown any number of times at the compositor's + discretion. They can present wl_buffers, receive user input, and + define a local coordinate system. + + The size of a surface (and relative positions on it) is described + in surface-local coordinates, which may differ from the buffer + coordinates of the pixel content, in case a buffer_transform + or a buffer_scale is used. + + A surface without a "role" is fairly useless: a compositor does + not know where, when or how to present it. The role is the + purpose of a wl_surface. Examples of roles are a cursor for a + pointer (as set by wl_pointer.set_cursor), a drag icon + (wl_data_device.start_drag), a sub-surface + (wl_subcompositor.get_subsurface), and a window as defined by a + shell protocol (e.g. wl_shell.get_shell_surface). + + A surface can have only one role at a time. Initially a + wl_surface does not have a role. Once a wl_surface is given a + role, it is set permanently for the whole lifetime of the + wl_surface object. Giving the current role again is allowed, + unless explicitly forbidden by the relevant interface + specification. + + Surface roles are given by requests in other interfaces such as + wl_pointer.set_cursor. The request should explicitly mention + that this request gives a role to a wl_surface. Often, this + request also creates a new protocol object that represents the + role and adds additional functionality to wl_surface. When a + client wants to destroy a wl_surface, they must destroy this role + object before the wl_surface, otherwise a defunct_role_object error is + sent. + + Destroying the role object does not remove the role from the + wl_surface, but it may stop the wl_surface from "playing the role". + For instance, if a wl_subsurface object is destroyed, the wl_surface + it was created for will be unmapped and forget its position and + z-order. It is allowed to create a wl_subsurface for the same + wl_surface again, but it is not allowed to use the wl_surface as + a cursor (cursor is a different role than sub-surface, and role + switching is not allowed). + + + + + These errors can be emitted in response to wl_surface requests. + + + + + + + + + + + Deletes the surface and invalidates its object ID. + + + + + + Set a buffer as the content of this surface. + + The new size of the surface is calculated based on the buffer + size transformed by the inverse buffer_transform and the + inverse buffer_scale. This means that at commit time the supplied + buffer size must be an integer multiple of the buffer_scale. If + that's not the case, an invalid_size error is sent. + + The x and y arguments specify the location of the new pending + buffer's upper left corner, relative to the current buffer's upper + left corner, in surface-local coordinates. In other words, the + x and y, combined with the new surface size define in which + directions the surface's size changes. Setting anything other than 0 + as x and y arguments is discouraged, and should instead be replaced + with using the separate wl_surface.offset request. + + When the bound wl_surface version is 5 or higher, passing any + non-zero x or y is a protocol violation, and will result in an + 'invalid_offset' error being raised. The x and y arguments are ignored + and do not change the pending state. To achieve equivalent semantics, + use wl_surface.offset. + + Surface contents are double-buffered state, see wl_surface.commit. + + The initial surface contents are void; there is no content. + wl_surface.attach assigns the given wl_buffer as the pending + wl_buffer. wl_surface.commit makes the pending wl_buffer the new + surface contents, and the size of the surface becomes the size + calculated from the wl_buffer, as described above. After commit, + there is no pending buffer until the next attach. + + Committing a pending wl_buffer allows the compositor to read the + pixels in the wl_buffer. The compositor may access the pixels at + any time after the wl_surface.commit request. When the compositor + will not access the pixels anymore, it will send the + wl_buffer.release event. Only after receiving wl_buffer.release, + the client may reuse the wl_buffer. A wl_buffer that has been + attached and then replaced by another attach instead of committed + will not receive a release event, and is not used by the + compositor. + + If a pending wl_buffer has been committed to more than one wl_surface, + the delivery of wl_buffer.release events becomes undefined. A well + behaved client should not rely on wl_buffer.release events in this + case. Alternatively, a client could create multiple wl_buffer objects + from the same backing storage or use wp_linux_buffer_release. + + Destroying the wl_buffer after wl_buffer.release does not change + the surface contents. Destroying the wl_buffer before wl_buffer.release + is allowed as long as the underlying buffer storage isn't re-used (this + can happen e.g. on client process termination). However, if the client + destroys the wl_buffer before receiving the wl_buffer.release event and + mutates the underlying buffer storage, the surface contents become + undefined immediately. + + If wl_surface.attach is sent with a NULL wl_buffer, the + following wl_surface.commit will remove the surface content. + + + + + + + + + This request is used to describe the regions where the pending + buffer is different from the current surface contents, and where + the surface therefore needs to be repainted. The compositor + ignores the parts of the damage that fall outside of the surface. + + Damage is double-buffered state, see wl_surface.commit. + + The damage rectangle is specified in surface-local coordinates, + where x and y specify the upper left corner of the damage rectangle. + + The initial value for pending damage is empty: no damage. + wl_surface.damage adds pending damage: the new pending damage + is the union of old pending damage and the given rectangle. + + wl_surface.commit assigns pending damage as the current damage, + and clears pending damage. The server will clear the current + damage as it repaints the surface. + + Note! New clients should not use this request. Instead damage can be + posted with wl_surface.damage_buffer which uses buffer coordinates + instead of surface coordinates. + + + + + + + + + + Request a notification when it is a good time to start drawing a new + frame, by creating a frame callback. This is useful for throttling + redrawing operations, and driving animations. + + When a client is animating on a wl_surface, it can use the 'frame' + request to get notified when it is a good time to draw and commit the + next frame of animation. If the client commits an update earlier than + that, it is likely that some updates will not make it to the display, + and the client is wasting resources by drawing too often. + + The frame request will take effect on the next wl_surface.commit. + The notification will only be posted for one frame unless + requested again. For a wl_surface, the notifications are posted in + the order the frame requests were committed. + + The server must send the notifications so that a client + will not send excessive updates, while still allowing + the highest possible update rate for clients that wait for the reply + before drawing again. The server should give some time for the client + to draw and commit after sending the frame callback events to let it + hit the next output refresh. + + A server should avoid signaling the frame callbacks if the + surface is not visible in any way, e.g. the surface is off-screen, + or completely obscured by other opaque surfaces. + + The object returned by this request will be destroyed by the + compositor after the callback is fired and as such the client must not + attempt to use it after that point. + + The callback_data passed in the callback is the current time, in + milliseconds, with an undefined base. + + + + + + + This request sets the region of the surface that contains + opaque content. + + The opaque region is an optimization hint for the compositor + that lets it optimize the redrawing of content behind opaque + regions. Setting an opaque region is not required for correct + behaviour, but marking transparent content as opaque will result + in repaint artifacts. + + The opaque region is specified in surface-local coordinates. + + The compositor ignores the parts of the opaque region that fall + outside of the surface. + + Opaque region is double-buffered state, see wl_surface.commit. + + wl_surface.set_opaque_region changes the pending opaque region. + wl_surface.commit copies the pending region to the current region. + Otherwise, the pending and current regions are never changed. + + The initial value for an opaque region is empty. Setting the pending + opaque region has copy semantics, and the wl_region object can be + destroyed immediately. A NULL wl_region causes the pending opaque + region to be set to empty. + + + + + + + This request sets the region of the surface that can receive + pointer and touch events. + + Input events happening outside of this region will try the next + surface in the server surface stack. The compositor ignores the + parts of the input region that fall outside of the surface. + + The input region is specified in surface-local coordinates. + + Input region is double-buffered state, see wl_surface.commit. + + wl_surface.set_input_region changes the pending input region. + wl_surface.commit copies the pending region to the current region. + Otherwise the pending and current regions are never changed, + except cursor and icon surfaces are special cases, see + wl_pointer.set_cursor and wl_data_device.start_drag. + + The initial value for an input region is infinite. That means the + whole surface will accept input. Setting the pending input region + has copy semantics, and the wl_region object can be destroyed + immediately. A NULL wl_region causes the input region to be set + to infinite. + + + + + + + Surface state (input, opaque, and damage regions, attached buffers, + etc.) is double-buffered. Protocol requests modify the pending state, + as opposed to the current state in use by the compositor. A commit + request atomically applies all pending state, replacing the current + state. After commit, the new pending state is as documented for each + related request. + + On commit, a pending wl_buffer is applied first, and all other state + second. This means that all coordinates in double-buffered state are + relative to the new wl_buffer coming into use, except for + wl_surface.attach itself. If there is no pending wl_buffer, the + coordinates are relative to the current surface contents. + + All requests that need a commit to become effective are documented + to affect double-buffered state. + + Other interfaces may add further double-buffered surface state. + + + + + + This is emitted whenever a surface's creation, movement, or resizing + results in some part of it being within the scanout region of an + output. + + Note that a surface may be overlapping with zero or more outputs. + + + + + + + This is emitted whenever a surface's creation, movement, or resizing + results in it no longer having any part of it within the scanout region + of an output. + + Clients should not use the number of outputs the surface is on for frame + throttling purposes. The surface might be hidden even if no leave event + has been sent, and the compositor might expect new surface content + updates even if no enter event has been sent. The frame event should be + used instead. + + + + + + + + + This request sets an optional transformation on how the compositor + interprets the contents of the buffer attached to the surface. The + accepted values for the transform parameter are the values for + wl_output.transform. + + Buffer transform is double-buffered state, see wl_surface.commit. + + A newly created surface has its buffer transformation set to normal. + + wl_surface.set_buffer_transform changes the pending buffer + transformation. wl_surface.commit copies the pending buffer + transformation to the current one. Otherwise, the pending and current + values are never changed. + + The purpose of this request is to allow clients to render content + according to the output transform, thus permitting the compositor to + use certain optimizations even if the display is rotated. Using + hardware overlays and scanning out a client buffer for fullscreen + surfaces are examples of such optimizations. Those optimizations are + highly dependent on the compositor implementation, so the use of this + request should be considered on a case-by-case basis. + + Note that if the transform value includes 90 or 270 degree rotation, + the width of the buffer will become the surface height and the height + of the buffer will become the surface width. + + If transform is not one of the values from the + wl_output.transform enum the invalid_transform protocol error + is raised. + + + + + + + + + This request sets an optional scaling factor on how the compositor + interprets the contents of the buffer attached to the window. + + Buffer scale is double-buffered state, see wl_surface.commit. + + A newly created surface has its buffer scale set to 1. + + wl_surface.set_buffer_scale changes the pending buffer scale. + wl_surface.commit copies the pending buffer scale to the current one. + Otherwise, the pending and current values are never changed. + + The purpose of this request is to allow clients to supply higher + resolution buffer data for use on high resolution outputs. It is + intended that you pick the same buffer scale as the scale of the + output that the surface is displayed on. This means the compositor + can avoid scaling when rendering the surface on that output. + + Note that if the scale is larger than 1, then you have to attach + a buffer that is larger (by a factor of scale in each dimension) + than the desired surface size. + + If scale is not positive the invalid_scale protocol error is + raised. + + + + + + + + This request is used to describe the regions where the pending + buffer is different from the current surface contents, and where + the surface therefore needs to be repainted. The compositor + ignores the parts of the damage that fall outside of the surface. + + Damage is double-buffered state, see wl_surface.commit. + + The damage rectangle is specified in buffer coordinates, + where x and y specify the upper left corner of the damage rectangle. + + The initial value for pending damage is empty: no damage. + wl_surface.damage_buffer adds pending damage: the new pending + damage is the union of old pending damage and the given rectangle. + + wl_surface.commit assigns pending damage as the current damage, + and clears pending damage. The server will clear the current + damage as it repaints the surface. + + This request differs from wl_surface.damage in only one way - it + takes damage in buffer coordinates instead of surface-local + coordinates. While this generally is more intuitive than surface + coordinates, it is especially desirable when using wp_viewport + or when a drawing library (like EGL) is unaware of buffer scale + and buffer transform. + + Note: Because buffer transformation changes and damage requests may + be interleaved in the protocol stream, it is impossible to determine + the actual mapping between surface and buffer damage until + wl_surface.commit time. Therefore, compositors wishing to take both + kinds of damage into account will have to accumulate damage from the + two requests separately and only transform from one to the other + after receiving the wl_surface.commit. + + + + + + + + + + + + The x and y arguments specify the location of the new pending + buffer's upper left corner, relative to the current buffer's upper + left corner, in surface-local coordinates. In other words, the + x and y, combined with the new surface size define in which + directions the surface's size changes. + + Surface location offset is double-buffered state, see + wl_surface.commit. + + This request is semantically equivalent to and the replaces the x and y + arguments in the wl_surface.attach request in wl_surface versions prior + to 5. See wl_surface.attach for details. + + + + + + + + + + This event indicates the preferred buffer scale for this surface. It is + sent whenever the compositor's preference changes. + + It is intended that scaling aware clients use this event to scale their + content and use wl_surface.set_buffer_scale to indicate the scale they + have rendered with. This allows clients to supply a higher detail + buffer. + + + + + + + This event indicates the preferred buffer transform for this surface. + It is sent whenever the compositor's preference changes. + + It is intended that transform aware clients use this event to apply the + transform to their content and use wl_surface.set_buffer_transform to + indicate the transform they have rendered with. + + + + + + + + A seat is a group of keyboards, pointer and touch devices. This + object is published as a global during start up, or when such a + device is hot plugged. A seat typically has a pointer and + maintains a keyboard focus and a pointer focus. + + + + + This is a bitmask of capabilities this seat has; if a member is + set, then it is present on the seat. + + + + + + + + + These errors can be emitted in response to wl_seat requests. + + + + + + + This is emitted whenever a seat gains or loses the pointer, + keyboard or touch capabilities. The argument is a capability + enum containing the complete set of capabilities this seat has. + + When the pointer capability is added, a client may create a + wl_pointer object using the wl_seat.get_pointer request. This object + will receive pointer events until the capability is removed in the + future. + + When the pointer capability is removed, a client should destroy the + wl_pointer objects associated with the seat where the capability was + removed, using the wl_pointer.release request. No further pointer + events will be received on these objects. + + In some compositors, if a seat regains the pointer capability and a + client has a previously obtained wl_pointer object of version 4 or + less, that object may start sending pointer events again. This + behavior is considered a misinterpretation of the intended behavior + and must not be relied upon by the client. wl_pointer objects of + version 5 or later must not send events if created before the most + recent event notifying the client of an added pointer capability. + + The above behavior also applies to wl_keyboard and wl_touch with the + keyboard and touch capabilities, respectively. + + + + + + + The ID provided will be initialized to the wl_pointer interface + for this seat. + + This request only takes effect if the seat has the pointer + capability, or has had the pointer capability in the past. + It is a protocol violation to issue this request on a seat that has + never had the pointer capability. The missing_capability error will + be sent in this case. + + + + + + + The ID provided will be initialized to the wl_keyboard interface + for this seat. + + This request only takes effect if the seat has the keyboard + capability, or has had the keyboard capability in the past. + It is a protocol violation to issue this request on a seat that has + never had the keyboard capability. The missing_capability error will + be sent in this case. + + + + + + + The ID provided will be initialized to the wl_touch interface + for this seat. + + This request only takes effect if the seat has the touch + capability, or has had the touch capability in the past. + It is a protocol violation to issue this request on a seat that has + never had the touch capability. The missing_capability error will + be sent in this case. + + + + + + + + + In a multi-seat configuration the seat name can be used by clients to + help identify which physical devices the seat represents. + + The seat name is a UTF-8 string with no convention defined for its + contents. Each name is unique among all wl_seat globals. The name is + only guaranteed to be unique for the current compositor instance. + + The same seat names are used for all clients. Thus, the name can be + shared across processes to refer to a specific wl_seat global. + + The name event is sent after binding to the seat global. This event is + only sent once per seat object, and the name does not change over the + lifetime of the wl_seat global. + + Compositors may re-use the same seat name if the wl_seat global is + destroyed and re-created later. + + + + + + + + + Using this request a client can tell the server that it is not going to + use the seat object anymore. + + + + + + + + The wl_pointer interface represents one or more input devices, + such as mice, which control the pointer location and pointer_focus + of a seat. + + The wl_pointer interface generates motion, enter and leave + events for the surfaces that the pointer is located over, + and button and axis events for button presses, button releases + and scrolling. + + + + + + + + + Set the pointer surface, i.e., the surface that contains the + pointer image (cursor). This request gives the surface the role + of a cursor. If the surface already has another role, it raises + a protocol error. + + The cursor actually changes only if the pointer + focus for this device is one of the requesting client's surfaces + or the surface parameter is the current pointer surface. If + there was a previous surface set with this request it is + replaced. If surface is NULL, the pointer image is hidden. + + The parameters hotspot_x and hotspot_y define the position of + the pointer surface relative to the pointer location. Its + top-left corner is always at (x, y) - (hotspot_x, hotspot_y), + where (x, y) are the coordinates of the pointer location, in + surface-local coordinates. + + On surface.attach requests to the pointer surface, hotspot_x + and hotspot_y are decremented by the x and y parameters + passed to the request. Attach must be confirmed by + wl_surface.commit as usual. + + The hotspot can also be updated by passing the currently set + pointer surface to this request with new values for hotspot_x + and hotspot_y. + + The input region is ignored for wl_surfaces with the role of + a cursor. When the use as a cursor ends, the wl_surface is + unmapped. + + The serial parameter must match the latest wl_pointer.enter + serial number sent to the client. Otherwise the request will be + ignored. + + + + + + + + + + Notification that this seat's pointer is focused on a certain + surface. + + When a seat's focus enters a surface, the pointer image + is undefined and a client should respond to this event by setting + an appropriate pointer image with the set_cursor request. + + + + + + + + + + Notification that this seat's pointer is no longer focused on + a certain surface. + + The leave notification is sent before the enter notification + for the new focus. + + + + + + + + Notification of pointer location change. The arguments + surface_x and surface_y are the location relative to the + focused surface. + + + + + + + + + Describes the physical state of a button that produced the button + event. + + + + + + + + Mouse button click and release notifications. + + The location of the click is given by the last motion or + enter event. + The time argument is a timestamp with millisecond + granularity, with an undefined base. + + The button is a button code as defined in the Linux kernel's + linux/input-event-codes.h header file, e.g. BTN_LEFT. + + Any 16-bit button code value is reserved for future additions to the + kernel's event code list. All other button codes above 0xFFFF are + currently undefined but may be used in future versions of this + protocol. + + + + + + + + + + Describes the axis types of scroll events. + + + + + + + + Scroll and other axis notifications. + + For scroll events (vertical and horizontal scroll axes), the + value parameter is the length of a vector along the specified + axis in a coordinate space identical to those of motion events, + representing a relative movement along the specified axis. + + For devices that support movements non-parallel to axes multiple + axis events will be emitted. + + When applicable, for example for touch pads, the server can + choose to emit scroll events where the motion vector is + equivalent to a motion event vector. + + When applicable, a client can transform its content relative to the + scroll distance. + + + + + + + + + + + Using this request a client can tell the server that it is not going to + use the pointer object anymore. + + This request destroys the pointer proxy object, so clients must not call + wl_pointer_destroy() after using this request. + + + + + + + + Indicates the end of a set of events that logically belong together. + A client is expected to accumulate the data in all events within the + frame before proceeding. + + All wl_pointer events before a wl_pointer.frame event belong + logically together. For example, in a diagonal scroll motion the + compositor will send an optional wl_pointer.axis_source event, two + wl_pointer.axis events (horizontal and vertical) and finally a + wl_pointer.frame event. The client may use this information to + calculate a diagonal vector for scrolling. + + When multiple wl_pointer.axis events occur within the same frame, + the motion vector is the combined motion of all events. + When a wl_pointer.axis and a wl_pointer.axis_stop event occur within + the same frame, this indicates that axis movement in one axis has + stopped but continues in the other axis. + When multiple wl_pointer.axis_stop events occur within the same + frame, this indicates that these axes stopped in the same instance. + + A wl_pointer.frame event is sent for every logical event group, + even if the group only contains a single wl_pointer event. + Specifically, a client may get a sequence: motion, frame, button, + frame, axis, frame, axis_stop, frame. + + The wl_pointer.enter and wl_pointer.leave events are logical events + generated by the compositor and not the hardware. These events are + also grouped by a wl_pointer.frame. When a pointer moves from one + surface to another, a compositor should group the + wl_pointer.leave event within the same wl_pointer.frame. + However, a client must not rely on wl_pointer.leave and + wl_pointer.enter being in the same wl_pointer.frame. + Compositor-specific policies may require the wl_pointer.leave and + wl_pointer.enter event being split across multiple wl_pointer.frame + groups. + + + + + + Describes the source types for axis events. This indicates to the + client how an axis event was physically generated; a client may + adjust the user interface accordingly. For example, scroll events + from a "finger" source may be in a smooth coordinate space with + kinetic scrolling whereas a "wheel" source may be in discrete steps + of a number of lines. + + The "continuous" axis source is a device generating events in a + continuous coordinate space, but using something other than a + finger. One example for this source is button-based scrolling where + the vertical motion of a device is converted to scroll events while + a button is held down. + + The "wheel tilt" axis source indicates that the actual device is a + wheel but the scroll event is not caused by a rotation but a + (usually sideways) tilt of the wheel. + + + + + + + + + + Source information for scroll and other axes. + + This event does not occur on its own. It is sent before a + wl_pointer.frame event and carries the source information for + all events within that frame. + + The source specifies how this event was generated. If the source is + wl_pointer.axis_source.finger, a wl_pointer.axis_stop event will be + sent when the user lifts the finger off the device. + + If the source is wl_pointer.axis_source.wheel, + wl_pointer.axis_source.wheel_tilt or + wl_pointer.axis_source.continuous, a wl_pointer.axis_stop event may + or may not be sent. Whether a compositor sends an axis_stop event + for these sources is hardware-specific and implementation-dependent; + clients must not rely on receiving an axis_stop event for these + scroll sources and should treat scroll sequences from these scroll + sources as unterminated by default. + + This event is optional. If the source is unknown for a particular + axis event sequence, no event is sent. + Only one wl_pointer.axis_source event is permitted per frame. + + The order of wl_pointer.axis_discrete and wl_pointer.axis_source is + not guaranteed. + + + + + + + Stop notification for scroll and other axes. + + For some wl_pointer.axis_source types, a wl_pointer.axis_stop event + is sent to notify a client that the axis sequence has terminated. + This enables the client to implement kinetic scrolling. + See the wl_pointer.axis_source documentation for information on when + this event may be generated. + + Any wl_pointer.axis events with the same axis_source after this + event should be considered as the start of a new axis motion. + + The timestamp is to be interpreted identical to the timestamp in the + wl_pointer.axis event. The timestamp value may be the same as a + preceding wl_pointer.axis event. + + + + + + + + Discrete step information for scroll and other axes. + + This event carries the axis value of the wl_pointer.axis event in + discrete steps (e.g. mouse wheel clicks). + + This event is deprecated with wl_pointer version 8 - this event is not + sent to clients supporting version 8 or later. + + This event does not occur on its own, it is coupled with a + wl_pointer.axis event that represents this axis value on a + continuous scale. The protocol guarantees that each axis_discrete + event is always followed by exactly one axis event with the same + axis number within the same wl_pointer.frame. Note that the protocol + allows for other events to occur between the axis_discrete and + its coupled axis event, including other axis_discrete or axis + events. A wl_pointer.frame must not contain more than one axis_discrete + event per axis type. + + This event is optional; continuous scrolling devices + like two-finger scrolling on touchpads do not have discrete + steps and do not generate this event. + + The discrete value carries the directional information. e.g. a value + of -2 is two steps towards the negative direction of this axis. + + The axis number is identical to the axis number in the associated + axis event. + + The order of wl_pointer.axis_discrete and wl_pointer.axis_source is + not guaranteed. + + + + + + + + Discrete high-resolution scroll information. + + This event carries high-resolution wheel scroll information, + with each multiple of 120 representing one logical scroll step + (a wheel detent). For example, an axis_value120 of 30 is one quarter of + a logical scroll step in the positive direction, a value120 of + -240 are two logical scroll steps in the negative direction within the + same hardware event. + Clients that rely on discrete scrolling should accumulate the + value120 to multiples of 120 before processing the event. + + The value120 must not be zero. + + This event replaces the wl_pointer.axis_discrete event in clients + supporting wl_pointer version 8 or later. + + Where a wl_pointer.axis_source event occurs in the same + wl_pointer.frame, the axis source applies to this event. + + The order of wl_pointer.axis_value120 and wl_pointer.axis_source is + not guaranteed. + + + + + + + + + + This specifies the direction of the physical motion that caused a + wl_pointer.axis event, relative to the wl_pointer.axis direction. + + + + + + + + Relative directional information of the entity causing the axis + motion. + + For a wl_pointer.axis event, the wl_pointer.axis_relative_direction + event specifies the movement direction of the entity causing the + wl_pointer.axis event. For example: + - if a user's fingers on a touchpad move down and this + causes a wl_pointer.axis vertical_scroll down event, the physical + direction is 'identical' + - if a user's fingers on a touchpad move down and this causes a + wl_pointer.axis vertical_scroll up scroll up event ('natural + scrolling'), the physical direction is 'inverted'. + + A client may use this information to adjust scroll motion of + components. Specifically, enabling natural scrolling causes the + content to change direction compared to traditional scrolling. + Some widgets like volume control sliders should usually match the + physical direction regardless of whether natural scrolling is + active. This event enables clients to match the scroll direction of + a widget to the physical direction. + + This event does not occur on its own, it is coupled with a + wl_pointer.axis event that represents this axis value. + The protocol guarantees that each axis_relative_direction event is + always followed by exactly one axis event with the same + axis number within the same wl_pointer.frame. Note that the protocol + allows for other events to occur between the axis_relative_direction + and its coupled axis event. + + The axis number is identical to the axis number in the associated + axis event. + + The order of wl_pointer.axis_relative_direction, + wl_pointer.axis_discrete and wl_pointer.axis_source is not + guaranteed. + + + + + + + + + The wl_keyboard interface represents one or more keyboards + associated with a seat. + + + + + This specifies the format of the keymap provided to the + client with the wl_keyboard.keymap event. + + + + + + + + This event provides a file descriptor to the client which can be + memory-mapped in read-only mode to provide a keyboard mapping + description. + + From version 7 onwards, the fd must be mapped with MAP_PRIVATE by + the recipient, as MAP_SHARED may fail. + + + + + + + + + Notification that this seat's keyboard focus is on a certain + surface. + + The compositor must send the wl_keyboard.modifiers event after this + event. + + + + + + + + + Notification that this seat's keyboard focus is no longer on + a certain surface. + + The leave notification is sent before the enter notification + for the new focus. + + After this event client must assume that all keys, including modifiers, + are lifted and also it must stop key repeating if there's some going on. + + + + + + + + Describes the physical state of a key that produced the key event. + + + + + + + + A key was pressed or released. + The time argument is a timestamp with millisecond + granularity, with an undefined base. + + The key is a platform-specific key code that can be interpreted + by feeding it to the keyboard mapping (see the keymap event). + + If this event produces a change in modifiers, then the resulting + wl_keyboard.modifiers event must be sent after this event. + + + + + + + + + + Notifies clients that the modifier and/or group state has + changed, and it should update its local state. + + + + + + + + + + + + + + + + + + + Informs the client about the keyboard's repeat rate and delay. + + This event is sent as soon as the wl_keyboard object has been created, + and is guaranteed to be received by the client before any key press + event. + + Negative values for either rate or delay are illegal. A rate of zero + will disable any repeating (regardless of the value of delay). + + This event can be sent later on as well with a new value if necessary, + so clients should continue listening for the event past the creation + of wl_keyboard. + + + + + + + + + The wl_touch interface represents a touchscreen + associated with a seat. + + Touch interactions can consist of one or more contacts. + For each contact, a series of events is generated, starting + with a down event, followed by zero or more motion events, + and ending with an up event. Events relating to the same + contact point can be identified by the ID of the sequence. + + + + + A new touch point has appeared on the surface. This touch point is + assigned a unique ID. Future events from this touch point reference + this ID. The ID ceases to be valid after a touch up event and may be + reused in the future. + + + + + + + + + + + + The touch point has disappeared. No further events will be sent for + this touch point and the touch point's ID is released and may be + reused in a future touch down event. + + + + + + + + + A touch point has changed coordinates. + + + + + + + + + + Indicates the end of a set of events that logically belong together. + A client is expected to accumulate the data in all events within the + frame before proceeding. + + A wl_touch.frame terminates at least one event but otherwise no + guarantee is provided about the set of events within a frame. A client + must assume that any state not updated in a frame is unchanged from the + previously known state. + + + + + + Sent if the compositor decides the touch stream is a global + gesture. No further events are sent to the clients from that + particular gesture. Touch cancellation applies to all touch points + currently active on this client's surface. The client is + responsible for finalizing the touch points, future touch points on + this surface may reuse the touch point ID. + + + + + + + + + + + + + + Sent when a touchpoint has changed its shape. + + This event does not occur on its own. It is sent before a + wl_touch.frame event and carries the new shape information for + any previously reported, or new touch points of that frame. + + Other events describing the touch point such as wl_touch.down, + wl_touch.motion or wl_touch.orientation may be sent within the + same wl_touch.frame. A client should treat these events as a single + logical touch point update. The order of wl_touch.shape, + wl_touch.orientation and wl_touch.motion is not guaranteed. + A wl_touch.down event is guaranteed to occur before the first + wl_touch.shape event for this touch ID but both events may occur within + the same wl_touch.frame. + + A touchpoint shape is approximated by an ellipse through the major and + minor axis length. The major axis length describes the longer diameter + of the ellipse, while the minor axis length describes the shorter + diameter. Major and minor are orthogonal and both are specified in + surface-local coordinates. The center of the ellipse is always at the + touchpoint location as reported by wl_touch.down or wl_touch.move. + + This event is only sent by the compositor if the touch device supports + shape reports. The client has to make reasonable assumptions about the + shape if it did not receive this event. + + + + + + + + + Sent when a touchpoint has changed its orientation. + + This event does not occur on its own. It is sent before a + wl_touch.frame event and carries the new shape information for + any previously reported, or new touch points of that frame. + + Other events describing the touch point such as wl_touch.down, + wl_touch.motion or wl_touch.shape may be sent within the + same wl_touch.frame. A client should treat these events as a single + logical touch point update. The order of wl_touch.shape, + wl_touch.orientation and wl_touch.motion is not guaranteed. + A wl_touch.down event is guaranteed to occur before the first + wl_touch.orientation event for this touch ID but both events may occur + within the same wl_touch.frame. + + The orientation describes the clockwise angle of a touchpoint's major + axis to the positive surface y-axis and is normalized to the -180 to + +180 degree range. The granularity of orientation depends on the touch + device, some devices only support binary rotation values between 0 and + 90 degrees. + + This event is only sent by the compositor if the touch device supports + orientation reports. + + + + + + + + + An output describes part of the compositor geometry. The + compositor works in the 'compositor coordinate system' and an + output corresponds to a rectangular area in that space that is + actually visible. This typically corresponds to a monitor that + displays part of the compositor space. This object is published + as global during start up, or when a monitor is hotplugged. + + + + + This enumeration describes how the physical + pixels on an output are laid out. + + + + + + + + + + + + This describes the transform that a compositor will apply to a + surface to compensate for the rotation or mirroring of an + output device. + + The flipped values correspond to an initial flip around a + vertical axis followed by rotation. + + The purpose is mainly to allow clients to render accordingly and + tell the compositor, so that for fullscreen surfaces, the + compositor will still be able to scan out directly from client + surfaces. + + + + + + + + + + + + + + The geometry event describes geometric properties of the output. + The event is sent when binding to the output object and whenever + any of the properties change. + + The physical size can be set to zero if it doesn't make sense for this + output (e.g. for projectors or virtual outputs). + + The geometry event will be followed by a done event (starting from + version 2). + + Note: wl_output only advertises partial information about the output + position and identification. Some compositors, for instance those not + implementing a desktop-style output layout or those exposing virtual + outputs, might fake this information. Instead of using x and y, clients + should use xdg_output.logical_position. Instead of using make and model, + clients should use name and description. + + + + + + + + + + + + + + These flags describe properties of an output mode. + They are used in the flags bitfield of the mode event. + + + + + + + + The mode event describes an available mode for the output. + + The event is sent when binding to the output object and there + will always be one mode, the current mode. The event is sent + again if an output changes mode, for the mode that is now + current. In other words, the current mode is always the last + mode that was received with the current flag set. + + Non-current modes are deprecated. A compositor can decide to only + advertise the current mode and never send other modes. Clients + should not rely on non-current modes. + + The size of a mode is given in physical hardware units of + the output device. This is not necessarily the same as + the output size in the global compositor space. For instance, + the output may be scaled, as described in wl_output.scale, + or transformed, as described in wl_output.transform. Clients + willing to retrieve the output size in the global compositor + space should use xdg_output.logical_size instead. + + The vertical refresh rate can be set to zero if it doesn't make + sense for this output (e.g. for virtual outputs). + + The mode event will be followed by a done event (starting from + version 2). + + Clients should not use the refresh rate to schedule frames. Instead, + they should use the wl_surface.frame event or the presentation-time + protocol. + + Note: this information is not always meaningful for all outputs. Some + compositors, such as those exposing virtual outputs, might fake the + refresh rate or the size. + + + + + + + + + + + + This event is sent after all other properties have been + sent after binding to the output object and after any + other property changes done after that. This allows + changes to the output properties to be seen as + atomic, even if they happen via multiple events. + + + + + + This event contains scaling geometry information + that is not in the geometry event. It may be sent after + binding the output object or if the output scale changes + later. If it is not sent, the client should assume a + scale of 1. + + A scale larger than 1 means that the compositor will + automatically scale surface buffers by this amount + when rendering. This is used for very high resolution + displays where applications rendering at the native + resolution would be too small to be legible. + + It is intended that scaling aware clients track the + current output of a surface, and if it is on a scaled + output it should use wl_surface.set_buffer_scale with + the scale of the output. That way the compositor can + avoid scaling the surface, and the client can supply + a higher detail image. + + The scale event will be followed by a done event. + + + + + + + + + Using this request a client can tell the server that it is not going to + use the output object anymore. + + + + + + + + Many compositors will assign user-friendly names to their outputs, show + them to the user, allow the user to refer to an output, etc. The client + may wish to know this name as well to offer the user similar behaviors. + + The name is a UTF-8 string with no convention defined for its contents. + Each name is unique among all wl_output globals. The name is only + guaranteed to be unique for the compositor instance. + + The same output name is used for all clients for a given wl_output + global. Thus, the name can be shared across processes to refer to a + specific wl_output global. + + The name is not guaranteed to be persistent across sessions, thus cannot + be used to reliably identify an output in e.g. configuration files. + + Examples of names include 'HDMI-A-1', 'WL-1', 'X11-1', etc. However, do + not assume that the name is a reflection of an underlying DRM connector, + X11 connection, etc. + + The name event is sent after binding the output object. This event is + only sent once per output object, and the name does not change over the + lifetime of the wl_output global. + + Compositors may re-use the same output name if the wl_output global is + destroyed and re-created later. Compositors should avoid re-using the + same name if possible. + + The name event will be followed by a done event. + + + + + + + Many compositors can produce human-readable descriptions of their + outputs. The client may wish to know this description as well, e.g. for + output selection purposes. + + The description is a UTF-8 string with no convention defined for its + contents. The description is not guaranteed to be unique among all + wl_output globals. Examples might include 'Foocorp 11" Display' or + 'Virtual X11 output via :1'. + + The description event is sent after binding the output object and + whenever the description changes. The description is optional, and may + not be sent at all. + + The description event will be followed by a done event. + + + + + + + + A region object describes an area. + + Region objects are used to describe the opaque and input + regions of a surface. + + + + + Destroy the region. This will invalidate the object ID. + + + + + + Add the specified rectangle to the region. + + + + + + + + + + Subtract the specified rectangle from the region. + + + + + + + + + + + The global interface exposing sub-surface compositing capabilities. + A wl_surface, that has sub-surfaces associated, is called the + parent surface. Sub-surfaces can be arbitrarily nested and create + a tree of sub-surfaces. + + The root surface in a tree of sub-surfaces is the main + surface. The main surface cannot be a sub-surface, because + sub-surfaces must always have a parent. + + A main surface with its sub-surfaces forms a (compound) window. + For window management purposes, this set of wl_surface objects is + to be considered as a single window, and it should also behave as + such. + + The aim of sub-surfaces is to offload some of the compositing work + within a window from clients to the compositor. A prime example is + a video player with decorations and video in separate wl_surface + objects. This should allow the compositor to pass YUV video buffer + processing to dedicated overlay hardware when possible. + + + + + Informs the server that the client will not be using this + protocol object anymore. This does not affect any other + objects, wl_subsurface objects included. + + + + + + + + + + + Create a sub-surface interface for the given surface, and + associate it with the given parent surface. This turns a + plain wl_surface into a sub-surface. + + The to-be sub-surface must not already have another role, and it + must not have an existing wl_subsurface object. Otherwise the + bad_surface protocol error is raised. + + Adding sub-surfaces to a parent is a double-buffered operation on the + parent (see wl_surface.commit). The effect of adding a sub-surface + becomes visible on the next time the state of the parent surface is + applied. + + The parent surface must not be one of the child surface's descendants, + and the parent must be different from the child surface, otherwise the + bad_parent protocol error is raised. + + This request modifies the behaviour of wl_surface.commit request on + the sub-surface, see the documentation on wl_subsurface interface. + + + + + + + + + + An additional interface to a wl_surface object, which has been + made a sub-surface. A sub-surface has one parent surface. A + sub-surface's size and position are not limited to that of the parent. + Particularly, a sub-surface is not automatically clipped to its + parent's area. + + A sub-surface becomes mapped, when a non-NULL wl_buffer is applied + and the parent surface is mapped. The order of which one happens + first is irrelevant. A sub-surface is hidden if the parent becomes + hidden, or if a NULL wl_buffer is applied. These rules apply + recursively through the tree of surfaces. + + The behaviour of a wl_surface.commit request on a sub-surface + depends on the sub-surface's mode. The possible modes are + synchronized and desynchronized, see methods + wl_subsurface.set_sync and wl_subsurface.set_desync. Synchronized + mode caches the wl_surface state to be applied when the parent's + state gets applied, and desynchronized mode applies the pending + wl_surface state directly. A sub-surface is initially in the + synchronized mode. + + Sub-surfaces also have another kind of state, which is managed by + wl_subsurface requests, as opposed to wl_surface requests. This + state includes the sub-surface position relative to the parent + surface (wl_subsurface.set_position), and the stacking order of + the parent and its sub-surfaces (wl_subsurface.place_above and + .place_below). This state is applied when the parent surface's + wl_surface state is applied, regardless of the sub-surface's mode. + As the exception, set_sync and set_desync are effective immediately. + + The main surface can be thought to be always in desynchronized mode, + since it does not have a parent in the sub-surfaces sense. + + Even if a sub-surface is in desynchronized mode, it will behave as + in synchronized mode, if its parent surface behaves as in + synchronized mode. This rule is applied recursively throughout the + tree of surfaces. This means, that one can set a sub-surface into + synchronized mode, and then assume that all its child and grand-child + sub-surfaces are synchronized, too, without explicitly setting them. + + Destroying a sub-surface takes effect immediately. If you need to + synchronize the removal of a sub-surface to the parent surface update, + unmap the sub-surface first by attaching a NULL wl_buffer, update parent, + and then destroy the sub-surface. + + If the parent wl_surface object is destroyed, the sub-surface is + unmapped. + + + + + The sub-surface interface is removed from the wl_surface object + that was turned into a sub-surface with a + wl_subcompositor.get_subsurface request. The wl_surface's association + to the parent is deleted. The wl_surface is unmapped immediately. + + + + + + + + + + This schedules a sub-surface position change. + The sub-surface will be moved so that its origin (top left + corner pixel) will be at the location x, y of the parent surface + coordinate system. The coordinates are not restricted to the parent + surface area. Negative values are allowed. + + The scheduled coordinates will take effect whenever the state of the + parent surface is applied. When this happens depends on whether the + parent surface is in synchronized mode or not. See + wl_subsurface.set_sync and wl_subsurface.set_desync for details. + + If more than one set_position request is invoked by the client before + the commit of the parent surface, the position of a new request always + replaces the scheduled position from any previous request. + + The initial position is 0, 0. + + + + + + + + This sub-surface is taken from the stack, and put back just + above the reference surface, changing the z-order of the sub-surfaces. + The reference surface must be one of the sibling surfaces, or the + parent surface. Using any other surface, including this sub-surface, + will cause a protocol error. + + The z-order is double-buffered. Requests are handled in order and + applied immediately to a pending state. The final pending state is + copied to the active state the next time the state of the parent + surface is applied. When this happens depends on whether the parent + surface is in synchronized mode or not. See wl_subsurface.set_sync and + wl_subsurface.set_desync for details. + + A new sub-surface is initially added as the top-most in the stack + of its siblings and parent. + + + + + + + The sub-surface is placed just below the reference surface. + See wl_subsurface.place_above. + + + + + + + Change the commit behaviour of the sub-surface to synchronized + mode, also described as the parent dependent mode. + + In synchronized mode, wl_surface.commit on a sub-surface will + accumulate the committed state in a cache, but the state will + not be applied and hence will not change the compositor output. + The cached state is applied to the sub-surface immediately after + the parent surface's state is applied. This ensures atomic + updates of the parent and all its synchronized sub-surfaces. + Applying the cached state will invalidate the cache, so further + parent surface commits do not (re-)apply old state. + + See wl_subsurface for the recursive effect of this mode. + + + + + + Change the commit behaviour of the sub-surface to desynchronized + mode, also described as independent or freely running mode. + + In desynchronized mode, wl_surface.commit on a sub-surface will + apply the pending state directly, without caching, as happens + normally with a wl_surface. Calling wl_surface.commit on the + parent surface has no effect on the sub-surface's wl_surface + state. This mode allows a sub-surface to be updated on its own. + + If cached state exists when wl_surface.commit is called in + desynchronized mode, the pending state is added to the cached + state, and applied as a whole. This invalidates the cache. + + Note: even if a sub-surface is set to desynchronized, a parent + sub-surface may override it to behave as synchronized. For details, + see wl_subsurface. + + If a surface's parent surface behaves as desynchronized, then + the cached state is applied on set_desync. + + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/xdg-activation-v1.xml b/dependencies/glfw-3.4/deps/wayland/xdg-activation-v1.xml new file mode 100644 index 0000000..9adcc27 --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/xdg-activation-v1.xml @@ -0,0 +1,200 @@ + + + + + Copyright © 2020 Aleix Pol Gonzalez <aleixpol@kde.org> + Copyright © 2020 Carlos Garnacho <carlosg@gnome.org> + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + The way for a client to pass focus to another toplevel is as follows. + + The client that intends to activate another toplevel uses the + xdg_activation_v1.get_activation_token request to get an activation token. + This token is then forwarded to the client, which is supposed to activate + one of its surfaces, through a separate band of communication. + + One established way of doing this is through the XDG_ACTIVATION_TOKEN + environment variable of a newly launched child process. The child process + should unset the environment variable again right after reading it out in + order to avoid propagating it to other child processes. + + Another established way exists for Applications implementing the D-Bus + interface org.freedesktop.Application, which should get their token under + activation-token on their platform_data. + + In general activation tokens may be transferred across clients through + means not described in this protocol. + + The client to be activated will then pass the token + it received to the xdg_activation_v1.activate request. The compositor can + then use this token to decide how to react to the activation request. + + The token the activating client gets may be ineffective either already at + the time it receives it, for example if it was not focused, for focus + stealing prevention. The activating client will have no way to discover + the validity of the token, and may still forward it to the to be activated + client. + + The created activation token may optionally get information attached to it + that can be used by the compositor to identify the application that we + intend to activate. This can for example be used to display a visual hint + about what application is being started. + + Warning! The protocol described in this file is currently in the testing + phase. Backward compatible changes may be added together with the + corresponding interface version bump. Backward incompatible changes can + only be done by creating a new major version of the extension. + + + + + A global interface used for informing the compositor about applications + being activated or started, or for applications to request to be + activated. + + + + + Notify the compositor that the xdg_activation object will no longer be + used. + + The child objects created via this interface are unaffected and should + be destroyed separately. + + + + + + Creates an xdg_activation_token_v1 object that will provide + the initiating client with a unique token for this activation. This + token should be offered to the clients to be activated. + + + + + + + + Requests surface activation. It's up to the compositor to display + this information as desired, for example by placing the surface above + the rest. + + The compositor may know who requested this by checking the activation + token and might decide not to follow through with the activation if it's + considered unwanted. + + Compositors can ignore unknown activation tokens when an invalid + token is passed. + + + + + + + + + An object for setting up a token and receiving a token handle that can + be passed as an activation token to another client. + + The object is created using the xdg_activation_v1.get_activation_token + request. This object should then be populated with the app_id, surface + and serial information and committed. The compositor shall then issue a + done event with the token. In case the request's parameters are invalid, + the compositor will provide an invalid token. + + + + + + + + + Provides information about the seat and serial event that requested the + token. + + The serial can come from an input or focus event. For instance, if a + click triggers the launch of a third-party client, the launcher client + should send a set_serial request with the serial and seat from the + wl_pointer.button event. + + Some compositors might refuse to activate toplevels when the token + doesn't have a valid and recent enough event serial. + + Must be sent before commit. This information is optional. + + + + + + + + The requesting client can specify an app_id to associate the token + being created with it. + + Must be sent before commit. This information is optional. + + + + + + + This request sets the surface requesting the activation. Note, this is + different from the surface that will be activated. + + Some compositors might refuse to activate toplevels when the token + doesn't have a requesting surface. + + Must be sent before commit. This information is optional. + + + + + + + Requests an activation token based on the different parameters that + have been offered through set_serial, set_surface and set_app_id. + + + + + + The 'done' event contains the unique token of this activation request + and notifies that the provider is done. + + + + + + + Notify the compositor that the xdg_activation_token_v1 object will no + longer be used. The received token stays valid. + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/xdg-decoration-unstable-v1.xml b/dependencies/glfw-3.4/deps/wayland/xdg-decoration-unstable-v1.xml new file mode 100644 index 0000000..e596775 --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/xdg-decoration-unstable-v1.xml @@ -0,0 +1,156 @@ + + + + Copyright © 2018 Simon Ser + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + + This interface allows a compositor to announce support for server-side + decorations. + + A window decoration is a set of window controls as deemed appropriate by + the party managing them, such as user interface components used to move, + resize and change a window's state. + + A client can use this protocol to request being decorated by a supporting + compositor. + + If compositor and client do not negotiate the use of a server-side + decoration using this protocol, clients continue to self-decorate as they + see fit. + + Warning! The protocol described in this file is experimental and + backward incompatible changes may be made. Backward compatible changes + may be added together with the corresponding interface version bump. + Backward incompatible changes are done by bumping the version number in + the protocol and interface names and resetting the interface version. + Once the protocol is to be declared stable, the 'z' prefix and the + version number in the protocol and interface names are removed and the + interface version number is reset. + + + + + Destroy the decoration manager. This doesn't destroy objects created + with the manager. + + + + + + Create a new decoration object associated with the given toplevel. + + Creating an xdg_toplevel_decoration from an xdg_toplevel which has a + buffer attached or committed is a client error, and any attempts by a + client to attach or manipulate a buffer prior to the first + xdg_toplevel_decoration.configure event must also be treated as + errors. + + + + + + + + + The decoration object allows the compositor to toggle server-side window + decorations for a toplevel surface. The client can request to switch to + another mode. + + The xdg_toplevel_decoration object must be destroyed before its + xdg_toplevel. + + + + + + + + + + + Switch back to a mode without any server-side decorations at the next + commit. + + + + + + These values describe window decoration modes. + + + + + + + + Set the toplevel surface decoration mode. This informs the compositor + that the client prefers the provided decoration mode. + + After requesting a decoration mode, the compositor will respond by + emitting an xdg_surface.configure event. The client should then update + its content, drawing it without decorations if the received mode is + server-side decorations. The client must also acknowledge the configure + when committing the new content (see xdg_surface.ack_configure). + + The compositor can decide not to use the client's mode and enforce a + different mode instead. + + Clients whose decoration mode depend on the xdg_toplevel state may send + a set_mode request in response to an xdg_surface.configure event and wait + for the next xdg_surface.configure event to prevent unwanted state. + Such clients are responsible for preventing configure loops and must + make sure not to send multiple successive set_mode requests with the + same decoration mode. + + + + + + + Unset the toplevel surface decoration mode. This informs the compositor + that the client doesn't prefer a particular decoration mode. + + This request has the same semantics as set_mode. + + + + + + The configure event asks the client to change its decoration mode. The + configured state should not be applied immediately. Clients must send an + ack_configure in response to this event. See xdg_surface.configure and + xdg_surface.ack_configure for details. + + A configure event can be sent at any time. The specified mode must be + obeyed by the client. + + + + + diff --git a/dependencies/glfw-3.4/deps/wayland/xdg-shell.xml b/dependencies/glfw-3.4/deps/wayland/xdg-shell.xml new file mode 100644 index 0000000..777eaa7 --- /dev/null +++ b/dependencies/glfw-3.4/deps/wayland/xdg-shell.xml @@ -0,0 +1,1370 @@ + + + + + Copyright © 2008-2013 Kristian Høgsberg + Copyright © 2013 Rafael Antognolli + Copyright © 2013 Jasper St. Pierre + Copyright © 2010-2013 Intel Corporation + Copyright © 2015-2017 Samsung Electronics Co., Ltd + Copyright © 2015-2017 Red Hat Inc. + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + + The xdg_wm_base interface is exposed as a global object enabling clients + to turn their wl_surfaces into windows in a desktop environment. It + defines the basic functionality needed for clients and the compositor to + create windows that can be dragged, resized, maximized, etc, as well as + creating transient windows such as popup menus. + + + + + + + + + + + + + + + Destroy this xdg_wm_base object. + + Destroying a bound xdg_wm_base object while there are surfaces + still alive created by this xdg_wm_base object instance is illegal + and will result in a defunct_surfaces error. + + + + + + Create a positioner object. A positioner object is used to position + surfaces relative to some parent surface. See the interface description + and xdg_surface.get_popup for details. + + + + + + + This creates an xdg_surface for the given surface. While xdg_surface + itself is not a role, the corresponding surface may only be assigned + a role extending xdg_surface, such as xdg_toplevel or xdg_popup. It is + illegal to create an xdg_surface for a wl_surface which already has an + assigned role and this will result in a role error. + + This creates an xdg_surface for the given surface. An xdg_surface is + used as basis to define a role to a given surface, such as xdg_toplevel + or xdg_popup. It also manages functionality shared between xdg_surface + based surface roles. + + See the documentation of xdg_surface for more details about what an + xdg_surface is and how it is used. + + + + + + + + A client must respond to a ping event with a pong request or + the client may be deemed unresponsive. See xdg_wm_base.ping + and xdg_wm_base.error.unresponsive. + + + + + + + The ping event asks the client if it's still alive. Pass the + serial specified in the event back to the compositor by sending + a "pong" request back with the specified serial. See xdg_wm_base.pong. + + Compositors can use this to determine if the client is still + alive. It's unspecified what will happen if the client doesn't + respond to the ping request, or in what timeframe. Clients should + try to respond in a reasonable amount of time. The “unresponsive” + error is provided for compositors that wish to disconnect unresponsive + clients. + + A compositor is free to ping in any way it wants, but a client must + always respond to any xdg_wm_base object it created. + + + + + + + + The xdg_positioner provides a collection of rules for the placement of a + child surface relative to a parent surface. Rules can be defined to ensure + the child surface remains within the visible area's borders, and to + specify how the child surface changes its position, such as sliding along + an axis, or flipping around a rectangle. These positioner-created rules are + constrained by the requirement that a child surface must intersect with or + be at least partially adjacent to its parent surface. + + See the various requests for details about possible rules. + + At the time of the request, the compositor makes a copy of the rules + specified by the xdg_positioner. Thus, after the request is complete the + xdg_positioner object can be destroyed or reused; further changes to the + object will have no effect on previous usages. + + For an xdg_positioner object to be considered complete, it must have a + non-zero size set by set_size, and a non-zero anchor rectangle set by + set_anchor_rect. Passing an incomplete xdg_positioner object when + positioning a surface raises an invalid_positioner error. + + + + + + + + + Notify the compositor that the xdg_positioner will no longer be used. + + + + + + Set the size of the surface that is to be positioned with the positioner + object. The size is in surface-local coordinates and corresponds to the + window geometry. See xdg_surface.set_window_geometry. + + If a zero or negative size is set the invalid_input error is raised. + + + + + + + + Specify the anchor rectangle within the parent surface that the child + surface will be placed relative to. The rectangle is relative to the + window geometry as defined by xdg_surface.set_window_geometry of the + parent surface. + + When the xdg_positioner object is used to position a child surface, the + anchor rectangle may not extend outside the window geometry of the + positioned child's parent surface. + + If a negative size is set the invalid_input error is raised. + + + + + + + + + + + + + + + + + + + + + + Defines the anchor point for the anchor rectangle. The specified anchor + is used derive an anchor point that the child surface will be + positioned relative to. If a corner anchor is set (e.g. 'top_left' or + 'bottom_right'), the anchor point will be at the specified corner; + otherwise, the derived anchor point will be centered on the specified + edge, or in the center of the anchor rectangle if no edge is specified. + + + + + + + + + + + + + + + + + + + Defines in what direction a surface should be positioned, relative to + the anchor point of the parent surface. If a corner gravity is + specified (e.g. 'bottom_right' or 'top_left'), then the child surface + will be placed towards the specified gravity; otherwise, the child + surface will be centered over the anchor point on any axis that had no + gravity specified. If the gravity is not in the ‘gravity’ enum, an + invalid_input error is raised. + + + + + + + The constraint adjustment value define ways the compositor will adjust + the position of the surface, if the unadjusted position would result + in the surface being partly constrained. + + Whether a surface is considered 'constrained' is left to the compositor + to determine. For example, the surface may be partly outside the + compositor's defined 'work area', thus necessitating the child surface's + position be adjusted until it is entirely inside the work area. + + The adjustments can be combined, according to a defined precedence: 1) + Flip, 2) Slide, 3) Resize. + + + + Don't alter the surface position even if it is constrained on some + axis, for example partially outside the edge of an output. + + + + + Slide the surface along the x axis until it is no longer constrained. + + First try to slide towards the direction of the gravity on the x axis + until either the edge in the opposite direction of the gravity is + unconstrained or the edge in the direction of the gravity is + constrained. + + Then try to slide towards the opposite direction of the gravity on the + x axis until either the edge in the direction of the gravity is + unconstrained or the edge in the opposite direction of the gravity is + constrained. + + + + + Slide the surface along the y axis until it is no longer constrained. + + First try to slide towards the direction of the gravity on the y axis + until either the edge in the opposite direction of the gravity is + unconstrained or the edge in the direction of the gravity is + constrained. + + Then try to slide towards the opposite direction of the gravity on the + y axis until either the edge in the direction of the gravity is + unconstrained or the edge in the opposite direction of the gravity is + constrained. + + + + + Invert the anchor and gravity on the x axis if the surface is + constrained on the x axis. For example, if the left edge of the + surface is constrained, the gravity is 'left' and the anchor is + 'left', change the gravity to 'right' and the anchor to 'right'. + + If the adjusted position also ends up being constrained, the resulting + position of the flip_x adjustment will be the one before the + adjustment. + + + + + Invert the anchor and gravity on the y axis if the surface is + constrained on the y axis. For example, if the bottom edge of the + surface is constrained, the gravity is 'bottom' and the anchor is + 'bottom', change the gravity to 'top' and the anchor to 'top'. + + The adjusted position is calculated given the original anchor + rectangle and offset, but with the new flipped anchor and gravity + values. + + If the adjusted position also ends up being constrained, the resulting + position of the flip_y adjustment will be the one before the + adjustment. + + + + + Resize the surface horizontally so that it is completely + unconstrained. + + + + + Resize the surface vertically so that it is completely unconstrained. + + + + + + + Specify how the window should be positioned if the originally intended + position caused the surface to be constrained, meaning at least + partially outside positioning boundaries set by the compositor. The + adjustment is set by constructing a bitmask describing the adjustment to + be made when the surface is constrained on that axis. + + If no bit for one axis is set, the compositor will assume that the child + surface should not change its position on that axis when constrained. + + If more than one bit for one axis is set, the order of how adjustments + are applied is specified in the corresponding adjustment descriptions. + + The default adjustment is none. + + + + + + + Specify the surface position offset relative to the position of the + anchor on the anchor rectangle and the anchor on the surface. For + example if the anchor of the anchor rectangle is at (x, y), the surface + has the gravity bottom|right, and the offset is (ox, oy), the calculated + surface position will be (x + ox, y + oy). The offset position of the + surface is the one used for constraint testing. See + set_constraint_adjustment. + + An example use case is placing a popup menu on top of a user interface + element, while aligning the user interface element of the parent surface + with some user interface element placed somewhere in the popup surface. + + + + + + + + + + When set reactive, the surface is reconstrained if the conditions used + for constraining changed, e.g. the parent window moved. + + If the conditions changed and the popup was reconstrained, an + xdg_popup.configure event is sent with updated geometry, followed by an + xdg_surface.configure event. + + + + + + Set the parent window geometry the compositor should use when + positioning the popup. The compositor may use this information to + determine the future state the popup should be constrained using. If + this doesn't match the dimension of the parent the popup is eventually + positioned against, the behavior is undefined. + + The arguments are given in the surface-local coordinate space. + + + + + + + + Set the serial of an xdg_surface.configure event this positioner will be + used in response to. The compositor may use this information together + with set_parent_size to determine what future state the popup should be + constrained using. + + + + + + + + An interface that may be implemented by a wl_surface, for + implementations that provide a desktop-style user interface. + + It provides a base set of functionality required to construct user + interface elements requiring management by the compositor, such as + toplevel windows, menus, etc. The types of functionality are split into + xdg_surface roles. + + Creating an xdg_surface does not set the role for a wl_surface. In order + to map an xdg_surface, the client must create a role-specific object + using, e.g., get_toplevel, get_popup. The wl_surface for any given + xdg_surface can have at most one role, and may not be assigned any role + not based on xdg_surface. + + A role must be assigned before any other requests are made to the + xdg_surface object. + + The client must call wl_surface.commit on the corresponding wl_surface + for the xdg_surface state to take effect. + + Creating an xdg_surface from a wl_surface which has a buffer attached or + committed is a client error, and any attempts by a client to attach or + manipulate a buffer prior to the first xdg_surface.configure call must + also be treated as errors. + + After creating a role-specific object and setting it up, the client must + perform an initial commit without any buffer attached. The compositor + will reply with initial wl_surface state such as + wl_surface.preferred_buffer_scale followed by an xdg_surface.configure + event. The client must acknowledge it and is then allowed to attach a + buffer to map the surface. + + Mapping an xdg_surface-based role surface is defined as making it + possible for the surface to be shown by the compositor. Note that + a mapped surface is not guaranteed to be visible once it is mapped. + + For an xdg_surface to be mapped by the compositor, the following + conditions must be met: + (1) the client has assigned an xdg_surface-based role to the surface + (2) the client has set and committed the xdg_surface state and the + role-dependent state to the surface + (3) the client has committed a buffer to the surface + + A newly-unmapped surface is considered to have met condition (1) out + of the 3 required conditions for mapping a surface if its role surface + has not been destroyed, i.e. the client must perform the initial commit + again before attaching a buffer. + + + + + + + + + + + + + + Destroy the xdg_surface object. An xdg_surface must only be destroyed + after its role object has been destroyed, otherwise + a defunct_role_object error is raised. + + + + + + This creates an xdg_toplevel object for the given xdg_surface and gives + the associated wl_surface the xdg_toplevel role. + + See the documentation of xdg_toplevel for more details about what an + xdg_toplevel is and how it is used. + + + + + + + This creates an xdg_popup object for the given xdg_surface and gives + the associated wl_surface the xdg_popup role. + + If null is passed as a parent, a parent surface must be specified using + some other protocol, before committing the initial state. + + See the documentation of xdg_popup for more details about what an + xdg_popup is and how it is used. + + + + + + + + + The window geometry of a surface is its "visible bounds" from the + user's perspective. Client-side decorations often have invisible + portions like drop-shadows which should be ignored for the + purposes of aligning, placing and constraining windows. + + The window geometry is double buffered, and will be applied at the + time wl_surface.commit of the corresponding wl_surface is called. + + When maintaining a position, the compositor should treat the (x, y) + coordinate of the window geometry as the top left corner of the window. + A client changing the (x, y) window geometry coordinate should in + general not alter the position of the window. + + Once the window geometry of the surface is set, it is not possible to + unset it, and it will remain the same until set_window_geometry is + called again, even if a new subsurface or buffer is attached. + + If never set, the value is the full bounds of the surface, + including any subsurfaces. This updates dynamically on every + commit. This unset is meant for extremely simple clients. + + The arguments are given in the surface-local coordinate space of + the wl_surface associated with this xdg_surface, and may extend outside + of the wl_surface itself to mark parts of the subsurface tree as part of + the window geometry. + + When applied, the effective window geometry will be the set window + geometry clamped to the bounding rectangle of the combined + geometry of the surface of the xdg_surface and the associated + subsurfaces. + + The effective geometry will not be recalculated unless a new call to + set_window_geometry is done and the new pending surface state is + subsequently applied. + + The width and height of the effective window geometry must be + greater than zero. Setting an invalid size will raise an + invalid_size error. + + + + + + + + + + When a configure event is received, if a client commits the + surface in response to the configure event, then the client + must make an ack_configure request sometime before the commit + request, passing along the serial of the configure event. + + For instance, for toplevel surfaces the compositor might use this + information to move a surface to the top left only when the client has + drawn itself for the maximized or fullscreen state. + + If the client receives multiple configure events before it + can respond to one, it only has to ack the last configure event. + Acking a configure event that was never sent raises an invalid_serial + error. + + A client is not required to commit immediately after sending + an ack_configure request - it may even ack_configure several times + before its next surface commit. + + A client may send multiple ack_configure requests before committing, but + only the last request sent before a commit indicates which configure + event the client really is responding to. + + Sending an ack_configure request consumes the serial number sent with + the request, as well as serial numbers sent by all configure events + sent on this xdg_surface prior to the configure event referenced by + the committed serial. + + It is an error to issue multiple ack_configure requests referencing a + serial from the same configure event, or to issue an ack_configure + request referencing a serial from a configure event issued before the + event identified by the last ack_configure request for the same + xdg_surface. Doing so will raise an invalid_serial error. + + + + + + + The configure event marks the end of a configure sequence. A configure + sequence is a set of one or more events configuring the state of the + xdg_surface, including the final xdg_surface.configure event. + + Where applicable, xdg_surface surface roles will during a configure + sequence extend this event as a latched state sent as events before the + xdg_surface.configure event. Such events should be considered to make up + a set of atomically applied configuration states, where the + xdg_surface.configure commits the accumulated state. + + Clients should arrange their surface for the new states, and then send + an ack_configure request with the serial sent in this configure event at + some point before committing the new surface. + + If the client receives multiple configure events before it can respond + to one, it is free to discard all but the last event it received. + + + + + + + + + This interface defines an xdg_surface role which allows a surface to, + among other things, set window-like properties such as maximize, + fullscreen, and minimize, set application-specific metadata like title and + id, and well as trigger user interactive operations such as interactive + resize and move. + + Unmapping an xdg_toplevel means that the surface cannot be shown + by the compositor until it is explicitly mapped again. + All active operations (e.g., move, resize) are canceled and all + attributes (e.g. title, state, stacking, ...) are discarded for + an xdg_toplevel surface when it is unmapped. The xdg_toplevel returns to + the state it had right after xdg_surface.get_toplevel. The client + can re-map the toplevel by perfoming a commit without any buffer + attached, waiting for a configure event and handling it as usual (see + xdg_surface description). + + Attaching a null buffer to a toplevel unmaps the surface. + + + + + This request destroys the role surface and unmaps the surface; + see "Unmapping" behavior in interface section for details. + + + + + + + + + + + + Set the "parent" of this surface. This surface should be stacked + above the parent surface and all other ancestor surfaces. + + Parent surfaces should be set on dialogs, toolboxes, or other + "auxiliary" surfaces, so that the parent is raised when the dialog + is raised. + + Setting a null parent for a child surface unsets its parent. Setting + a null parent for a surface which currently has no parent is a no-op. + + Only mapped surfaces can have child surfaces. Setting a parent which + is not mapped is equivalent to setting a null parent. If a surface + becomes unmapped, its children's parent is set to the parent of + the now-unmapped surface. If the now-unmapped surface has no parent, + its children's parent is unset. If the now-unmapped surface becomes + mapped again, its parent-child relationship is not restored. + + The parent toplevel must not be one of the child toplevel's + descendants, and the parent must be different from the child toplevel, + otherwise the invalid_parent protocol error is raised. + + + + + + + Set a short title for the surface. + + This string may be used to identify the surface in a task bar, + window list, or other user interface elements provided by the + compositor. + + The string must be encoded in UTF-8. + + + + + + + Set an application identifier for the surface. + + The app ID identifies the general class of applications to which + the surface belongs. The compositor can use this to group multiple + surfaces together, or to determine how to launch a new application. + + For D-Bus activatable applications, the app ID is used as the D-Bus + service name. + + The compositor shell will try to group application surfaces together + by their app ID. As a best practice, it is suggested to select app + ID's that match the basename of the application's .desktop file. + For example, "org.freedesktop.FooViewer" where the .desktop file is + "org.freedesktop.FooViewer.desktop". + + Like other properties, a set_app_id request can be sent after the + xdg_toplevel has been mapped to update the property. + + See the desktop-entry specification [0] for more details on + application identifiers and how they relate to well-known D-Bus + names and .desktop files. + + [0] https://standards.freedesktop.org/desktop-entry-spec/ + + + + + + + Clients implementing client-side decorations might want to show + a context menu when right-clicking on the decorations, giving the + user a menu that they can use to maximize or minimize the window. + + This request asks the compositor to pop up such a window menu at + the given position, relative to the local surface coordinates of + the parent surface. There are no guarantees as to what menu items + the window menu contains, or even if a window menu will be drawn + at all. + + This request must be used in response to some sort of user action + like a button press, key press, or touch down event. + + + + + + + + + + Start an interactive, user-driven move of the surface. + + This request must be used in response to some sort of user action + like a button press, key press, or touch down event. The passed + serial is used to determine the type of interactive move (touch, + pointer, etc). + + The server may ignore move requests depending on the state of + the surface (e.g. fullscreen or maximized), or if the passed serial + is no longer valid. + + If triggered, the surface will lose the focus of the device + (wl_pointer, wl_touch, etc) used for the move. It is up to the + compositor to visually indicate that the move is taking place, such as + updating a pointer cursor, during the move. There is no guarantee + that the device focus will return when the move is completed. + + + + + + + + These values are used to indicate which edge of a surface + is being dragged in a resize operation. + + + + + + + + + + + + + + + Start a user-driven, interactive resize of the surface. + + This request must be used in response to some sort of user action + like a button press, key press, or touch down event. The passed + serial is used to determine the type of interactive resize (touch, + pointer, etc). + + The server may ignore resize requests depending on the state of + the surface (e.g. fullscreen or maximized). + + If triggered, the client will receive configure events with the + "resize" state enum value and the expected sizes. See the "resize" + enum value for more details about what is required. The client + must also acknowledge configure events using "ack_configure". After + the resize is completed, the client will receive another "configure" + event without the resize state. + + If triggered, the surface also will lose the focus of the device + (wl_pointer, wl_touch, etc) used for the resize. It is up to the + compositor to visually indicate that the resize is taking place, + such as updating a pointer cursor, during the resize. There is no + guarantee that the device focus will return when the resize is + completed. + + The edges parameter specifies how the surface should be resized, and + is one of the values of the resize_edge enum. Values not matching + a variant of the enum will cause the invalid_resize_edge protocol error. + The compositor may use this information to update the surface position + for example when dragging the top left corner. The compositor may also + use this information to adapt its behavior, e.g. choose an appropriate + cursor image. + + + + + + + + + The different state values used on the surface. This is designed for + state values like maximized, fullscreen. It is paired with the + configure event to ensure that both the client and the compositor + setting the state can be synchronized. + + States set in this way are double-buffered. They will get applied on + the next commit. + + + + The surface is maximized. The window geometry specified in the configure + event must be obeyed by the client, or the xdg_wm_base.invalid_surface_state + error is raised. + + The client should draw without shadow or other + decoration outside of the window geometry. + + + + + The surface is fullscreen. The window geometry specified in the + configure event is a maximum; the client cannot resize beyond it. For + a surface to cover the whole fullscreened area, the geometry + dimensions must be obeyed by the client. For more details, see + xdg_toplevel.set_fullscreen. + + + + + The surface is being resized. The window geometry specified in the + configure event is a maximum; the client cannot resize beyond it. + Clients that have aspect ratio or cell sizing configuration can use + a smaller size, however. + + + + + Client window decorations should be painted as if the window is + active. Do not assume this means that the window actually has + keyboard or pointer focus. + + + + + The window is currently in a tiled layout and the left edge is + considered to be adjacent to another part of the tiling grid. + + + + + The window is currently in a tiled layout and the right edge is + considered to be adjacent to another part of the tiling grid. + + + + + The window is currently in a tiled layout and the top edge is + considered to be adjacent to another part of the tiling grid. + + + + + The window is currently in a tiled layout and the bottom edge is + considered to be adjacent to another part of the tiling grid. + + + + + The surface is currently not ordinarily being repainted; for + example because its content is occluded by another window, or its + outputs are switched off due to screen locking. + + + + + + + Set a maximum size for the window. + + The client can specify a maximum size so that the compositor does + not try to configure the window beyond this size. + + The width and height arguments are in window geometry coordinates. + See xdg_surface.set_window_geometry. + + Values set in this way are double-buffered. They will get applied + on the next commit. + + The compositor can use this information to allow or disallow + different states like maximize or fullscreen and draw accurate + animations. + + Similarly, a tiling window manager may use this information to + place and resize client windows in a more effective way. + + The client should not rely on the compositor to obey the maximum + size. The compositor may decide to ignore the values set by the + client and request a larger size. + + If never set, or a value of zero in the request, means that the + client has no expected maximum size in the given dimension. + As a result, a client wishing to reset the maximum size + to an unspecified state can use zero for width and height in the + request. + + Requesting a maximum size to be smaller than the minimum size of + a surface is illegal and will result in an invalid_size error. + + The width and height must be greater than or equal to zero. Using + strictly negative values for width or height will result in a + invalid_size error. + + + + + + + + Set a minimum size for the window. + + The client can specify a minimum size so that the compositor does + not try to configure the window below this size. + + The width and height arguments are in window geometry coordinates. + See xdg_surface.set_window_geometry. + + Values set in this way are double-buffered. They will get applied + on the next commit. + + The compositor can use this information to allow or disallow + different states like maximize or fullscreen and draw accurate + animations. + + Similarly, a tiling window manager may use this information to + place and resize client windows in a more effective way. + + The client should not rely on the compositor to obey the minimum + size. The compositor may decide to ignore the values set by the + client and request a smaller size. + + If never set, or a value of zero in the request, means that the + client has no expected minimum size in the given dimension. + As a result, a client wishing to reset the minimum size + to an unspecified state can use zero for width and height in the + request. + + Requesting a minimum size to be larger than the maximum size of + a surface is illegal and will result in an invalid_size error. + + The width and height must be greater than or equal to zero. Using + strictly negative values for width and height will result in a + invalid_size error. + + + + + + + + Maximize the surface. + + After requesting that the surface should be maximized, the compositor + will respond by emitting a configure event. Whether this configure + actually sets the window maximized is subject to compositor policies. + The client must then update its content, drawing in the configured + state. The client must also acknowledge the configure when committing + the new content (see ack_configure). + + It is up to the compositor to decide how and where to maximize the + surface, for example which output and what region of the screen should + be used. + + If the surface was already maximized, the compositor will still emit + a configure event with the "maximized" state. + + If the surface is in a fullscreen state, this request has no direct + effect. It may alter the state the surface is returned to when + unmaximized unless overridden by the compositor. + + + + + + Unmaximize the surface. + + After requesting that the surface should be unmaximized, the compositor + will respond by emitting a configure event. Whether this actually + un-maximizes the window is subject to compositor policies. + If available and applicable, the compositor will include the window + geometry dimensions the window had prior to being maximized in the + configure event. The client must then update its content, drawing it in + the configured state. The client must also acknowledge the configure + when committing the new content (see ack_configure). + + It is up to the compositor to position the surface after it was + unmaximized; usually the position the surface had before maximizing, if + applicable. + + If the surface was already not maximized, the compositor will still + emit a configure event without the "maximized" state. + + If the surface is in a fullscreen state, this request has no direct + effect. It may alter the state the surface is returned to when + unmaximized unless overridden by the compositor. + + + + + + Make the surface fullscreen. + + After requesting that the surface should be fullscreened, the + compositor will respond by emitting a configure event. Whether the + client is actually put into a fullscreen state is subject to compositor + policies. The client must also acknowledge the configure when + committing the new content (see ack_configure). + + The output passed by the request indicates the client's preference as + to which display it should be set fullscreen on. If this value is NULL, + it's up to the compositor to choose which display will be used to map + this surface. + + If the surface doesn't cover the whole output, the compositor will + position the surface in the center of the output and compensate with + with border fill covering the rest of the output. The content of the + border fill is undefined, but should be assumed to be in some way that + attempts to blend into the surrounding area (e.g. solid black). + + If the fullscreened surface is not opaque, the compositor must make + sure that other screen content not part of the same surface tree (made + up of subsurfaces, popups or similarly coupled surfaces) are not + visible below the fullscreened surface. + + + + + + + Make the surface no longer fullscreen. + + After requesting that the surface should be unfullscreened, the + compositor will respond by emitting a configure event. + Whether this actually removes the fullscreen state of the client is + subject to compositor policies. + + Making a surface unfullscreen sets states for the surface based on the following: + * the state(s) it may have had before becoming fullscreen + * any state(s) decided by the compositor + * any state(s) requested by the client while the surface was fullscreen + + The compositor may include the previous window geometry dimensions in + the configure event, if applicable. + + The client must also acknowledge the configure when committing the new + content (see ack_configure). + + + + + + Request that the compositor minimize your surface. There is no + way to know if the surface is currently minimized, nor is there + any way to unset minimization on this surface. + + If you are looking to throttle redrawing when minimized, please + instead use the wl_surface.frame event for this, as this will + also work with live previews on windows in Alt-Tab, Expose or + similar compositor features. + + + + + + This configure event asks the client to resize its toplevel surface or + to change its state. The configured state should not be applied + immediately. See xdg_surface.configure for details. + + The width and height arguments specify a hint to the window + about how its surface should be resized in window geometry + coordinates. See set_window_geometry. + + If the width or height arguments are zero, it means the client + should decide its own window dimension. This may happen when the + compositor needs to configure the state of the surface but doesn't + have any information about any previous or expected dimension. + + The states listed in the event specify how the width/height + arguments should be interpreted, and possibly how it should be + drawn. + + Clients must send an ack_configure in response to this event. See + xdg_surface.configure and xdg_surface.ack_configure for details. + + + + + + + + + The close event is sent by the compositor when the user + wants the surface to be closed. This should be equivalent to + the user clicking the close button in client-side decorations, + if your application has any. + + This is only a request that the user intends to close the + window. The client may choose to ignore this request, or show + a dialog to ask the user to save their data, etc. + + + + + + + + The configure_bounds event may be sent prior to a xdg_toplevel.configure + event to communicate the bounds a window geometry size is recommended + to constrain to. + + The passed width and height are in surface coordinate space. If width + and height are 0, it means bounds is unknown and equivalent to as if no + configure_bounds event was ever sent for this surface. + + The bounds can for example correspond to the size of a monitor excluding + any panels or other shell components, so that a surface isn't created in + a way that it cannot fit. + + The bounds may change at any point, and in such a case, a new + xdg_toplevel.configure_bounds will be sent, followed by + xdg_toplevel.configure and xdg_surface.configure. + + + + + + + + + + + + + + + + + This event advertises the capabilities supported by the compositor. If + a capability isn't supported, clients should hide or disable the UI + elements that expose this functionality. For instance, if the + compositor doesn't advertise support for minimized toplevels, a button + triggering the set_minimized request should not be displayed. + + The compositor will ignore requests it doesn't support. For instance, + a compositor which doesn't advertise support for minimized will ignore + set_minimized requests. + + Compositors must send this event once before the first + xdg_surface.configure event. When the capabilities change, compositors + must send this event again and then send an xdg_surface.configure + event. + + The configured state should not be applied immediately. See + xdg_surface.configure for details. + + The capabilities are sent as an array of 32-bit unsigned integers in + native endianness. + + + + + + + + A popup surface is a short-lived, temporary surface. It can be used to + implement for example menus, popovers, tooltips and other similar user + interface concepts. + + A popup can be made to take an explicit grab. See xdg_popup.grab for + details. + + When the popup is dismissed, a popup_done event will be sent out, and at + the same time the surface will be unmapped. See the xdg_popup.popup_done + event for details. + + Explicitly destroying the xdg_popup object will also dismiss the popup and + unmap the surface. Clients that want to dismiss the popup when another + surface of their own is clicked should dismiss the popup using the destroy + request. + + A newly created xdg_popup will be stacked on top of all previously created + xdg_popup surfaces associated with the same xdg_toplevel. + + The parent of an xdg_popup must be mapped (see the xdg_surface + description) before the xdg_popup itself. + + The client must call wl_surface.commit on the corresponding wl_surface + for the xdg_popup state to take effect. + + + + + + + + + This destroys the popup. Explicitly destroying the xdg_popup + object will also dismiss the popup, and unmap the surface. + + If this xdg_popup is not the "topmost" popup, the + xdg_wm_base.not_the_topmost_popup protocol error will be sent. + + + + + + This request makes the created popup take an explicit grab. An explicit + grab will be dismissed when the user dismisses the popup, or when the + client destroys the xdg_popup. This can be done by the user clicking + outside the surface, using the keyboard, or even locking the screen + through closing the lid or a timeout. + + If the compositor denies the grab, the popup will be immediately + dismissed. + + This request must be used in response to some sort of user action like a + button press, key press, or touch down event. The serial number of the + event should be passed as 'serial'. + + The parent of a grabbing popup must either be an xdg_toplevel surface or + another xdg_popup with an explicit grab. If the parent is another + xdg_popup it means that the popups are nested, with this popup now being + the topmost popup. + + Nested popups must be destroyed in the reverse order they were created + in, e.g. the only popup you are allowed to destroy at all times is the + topmost one. + + When compositors choose to dismiss a popup, they may dismiss every + nested grabbing popup as well. When a compositor dismisses popups, it + will follow the same dismissing order as required from the client. + + If the topmost grabbing popup is destroyed, the grab will be returned to + the parent of the popup, if that parent previously had an explicit grab. + + If the parent is a grabbing popup which has already been dismissed, this + popup will be immediately dismissed. If the parent is a popup that did + not take an explicit grab, an error will be raised. + + During a popup grab, the client owning the grab will receive pointer + and touch events for all their surfaces as normal (similar to an + "owner-events" grab in X11 parlance), while the top most grabbing popup + will always have keyboard focus. + + + + + + + + This event asks the popup surface to configure itself given the + configuration. The configured state should not be applied immediately. + See xdg_surface.configure for details. + + The x and y arguments represent the position the popup was placed at + given the xdg_positioner rule, relative to the upper left corner of the + window geometry of the parent surface. + + For version 2 or older, the configure event for an xdg_popup is only + ever sent once for the initial configuration. Starting with version 3, + it may be sent again if the popup is setup with an xdg_positioner with + set_reactive requested, or in response to xdg_popup.reposition requests. + + + + + + + + + + The popup_done event is sent out when a popup is dismissed by the + compositor. The client should destroy the xdg_popup object at this + point. + + + + + + + + Reposition an already-mapped popup. The popup will be placed given the + details in the passed xdg_positioner object, and a + xdg_popup.repositioned followed by xdg_popup.configure and + xdg_surface.configure will be emitted in response. Any parameters set + by the previous positioner will be discarded. + + The passed token will be sent in the corresponding + xdg_popup.repositioned event. The new popup position will not take + effect until the corresponding configure event is acknowledged by the + client. See xdg_popup.repositioned for details. The token itself is + opaque, and has no other special meaning. + + If multiple reposition requests are sent, the compositor may skip all + but the last one. + + If the popup is repositioned in response to a configure event for its + parent, the client should send an xdg_positioner.set_parent_configure + and possibly an xdg_positioner.set_parent_size request to allow the + compositor to properly constrain the popup. + + If the popup is repositioned together with a parent that is being + resized, but not in response to a configure event, the client should + send an xdg_positioner.set_parent_size request. + + + + + + + + The repositioned event is sent as part of a popup configuration + sequence, together with xdg_popup.configure and lastly + xdg_surface.configure to notify the completion of a reposition request. + + The repositioned event is to notify about the completion of a + xdg_popup.reposition request. The token argument is the token passed + in the xdg_popup.reposition request. + + Immediately after this event is emitted, xdg_popup.configure and + xdg_surface.configure will be sent with the updated size and position, + as well as a new configure serial. + + The client should optionally update the content of the popup, but must + acknowledge the new popup configuration for the new position to take + effect. See xdg_surface.ack_configure for details. + + + + + + diff --git a/dependencies/glfw-3.4/docs/CMakeLists.txt b/dependencies/glfw-3.4/docs/CMakeLists.txt new file mode 100644 index 0000000..5052217 --- /dev/null +++ b/dependencies/glfw-3.4/docs/CMakeLists.txt @@ -0,0 +1,57 @@ + +# NOTE: The order of this list determines the order of items in the Guides +# (i.e. Pages) list in the generated documentation +set(source_files + main.md + news.md + quick.md + moving.md + compile.md + build.md + intro.md + context.md + monitor.md + window.md + input.md + vulkan.md + compat.md + internal.md) + +set(extra_files DoxygenLayout.xml header.html footer.html extra.css spaces.svg) + +set(header_paths + "${GLFW_SOURCE_DIR}/include/GLFW/glfw3.h" + "${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h") + +# Format the source list into a Doxyfile INPUT value that Doxygen can parse +foreach(path IN LISTS header_paths) + string(APPEND GLFW_DOXYGEN_INPUT " \\\n\"${path}\"") +endforeach() +foreach(file IN LISTS source_files) + string(APPEND GLFW_DOXYGEN_INPUT " \\\n\"${CMAKE_CURRENT_SOURCE_DIR}/${file}\"") +endforeach() + +set(DOXYGEN_SKIP_DOT TRUE) +find_package(Doxygen) + +if (NOT DOXYGEN_FOUND OR DOXYGEN_VERSION VERSION_LESS "1.9.8") + message(STATUS "Documentation generation requires Doxygen 1.9.8 or later") +else() + configure_file(Doxyfile.in Doxyfile @ONLY) + add_custom_command(OUTPUT "html/index.html" + COMMAND "${DOXYGEN_EXECUTABLE}" + WORKING_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}" + MAIN_DEPENDENCY Doxyfile + DEPENDS ${header_paths} ${source_files} ${extra_files} + COMMENT "Generating HTML documentation" + VERBATIM) + + add_custom_target(docs ALL SOURCES "html/index.html") + set_target_properties(docs PROPERTIES FOLDER "GLFW3") + + if (GLFW_INSTALL) + install(DIRECTORY "${GLFW_BINARY_DIR}/docs/html" + DESTINATION "${CMAKE_INSTALL_DOCDIR}") + endif() +endif() + diff --git a/dependencies/glfw-3.4/docs/CONTRIBUTING.md b/dependencies/glfw-3.4/docs/CONTRIBUTING.md new file mode 100644 index 0000000..73ba01e --- /dev/null +++ b/dependencies/glfw-3.4/docs/CONTRIBUTING.md @@ -0,0 +1,390 @@ +# Contribution Guide + +## Contents + +- [Asking a question](#asking-a-question) +- [Reporting a bug](#reporting-a-bug) + - [Reporting a compile or link bug](#reporting-a-compile-or-link-bug) + - [Reporting a segfault or other crash bug](#reporting-a-segfault-or-other-crash-bug) + - [Reporting a context creation bug](#reporting-a-context-creation-bug) + - [Reporting a monitor or video mode bug](#reporting-a-monitor-or-video-mode-bug) + - [Reporting a window, input or event bug](#reporting-a-window-input-or-event-bug) + - [Reporting some other library bug](#reporting-some-other-library-bug) + - [Reporting a documentation bug](#reporting-a-documentation-bug) + - [Reporting a website bug](#reporting-a-website-bug) +- [Requesting a feature](#requesting-a-feature) +- [Contributing a bug fix](#contributing-a-bug-fix) +- [Contributing a feature](#contributing-a-feature) + + +## Asking a question + +Questions about how to use GLFW should be asked either in the [support +section](https://discourse.glfw.org/c/support) of the forum, under the [Stack +Overflow tag](https://stackoverflow.com/questions/tagged/glfw) or [Game +Development tag](https://gamedev.stackexchange.com/questions/tagged/glfw) on +Stack Exchange. + +Questions about the design or implementation of GLFW or about future plans +should be asked in the [dev section](https://discourse.glfw.org/c/dev) of the +forum. Please don't open a GitHub issue to discuss design questions without +first checking with a maintainer. + + +## Reporting a bug + +If GLFW is behaving unexpectedly at run-time, start by setting an [error +callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling). +GLFW will often tell you the cause of an error via this callback. If it +doesn't, that might be a separate bug. + +If GLFW is crashing or triggering asserts, make sure that all your object +handles and other pointers are valid. + +For bugs where it makes sense, a short, self contained example is absolutely +invaluable. Just put it inline in the body text. Note that if the bug is +reproducible with one of the test programs that come with GLFW, just mention +that instead. + +__Don't worry about adding too much information__. Unimportant information can +be abbreviated or removed later, but missing information can stall bug fixing, +especially when your schedule doesn't align with that of the maintainer. + +__Please provide text as text, not as images__. This includes code, error +messages and any other text. Text in images cannot be found by other users +searching for the same problem and may have to be re-typed by maintainers when +debugging. + +You don't need to manually indent your code or other text to quote it with +GitHub Markdown; just surround it with triple backticks: + + ``` + Some quoted text. + ``` + +You can also add syntax highlighting by appending the common file extension: + + ```c + int five(void) + { + return 5; + } + ``` + +There are issue labels for both platforms and GPU manufacturers, so there is no +need to mention these in the subject line. If you do, it will be removed when +the issue is labeled. + +If your bug is already reported, please add any new information you have, or if +it already has everything, give it a :+1:. + + +### Reporting a compile or link bug + +__Note:__ GLFW needs many system APIs to do its job, which on some platforms +means linking to many system libraries. If you are using GLFW as a static +library, that means your application needs to link to these in addition to GLFW. + +__Note:__ Check the [Compiling +GLFW](https://www.glfw.org/docs/latest/compile.html) guide and or [Building +applications](https://www.glfw.org/docs/latest/build.html) guide for before +opening an issue of this kind. Most issues are caused by a missing package or +linker flag. + +Always include the __operating system name and version__ (e.g. `Windows +7 64-bit` or `Ubuntu 15.10`) and the __compiler name and version__ (e.g. `Visual +C++ 2015 Update 2`). If you are using an official release of GLFW, +include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the +__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git. + +Please also include the __complete build log__ from your compiler and linker, +even if it's long. It can always be shortened later, if necessary. + + +#### Quick template + +``` +OS and version: +Compiler version: +Release or commit: +Build log: +``` + + +### Reporting a segfault or other crash bug + +Always include the __operating system name and version__ (e.g. `Windows +7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW, +include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the +__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git. + +Please also include any __error messages__ provided to your application via the +[error +callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling) and +the __full call stack__ of the crash, or if the crash does not occur in debug +mode, mention that instead. + + +#### Quick template + +``` +OS and version: +Release or commit: +Error messages: +Call stack: +``` + + +### Reporting a context creation bug + +__Note:__ Windows ships with graphics drivers that do not support OpenGL. If +GLFW says that your machine lacks support for OpenGL, it very likely does. +Install drivers from the computer manufacturer or graphics card manufacturer +([Nvidia](https://www.geforce.com/drivers), +[AMD](https://www.amd.com/en/support), +[Intel](https://www-ssl.intel.com/content/www/us/en/support/detect.html)) to +fix this. + +__Note:__ AMD only supports OpenGL ES on Windows via EGL. See the +[GLFW\_CONTEXT\_CREATION\_API](https://www.glfw.org/docs/latest/window_guide.html#window_hints_ctx) +hint for how to select EGL. + +Please verify that context creation also fails with the `glfwinfo` tool before +reporting it as a bug. This tool is included in the GLFW source tree as +`tests/glfwinfo.c` and is built along with the library. It has switches for all +GLFW context and framebuffer hints. Run `glfwinfo -h` for a complete list. + +Always include the __operating system name and version__ (e.g. `Windows +7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW, +include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the +__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git. + +If you are running your program in a virtual machine, please mention this and +include the __VM name and version__ (e.g. `VirtualBox 5.1`). + +Please also include the __GLFW version string__ (`3.2.0 X11 EGL clock_gettime +/dev/js`), as described +[here](https://www.glfw.org/docs/latest/intro.html#intro_version_string), the +__GPU model and driver version__ (e.g. `GeForce GTX660 with 352.79`), and the +__output of `glfwinfo`__ (with switches matching any hints you set in your +code) when reporting this kind of bug. If this tool doesn't run on the machine, +mention that instead. + + +#### Quick template + +``` +OS and version: +GPU and driver: +Release or commit: +Version string: +glfwinfo output: +``` + + +### Reporting a monitor or video mode bug + +__Note:__ On headless systems on some platforms, no monitors are reported. This +causes glfwGetPrimaryMonitor to return `NULL`, which not all applications are +prepared for. + +__Note:__ Some third-party tools report more video modes than are approved of +by the OS. For safety and compatibility, GLFW only reports video modes the OS +wants programs to use. This is not a bug. + +The `monitors` tool is included in the GLFW source tree as `tests/monitors.c` +and is built along with the library. It lists all information GLFW provides +about monitors it detects. + +Always include the __operating system name and version__ (e.g. `Windows +7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW, +include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the +__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git. + +If you are running your program in a virtual machine, please mention this and +include the __VM name and version__ (e.g. `VirtualBox 5.1`). + +Please also include any __error messages__ provided to your application via the +[error +callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling) and +the __output of `monitors`__ when reporting this kind of bug. If this tool +doesn't run on the machine, mention this instead. + + +#### Quick template + +``` +OS and version: +Release or commit: +Error messages: +monitors output: +``` + + +### Reporting a window, input or event bug + +__Note:__ The exact ordering of related window events will sometimes differ. + +__Note:__ Window moving and resizing (by the user) will block the main thread on +some platforms. This is not a bug. Set a [refresh +callback](https://www.glfw.org/docs/latest/window.html#window_refresh) if you +want to keep the window contents updated during a move or size operation. + +The `events` tool is included in the GLFW source tree as `tests/events.c` and is +built along with the library. It prints all information provided to every +callback supported by GLFW as events occur. Each event is listed with the time +and a unique number to make discussions about event logs easier. The tool has +command-line options for creating multiple windows and full screen windows. + +Always include the __operating system name and version__ (e.g. `Windows +7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW, +include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the +__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git. + +If you are running your program in a virtual machine, please mention this and +include the __VM name and version__ (e.g. `VirtualBox 5.1`). + +Please also include any __error messages__ provided to your application via the +[error +callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling) and +if relevant, the __output of `events`__ when reporting this kind of bug. If +this tool doesn't run on the machine, mention this instead. + +__X11:__ If possible, please include what desktop environment (e.g. GNOME, +Unity, KDE) and/or window manager (e.g. Openbox, dwm, Window Maker) you are +running. If the bug is related to keyboard input, please include any input +method (e.g. ibus, SCIM) you are using. + + +#### Quick template + +``` +OS and version: +Release or commit: +Error messages: +events output: +``` + + +### Reporting some other library bug + +Always include the __operating system name and version__ (e.g. `Windows +7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW, +include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the +__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git. + +Please also include any __error messages__ provided to your application via the +[error +callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling), if +relevant. + + +#### Quick template + +``` +OS and version: +Release or commit: +Error messages: +``` + + +### Reporting a documentation bug + +If you found a bug in the documentation, including this file, then it's fine to +just link to that web page or mention that source file. You don't need to match +the source to the output or vice versa. + + +### Reporting a website bug + +If the bug is in the documentation (anything under `/docs/`) then please see the +section above. Bugs in the rest of the site are reported to the [website +source repository](https://github.com/glfw/website/issues). + + +## Requesting a feature + +Please explain why you need the feature and how you intend to use it. If you +have a specific API design in mind, please add that as well. If you have or are +planning to write code for the feature, see the section below. + +If there already is a request for the feature you need, add your specific use +case unless it is already mentioned. If it is, give it a :+1:. + + +## Contributing a bug fix + +__Note:__ You must have all necessary [intellectual +property rights](https://en.wikipedia.org/wiki/Intellectual_property) to any +code you contribute. If you did not write the code yourself, you must explain +where it came from and under what license you received it. Even code using the +same license as GLFW may not be copied without attribution. + +__There is no preferred patch size__. A one character fix is just as welcome as +a thousand line one, if that is the appropriate size for the fix. + +In addition to the code, a complete bug fix includes: + +- Change log entry in `README.md`, describing the incorrect behavior +- Credits entries in `CONTRIBUTORS.md` for all authors of the bug fix + +Bug fixes will not be rejected because they don't include all the above parts, +but please keep in mind that maintainer time is finite and that there are many +other bugs and features to work on. + +If the patch fixes a bug introduced after the last release, it should not get +a change log entry. + +If you haven't already, read the excellent article [How to Write a Git Commit +Message](https://chris.beams.io/posts/git-commit/). + + +## Contributing a feature + +__Note:__ You must have all necessary rights to any code you contribute. If you +did not write the code yourself, you must explain where it came from and under +what license. Even code using the same license as GLFW may not be copied +without attribution. + +__Note:__ If you haven't already implemented the feature, check first if there +already is an open issue for it and if it's already being developed in an +[experimental branch](https://github.com/glfw/glfw/branches/all). + +__There is no preferred patch size__. A one-character change is just as welcome +as one adding a thousand lines, if that is the appropriate size for the +feature. + +In addition to the code, a complete feature includes: + +- Change log entry in `README.md`, listing all new symbols +- News page entry in `docs/news.md`, briefly describing the feature +- Guide documentation, with minimal examples, in the relevant guide in the `docs` folder +- Reference documentation, with all applicable tags +- Cross-references and mentions in appropriate places +- Credits entries in `CONTRIBUTORS.md` for all authors of the feature + +If the feature requires platform-specific code, at minimum stubs must be added +for the new platform function to all supported and experimental platforms. + +If it adds a new callback, support for it must be added to `tests/event.c`. + +If it adds a new monitor property, support for it must be added to +`tests/monitor.c`. + +If it adds a new OpenGL, OpenGL ES or Vulkan option or extension, support +for it must be added to `tests/glfwinfo.c` and the behavior of the library when +the extension is missing documented in `docs/compat.md`. + +If you haven't already, read the excellent article [How to Write a Git Commit +Message](https://chris.beams.io/posts/git-commit/). + +Features will not be rejected because they don't include all the above parts, +but please keep in mind that maintainer time is finite and that there are many +other features and bugs to work on. + +Please also keep in mind that any part of the public API that has been included +in a release cannot be changed until the next _major_ version. Features can be +added and existing parts can sometimes be overloaded (in the general sense of +doing more things, not in the C++ sense), but code written to the API of one +minor release should both compile and run on subsequent minor releases. + diff --git a/dependencies/glfw-3.4/docs/Doxyfile.in b/dependencies/glfw-3.4/docs/Doxyfile.in new file mode 100644 index 0000000..067619c --- /dev/null +++ b/dependencies/glfw-3.4/docs/Doxyfile.in @@ -0,0 +1,2737 @@ +# Doxyfile 1.9.7 + +# This file describes the settings to be used by the documentation system +# doxygen (www.doxygen.org) for a project. +# +# All text after a double hash (##) is considered a comment and is placed in +# front of the TAG it is preceding. +# +# All text after a single hash (#) is considered a comment and will be ignored. +# The format is: +# TAG = value [value, ...] +# For lists, items can also be appended using: +# TAG += value [value, ...] +# Values that contain spaces should be placed between quotes (\" \"). +# +# Note: +# +# Use doxygen to compare the used configuration file with the template +# configuration file: +# doxygen -x [configFile] +# Use doxygen to compare the used configuration file with the template +# configuration file without replacing the environment variables or CMake type +# replacement variables: +# doxygen -x_noenv [configFile] + +#--------------------------------------------------------------------------- +# Project related configuration options +#--------------------------------------------------------------------------- + +# This tag specifies the encoding used for all characters in the configuration +# file that follow. The default is UTF-8 which is also the encoding used for all +# text before the first occurrence of this tag. Doxygen uses libiconv (or the +# iconv built into libc) for the transcoding. See +# https://www.gnu.org/software/libiconv/ for the list of possible encodings. +# The default value is: UTF-8. + +DOXYFILE_ENCODING = UTF-8 + +# The PROJECT_NAME tag is a single word (or a sequence of words surrounded by +# double-quotes, unless you are using Doxywizard) that should identify the +# project for which the documentation is generated. This name is used in the +# title of most generated pages and in a few other places. +# The default value is: My Project. + +PROJECT_NAME = "GLFW" + +# The PROJECT_NUMBER tag can be used to enter a project or revision number. This +# could be handy for archiving the generated documentation or if some version +# control system is used. + +PROJECT_NUMBER = @GLFW_VERSION@ + +# Using the PROJECT_BRIEF tag one can provide an optional one line description +# for a project that appears at the top of each page and should give viewer a +# quick idea about the purpose of the project. Keep the description short. + +PROJECT_BRIEF = "A multi-platform library for OpenGL, window and input" + +# With the PROJECT_LOGO tag one can specify a logo or an icon that is included +# in the documentation. The maximum height of the logo should not exceed 55 +# pixels and the maximum width should not exceed 200 pixels. Doxygen will copy +# the logo to the output directory. + +PROJECT_LOGO = + +# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path +# into which the generated documentation will be written. If a relative path is +# entered, it will be relative to the location where doxygen was started. If +# left blank the current directory will be used. + +OUTPUT_DIRECTORY = "@GLFW_BINARY_DIR@/docs" + +# If the CREATE_SUBDIRS tag is set to YES then doxygen will create up to 4096 +# sub-directories (in 2 levels) under the output directory of each output format +# and will distribute the generated files over these directories. Enabling this +# option can be useful when feeding doxygen a huge amount of source files, where +# putting all generated files in the same directory would otherwise causes +# performance problems for the file system. Adapt CREATE_SUBDIRS_LEVEL to +# control the number of sub-directories. +# The default value is: NO. + +CREATE_SUBDIRS = NO + +# Controls the number of sub-directories that will be created when +# CREATE_SUBDIRS tag is set to YES. Level 0 represents 16 directories, and every +# level increment doubles the number of directories, resulting in 4096 +# directories at level 8 which is the default and also the maximum value. The +# sub-directories are organized in 2 levels, the first level always has a fixed +# number of 16 directories. +# Minimum value: 0, maximum value: 8, default value: 8. +# This tag requires that the tag CREATE_SUBDIRS is set to YES. + +CREATE_SUBDIRS_LEVEL = 8 + +# If the ALLOW_UNICODE_NAMES tag is set to YES, doxygen will allow non-ASCII +# characters to appear in the names of generated files. If set to NO, non-ASCII +# characters will be escaped, for example _xE3_x81_x84 will be used for Unicode +# U+3044. +# The default value is: NO. + +ALLOW_UNICODE_NAMES = NO + +# The OUTPUT_LANGUAGE tag is used to specify the language in which all +# documentation generated by doxygen is written. Doxygen will use this +# information to generate all constant output in the proper language. +# Possible values are: Afrikaans, Arabic, Armenian, Brazilian, Bulgarian, +# Catalan, Chinese, Chinese-Traditional, Croatian, Czech, Danish, Dutch, English +# (United States), Esperanto, Farsi (Persian), Finnish, French, German, Greek, +# Hindi, Hungarian, Indonesian, Italian, Japanese, Japanese-en (Japanese with +# English messages), Korean, Korean-en (Korean with English messages), Latvian, +# Lithuanian, Macedonian, Norwegian, Persian (Farsi), Polish, Portuguese, +# Romanian, Russian, Serbian, Serbian-Cyrillic, Slovak, Slovene, Spanish, +# Swedish, Turkish, Ukrainian and Vietnamese. +# The default value is: English. + +OUTPUT_LANGUAGE = English + +# If the BRIEF_MEMBER_DESC tag is set to YES, doxygen will include brief member +# descriptions after the members that are listed in the file and class +# documentation (similar to Javadoc). Set to NO to disable this. +# The default value is: YES. + +BRIEF_MEMBER_DESC = YES + +# If the REPEAT_BRIEF tag is set to YES, doxygen will prepend the brief +# description of a member or function before the detailed description +# +# Note: If both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the +# brief descriptions will be completely suppressed. +# The default value is: YES. + +REPEAT_BRIEF = NO + +# This tag implements a quasi-intelligent brief description abbreviator that is +# used to form the text in various listings. Each string in this list, if found +# as the leading text of the brief description, will be stripped from the text +# and the result, after processing the whole list, is used as the annotated +# text. Otherwise, the brief description is used as-is. If left blank, the +# following values are used ($name is automatically replaced with the name of +# the entity):The $name class, The $name widget, The $name file, is, provides, +# specifies, contains, represents, a, an and the. + +ABBREVIATE_BRIEF = + +# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then +# doxygen will generate a detailed section even if there is only a brief +# description. +# The default value is: NO. + +ALWAYS_DETAILED_SEC = YES + +# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all +# inherited members of a class in the documentation of that class as if those +# members were ordinary class members. Constructors, destructors and assignment +# operators of the base classes will not be shown. +# The default value is: NO. + +INLINE_INHERITED_MEMB = NO + +# If the FULL_PATH_NAMES tag is set to YES, doxygen will prepend the full path +# before files name in the file list and in the header files. If set to NO the +# shortest path that makes the file name unique will be used +# The default value is: YES. + +FULL_PATH_NAMES = NO + +# The STRIP_FROM_PATH tag can be used to strip a user-defined part of the path. +# Stripping is only done if one of the specified strings matches the left-hand +# part of the path. The tag can be used to show relative paths in the file list. +# If left blank the directory from which doxygen is run is used as the path to +# strip. +# +# Note that you can specify absolute paths here, but also relative paths, which +# will be relative from the directory where doxygen is started. +# This tag requires that the tag FULL_PATH_NAMES is set to YES. + +STRIP_FROM_PATH = + +# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of the +# path mentioned in the documentation of a class, which tells the reader which +# header file to include in order to use a class. If left blank only the name of +# the header file containing the class definition is used. Otherwise one should +# specify the list of include paths that are normally passed to the compiler +# using the -I flag. + +STRIP_FROM_INC_PATH = + +# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter (but +# less readable) file names. This can be useful is your file systems doesn't +# support long names like on DOS, Mac, or CD-ROM. +# The default value is: NO. + +SHORT_NAMES = NO + +# If the JAVADOC_AUTOBRIEF tag is set to YES then doxygen will interpret the +# first line (until the first dot) of a Javadoc-style comment as the brief +# description. If set to NO, the Javadoc-style will behave just like regular Qt- +# style comments (thus requiring an explicit @brief command for a brief +# description.) +# The default value is: NO. + +JAVADOC_AUTOBRIEF = NO + +# If the JAVADOC_BANNER tag is set to YES then doxygen will interpret a line +# such as +# /*************** +# as being the beginning of a Javadoc-style comment "banner". If set to NO, the +# Javadoc-style will behave just like regular comments and it will not be +# interpreted by doxygen. +# The default value is: NO. + +JAVADOC_BANNER = NO + +# If the QT_AUTOBRIEF tag is set to YES then doxygen will interpret the first +# line (until the first dot) of a Qt-style comment as the brief description. If +# set to NO, the Qt-style will behave just like regular Qt-style comments (thus +# requiring an explicit \brief command for a brief description.) +# The default value is: NO. + +QT_AUTOBRIEF = NO + +# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make doxygen treat a +# multi-line C++ special comment block (i.e. a block of //! or /// comments) as +# a brief description. This used to be the default behavior. The new default is +# to treat a multi-line C++ comment block as a detailed description. Set this +# tag to YES if you prefer the old behavior instead. +# +# Note that setting this tag to YES also means that rational rose comments are +# not recognized any more. +# The default value is: NO. + +MULTILINE_CPP_IS_BRIEF = NO + +# By default Python docstrings are displayed as preformatted text and doxygen's +# special commands cannot be used. By setting PYTHON_DOCSTRING to NO the +# doxygen's special commands can be used and the contents of the docstring +# documentation blocks is shown as doxygen documentation. +# The default value is: YES. + +PYTHON_DOCSTRING = YES + +# If the INHERIT_DOCS tag is set to YES then an undocumented member inherits the +# documentation from any documented member that it re-implements. +# The default value is: YES. + +INHERIT_DOCS = YES + +# If the SEPARATE_MEMBER_PAGES tag is set to YES then doxygen will produce a new +# page for each member. If set to NO, the documentation of a member will be part +# of the file/class/namespace that contains it. +# The default value is: NO. + +SEPARATE_MEMBER_PAGES = NO + +# The TAB_SIZE tag can be used to set the number of spaces in a tab. Doxygen +# uses this value to replace tabs by spaces in code fragments. +# Minimum value: 1, maximum value: 16, default value: 4. + +TAB_SIZE = 8 + +# This tag can be used to specify a number of aliases that act as commands in +# the documentation. An alias has the form: +# name=value +# For example adding +# "sideeffect=@par Side Effects:^^" +# will allow you to put the command \sideeffect (or @sideeffect) in the +# documentation, which will result in a user-defined paragraph with heading +# "Side Effects:". Note that you cannot put \n's in the value part of an alias +# to insert newlines (in the resulting output). You can put ^^ in the value part +# of an alias to insert a newline as if a physical newline was in the original +# file. When you need a literal { or } or , in the value part of an alias you +# have to escape them by means of a backslash (\), this can lead to conflicts +# with the commands \{ and \} for these it is advised to use the version @{ and +# @} or use a double escape (\\{ and \\}) + +ALIASES = "thread_safety=@par Thread safety^^" \ + "pointer_lifetime=@par Pointer lifetime^^" \ + "analysis=@par Analysis^^" \ + "reentrancy=@par Reentrancy^^" \ + "errors=@par Errors^^" \ + "callback_signature=@par Callback signature^^" \ + "glfw3=__GLFW 3:__" \ + "x11=__X11:__" \ + "wayland=__Wayland:__" \ + "win32=__Windows:__" \ + "macos=__macOS:__" \ + "linux=__Linux:__" + +# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources +# only. Doxygen will then generate output that is more tailored for C. For +# instance, some of the names that are used will be different. The list of all +# members will be omitted, etc. +# The default value is: NO. + +OPTIMIZE_OUTPUT_FOR_C = YES + +# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java or +# Python sources only. Doxygen will then generate output that is more tailored +# for that language. For instance, namespaces will be presented as packages, +# qualified scopes will look different, etc. +# The default value is: NO. + +OPTIMIZE_OUTPUT_JAVA = NO + +# Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran +# sources. Doxygen will then generate output that is tailored for Fortran. +# The default value is: NO. + +OPTIMIZE_FOR_FORTRAN = NO + +# Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL +# sources. Doxygen will then generate output that is tailored for VHDL. +# The default value is: NO. + +OPTIMIZE_OUTPUT_VHDL = NO + +# Set the OPTIMIZE_OUTPUT_SLICE tag to YES if your project consists of Slice +# sources only. Doxygen will then generate output that is more tailored for that +# language. For instance, namespaces will be presented as modules, types will be +# separated into more groups, etc. +# The default value is: NO. + +OPTIMIZE_OUTPUT_SLICE = NO + +# Doxygen selects the parser to use depending on the extension of the files it +# parses. With this tag you can assign which parser to use for a given +# extension. Doxygen has a built-in mapping, but you can override or extend it +# using this tag. The format is ext=language, where ext is a file extension, and +# language is one of the parsers supported by doxygen: IDL, Java, JavaScript, +# Csharp (C#), C, C++, Lex, D, PHP, md (Markdown), Objective-C, Python, Slice, +# VHDL, Fortran (fixed format Fortran: FortranFixed, free formatted Fortran: +# FortranFree, unknown formatted Fortran: Fortran. In the later case the parser +# tries to guess whether the code is fixed or free formatted code, this is the +# default for Fortran type files). For instance to make doxygen treat .inc files +# as Fortran files (default is PHP), and .f files as C (default is Fortran), +# use: inc=Fortran f=C. +# +# Note: For files without extension you can use no_extension as a placeholder. +# +# Note that for custom extensions you also need to set FILE_PATTERNS otherwise +# the files are not read by doxygen. When specifying no_extension you should add +# * to the FILE_PATTERNS. +# +# Note see also the list of default file extension mappings. + +EXTENSION_MAPPING = + +# If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments +# according to the Markdown format, which allows for more readable +# documentation. See https://daringfireball.net/projects/markdown/ for details. +# The output of markdown processing is further processed by doxygen, so you can +# mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in +# case of backward compatibilities issues. +# The default value is: YES. + +MARKDOWN_SUPPORT = YES + +# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up +# to that level are automatically included in the table of contents, even if +# they do not have an id attribute. +# Note: This feature currently applies only to Markdown headings. +# Minimum value: 0, maximum value: 99, default value: 5. +# This tag requires that the tag MARKDOWN_SUPPORT is set to YES. + +TOC_INCLUDE_HEADINGS = 5 + +# The MARKDOWN_ID_STYLE tag can be used to specify the algorithm used to +# generate identifiers for the Markdown headings. Note: Every identifier is +# unique. +# Possible values are: DOXYGEN Use a fixed 'autotoc_md' string followed by a +# sequence number starting at 0. and GITHUB Use the lower case version of title +# with any whitespace replaced by '-' and punctations characters removed.. +# The default value is: DOXYGEN. +# This tag requires that the tag MARKDOWN_SUPPORT is set to YES. + +MARKDOWN_ID_STYLE = DOXYGEN + +# When enabled doxygen tries to link words that correspond to documented +# classes, or namespaces to their corresponding documentation. Such a link can +# be prevented in individual cases by putting a % sign in front of the word or +# globally by setting AUTOLINK_SUPPORT to NO. +# The default value is: YES. + +AUTOLINK_SUPPORT = YES + +# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want +# to include (a tag file for) the STL sources as input, then you should set this +# tag to YES in order to let doxygen match functions declarations and +# definitions whose arguments contain STL classes (e.g. func(std::string); +# versus func(std::string) {}). This also make the inheritance and collaboration +# diagrams that involve STL classes more complete and accurate. +# The default value is: NO. + +BUILTIN_STL_SUPPORT = NO + +# If you use Microsoft's C++/CLI language, you should set this option to YES to +# enable parsing support. +# The default value is: NO. + +CPP_CLI_SUPPORT = NO + +# Set the SIP_SUPPORT tag to YES if your project consists of sip (see: +# https://www.riverbankcomputing.com/software/sip/intro) sources only. Doxygen +# will parse them like normal C++ but will assume all classes use public instead +# of private inheritance when no explicit protection keyword is present. +# The default value is: NO. + +SIP_SUPPORT = NO + +# For Microsoft's IDL there are propget and propput attributes to indicate +# getter and setter methods for a property. Setting this option to YES will make +# doxygen to replace the get and set methods by a property in the documentation. +# This will only work if the methods are indeed getting or setting a simple +# type. If this is not the case, or you want to show the methods anyway, you +# should set this option to NO. +# The default value is: YES. + +IDL_PROPERTY_SUPPORT = YES + +# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC +# tag is set to YES then doxygen will reuse the documentation of the first +# member in the group (if any) for the other members of the group. By default +# all members of a group must be documented explicitly. +# The default value is: NO. + +DISTRIBUTE_GROUP_DOC = NO + +# If one adds a struct or class to a group and this option is enabled, then also +# any nested class or struct is added to the same group. By default this option +# is disabled and one has to add nested compounds explicitly via \ingroup. +# The default value is: NO. + +GROUP_NESTED_COMPOUNDS = NO + +# Set the SUBGROUPING tag to YES to allow class member groups of the same type +# (for instance a group of public functions) to be put as a subgroup of that +# type (e.g. under the Public Functions section). Set it to NO to prevent +# subgrouping. Alternatively, this can be done per class using the +# \nosubgrouping command. +# The default value is: YES. + +SUBGROUPING = YES + +# When the INLINE_GROUPED_CLASSES tag is set to YES, classes, structs and unions +# are shown inside the group in which they are included (e.g. using \ingroup) +# instead of on a separate page (for HTML and Man pages) or section (for LaTeX +# and RTF). +# +# Note that this feature does not work in combination with +# SEPARATE_MEMBER_PAGES. +# The default value is: NO. + +INLINE_GROUPED_CLASSES = NO + +# When the INLINE_SIMPLE_STRUCTS tag is set to YES, structs, classes, and unions +# with only public data fields or simple typedef fields will be shown inline in +# the documentation of the scope in which they are defined (i.e. file, +# namespace, or group documentation), provided this scope is documented. If set +# to NO, structs, classes, and unions are shown on a separate page (for HTML and +# Man pages) or section (for LaTeX and RTF). +# The default value is: NO. + +INLINE_SIMPLE_STRUCTS = NO + +# When TYPEDEF_HIDES_STRUCT tag is enabled, a typedef of a struct, union, or +# enum is documented as struct, union, or enum with the name of the typedef. So +# typedef struct TypeS {} TypeT, will appear in the documentation as a struct +# with name TypeT. When disabled the typedef will appear as a member of a file, +# namespace, or class. And the struct will be named TypeS. This can typically be +# useful for C code in case the coding convention dictates that all compound +# types are typedef'ed and only the typedef is referenced, never the tag name. +# The default value is: NO. + +TYPEDEF_HIDES_STRUCT = NO + +# The size of the symbol lookup cache can be set using LOOKUP_CACHE_SIZE. This +# cache is used to resolve symbols given their name and scope. Since this can be +# an expensive process and often the same symbol appears multiple times in the +# code, doxygen keeps a cache of pre-resolved symbols. If the cache is too small +# doxygen will become slower. If the cache is too large, memory is wasted. The +# cache size is given by this formula: 2^(16+LOOKUP_CACHE_SIZE). The valid range +# is 0..9, the default is 0, corresponding to a cache size of 2^16=65536 +# symbols. At the end of a run doxygen will report the cache usage and suggest +# the optimal cache size from a speed point of view. +# Minimum value: 0, maximum value: 9, default value: 0. + +LOOKUP_CACHE_SIZE = 0 + +# The NUM_PROC_THREADS specifies the number of threads doxygen is allowed to use +# during processing. When set to 0 doxygen will based this on the number of +# cores available in the system. You can set it explicitly to a value larger +# than 0 to get more control over the balance between CPU load and processing +# speed. At this moment only the input processing can be done using multiple +# threads. Since this is still an experimental feature the default is set to 1, +# which effectively disables parallel processing. Please report any issues you +# encounter. Generating dot graphs in parallel is controlled by the +# DOT_NUM_THREADS setting. +# Minimum value: 0, maximum value: 32, default value: 1. + +NUM_PROC_THREADS = 1 + +# If the TIMESTAMP tag is set different from NO then each generated page will +# contain the date or date and time when the page was generated. Setting this to +# NO can help when comparing the output of multiple runs. +# Possible values are: YES, NO, DATETIME and DATE. +# The default value is: NO. + +TIMESTAMP = NO + +#--------------------------------------------------------------------------- +# Build related configuration options +#--------------------------------------------------------------------------- + +# If the EXTRACT_ALL tag is set to YES, doxygen will assume all entities in +# documentation are documented, even if no documentation was available. Private +# class members and static file members will be hidden unless the +# EXTRACT_PRIVATE respectively EXTRACT_STATIC tags are set to YES. +# Note: This will also disable the warnings about undocumented members that are +# normally produced when WARNINGS is set to YES. +# The default value is: NO. + +EXTRACT_ALL = YES + +# If the EXTRACT_PRIVATE tag is set to YES, all private members of a class will +# be included in the documentation. +# The default value is: NO. + +EXTRACT_PRIVATE = NO + +# If the EXTRACT_PRIV_VIRTUAL tag is set to YES, documented private virtual +# methods of a class will be included in the documentation. +# The default value is: NO. + +EXTRACT_PRIV_VIRTUAL = NO + +# If the EXTRACT_PACKAGE tag is set to YES, all members with package or internal +# scope will be included in the documentation. +# The default value is: NO. + +EXTRACT_PACKAGE = NO + +# If the EXTRACT_STATIC tag is set to YES, all static members of a file will be +# included in the documentation. +# The default value is: NO. + +EXTRACT_STATIC = NO + +# If the EXTRACT_LOCAL_CLASSES tag is set to YES, classes (and structs) defined +# locally in source files will be included in the documentation. If set to NO, +# only classes defined in header files are included. Does not have any effect +# for Java sources. +# The default value is: YES. + +EXTRACT_LOCAL_CLASSES = YES + +# This flag is only useful for Objective-C code. If set to YES, local methods, +# which are defined in the implementation section but not in the interface are +# included in the documentation. If set to NO, only methods in the interface are +# included. +# The default value is: NO. + +EXTRACT_LOCAL_METHODS = NO + +# If this flag is set to YES, the members of anonymous namespaces will be +# extracted and appear in the documentation as a namespace called +# 'anonymous_namespace{file}', where file will be replaced with the base name of +# the file that contains the anonymous namespace. By default anonymous namespace +# are hidden. +# The default value is: NO. + +EXTRACT_ANON_NSPACES = NO + +# If this flag is set to YES, the name of an unnamed parameter in a declaration +# will be determined by the corresponding definition. By default unnamed +# parameters remain unnamed in the output. +# The default value is: YES. + +RESOLVE_UNNAMED_PARAMS = YES + +# If the HIDE_UNDOC_MEMBERS tag is set to YES, doxygen will hide all +# undocumented members inside documented classes or files. If set to NO these +# members will be included in the various overviews, but no documentation +# section is generated. This option has no effect if EXTRACT_ALL is enabled. +# The default value is: NO. + +HIDE_UNDOC_MEMBERS = NO + +# If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all +# undocumented classes that are normally visible in the class hierarchy. If set +# to NO, these classes will be included in the various overviews. This option +# will also hide undocumented C++ concepts if enabled. This option has no effect +# if EXTRACT_ALL is enabled. +# The default value is: NO. + +HIDE_UNDOC_CLASSES = NO + +# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, doxygen will hide all friend +# declarations. If set to NO, these declarations will be included in the +# documentation. +# The default value is: NO. + +HIDE_FRIEND_COMPOUNDS = NO + +# If the HIDE_IN_BODY_DOCS tag is set to YES, doxygen will hide any +# documentation blocks found inside the body of a function. If set to NO, these +# blocks will be appended to the function's detailed documentation block. +# The default value is: NO. + +HIDE_IN_BODY_DOCS = NO + +# The INTERNAL_DOCS tag determines if documentation that is typed after a +# \internal command is included. If the tag is set to NO then the documentation +# will be excluded. Set it to YES to include the internal documentation. +# The default value is: NO. + +INTERNAL_DOCS = NO + +# With the correct setting of option CASE_SENSE_NAMES doxygen will better be +# able to match the capabilities of the underlying filesystem. In case the +# filesystem is case sensitive (i.e. it supports files in the same directory +# whose names only differ in casing), the option must be set to YES to properly +# deal with such files in case they appear in the input. For filesystems that +# are not case sensitive the option should be set to NO to properly deal with +# output files written for symbols that only differ in casing, such as for two +# classes, one named CLASS and the other named Class, and to also support +# references to files without having to specify the exact matching casing. On +# Windows (including Cygwin) and MacOS, users should typically set this option +# to NO, whereas on Linux or other Unix flavors it should typically be set to +# YES. +# Possible values are: SYSTEM, NO and YES. +# The default value is: SYSTEM. + +CASE_SENSE_NAMES = SYSTEM + +# If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with +# their full class and namespace scopes in the documentation. If set to YES, the +# scope will be hidden. +# The default value is: NO. + +HIDE_SCOPE_NAMES = NO + +# If the HIDE_COMPOUND_REFERENCE tag is set to NO (default) then doxygen will +# append additional text to a page's title, such as Class Reference. If set to +# YES the compound reference will be hidden. +# The default value is: NO. + +HIDE_COMPOUND_REFERENCE= NO + +# If the SHOW_HEADERFILE tag is set to YES then the documentation for a class +# will show which file needs to be included to use the class. +# The default value is: YES. + +SHOW_HEADERFILE = NO + +# If the SHOW_INCLUDE_FILES tag is set to YES then doxygen will put a list of +# the files that are included by a file in the documentation of that file. +# The default value is: YES. + +SHOW_INCLUDE_FILES = NO + +# If the SHOW_GROUPED_MEMB_INC tag is set to YES then Doxygen will add for each +# grouped member an include statement to the documentation, telling the reader +# which file to include in order to use the member. +# The default value is: NO. + +SHOW_GROUPED_MEMB_INC = NO + +# If the FORCE_LOCAL_INCLUDES tag is set to YES then doxygen will list include +# files with double quotes in the documentation rather than with sharp brackets. +# The default value is: NO. + +FORCE_LOCAL_INCLUDES = NO + +# If the INLINE_INFO tag is set to YES then a tag [inline] is inserted in the +# documentation for inline members. +# The default value is: YES. + +INLINE_INFO = YES + +# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the +# (detailed) documentation of file and class members alphabetically by member +# name. If set to NO, the members will appear in declaration order. +# The default value is: YES. + +SORT_MEMBER_DOCS = NO + +# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the brief +# descriptions of file, namespace and class members alphabetically by member +# name. If set to NO, the members will appear in declaration order. Note that +# this will also influence the order of the classes in the class list. +# The default value is: NO. + +SORT_BRIEF_DOCS = NO + +# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen will sort the +# (brief and detailed) documentation of class members so that constructors and +# destructors are listed first. If set to NO the constructors will appear in the +# respective orders defined by SORT_BRIEF_DOCS and SORT_MEMBER_DOCS. +# Note: If SORT_BRIEF_DOCS is set to NO this option is ignored for sorting brief +# member documentation. +# Note: If SORT_MEMBER_DOCS is set to NO this option is ignored for sorting +# detailed member documentation. +# The default value is: NO. + +SORT_MEMBERS_CTORS_1ST = NO + +# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the hierarchy +# of group names into alphabetical order. If set to NO the group names will +# appear in their defined order. +# The default value is: NO. + +SORT_GROUP_NAMES = YES + +# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be sorted by +# fully-qualified names, including namespaces. If set to NO, the class list will +# be sorted only by class name, not including the namespace part. +# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. +# Note: This option applies only to the class list, not to the alphabetical +# list. +# The default value is: NO. + +SORT_BY_SCOPE_NAME = NO + +# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to do proper +# type resolution of all parameters of a function it will reject a match between +# the prototype and the implementation of a member function even if there is +# only one candidate or it is obvious which candidate to choose by doing a +# simple string match. By disabling STRICT_PROTO_MATCHING doxygen will still +# accept a match between prototype and implementation in such cases. +# The default value is: NO. + +STRICT_PROTO_MATCHING = NO + +# The GENERATE_TODOLIST tag can be used to enable (YES) or disable (NO) the todo +# list. This list is created by putting \todo commands in the documentation. +# The default value is: YES. + +GENERATE_TODOLIST = YES + +# The GENERATE_TESTLIST tag can be used to enable (YES) or disable (NO) the test +# list. This list is created by putting \test commands in the documentation. +# The default value is: YES. + +GENERATE_TESTLIST = YES + +# The GENERATE_BUGLIST tag can be used to enable (YES) or disable (NO) the bug +# list. This list is created by putting \bug commands in the documentation. +# The default value is: YES. + +GENERATE_BUGLIST = YES + +# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or disable (NO) +# the deprecated list. This list is created by putting \deprecated commands in +# the documentation. +# The default value is: YES. + +GENERATE_DEPRECATEDLIST= YES + +# The ENABLED_SECTIONS tag can be used to enable conditional documentation +# sections, marked by \if ... \endif and \cond +# ... \endcond blocks. + +ENABLED_SECTIONS = + +# The MAX_INITIALIZER_LINES tag determines the maximum number of lines that the +# initial value of a variable or macro / define can have for it to appear in the +# documentation. If the initializer consists of more lines than specified here +# it will be hidden. Use a value of 0 to hide initializers completely. The +# appearance of the value of individual variables and macros / defines can be +# controlled using \showinitializer or \hideinitializer command in the +# documentation regardless of this setting. +# Minimum value: 0, maximum value: 10000, default value: 30. + +MAX_INITIALIZER_LINES = 30 + +# Set the SHOW_USED_FILES tag to NO to disable the list of files generated at +# the bottom of the documentation of classes and structs. If set to YES, the +# list will mention the files that were used to generate the documentation. +# The default value is: YES. + +SHOW_USED_FILES = YES + +# Set the SHOW_FILES tag to NO to disable the generation of the Files page. This +# will remove the Files entry from the Quick Index and from the Folder Tree View +# (if specified). +# The default value is: YES. + +SHOW_FILES = YES + +# Set the SHOW_NAMESPACES tag to NO to disable the generation of the Namespaces +# page. This will remove the Namespaces entry from the Quick Index and from the +# Folder Tree View (if specified). +# The default value is: YES. + +SHOW_NAMESPACES = NO + +# The FILE_VERSION_FILTER tag can be used to specify a program or script that +# doxygen should invoke to get the current version for each file (typically from +# the version control system). Doxygen will invoke the program by executing (via +# popen()) the command command input-file, where command is the value of the +# FILE_VERSION_FILTER tag, and input-file is the name of an input file provided +# by doxygen. Whatever the program writes to standard output is used as the file +# version. For an example see the documentation. + +FILE_VERSION_FILTER = + +# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed +# by doxygen. The layout file controls the global structure of the generated +# output files in an output format independent way. To create the layout file +# that represents doxygen's defaults, run doxygen with the -l option. You can +# optionally specify a file name after the option, if omitted DoxygenLayout.xml +# will be used as the name of the layout file. See also section "Changing the +# layout of pages" for information. +# +# Note that if you run doxygen from a directory containing a file called +# DoxygenLayout.xml, doxygen will parse it automatically even if the LAYOUT_FILE +# tag is left empty. + +LAYOUT_FILE = "@GLFW_SOURCE_DIR@/docs/DoxygenLayout.xml" + +# The CITE_BIB_FILES tag can be used to specify one or more bib files containing +# the reference definitions. This must be a list of .bib files. The .bib +# extension is automatically appended if omitted. This requires the bibtex tool +# to be installed. See also https://en.wikipedia.org/wiki/BibTeX for more info. +# For LaTeX the style of the bibliography can be controlled using +# LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the +# search path. See also \cite for info how to create references. + +CITE_BIB_FILES = + +#--------------------------------------------------------------------------- +# Configuration options related to warning and progress messages +#--------------------------------------------------------------------------- + +# The QUIET tag can be used to turn on/off the messages that are generated to +# standard output by doxygen. If QUIET is set to YES this implies that the +# messages are off. +# The default value is: NO. + +QUIET = YES + +# The WARNINGS tag can be used to turn on/off the warning messages that are +# generated to standard error (stderr) by doxygen. If WARNINGS is set to YES +# this implies that the warnings are on. +# +# Tip: Turn warnings on while writing the documentation. +# The default value is: YES. + +WARNINGS = YES + +# If the WARN_IF_UNDOCUMENTED tag is set to YES then doxygen will generate +# warnings for undocumented members. If EXTRACT_ALL is set to YES then this flag +# will automatically be disabled. +# The default value is: YES. + +WARN_IF_UNDOCUMENTED = YES + +# If the WARN_IF_DOC_ERROR tag is set to YES, doxygen will generate warnings for +# potential errors in the documentation, such as documenting some parameters in +# a documented function twice, or documenting parameters that don't exist or +# using markup commands wrongly. +# The default value is: YES. + +WARN_IF_DOC_ERROR = YES + +# If WARN_IF_INCOMPLETE_DOC is set to YES, doxygen will warn about incomplete +# function parameter documentation. If set to NO, doxygen will accept that some +# parameters have no documentation without warning. +# The default value is: YES. + +WARN_IF_INCOMPLETE_DOC = YES + +# This WARN_NO_PARAMDOC option can be enabled to get warnings for functions that +# are documented, but have no documentation for their parameters or return +# value. If set to NO, doxygen will only warn about wrong parameter +# documentation, but not about the absence of documentation. If EXTRACT_ALL is +# set to YES then this flag will automatically be disabled. See also +# WARN_IF_INCOMPLETE_DOC +# The default value is: NO. + +WARN_NO_PARAMDOC = YES + +# If WARN_IF_UNDOC_ENUM_VAL option is set to YES, doxygen will warn about +# undocumented enumeration values. If set to NO, doxygen will accept +# undocumented enumeration values. If EXTRACT_ALL is set to YES then this flag +# will automatically be disabled. +# The default value is: NO. + +WARN_IF_UNDOC_ENUM_VAL = NO + +# If the WARN_AS_ERROR tag is set to YES then doxygen will immediately stop when +# a warning is encountered. If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS +# then doxygen will continue running as if WARN_AS_ERROR tag is set to NO, but +# at the end of the doxygen process doxygen will return with a non-zero status. +# If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS_PRINT then doxygen behaves +# like FAIL_ON_WARNINGS but in case no WARN_LOGFILE is defined doxygen will not +# write the warning messages in between other messages but write them at the end +# of a run, in case a WARN_LOGFILE is defined the warning messages will be +# besides being in the defined file also be shown at the end of a run, unless +# the WARN_LOGFILE is defined as - i.e. standard output (stdout) in that case +# the behavior will remain as with the setting FAIL_ON_WARNINGS. +# Possible values are: NO, YES, FAIL_ON_WARNINGS and FAIL_ON_WARNINGS_PRINT. +# The default value is: NO. + +WARN_AS_ERROR = NO + +# The WARN_FORMAT tag determines the format of the warning messages that doxygen +# can produce. The string should contain the $file, $line, and $text tags, which +# will be replaced by the file and line number from which the warning originated +# and the warning text. Optionally the format may contain $version, which will +# be replaced by the version of the file (if it could be obtained via +# FILE_VERSION_FILTER) +# See also: WARN_LINE_FORMAT +# The default value is: $file:$line: $text. + +WARN_FORMAT = "$file:$line: $text" + +# In the $text part of the WARN_FORMAT command it is possible that a reference +# to a more specific place is given. To make it easier to jump to this place +# (outside of doxygen) the user can define a custom "cut" / "paste" string. +# Example: +# WARN_LINE_FORMAT = "'vi $file +$line'" +# See also: WARN_FORMAT +# The default value is: at line $line of file $file. + +WARN_LINE_FORMAT = "at line $line of file $file" + +# The WARN_LOGFILE tag can be used to specify a file to which warning and error +# messages should be written. If left blank the output is written to standard +# error (stderr). In case the file specified cannot be opened for writing the +# warning and error messages are written to standard error. When as file - is +# specified the warning and error messages are written to standard output +# (stdout). + +WARN_LOGFILE = "@GLFW_BINARY_DIR@/docs/warnings.txt" + +#--------------------------------------------------------------------------- +# Configuration options related to the input files +#--------------------------------------------------------------------------- + +# The INPUT tag is used to specify the files and/or directories that contain +# documented source files. You may enter file names like myfile.cpp or +# directories like /usr/src/myproject. Separate the files or directories with +# spaces. See also FILE_PATTERNS and EXTENSION_MAPPING +# Note: If this tag is empty the current directory is searched. + +INPUT = @GLFW_DOXYGEN_INPUT@ + +# This tag can be used to specify the character encoding of the source files +# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses +# libiconv (or the iconv built into libc) for the transcoding. See the libiconv +# documentation (see: +# https://www.gnu.org/software/libiconv/) for the list of possible encodings. +# See also: INPUT_FILE_ENCODING +# The default value is: UTF-8. + +INPUT_ENCODING = UTF-8 + +# This tag can be used to specify the character encoding of the source files +# that doxygen parses The INPUT_FILE_ENCODING tag can be used to specify +# character encoding on a per file pattern basis. Doxygen will compare the file +# name with each pattern and apply the encoding instead of the default +# INPUT_ENCODING) if there is a match. The character encodings are a list of the +# form: pattern=encoding (like *.php=ISO-8859-1). See cfg_input_encoding +# "INPUT_ENCODING" for further information on supported encodings. + +INPUT_FILE_ENCODING = + +# If the value of the INPUT tag contains directories, you can use the +# FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and +# *.h) to filter out the source-files in the directories. +# +# Note that for custom extensions or not directly supported extensions you also +# need to set EXTENSION_MAPPING for the extension otherwise the files are not +# read by doxygen. +# +# Note the list of default checked file patterns might differ from the list of +# default file extension mappings. +# +# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cpp, +# *.c++, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h, +# *.hh, *.hxx, *.hpp, *.h++, *.l, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, +# *.inc, *.m, *.markdown, *.md, *.mm, *.dox (to be provided as doxygen C +# comment), *.py, *.pyw, *.f90, *.f95, *.f03, *.f08, *.f18, *.f, *.for, *.vhd, +# *.vhdl, *.ucf, *.qsf and *.ice. + +FILE_PATTERNS = *.h *.dox + +# The RECURSIVE tag can be used to specify whether or not subdirectories should +# be searched for input files as well. +# The default value is: NO. + +RECURSIVE = NO + +# The EXCLUDE tag can be used to specify files and/or directories that should be +# excluded from the INPUT source files. This way you can easily exclude a +# subdirectory from a directory tree whose root is specified with the INPUT tag. +# +# Note that relative paths are relative to the directory from which doxygen is +# run. + +EXCLUDE = + +# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or +# directories that are symbolic links (a Unix file system feature) are excluded +# from the input. +# The default value is: NO. + +EXCLUDE_SYMLINKS = NO + +# If the value of the INPUT tag contains directories, you can use the +# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude +# certain files from those directories. +# +# Note that the wildcards are matched against the file with absolute path, so to +# exclude all test directories for example use the pattern */test/* + +EXCLUDE_PATTERNS = + +# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names +# (namespaces, classes, functions, etc.) that should be excluded from the +# output. The symbol name can be a fully qualified name, a word, or if the +# wildcard * is used, a substring. Examples: ANamespace, AClass, +# ANamespace::AClass, ANamespace::*Test + +EXCLUDE_SYMBOLS = APIENTRY GLFWAPI + +# The EXAMPLE_PATH tag can be used to specify one or more files or directories +# that contain example code fragments that are included (see the \include +# command). + +EXAMPLE_PATH = "@GLFW_SOURCE_DIR@/examples" + +# If the value of the EXAMPLE_PATH tag contains directories, you can use the +# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp and +# *.h) to filter out the source-files in the directories. If left blank all +# files are included. + +EXAMPLE_PATTERNS = + +# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be +# searched for input files to be used with the \include or \dontinclude commands +# irrespective of the value of the RECURSIVE tag. +# The default value is: NO. + +EXAMPLE_RECURSIVE = NO + +# The IMAGE_PATH tag can be used to specify one or more files or directories +# that contain images that are to be included in the documentation (see the +# \image command). + +IMAGE_PATH = + +# The INPUT_FILTER tag can be used to specify a program that doxygen should +# invoke to filter for each input file. Doxygen will invoke the filter program +# by executing (via popen()) the command: +# +# +# +# where is the value of the INPUT_FILTER tag, and is the +# name of an input file. Doxygen will then use the output that the filter +# program writes to standard output. If FILTER_PATTERNS is specified, this tag +# will be ignored. +# +# Note that the filter must not add or remove lines; it is applied before the +# code is scanned, but not when the output code is generated. If lines are added +# or removed, the anchors will not be placed correctly. +# +# Note that doxygen will use the data processed and written to standard output +# for further processing, therefore nothing else, like debug statements or used +# commands (so in case of a Windows batch file always use @echo OFF), should be +# written to standard output. +# +# Note that for custom extensions or not directly supported extensions you also +# need to set EXTENSION_MAPPING for the extension otherwise the files are not +# properly processed by doxygen. + +INPUT_FILTER = + +# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern +# basis. Doxygen will compare the file name with each pattern and apply the +# filter if there is a match. The filters are a list of the form: pattern=filter +# (like *.cpp=my_cpp_filter). See INPUT_FILTER for further information on how +# filters are used. If the FILTER_PATTERNS tag is empty or if none of the +# patterns match the file name, INPUT_FILTER is applied. +# +# Note that for custom extensions or not directly supported extensions you also +# need to set EXTENSION_MAPPING for the extension otherwise the files are not +# properly processed by doxygen. + +FILTER_PATTERNS = + +# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using +# INPUT_FILTER) will also be used to filter the input files that are used for +# producing the source files to browse (i.e. when SOURCE_BROWSER is set to YES). +# The default value is: NO. + +FILTER_SOURCE_FILES = NO + +# The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file +# pattern. A pattern will override the setting for FILTER_PATTERN (if any) and +# it is also possible to disable source filtering for a specific pattern using +# *.ext= (so without naming a filter). +# This tag requires that the tag FILTER_SOURCE_FILES is set to YES. + +FILTER_SOURCE_PATTERNS = + +# If the USE_MDFILE_AS_MAINPAGE tag refers to the name of a markdown file that +# is part of the input, its contents will be placed on the main page +# (index.html). This can be useful if you have a project on for instance GitHub +# and want to reuse the introduction page also for the doxygen output. + +USE_MDFILE_AS_MAINPAGE = + +# The Fortran standard specifies that for fixed formatted Fortran code all +# characters from position 72 are to be considered as comment. A common +# extension is to allow longer lines before the automatic comment starts. The +# setting FORTRAN_COMMENT_AFTER will also make it possible that longer lines can +# be processed before the automatic comment starts. +# Minimum value: 7, maximum value: 10000, default value: 72. + +FORTRAN_COMMENT_AFTER = 72 + +#--------------------------------------------------------------------------- +# Configuration options related to source browsing +#--------------------------------------------------------------------------- + +# If the SOURCE_BROWSER tag is set to YES then a list of source files will be +# generated. Documented entities will be cross-referenced with these sources. +# +# Note: To get rid of all source code in the generated output, make sure that +# also VERBATIM_HEADERS is set to NO. +# The default value is: NO. + +SOURCE_BROWSER = NO + +# Setting the INLINE_SOURCES tag to YES will include the body of functions, +# classes and enums directly into the documentation. +# The default value is: NO. + +INLINE_SOURCES = NO + +# Setting the STRIP_CODE_COMMENTS tag to YES will instruct doxygen to hide any +# special comment blocks from generated source code fragments. Normal C, C++ and +# Fortran comments will always remain visible. +# The default value is: YES. + +STRIP_CODE_COMMENTS = YES + +# If the REFERENCED_BY_RELATION tag is set to YES then for each documented +# entity all documented functions referencing it will be listed. +# The default value is: NO. + +REFERENCED_BY_RELATION = NO + +# If the REFERENCES_RELATION tag is set to YES then for each documented function +# all documented entities called/used by that function will be listed. +# The default value is: NO. + +REFERENCES_RELATION = NO + +# If the REFERENCES_LINK_SOURCE tag is set to YES and SOURCE_BROWSER tag is set +# to YES then the hyperlinks from functions in REFERENCES_RELATION and +# REFERENCED_BY_RELATION lists will link to the source code. Otherwise they will +# link to the documentation. +# The default value is: YES. + +REFERENCES_LINK_SOURCE = YES + +# If SOURCE_TOOLTIPS is enabled (the default) then hovering a hyperlink in the +# source code will show a tooltip with additional information such as prototype, +# brief description and links to the definition and documentation. Since this +# will make the HTML file larger and loading of large files a bit slower, you +# can opt to disable this feature. +# The default value is: YES. +# This tag requires that the tag SOURCE_BROWSER is set to YES. + +SOURCE_TOOLTIPS = YES + +# If the USE_HTAGS tag is set to YES then the references to source code will +# point to the HTML generated by the htags(1) tool instead of doxygen built-in +# source browser. The htags tool is part of GNU's global source tagging system +# (see https://www.gnu.org/software/global/global.html). You will need version +# 4.8.6 or higher. +# +# To use it do the following: +# - Install the latest version of global +# - Enable SOURCE_BROWSER and USE_HTAGS in the configuration file +# - Make sure the INPUT points to the root of the source tree +# - Run doxygen as normal +# +# Doxygen will invoke htags (and that will in turn invoke gtags), so these +# tools must be available from the command line (i.e. in the search path). +# +# The result: instead of the source browser generated by doxygen, the links to +# source code will now point to the output of htags. +# The default value is: NO. +# This tag requires that the tag SOURCE_BROWSER is set to YES. + +USE_HTAGS = NO + +# If the VERBATIM_HEADERS tag is set the YES then doxygen will generate a +# verbatim copy of the header file for each class for which an include is +# specified. Set to NO to disable this. +# See also: Section \class. +# The default value is: YES. + +VERBATIM_HEADERS = YES + +#--------------------------------------------------------------------------- +# Configuration options related to the alphabetical class index +#--------------------------------------------------------------------------- + +# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index of all +# compounds will be generated. Enable this if the project contains a lot of +# classes, structs, unions or interfaces. +# The default value is: YES. + +ALPHABETICAL_INDEX = YES + +# The IGNORE_PREFIX tag can be used to specify a prefix (or a list of prefixes) +# that should be ignored while generating the index headers. The IGNORE_PREFIX +# tag works for classes, function and member names. The entity will be placed in +# the alphabetical list under the first letter of the entity name that remains +# after removing the prefix. +# This tag requires that the tag ALPHABETICAL_INDEX is set to YES. + +IGNORE_PREFIX = glfw GLFW_ + +#--------------------------------------------------------------------------- +# Configuration options related to the HTML output +#--------------------------------------------------------------------------- + +# If the GENERATE_HTML tag is set to YES, doxygen will generate HTML output +# The default value is: YES. + +GENERATE_HTML = YES + +# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. If a +# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of +# it. +# The default directory is: html. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_OUTPUT = html + +# The HTML_FILE_EXTENSION tag can be used to specify the file extension for each +# generated HTML page (for example: .htm, .php, .asp). +# The default value is: .html. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_FILE_EXTENSION = .html + +# The HTML_HEADER tag can be used to specify a user-defined HTML header file for +# each generated HTML page. If the tag is left blank doxygen will generate a +# standard header. +# +# To get valid HTML the header file that includes any scripts and style sheets +# that doxygen needs, which is dependent on the configuration options used (e.g. +# the setting GENERATE_TREEVIEW). It is highly recommended to start with a +# default header using +# doxygen -w html new_header.html new_footer.html new_stylesheet.css +# YourConfigFile +# and then modify the file new_header.html. See also section "Doxygen usage" +# for information on how to generate the default header that doxygen normally +# uses. +# Note: The header is subject to change so you typically have to regenerate the +# default header when upgrading to a newer version of doxygen. For a description +# of the possible markers and block names see the documentation. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_HEADER = "@GLFW_SOURCE_DIR@/docs/header.html" + +# The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each +# generated HTML page. If the tag is left blank doxygen will generate a standard +# footer. See HTML_HEADER for more information on how to generate a default +# footer and what special commands can be used inside the footer. See also +# section "Doxygen usage" for information on how to generate the default footer +# that doxygen normally uses. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_FOOTER = "@GLFW_SOURCE_DIR@/docs/footer.html" + +# The HTML_STYLESHEET tag can be used to specify a user-defined cascading style +# sheet that is used by each HTML page. It can be used to fine-tune the look of +# the HTML output. If left blank doxygen will generate a default style sheet. +# See also section "Doxygen usage" for information on how to generate the style +# sheet that doxygen normally uses. +# Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as +# it is more robust and this tag (HTML_STYLESHEET) will in the future become +# obsolete. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_STYLESHEET = + +# The HTML_EXTRA_STYLESHEET tag can be used to specify additional user-defined +# cascading style sheets that are included after the standard style sheets +# created by doxygen. Using this option one can overrule certain style aspects. +# This is preferred over using HTML_STYLESHEET since it does not replace the +# standard style sheet and is therefore more robust against future updates. +# Doxygen will copy the style sheet files to the output directory. +# Note: The order of the extra style sheet files is of importance (e.g. the last +# style sheet in the list overrules the setting of the previous ones in the +# list). +# Note: Since the styling of scrollbars can currently not be overruled in +# Webkit/Chromium, the styling will be left out of the default doxygen.css if +# one or more extra stylesheets have been specified. So if scrollbar +# customization is desired it has to be added explicitly. For an example see the +# documentation. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_EXTRA_STYLESHEET = "@GLFW_SOURCE_DIR@/docs/extra.css" + +# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or +# other source files which should be copied to the HTML output directory. Note +# that these files will be copied to the base HTML output directory. Use the +# $relpath^ marker in the HTML_HEADER and/or HTML_FOOTER files to load these +# files. In the HTML_STYLESHEET file, use the file name only. Also note that the +# files will be copied as-is; there are no commands or markers available. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_EXTRA_FILES = "@GLFW_SOURCE_DIR@/docs/spaces.svg" + +# The HTML_COLORSTYLE tag can be used to specify if the generated HTML output +# should be rendered with a dark or light theme. +# Possible values are: LIGHT always generate light mode output, DARK always +# generate dark mode output, AUTO_LIGHT automatically set the mode according to +# the user preference, use light mode if no preference is set (the default), +# AUTO_DARK automatically set the mode according to the user preference, use +# dark mode if no preference is set and TOGGLE allow to user to switch between +# light and dark mode via a button. +# The default value is: AUTO_LIGHT. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE = LIGHT + +# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen +# will adjust the colors in the style sheet and background images according to +# this color. Hue is specified as an angle on a color-wheel, see +# https://en.wikipedia.org/wiki/Hue for more information. For instance the value +# 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300 +# purple, and 360 is red again. +# Minimum value: 0, maximum value: 359, default value: 220. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_HUE = 220 + +# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors +# in the HTML output. For a value of 0 the output will use gray-scales only. A +# value of 255 will produce the most vivid colors. +# Minimum value: 0, maximum value: 255, default value: 100. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_SAT = 100 + +# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the +# luminance component of the colors in the HTML output. Values below 100 +# gradually make the output lighter, whereas values above 100 make the output +# darker. The value divided by 100 is the actual gamma applied, so 80 represents +# a gamma of 0.8, The value 220 represents a gamma of 2.2, and 100 does not +# change the gamma. +# Minimum value: 40, maximum value: 240, default value: 80. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_GAMMA = 80 + +# If the HTML_DYNAMIC_MENUS tag is set to YES then the generated HTML +# documentation will contain a main index with vertical navigation menus that +# are dynamically created via JavaScript. If disabled, the navigation index will +# consists of multiple levels of tabs that are statically embedded in every HTML +# page. Disable this option to support browsers that do not have JavaScript, +# like the Qt help browser. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_DYNAMIC_MENUS = YES + +# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML +# documentation will contain sections that can be hidden and shown after the +# page has loaded. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_DYNAMIC_SECTIONS = NO + +# With HTML_INDEX_NUM_ENTRIES one can control the preferred number of entries +# shown in the various tree structured indices initially; the user can expand +# and collapse entries dynamically later on. Doxygen will expand the tree to +# such a level that at most the specified number of entries are visible (unless +# a fully collapsed tree already exceeds this amount). So setting the number of +# entries 1 will produce a full collapsed tree by default. 0 is a special value +# representing an infinite number of entries and will result in a full expanded +# tree by default. +# Minimum value: 0, maximum value: 9999, default value: 100. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_INDEX_NUM_ENTRIES = 100 + +# If the GENERATE_DOCSET tag is set to YES, additional index files will be +# generated that can be used as input for Apple's Xcode 3 integrated development +# environment (see: +# https://developer.apple.com/xcode/), introduced with OSX 10.5 (Leopard). To +# create a documentation set, doxygen will generate a Makefile in the HTML +# output directory. Running make will produce the docset in that directory and +# running make install will install the docset in +# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find it at +# startup. See https://developer.apple.com/library/archive/featuredarticles/Doxy +# genXcode/_index.html for more information. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_DOCSET = NO + +# This tag determines the name of the docset feed. A documentation feed provides +# an umbrella under which multiple documentation sets from a single provider +# (such as a company or product suite) can be grouped. +# The default value is: Doxygen generated docs. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_FEEDNAME = "Doxygen generated docs" + +# This tag determines the URL of the docset feed. A documentation feed provides +# an umbrella under which multiple documentation sets from a single provider +# (such as a company or product suite) can be grouped. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_FEEDURL = + +# This tag specifies a string that should uniquely identify the documentation +# set bundle. This should be a reverse domain-name style string, e.g. +# com.mycompany.MyDocSet. Doxygen will append .docset to the name. +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_BUNDLE_ID = org.doxygen.Project + +# The DOCSET_PUBLISHER_ID tag specifies a string that should uniquely identify +# the documentation publisher. This should be a reverse domain-name style +# string, e.g. com.mycompany.MyDocSet.documentation. +# The default value is: org.doxygen.Publisher. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_PUBLISHER_ID = org.doxygen.Publisher + +# The DOCSET_PUBLISHER_NAME tag identifies the documentation publisher. +# The default value is: Publisher. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_PUBLISHER_NAME = Publisher + +# If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three +# additional HTML index files: index.hhp, index.hhc, and index.hhk. The +# index.hhp is a project file that can be read by Microsoft's HTML Help Workshop +# on Windows. In the beginning of 2021 Microsoft took the original page, with +# a.o. the download links, offline the HTML help workshop was already many years +# in maintenance mode). You can download the HTML help workshop from the web +# archives at Installation executable (see: +# http://web.archive.org/web/20160201063255/http://download.microsoft.com/downlo +# ad/0/A/9/0A939EF6-E31C-430F-A3DF-DFAE7960D564/htmlhelp.exe). +# +# The HTML Help Workshop contains a compiler that can convert all HTML output +# generated by doxygen into a single compiled HTML file (.chm). Compiled HTML +# files are now used as the Windows 98 help format, and will replace the old +# Windows help format (.hlp) on all Windows platforms in the future. Compressed +# HTML files also contain an index, a table of contents, and you can search for +# words in the documentation. The HTML workshop also contains a viewer for +# compressed HTML files. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_HTMLHELP = NO + +# The CHM_FILE tag can be used to specify the file name of the resulting .chm +# file. You can add a path in front of the file if the result should not be +# written to the html output directory. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +CHM_FILE = + +# The HHC_LOCATION tag can be used to specify the location (absolute path +# including file name) of the HTML help compiler (hhc.exe). If non-empty, +# doxygen will try to run the HTML help compiler on the generated index.hhp. +# The file has to be specified with full path. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +HHC_LOCATION = + +# The GENERATE_CHI flag controls if a separate .chi index file is generated +# (YES) or that it should be included in the main .chm file (NO). +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +GENERATE_CHI = NO + +# The CHM_INDEX_ENCODING is used to encode HtmlHelp index (hhk), content (hhc) +# and project file content. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +CHM_INDEX_ENCODING = + +# The BINARY_TOC flag controls whether a binary table of contents is generated +# (YES) or a normal table of contents (NO) in the .chm file. Furthermore it +# enables the Previous and Next buttons. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +BINARY_TOC = NO + +# The TOC_EXPAND flag can be set to YES to add extra items for group members to +# the table of contents of the HTML help documentation and to the tree view. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +TOC_EXPAND = NO + +# The SITEMAP_URL tag is used to specify the full URL of the place where the +# generated documentation will be placed on the server by the user during the +# deployment of the documentation. The generated sitemap is called sitemap.xml +# and placed on the directory specified by HTML_OUTPUT. In case no SITEMAP_URL +# is specified no sitemap is generated. For information about the sitemap +# protocol see https://www.sitemaps.org +# This tag requires that the tag GENERATE_HTML is set to YES. + +SITEMAP_URL = + +# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and +# QHP_VIRTUAL_FOLDER are set, an additional index file will be generated that +# can be used as input for Qt's qhelpgenerator to generate a Qt Compressed Help +# (.qch) of the generated HTML documentation. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_QHP = NO + +# If the QHG_LOCATION tag is specified, the QCH_FILE tag can be used to specify +# the file name of the resulting .qch file. The path specified is relative to +# the HTML output folder. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QCH_FILE = + +# The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help +# Project output. For more information please see Qt Help Project / Namespace +# (see: +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#namespace). +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_NAMESPACE = org.doxygen.Project + +# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt +# Help Project output. For more information please see Qt Help Project / Virtual +# Folders (see: +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#virtual-folders). +# The default value is: doc. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_VIRTUAL_FOLDER = doc + +# If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom +# filter to add. For more information please see Qt Help Project / Custom +# Filters (see: +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_CUST_FILTER_NAME = + +# The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the +# custom filter to add. For more information please see Qt Help Project / Custom +# Filters (see: +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_CUST_FILTER_ATTRS = + +# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this +# project's filter section matches. Qt Help Project / Filter Attributes (see: +# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#filter-attributes). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_SECT_FILTER_ATTRS = + +# The QHG_LOCATION tag can be used to specify the location (absolute path +# including file name) of Qt's qhelpgenerator. If non-empty doxygen will try to +# run qhelpgenerator on the generated .qhp file. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHG_LOCATION = + +# If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files will be +# generated, together with the HTML files, they form an Eclipse help plugin. To +# install this plugin and make it available under the help contents menu in +# Eclipse, the contents of the directory containing the HTML and XML files needs +# to be copied into the plugins directory of eclipse. The name of the directory +# within the plugins directory should be the same as the ECLIPSE_DOC_ID value. +# After copying Eclipse needs to be restarted before the help appears. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_ECLIPSEHELP = NO + +# A unique identifier for the Eclipse help plugin. When installing the plugin +# the directory name containing the HTML and XML files should also have this +# name. Each documentation set should have its own identifier. +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_ECLIPSEHELP is set to YES. + +ECLIPSE_DOC_ID = org.doxygen.Project + +# If you want full control over the layout of the generated HTML pages it might +# be necessary to disable the index and replace it with your own. The +# DISABLE_INDEX tag can be used to turn on/off the condensed index (tabs) at top +# of each HTML page. A value of NO enables the index and the value YES disables +# it. Since the tabs in the index contain the same information as the navigation +# tree, you can set this option to YES if you also set GENERATE_TREEVIEW to YES. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +DISABLE_INDEX = NO + +# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index +# structure should be generated to display hierarchical information. If the tag +# value is set to YES, a side panel will be generated containing a tree-like +# index structure (just like the one that is generated for HTML Help). For this +# to work a browser that supports JavaScript, DHTML, CSS and frames is required +# (i.e. any modern browser). Windows users are probably better off using the +# HTML help feature. Via custom style sheets (see HTML_EXTRA_STYLESHEET) one can +# further fine tune the look of the index (see "Fine-tuning the output"). As an +# example, the default style sheet generated by doxygen has an example that +# shows how to put an image at the root of the tree instead of the PROJECT_NAME. +# Since the tree basically has the same information as the tab index, you could +# consider setting DISABLE_INDEX to YES when enabling this option. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_TREEVIEW = NO + +# When both GENERATE_TREEVIEW and DISABLE_INDEX are set to YES, then the +# FULL_SIDEBAR option determines if the side bar is limited to only the treeview +# area (value NO) or if it should extend to the full height of the window (value +# YES). Setting this to YES gives a layout similar to +# https://docs.readthedocs.io with more room for contents, but less room for the +# project logo, title, and description. If either GENERATE_TREEVIEW or +# DISABLE_INDEX is set to NO, this option has no effect. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +FULL_SIDEBAR = NO + +# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values that +# doxygen will group on one line in the generated HTML documentation. +# +# Note that a value of 0 will completely suppress the enum values from appearing +# in the overview section. +# Minimum value: 0, maximum value: 20, default value: 4. +# This tag requires that the tag GENERATE_HTML is set to YES. + +ENUM_VALUES_PER_LINE = 4 + +# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be used +# to set the initial width (in pixels) of the frame in which the tree is shown. +# Minimum value: 0, maximum value: 1500, default value: 250. +# This tag requires that the tag GENERATE_HTML is set to YES. + +TREEVIEW_WIDTH = 250 + +# If the EXT_LINKS_IN_WINDOW option is set to YES, doxygen will open links to +# external symbols imported via tag files in a separate window. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +EXT_LINKS_IN_WINDOW = NO + +# If the OBFUSCATE_EMAILS tag is set to YES, doxygen will obfuscate email +# addresses. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +OBFUSCATE_EMAILS = YES + +# If the HTML_FORMULA_FORMAT option is set to svg, doxygen will use the pdf2svg +# tool (see https://github.com/dawbarton/pdf2svg) or inkscape (see +# https://inkscape.org) to generate formulas as SVG images instead of PNGs for +# the HTML output. These images will generally look nicer at scaled resolutions. +# Possible values are: png (the default) and svg (looks nicer but requires the +# pdf2svg or inkscape tool). +# The default value is: png. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_FORMULA_FORMAT = png + +# Use this tag to change the font size of LaTeX formulas included as images in +# the HTML documentation. When you change the font size after a successful +# doxygen run you need to manually remove any form_*.png images from the HTML +# output directory to force them to be regenerated. +# Minimum value: 8, maximum value: 50, default value: 10. +# This tag requires that the tag GENERATE_HTML is set to YES. + +FORMULA_FONTSIZE = 10 + +# The FORMULA_MACROFILE can contain LaTeX \newcommand and \renewcommand commands +# to create new LaTeX commands to be used in formulas as building blocks. See +# the section "Including formulas" for details. + +FORMULA_MACROFILE = + +# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see +# https://www.mathjax.org) which uses client side JavaScript for the rendering +# instead of using pre-rendered bitmaps. Use this if you do not have LaTeX +# installed or if you want to formulas look prettier in the HTML output. When +# enabled you may also need to install MathJax separately and configure the path +# to it using the MATHJAX_RELPATH option. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +USE_MATHJAX = NO + +# With MATHJAX_VERSION it is possible to specify the MathJax version to be used. +# Note that the different versions of MathJax have different requirements with +# regards to the different settings, so it is possible that also other MathJax +# settings have to be changed when switching between the different MathJax +# versions. +# Possible values are: MathJax_2 and MathJax_3. +# The default value is: MathJax_2. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_VERSION = MathJax_2 + +# When MathJax is enabled you can set the default output format to be used for +# the MathJax output. For more details about the output format see MathJax +# version 2 (see: +# http://docs.mathjax.org/en/v2.7-latest/output.html) and MathJax version 3 +# (see: +# http://docs.mathjax.org/en/latest/web/components/output.html). +# Possible values are: HTML-CSS (which is slower, but has the best +# compatibility. This is the name for Mathjax version 2, for MathJax version 3 +# this will be translated into chtml), NativeMML (i.e. MathML. Only supported +# for NathJax 2. For MathJax version 3 chtml will be used instead.), chtml (This +# is the name for Mathjax version 3, for MathJax version 2 this will be +# translated into HTML-CSS) and SVG. +# The default value is: HTML-CSS. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_FORMAT = HTML-CSS + +# When MathJax is enabled you need to specify the location relative to the HTML +# output directory using the MATHJAX_RELPATH option. The destination directory +# should contain the MathJax.js script. For instance, if the mathjax directory +# is located at the same level as the HTML output directory, then +# MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax +# Content Delivery Network so you can quickly see the result without installing +# MathJax. However, it is strongly recommended to install a local copy of +# MathJax from https://www.mathjax.org before deployment. The default value is: +# - in case of MathJax version 2: https://cdn.jsdelivr.net/npm/mathjax@2 +# - in case of MathJax version 3: https://cdn.jsdelivr.net/npm/mathjax@3 +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_RELPATH = + +# The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax +# extension names that should be enabled during MathJax rendering. For example +# for MathJax version 2 (see +# https://docs.mathjax.org/en/v2.7-latest/tex.html#tex-and-latex-extensions): +# MATHJAX_EXTENSIONS = TeX/AMSmath TeX/AMSsymbols +# For example for MathJax version 3 (see +# http://docs.mathjax.org/en/latest/input/tex/extensions/index.html): +# MATHJAX_EXTENSIONS = ams +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_EXTENSIONS = + +# The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces +# of code that will be used on startup of the MathJax code. See the MathJax site +# (see: +# http://docs.mathjax.org/en/v2.7-latest/output.html) for more details. For an +# example see the documentation. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_CODEFILE = + +# When the SEARCHENGINE tag is enabled doxygen will generate a search box for +# the HTML output. The underlying search engine uses javascript and DHTML and +# should work on any modern browser. Note that when using HTML help +# (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets (GENERATE_DOCSET) +# there is already a search function so this one should typically be disabled. +# For large projects the javascript based search engine can be slow, then +# enabling SERVER_BASED_SEARCH may provide a better solution. It is possible to +# search using the keyboard; to jump to the search box use + S +# (what the is depends on the OS and browser, but it is typically +# , /
Node, +# Edge and Graph Attributes specification You need to make sure dot is able +# to find the font, which can be done by putting it in a standard location or by +# setting the DOTFONTPATH environment variable or by setting DOT_FONTPATH to the +# directory containing the font. Default graphviz fontsize is 14. +# The default value is: fontname=Helvetica,fontsize=10. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_COMMON_ATTR = "fontname=Helvetica,fontsize=10" + +# DOT_EDGE_ATTR is concatenated with DOT_COMMON_ATTR. For elegant style you can +# add 'arrowhead=open, arrowtail=open, arrowsize=0.5'. Complete documentation about +# arrows shapes. +# The default value is: labelfontname=Helvetica,labelfontsize=10. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_EDGE_ATTR = "labelfontname=Helvetica,labelfontsize=10" + +# DOT_NODE_ATTR is concatenated with DOT_COMMON_ATTR. For view without boxes +# around nodes set 'shape=plain' or 'shape=plaintext' Shapes specification +# The default value is: shape=box,height=0.2,width=0.4. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_NODE_ATTR = "shape=box,height=0.2,width=0.4" + +# You can set the path where dot can find font specified with fontname in +# DOT_COMMON_ATTR and others dot attributes. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_FONTPATH = + +# If the CLASS_GRAPH tag is set to YES or GRAPH or BUILTIN then doxygen will +# generate a graph for each documented class showing the direct and indirect +# inheritance relations. In case the CLASS_GRAPH tag is set to YES or GRAPH and +# HAVE_DOT is enabled as well, then dot will be used to draw the graph. In case +# the CLASS_GRAPH tag is set to YES and HAVE_DOT is disabled or if the +# CLASS_GRAPH tag is set to BUILTIN, then the built-in generator will be used. +# If the CLASS_GRAPH tag is set to TEXT the direct and indirect inheritance +# relations will be shown as texts / links. +# Possible values are: NO, YES, TEXT, GRAPH and BUILTIN. +# The default value is: YES. + +CLASS_GRAPH = YES + +# If the COLLABORATION_GRAPH tag is set to YES then doxygen will generate a +# graph for each documented class showing the direct and indirect implementation +# dependencies (inheritance, containment, and class references variables) of the +# class with other documented classes. +# The default value is: YES. +# This tag requires that the tag HAVE_DOT is set to YES. + +COLLABORATION_GRAPH = YES + +# If the GROUP_GRAPHS tag is set to YES then doxygen will generate a graph for +# groups, showing the direct groups dependencies. See also the chapter Grouping +# in the manual. +# The default value is: YES. +# This tag requires that the tag HAVE_DOT is set to YES. + +GROUP_GRAPHS = YES + +# If the UML_LOOK tag is set to YES, doxygen will generate inheritance and +# collaboration diagrams in a style similar to the OMG's Unified Modeling +# Language. +# The default value is: NO. +# This tag requires that the tag HAVE_DOT is set to YES. + +UML_LOOK = NO + +# If the UML_LOOK tag is enabled, the fields and methods are shown inside the +# class node. If there are many fields or methods and many nodes the graph may +# become too big to be useful. The UML_LIMIT_NUM_FIELDS threshold limits the +# number of items for each type to make the size more manageable. Set this to 0 +# for no limit. Note that the threshold may be exceeded by 50% before the limit +# is enforced. So when you set the threshold to 10, up to 15 fields may appear, +# but if the number exceeds 15, the total amount of fields shown is limited to +# 10. +# Minimum value: 0, maximum value: 100, default value: 10. +# This tag requires that the tag UML_LOOK is set to YES. + +UML_LIMIT_NUM_FIELDS = 10 + +# If the DOT_UML_DETAILS tag is set to NO, doxygen will show attributes and +# methods without types and arguments in the UML graphs. If the DOT_UML_DETAILS +# tag is set to YES, doxygen will add type and arguments for attributes and +# methods in the UML graphs. If the DOT_UML_DETAILS tag is set to NONE, doxygen +# will not generate fields with class member information in the UML graphs. The +# class diagrams will look similar to the default class diagrams but using UML +# notation for the relationships. +# Possible values are: NO, YES and NONE. +# The default value is: NO. +# This tag requires that the tag UML_LOOK is set to YES. + +DOT_UML_DETAILS = NO + +# The DOT_WRAP_THRESHOLD tag can be used to set the maximum number of characters +# to display on a single line. If the actual line length exceeds this threshold +# significantly it will wrapped across multiple lines. Some heuristics are apply +# to avoid ugly line breaks. +# Minimum value: 0, maximum value: 1000, default value: 17. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_WRAP_THRESHOLD = 17 + +# If the TEMPLATE_RELATIONS tag is set to YES then the inheritance and +# collaboration graphs will show the relations between templates and their +# instances. +# The default value is: NO. +# This tag requires that the tag HAVE_DOT is set to YES. + +TEMPLATE_RELATIONS = NO + +# If the INCLUDE_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are set to +# YES then doxygen will generate a graph for each documented file showing the +# direct and indirect include dependencies of the file with other documented +# files. +# The default value is: YES. +# This tag requires that the tag HAVE_DOT is set to YES. + +INCLUDE_GRAPH = YES + +# If the INCLUDED_BY_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are +# set to YES then doxygen will generate a graph for each documented file showing +# the direct and indirect include dependencies of the file with other documented +# files. +# The default value is: YES. +# This tag requires that the tag HAVE_DOT is set to YES. + +INCLUDED_BY_GRAPH = YES + +# If the CALL_GRAPH tag is set to YES then doxygen will generate a call +# dependency graph for every global function or class method. +# +# Note that enabling this option will significantly increase the time of a run. +# So in most cases it will be better to enable call graphs for selected +# functions only using the \callgraph command. Disabling a call graph can be +# accomplished by means of the command \hidecallgraph. +# The default value is: NO. +# This tag requires that the tag HAVE_DOT is set to YES. + +CALL_GRAPH = NO + +# If the CALLER_GRAPH tag is set to YES then doxygen will generate a caller +# dependency graph for every global function or class method. +# +# Note that enabling this option will significantly increase the time of a run. +# So in most cases it will be better to enable caller graphs for selected +# functions only using the \callergraph command. Disabling a caller graph can be +# accomplished by means of the command \hidecallergraph. +# The default value is: NO. +# This tag requires that the tag HAVE_DOT is set to YES. + +CALLER_GRAPH = NO + +# If the GRAPHICAL_HIERARCHY tag is set to YES then doxygen will graphical +# hierarchy of all classes instead of a textual one. +# The default value is: YES. +# This tag requires that the tag HAVE_DOT is set to YES. + +GRAPHICAL_HIERARCHY = YES + +# If the DIRECTORY_GRAPH tag is set to YES then doxygen will show the +# dependencies a directory has on other directories in a graphical way. The +# dependency relations are determined by the #include relations between the +# files in the directories. +# The default value is: YES. +# This tag requires that the tag HAVE_DOT is set to YES. + +DIRECTORY_GRAPH = YES + +# The DIR_GRAPH_MAX_DEPTH tag can be used to limit the maximum number of levels +# of child directories generated in directory dependency graphs by dot. +# Minimum value: 1, maximum value: 25, default value: 1. +# This tag requires that the tag DIRECTORY_GRAPH is set to YES. + +DIR_GRAPH_MAX_DEPTH = 1 + +# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images +# generated by dot. For an explanation of the image formats see the section +# output formats in the documentation of the dot tool (Graphviz (see: +# https://www.graphviz.org/)). +# Note: If you choose svg you need to set HTML_FILE_EXTENSION to xhtml in order +# to make the SVG files visible in IE 9+ (other browsers do not have this +# requirement). +# Possible values are: png, jpg, gif, svg, png:gd, png:gd:gd, png:cairo, +# png:cairo:gd, png:cairo:cairo, png:cairo:gdiplus, png:gdiplus and +# png:gdiplus:gdiplus. +# The default value is: png. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_IMAGE_FORMAT = png + +# If DOT_IMAGE_FORMAT is set to svg, then this option can be set to YES to +# enable generation of interactive SVG images that allow zooming and panning. +# +# Note that this requires a modern browser other than Internet Explorer. Tested +# and working are Firefox, Chrome, Safari, and Opera. +# Note: For IE 9+ you need to set HTML_FILE_EXTENSION to xhtml in order to make +# the SVG files visible. Older versions of IE do not have SVG support. +# The default value is: NO. +# This tag requires that the tag HAVE_DOT is set to YES. + +INTERACTIVE_SVG = NO + +# The DOT_PATH tag can be used to specify the path where the dot tool can be +# found. If left blank, it is assumed the dot tool can be found in the path. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_PATH = + +# The DOTFILE_DIRS tag can be used to specify one or more directories that +# contain dot files that are included in the documentation (see the \dotfile +# command). +# This tag requires that the tag HAVE_DOT is set to YES. + +DOTFILE_DIRS = + +# You can include diagrams made with dia in doxygen documentation. Doxygen will +# then run dia to produce the diagram and insert it in the documentation. The +# DIA_PATH tag allows you to specify the directory where the dia binary resides. +# If left empty dia is assumed to be found in the default search path. + +DIA_PATH = + +# The DIAFILE_DIRS tag can be used to specify one or more directories that +# contain dia files that are included in the documentation (see the \diafile +# command). + +DIAFILE_DIRS = + +# When using plantuml, the PLANTUML_JAR_PATH tag should be used to specify the +# path where java can find the plantuml.jar file or to the filename of jar file +# to be used. If left blank, it is assumed PlantUML is not used or called during +# a preprocessing step. Doxygen will generate a warning when it encounters a +# \startuml command in this case and will not generate output for the diagram. + +PLANTUML_JAR_PATH = + +# When using plantuml, the PLANTUML_CFG_FILE tag can be used to specify a +# configuration file for plantuml. + +PLANTUML_CFG_FILE = + +# When using plantuml, the specified paths are searched for files specified by +# the !include statement in a plantuml block. + +PLANTUML_INCLUDE_PATH = + +# The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of nodes +# that will be shown in the graph. If the number of nodes in a graph becomes +# larger than this value, doxygen will truncate the graph, which is visualized +# by representing a node as a red box. Note that doxygen if the number of direct +# children of the root node in a graph is already larger than +# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note that +# the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH. +# Minimum value: 0, maximum value: 10000, default value: 50. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_GRAPH_MAX_NODES = 50 + +# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the graphs +# generated by dot. A depth value of 3 means that only nodes reachable from the +# root by following a path via at most 3 edges will be shown. Nodes that lay +# further from the root node will be omitted. Note that setting this option to 1 +# or 2 may greatly reduce the computation time needed for large code bases. Also +# note that the size of a graph can be further restricted by +# DOT_GRAPH_MAX_NODES. Using a depth of 0 means no depth restriction. +# Minimum value: 0, maximum value: 1000, default value: 0. +# This tag requires that the tag HAVE_DOT is set to YES. + +MAX_DOT_GRAPH_DEPTH = 0 + +# Set the DOT_MULTI_TARGETS tag to YES to allow dot to generate multiple output +# files in one run (i.e. multiple -o and -T options on the command line). This +# makes dot run faster, but since only newer versions of dot (>1.8.10) support +# this, this feature is disabled by default. +# The default value is: NO. +# This tag requires that the tag HAVE_DOT is set to YES. + +DOT_MULTI_TARGETS = NO + +# If the GENERATE_LEGEND tag is set to YES doxygen will generate a legend page +# explaining the meaning of the various boxes and arrows in the dot generated +# graphs. +# Note: This tag requires that UML_LOOK isn't set, i.e. the doxygen internal +# graphical representation for inheritance and collaboration diagrams is used. +# The default value is: YES. +# This tag requires that the tag HAVE_DOT is set to YES. + +GENERATE_LEGEND = YES + +# If the DOT_CLEANUP tag is set to YES, doxygen will remove the intermediate +# files that are used to generate the various graphs. +# +# Note: This setting is not only used for dot files but also for msc temporary +# files. +# The default value is: YES. + +DOT_CLEANUP = YES + +# You can define message sequence charts within doxygen comments using the \msc +# command. If the MSCGEN_TOOL tag is left empty (the default), then doxygen will +# use a built-in version of mscgen tool to produce the charts. Alternatively, +# the MSCGEN_TOOL tag can also specify the name an external tool. For instance, +# specifying prog as the value, doxygen will call the tool as prog -T +# -o . The external tool should support +# output file formats "png", "eps", "svg", and "ismap". + +MSCGEN_TOOL = + +# The MSCFILE_DIRS tag can be used to specify one or more directories that +# contain msc files that are included in the documentation (see the \mscfile +# command). + +MSCFILE_DIRS = diff --git a/dependencies/glfw-3.4/docs/DoxygenLayout.xml b/dependencies/glfw-3.4/docs/DoxygenLayout.xml new file mode 100644 index 0000000..66cb87f --- /dev/null +++ b/dependencies/glfw-3.4/docs/DoxygenLayout.xml @@ -0,0 +1,71 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/SUPPORT.md b/dependencies/glfw-3.4/docs/SUPPORT.md new file mode 100644 index 0000000..d9be56f --- /dev/null +++ b/dependencies/glfw-3.4/docs/SUPPORT.md @@ -0,0 +1,13 @@ +# Support resources + +See the [latest documentation](https://www.glfw.org/docs/latest/) for tutorials, +guides and the API reference. + +If you have questions about using GLFW, we have a +[forum](https://discourse.glfw.org/). + +Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues). +Please check the [contribution +guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for +information on what to include when reporting a bug. + diff --git a/dependencies/glfw-3.4/docs/build.md b/dependencies/glfw-3.4/docs/build.md new file mode 100644 index 0000000..d00d676 --- /dev/null +++ b/dependencies/glfw-3.4/docs/build.md @@ -0,0 +1,419 @@ +# Building applications {#build_guide} + +[TOC] + +This is about compiling and linking applications that use GLFW. For information on +how to write such applications, start with the +[introductory tutorial](@ref quick_guide). For information on how to compile +the GLFW library itself, see @ref compile_guide. + +This is not a tutorial on compilation or linking. It assumes basic +understanding of how to compile and link a C program as well as how to use the +specific compiler of your chosen development environment. The compilation +and linking process should be explained in your C programming material and in +the documentation for your development environment. + + +## Including the GLFW header file {#build_include} + +You should include the GLFW header in the source files where you use OpenGL or +GLFW. + +```c +#include +``` + +This header defines all the constants and declares all the types and function +prototypes of the GLFW API. By default, it also includes the OpenGL header from +your development environment. See [option macros](@ref build_macros) below for +how to select OpenGL ES headers and more. + +The GLFW header also defines any platform-specific macros needed by your OpenGL +header, so that it can be included without needing any window system headers. + +It does this only when needed, so if window system headers are included, the +GLFW header does not try to redefine those symbols. The reverse is not true, +i.e. `windows.h` cannot cope if any Win32 symbols have already been defined. + +In other words: + + - Use the GLFW header to include OpenGL or OpenGL ES headers portably + - Do not include window system headers unless you will use those APIs directly + - If you do need such headers, include them before the GLFW header + +If you are using an OpenGL extension loading library such as [glad][], the +extension loader header should be included before the GLFW one. GLFW attempts +to detect any OpenGL or OpenGL ES header or extension loader header included +before it and will then disable the inclusion of the default OpenGL header. +Most extension loaders also define macros that disable similar headers below it. + +[glad]: https://github.com/Dav1dde/glad + +```c +#include +#include +``` + +Both of these mechanisms depend on the extension loader header defining a known +macro. If yours doesn't or you don't know which one your users will pick, the +@ref GLFW_INCLUDE_NONE macro will explicitly prevent the GLFW header from +including the OpenGL header. This will also allow you to include the two +headers in any order. + +```c +#define GLFW_INCLUDE_NONE +#include +#include +``` + + +### GLFW header option macros {#build_macros} + +These macros may be defined before the inclusion of the GLFW header and affect +its behavior. + +@anchor GLFW_DLL +__GLFW_DLL__ is required on Windows when using the GLFW DLL, to tell the +compiler that the GLFW functions are defined in a DLL. + +The following macros control which OpenGL or OpenGL ES API header is included. +Only one of these may be defined at a time. + +@note GLFW does not provide any of the API headers mentioned below. They are +provided by your development environment or your OpenGL, OpenGL ES or Vulkan +SDK, and most of them can be downloaded from the [Khronos Registry][registry]. + +[registry]: https://www.khronos.org/registry/ + +@anchor GLFW_INCLUDE_GLCOREARB +__GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern +`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL +header. + +@anchor GLFW_INCLUDE_ES1 +__GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h` +header instead of the regular OpenGL header. + +@anchor GLFW_INCLUDE_ES2 +__GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0 +`GLES2/gl2.h` header instead of the regular OpenGL header. + +@anchor GLFW_INCLUDE_ES3 +__GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0 +`GLES3/gl3.h` header instead of the regular OpenGL header. + +@anchor GLFW_INCLUDE_ES31 +__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1 +`GLES3/gl31.h` header instead of the regular OpenGL header. + +@anchor GLFW_INCLUDE_ES32 +__GLFW_INCLUDE_ES32__ makes the GLFW header include the OpenGL ES 3.2 +`GLES3/gl32.h` header instead of the regular OpenGL header. + +@anchor GLFW_INCLUDE_NONE +__GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES +API header. This is useful in combination with an extension loading library. + +If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h` +header (`OpenGL/gl.h` on macOS) is included, unless GLFW detects the inclusion +guards of any OpenGL, OpenGL ES or extension loader header it knows about. + +The following macros control the inclusion of additional API headers. Any +number of these may be defined simultaneously, and/or together with one of the +above macros. + +@anchor GLFW_INCLUDE_VULKAN +__GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan +`vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header. + +@anchor GLFW_INCLUDE_GLEXT +__GLFW_INCLUDE_GLEXT__ makes the GLFW header include the appropriate extension +header for the OpenGL or OpenGL ES header selected above after and in addition +to that header. + +@anchor GLFW_INCLUDE_GLU +__GLFW_INCLUDE_GLU__ makes the header include the GLU header in addition to the +header selected above. This should only be used with the standard OpenGL header +and only for compatibility with legacy code. GLU has been deprecated and should +not be used in new code. + +@note None of these macros may be defined during the compilation of GLFW itself. +If your build includes GLFW and you define any these in your build files, make +sure they are not applied to the GLFW sources. + + +## Link with the right libraries {#build_link} + +GLFW is essentially a wrapper of various platform-specific APIs and therefore +needs to link against many different system libraries. If you are using GLFW as +a shared library / dynamic library / DLL then it takes care of these links. +However, if you are using GLFW as a static library then your executable will +need to link against these libraries. + +On Windows and macOS, the list of system libraries is static and can be +hard-coded into your build environment. See the section for your development +environment below. On Linux and other Unix-like operating systems, the list +varies but can be retrieved in various ways as described below. + +A good general introduction to linking is [Beginner's Guide to +Linkers][linker_guide] by David Drysdale. + +[linker_guide]: https://www.lurklurk.org/linkers/linkers.html + + +### With Visual C++ and GLFW binaries {#build_link_win32} + +If you are using a downloaded [binary +archive](https://www.glfw.org/download.html), first make sure you have the +archive matching the architecture you are building for (32-bit or 64-bit), or +you will get link errors. Also make sure you are using the binaries for your +version of Visual C++ or you may get other link errors. + +There are two version of the static GLFW library in the binary archive, because +it needs to use the same base run-time library variant as the rest of your +executable. + +One is named `glfw3.lib` and is for projects with the _Runtime Library_ project +option set to _Multi-threaded DLL_ or _Multi-threaded Debug DLL_. The other is +named `glfw3_mt.lib` and is for projects with _Runtime Library_ set to +_Multi-threaded_ or _Multi-threaded Debug_. To use the static GLFW library you +will need to add `path/to/glfw3.lib` or `path/to/glfw3_mt.lib` to the +_Additional Dependencies_ project option. + +If you compiled a GLFW static library yourself then there will only be one, +named `glfw3.lib`, and you have to make sure the run-time library variant +matches. + +The DLL version of the GLFW library is named `glfw3.dll`, but you will be +linking against the `glfw3dll.lib` link library. To use the DLL you will need +to add `path/to/glfw3dll.lib` to the _Additional Dependencies_ project option. +All of its dependencies are already listed there by default, but when building +with the DLL version of GLFW, you also need to define the @ref GLFW_DLL. This +can be done either in the _Preprocessor Definitions_ project option or by +defining it in your source code before including the GLFW header. + +```c +#define GLFW_DLL +#include +``` + +All link-time dependencies for GLFW are already listed in the _Additional +Dependencies_ option by default. + + +### With MinGW-w64 and GLFW binaries {#build_link_mingw} + +This is intended for building a program from the command-line or by writing +a makefile, on Windows with [MinGW-w64][] and GLFW binaries. These can be from +a downloaded and extracted [binary archive](https://www.glfw.org/download.html) +or by compiling GLFW yourself. The paths below assume a binary archive is used. + +If you are using a downloaded binary archive, first make sure you have the +archive matching the architecture you are building for (32-bit or 64-bit) or you +will get link errors. + +Note that the order of source files and libraries matter for GCC. Dependencies +must be listed after the files that depend on them. Any source files that +depend on GLFW must be listed before the GLFW library. GLFW in turn depends on +`gdi32` and must be listed before it. + +[MinGW-w64]: https://www.mingw-w64.org/ + +If you are using the static version of the GLFW library, which is named +`libglfw3.a`, do: + +```sh +gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32 +``` + +If you are using the DLL version of the GLFW library, which is named +`glfw3.dll`, you will need to use the `libglfw3dll.a` link library. + +```sh +gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32 +``` + +The resulting executable will need to find `glfw3.dll` to run, typically by +keeping both files in the same directory. + +When you are building with the DLL version of GLFW, you will also need to define +the @ref GLFW_DLL macro. This can be done in your source files, as long as it +done before including the GLFW header: + +```c +#define GLFW_DLL +#include +``` + +It can also be done on the command-line: + +```sh +gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32 +``` + + +### With CMake and GLFW source {#build_link_cmake_source} + +This section is about using CMake to compile and link GLFW along with your +application. If you want to use an installed binary instead, see @ref +build_link_cmake_package. + +With a few changes to your `CMakeLists.txt` you can have the GLFW source tree +built along with your application. + +Add the root directory of the GLFW source tree to your project. This will add +the `glfw` target to your project. + +```cmake +add_subdirectory(path/to/glfw) +``` + +Once GLFW has been added, link your application against the `glfw` target. +This adds the GLFW library and its link-time dependencies as it is currently +configured, the include directory for the GLFW header and, when applicable, the +@ref GLFW_DLL macro. + +```cmake +target_link_libraries(myapp glfw) +``` + +Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL, +OpenGL ES or Vulkan libraries it needs at runtime. If your application calls +OpenGL directly, instead of using a modern +[extension loader library](@ref context_glext_auto), use the OpenGL CMake +package. + +```cmake +find_package(OpenGL REQUIRED) +``` + +If OpenGL is found, the `OpenGL::GL` target is added to your project, containing +library and include directory paths. Link against this like any other library. + +```cmake +target_link_libraries(myapp OpenGL::GL) +``` + +For a minimal example of a program and GLFW sources built with CMake, see the +[GLFW CMake Starter][cmake_starter] on GitHub. + +[cmake_starter]: https://github.com/juliettef/GLFW-CMake-starter + + +### With CMake and installed GLFW binaries {#build_link_cmake_package} + +This section is about using CMake to link GLFW after it has been built and +installed. If you want to build it along with your application instead, see +@ref build_link_cmake_source. + +With a few changes to your `CMakeLists.txt` you can locate the package and +target files generated when GLFW is installed. + +```cmake +find_package(glfw3 3.4 REQUIRED) +``` + +Once GLFW has been added to the project, link against it with the `glfw` target. +This adds the GLFW library and its link-time dependencies, the include directory +for the GLFW header and, when applicable, the @ref GLFW_DLL macro. + +```cmake +target_link_libraries(myapp glfw) +``` + +Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL, +OpenGL ES or Vulkan libraries it needs at runtime. If your application calls +OpenGL directly, instead of using a modern +[extension loader library](@ref context_glext_auto), use the OpenGL CMake +package. + +```cmake +find_package(OpenGL REQUIRED) +``` + +If OpenGL is found, the `OpenGL::GL` target is added to your project, containing +library and include directory paths. Link against this like any other library. + +```cmake +target_link_libraries(myapp OpenGL::GL) +``` + + +### With pkg-config and GLFW binaries on Unix {#build_link_pkgconfig} + +This is intended for building a program from the command-line or by writing +a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin. + +GLFW supports [pkg-config][], and the `glfw3.pc` pkg-config file is generated +when the GLFW library is built and is installed along with it. A pkg-config +file describes all necessary compile-time and link-time flags and dependencies +needed to use a library. When they are updated or if they differ between +systems, you will get the correct ones automatically. + +[pkg-config]: https://www.freedesktop.org/wiki/Software/pkg-config/ + +A typical compile and link command-line when using the static version of the +GLFW library may look like this: + +```sh +cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --static --libs glfw3) +``` + +If you are using the shared version of the GLFW library, omit the `--static` +flag. + +```sh +cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3) +``` + +You can also use the `glfw3.pc` file without installing it first, by using the +`PKG_CONFIG_PATH` environment variable. + +```sh +env PKG_CONFIG_PATH=path/to/glfw/src cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3) +``` + +The dependencies do not include OpenGL, as GLFW loads any OpenGL, OpenGL ES or +Vulkan libraries it needs at runtime. If your application calls OpenGL +directly, instead of using a modern +[extension loader library](@ref context_glext_auto), you should add the `gl` +pkg-config package. + +```sh +cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl) +``` + + +### With Xcode on macOS {#build_link_xcode} + +If you are using the dynamic library version of GLFW, add it to the project +dependencies. + +If you are using the static library version of GLFW, add it and the Cocoa, +OpenGL and IOKit frameworks to the project as dependencies. They can all be +found in `/System/Library/Frameworks`. + + +### With command-line or makefile on macOS {#build_link_osx} + +It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when +using installed GLFW binaries from the command line on macOS. That way you will +get any new dependencies added automatically. If you still wish to build +manually, you need to add the required frameworks and libraries to your +command-line yourself using the `-l` and `-framework` switches. + +If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do: + +```sh +cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit +``` + +If you are using the static library, named `libglfw3.a`, substitute `-lglfw3` +for `-lglfw`. + +Note that you do not add the `.framework` extension to a framework when linking +against it from the command-line. + +@note Your machine may have `libGL.*.dylib` style OpenGL library, but that is +for the X Window System and will not work with the macOS native version of GLFW. + diff --git a/dependencies/glfw-3.4/docs/compat.md b/dependencies/glfw-3.4/docs/compat.md new file mode 100644 index 0000000..ef64b0c --- /dev/null +++ b/dependencies/glfw-3.4/docs/compat.md @@ -0,0 +1,300 @@ +# Standards conformance {#compat_guide} + +[TOC] + +This guide describes the various API extensions used by this version of GLFW. +It lists what are essentially implementation details, but which are nonetheless +vital knowledge for developers intending to deploy their applications on a wide +range of machines. + +The information in this guide is not a part of GLFW API, but merely +preconditions for some parts of the library to function on a given machine. Any +part of this information may change in future versions of GLFW and that will not +be considered a breaking API change. + + +## X11 extensions, protocols and IPC standards {#compat_x11} + +As GLFW uses Xlib directly, without any intervening toolkit library, it has sole +responsibility for interacting well with the many and varied window managers in +use on Unix-like systems. In order for applications and window managers to work +well together, a number of standards and conventions have been developed that +regulate behavior outside the scope of the X11 API; most importantly the +[Inter-Client Communication Conventions Manual][ICCCM] (ICCCM) and [Extended +Window Manager Hints][EWMH] (EWMH) standards. + +[ICCCM]: https://www.tronche.com/gui/x/icccm/ +[EWMH]: https://standards.freedesktop.org/wm-spec/wm-spec-latest.html + +GLFW uses the `_MOTIF_WM_HINTS` window property to support borderless windows. +If the running window manager does not support this property, the +`GLFW_DECORATED` hint will have no effect. + +GLFW uses the ICCCM `WM_DELETE_WINDOW` protocol to intercept the user +attempting to close the GLFW window. If the running window manager does not +support this protocol, the close callback will never be called. + +GLFW uses the EWMH `_NET_WM_PING` protocol, allowing the window manager notify +the user when the application has stopped responding, i.e. when it has ceased to +process events. If the running window manager does not support this protocol, +the user will not be notified if the application locks up. + +GLFW uses the EWMH `_NET_WM_STATE_FULLSCREEN` window state to tell the window +manager to make the GLFW window full screen. If the running window manager does +not support this state, full screen windows may not work properly. GLFW has +a fallback code path in case this state is unavailable, but every window manager +behaves slightly differently in this regard. + +GLFW uses the EWMH `_NET_WM_BYPASS_COMPOSITOR` window property to tell a +compositing window manager to un-redirect full screen GLFW windows. If the +running window manager uses compositing but does not support this property then +additional copying may be performed for each buffer swap of full screen windows. + +GLFW uses the [clipboard manager protocol][ClipboardManager] to push a clipboard +string (i.e. selection) owned by a GLFW window about to be destroyed to the +clipboard manager. If there is no running clipboard manager, the clipboard +string will be unavailable once the window has been destroyed. + +[clipboardManager]: https://www.freedesktop.org/wiki/ClipboardManager/ + +GLFW uses the [X drag-and-drop protocol][XDND] to provide file drop events. If +the application originating the drag does not support this protocol, drag and +drop will not work. + +[XDND]: https://www.freedesktop.org/wiki/Specifications/XDND/ + +GLFW uses the XRandR 1.3 extension to provide multi-monitor support. If the +running X server does not support this version of this extension, multi-monitor +support will not function and only a single, desktop-spanning monitor will be +reported. + +GLFW uses the XRandR 1.3 and Xf86vidmode extensions to provide gamma ramp +support. If the running X server does not support either or both of these +extensions, gamma ramp support will not function. + +GLFW uses the Xkb extension and detectable auto-repeat to provide keyboard +input. If the running X server does not support this extension, a non-Xkb +fallback path is used. + +GLFW uses the XInput2 extension to provide raw, non-accelerated mouse motion +when the cursor is disabled. If the running X server does not support this +extension, regular accelerated mouse motion will be used. + +GLFW uses both the XRender extension and the compositing manager to support +transparent window framebuffers. If the running X server does not support this +extension or there is no running compositing manager, the +`GLFW_TRANSPARENT_FRAMEBUFFER` framebuffer hint will have no effect. + +GLFW uses both the Xcursor extension and the freedesktop cursor conventions to +provide an expanded set of standard cursor shapes. If the running X server does +not support this extension or the current cursor theme does not support the +conventions, the `GLFW_RESIZE_NWSE_CURSOR`, `GLFW_RESIZE_NESW_CURSOR` and +`GLFW_NOT_ALLOWED_CURSOR` shapes will not be available and other shapes may use +legacy images. + + +## Wayland protocols and IPC standards {#compat_wayland} + +As GLFW uses libwayland directly, without any intervening toolkit library, it +has sole responsibility for interacting well with every compositor in use on +Unix-like systems. Most of the features are provided by the core protocol, +while cursor support is provided by the libwayland-cursor helper library, EGL +integration by libwayland-egl, and keyboard handling by +[libxkbcommon](https://xkbcommon.org/). In addition, GLFW uses some additional +Wayland protocols to implement certain features if the compositor supports them. + +GLFW uses xkbcommon 0.5.0 to provide key and text input support. Earlier +versions are not supported. + +GLFW uses the [xdg-shell][] protocol to provide better window management. This +protocol is mandatory for GLFW to display a window. + +[xdg-shell]: https://wayland.app/protocols/xdg-shell + +GLFW uses the [relative-pointer-unstable-v1][] protocol alongside the +[pointer-constraints-unstable-v1][] protocol to implement disabled cursor. If +the running compositor does not support both of these protocols, disabling the +cursor will have no effect. + +[relative-pointer-unstable-v1]: https://wayland.app/protocols/relative-pointer-unstable-v1 +[pointer-constraints-unstable-v1]: https://wayland.app/protocols/pointer-constraints-unstable-v1 + +GLFW uses the [idle-inhibit-unstable-v1][] protocol to prohibit the screensaver +from starting. If the running compositor does not support this protocol, the +screensaver may start even for full screen windows. + +[idle-inhibit-unstable-v1]: https://wayland.app/protocols/idle-inhibit-unstable-v1 + +GLFW uses the [libdecor][] library for window decorations, where available. +This in turn provides good quality client-side decorations (drawn by the +application) on desktop systems that do not support server-side decorations +(drawn by the window manager). On systems that do not provide either libdecor +or xdg-decoration, very basic window decorations are provided. These do not +include the window title or any caption buttons. + +[libdecor]: https://gitlab.freedesktop.org/libdecor/libdecor + +GLFW uses the [xdg-decoration-unstable-v1][] protocol to request decorations to +be drawn around its windows. This protocol is part of wayland-protocols 1.15, +and mandatory at build time. If the running compositor does not support this +protocol, a very simple frame will be drawn by GLFW itself, using the +[viewporter][] protocol alongside subsurfaces. If the running compositor does +not support these protocols either, no decorations will be drawn around windows. + +[xdg-decoration-unstable-v1]: https://wayland.app/protocols/xdg-decoration-unstable-v1 +[viewporter]: https://wayland.app/protocols/viewporter + +GLFW uses the [xdg-activation-v1][] protocol to implement window focus and +attention requests. If the running compositor does not support this protocol, +window focus and attention requests do nothing. + +[xdg-activation-v1]: https://wayland.app/protocols/xdg-activation-v1 + +GLFW uses the [fractional-scale-v1][] protocol to implement fine-grained +framebuffer scaling. If the running compositor does not support this protocol, +the @ref GLFW_SCALE_FRAMEBUFFER window hint will only be able to scale the +framebuffer by integer scales. This will typically be the smallest integer not +less than the actual scale. + +[fractional-scale-v1]: https://wayland.app/protocols/fractional-scale-v1 + + +## GLX extensions {#compat_glx} + +The GLX API is the default API used to create OpenGL contexts on Unix-like +systems using the X Window System. + +GLFW uses the GLX 1.3 `GLXFBConfig` functions to enumerate and select framebuffer pixel +formats. If GLX 1.3 is not supported, @ref glfwInit will fail. + +GLFW uses the `GLX_MESA_swap_control,` `GLX_EXT_swap_control` and +`GLX_SGI_swap_control` extensions to provide vertical retrace synchronization +(or _vsync_), in that order of preference. When none of these extensions are +available, calling @ref glfwSwapInterval will have no effect. + +GLFW uses the `GLX_ARB_multisample` extension to create contexts with +multisampling anti-aliasing. Where this extension is unavailable, the +`GLFW_SAMPLES` hint will have no effect. + +GLFW uses the `GLX_ARB_create_context` extension when available, even when +creating OpenGL contexts of version 2.1 and below. Where this extension is +unavailable, the `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` +hints will only be partially supported, the `GLFW_CONTEXT_DEBUG` hint will have +no effect, and setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT` +hints to `GLFW_TRUE` will cause @ref glfwCreateWindow to fail. + +GLFW uses the `GLX_ARB_create_context_profile` extension to provide support for +context profiles. Where this extension is unavailable, setting the +`GLFW_OPENGL_PROFILE` hint to anything but `GLFW_OPENGL_ANY_PROFILE`, or setting +`GLFW_CLIENT_API` to anything but `GLFW_OPENGL_API` or `GLFW_NO_API` will cause +@ref glfwCreateWindow to fail. + +GLFW uses the `GLX_ARB_context_flush_control` extension to provide control over +whether a context is flushed when it is released (made non-current). Where this +extension is unavailable, the `GLFW_CONTEXT_RELEASE_BEHAVIOR` hint will have no +effect and the context will always be flushed when released. + +GLFW uses the `GLX_ARB_framebuffer_sRGB` and `GLX_EXT_framebuffer_sRGB` +extensions to provide support for sRGB framebuffers. Where both of these +extensions are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect. + + +## WGL extensions {#compat_wgl} + +The WGL API is used to create OpenGL contexts on Microsoft Windows and other +implementations of the Win32 API, such as Wine. + +GLFW uses either the `WGL_EXT_extension_string` or the +`WGL_ARB_extension_string` extension to check for the presence of all other WGL +extensions listed below. If both are available, the EXT one is preferred. If +neither is available, no other extensions are used and many GLFW features +related to context creation will have no effect or cause errors when used. + +GLFW uses the `WGL_EXT_swap_control` extension to provide vertical retrace +synchronization (or _vsync_). Where this extension is unavailable, calling @ref +glfwSwapInterval will have no effect. + +GLFW uses the `WGL_ARB_pixel_format` and `WGL_ARB_multisample` extensions to +create contexts with multisampling anti-aliasing. Where these extensions are +unavailable, the `GLFW_SAMPLES` hint will have no effect. + +GLFW uses the `WGL_ARB_create_context` extension when available, even when +creating OpenGL contexts of version 2.1 and below. Where this extension is +unavailable, the `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` +hints will only be partially supported, the `GLFW_CONTEXT_DEBUG` hint will have +no effect, and setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT` +hints to `GLFW_TRUE` will cause @ref glfwCreateWindow to fail. + +GLFW uses the `WGL_ARB_create_context_profile` extension to provide support for +context profiles. Where this extension is unavailable, setting the +`GLFW_OPENGL_PROFILE` hint to anything but `GLFW_OPENGL_ANY_PROFILE` will cause +@ref glfwCreateWindow to fail. + +GLFW uses the `WGL_ARB_context_flush_control` extension to provide control over +whether a context is flushed when it is released (made non-current). Where this +extension is unavailable, the `GLFW_CONTEXT_RELEASE_BEHAVIOR` hint will have no +effect and the context will always be flushed when released. + +GLFW uses the `WGL_ARB_framebuffer_sRGB` and `WGL_EXT_framebuffer_sRGB` +extensions to provide support for sRGB framebuffers. When both of these +extensions are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect. + + +## OpenGL on macOS {#compat_osx} + +Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then +only forward-compatible, core profile contexts are supported. Support for +OpenGL 4.1 was introduced with OS X 10.9, also limited to forward-compatible, +core profile contexts. There is also still no mechanism for requesting debug +contexts or no-error contexts. Versions of Mac OS X earlier than 10.7 support +at most OpenGL version 2.1. + +Because of this, on OS X 10.7 and later, the `GLFW_CONTEXT_VERSION_MAJOR` and +`GLFW_CONTEXT_VERSION_MINOR` hints will cause @ref glfwCreateWindow to fail if +given version 3.0 or 3.1. The `GLFW_OPENGL_PROFILE` hint must be set to +`GLFW_OPENGL_CORE_PROFILE` when creating OpenGL 3.2 and later contexts. The +`GLFW_CONTEXT_DEBUG` and `GLFW_CONTEXT_NO_ERROR` hints are ignored. + +Also, on Mac OS X 10.6 and below, the `GLFW_CONTEXT_VERSION_MAJOR` and +`GLFW_CONTEXT_VERSION_MINOR` hints will fail if given a version above 2.1, +setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT` hints to +a non-default value will cause @ref glfwCreateWindow to fail and the +`GLFW_CONTEXT_DEBUG` hint is ignored. + + +## Vulkan loader and API {#compat_vulkan} + +By default, GLFW uses the standard system-wide Vulkan loader to access the +Vulkan API on all platforms except macOS. This is installed by both graphics +drivers and Vulkan SDKs. If either the loader or at least one minimally +functional ICD is missing, @ref glfwVulkanSupported will return `GLFW_FALSE` and +all other Vulkan-related functions will fail with an @ref GLFW_API_UNAVAILABLE +error. + + +## Vulkan WSI extensions {#compat_wsi} + +The Vulkan WSI extensions are used to create Vulkan surfaces for GLFW windows on +all supported platforms. + +GLFW uses the `VK_KHR_surface` and `VK_KHR_win32_surface` extensions to create +surfaces on Microsoft Windows. If any of these extensions are not available, +@ref glfwGetRequiredInstanceExtensions will return an empty list and window +surface creation will fail. + +GLFW uses the `VK_KHR_surface` and either the `VK_MVK_macos_surface` or +`VK_EXT_metal_surface` extensions to create surfaces on macOS. If any of these +extensions are not available, @ref glfwGetRequiredInstanceExtensions will +return an empty list and window surface creation will fail. + +GLFW uses the `VK_KHR_surface` and either the `VK_KHR_xlib_surface` or +`VK_KHR_xcb_surface` extensions to create surfaces on X11. If `VK_KHR_surface` +or both `VK_KHR_xlib_surface` and `VK_KHR_xcb_surface` are not available, @ref +glfwGetRequiredInstanceExtensions will return an empty list and window surface +creation will fail. + +GLFW uses the `VK_KHR_surface` and `VK_KHR_wayland_surface` extensions to create +surfaces on Wayland. If any of these extensions are not available, @ref +glfwGetRequiredInstanceExtensions will return an empty list and window surface +creation will fail. + diff --git a/dependencies/glfw-3.4/docs/compile.md b/dependencies/glfw-3.4/docs/compile.md new file mode 100644 index 0000000..f8385fe --- /dev/null +++ b/dependencies/glfw-3.4/docs/compile.md @@ -0,0 +1,371 @@ +# Compiling GLFW {#compile_guide} + +[TOC] + +This is about compiling the GLFW library itself. For information on how to +build applications that use GLFW, see @ref build_guide. + +GLFW uses some C99 features and does not support Visual Studio 2012 and earlier. + + +## Using CMake {#compile_cmake} + +GLFW behaves like most other libraries that use CMake so this guide mostly +describes the standard configure, generate and compile sequence. If you are already +familiar with this from other projects, you may want to focus on the @ref +compile_deps and @ref compile_options sections for GLFW-specific information. + +GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles +for your chosen development environment. To compile GLFW, first generate these +files with CMake and then use them to compile the GLFW library. + +If you are on Windows and macOS you can [download +CMake](https://cmake.org/download/) from their site. + +If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have +a package system like Fink, MacPorts or Homebrew, you can install its CMake +package. + +CMake is a complex tool and this guide will only show a few of the possible ways +to set up and compile GLFW. The CMake project has their own much more detailed +[CMake user guide][cmake-guide] that includes everything in this guide not +specific to GLFW. It may be a useful companion to this one. + +[cmake-guide]: https://cmake.org/cmake/help/latest/guide/user-interaction/ + + +### Installing dependencies {#compile_deps} + +The C/C++ development environments in Visual Studio, Xcode and MinGW come with +all necessary dependencies for compiling GLFW, but on Unix-like systems like +Linux and FreeBSD you will need a few extra packages. + + +#### Dependencies for Wayland and X11 {#compile_deps_wayland} + +By default, both the Wayland and X11 backends are enabled on Linux and other Unix-like +systems (except macOS). To disable one or both of these, set the @ref GLFW_BUILD_WAYLAND +or @ref GLFW_BUILD_X11 CMake options in the next step when generating build files. + +To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon +development packages installed. On some systems a few other packages are also required. +None of the development packages above are needed to build or run programs that use an +already compiled GLFW library. + +On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev` +and `libxkbcommon-dev` packages to compile for Wayland and the `xorg-dev` meta-package to +compile for X11. These will pull in all other dependencies. + +```sh +sudo apt install libwayland-dev libxkbcommon-dev xorg-dev +``` + +On Fedora and derivatives like Red Hat you will need the `wayland-devel` and +`libxkbcommon-devel` packages to compile for Wayland and the `libXcursor-devel`, +`libXi-devel`, `libXinerama-devel` and `libXrandr-devel` packages to compile for X11. +These will pull in all other dependencies. + +```sh +sudo dnf install wayland-devel libxkbcommon-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel +``` + +On FreeBSD you will need the `wayland`, `libxkbcommon` and `evdev-proto` packages to +compile for Wayland. The X11 headers are installed along the end-user X11 packages, so if +you have an X server running you should have the headers as well. If not, install the +`xorgproto` package to compile for X11. + +```sh +pkg install wayland libxkbcommon evdev-proto xorgproto +``` + +On Cygwin Wayland is not supported but you will need the `libXcursor-devel`, +`libXi-devel`, `libXinerama-devel`, `libXrandr-devel` and `libXrender-devel` packages to +compile for X11. These can be found in the Libs section of the GUI installer and will +pull in all other dependencies. + +Once you have the required dependencies, move on to @ref compile_generate. + + +### Generating build files with CMake {#compile_generate} + +Once you have all necessary dependencies it is time to generate the project +files or makefiles for your development environment. CMake needs two paths for +this: + + - the path to the root directory of the GLFW source tree (not its `src` + subdirectory) + - the path to the directory where the generated build files and compiled + binaries will be placed + +If these are the same, it is called an in-tree build, otherwise it is called an +out-of-tree build. + +Out-of-tree builds are recommended as they avoid cluttering up the source tree. +They also allow you to have several build directories for different +configurations all using the same source tree. + +A common pattern when building a single configuration is to have a build +directory named `build` in the root of the source tree. + + +#### Generating with the CMake GUI {#compile_generate_gui} + +Start the CMake GUI and set the paths to the source and build directories +described above. Then press _Configure_ and _Generate_. + +If you wish change any CMake variables in the list, press _Configure_ and then +_Generate_ to have the new values take effect. The variable list will be +populated after the first configure step. + +By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than +macOS. To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND +and/or @ref GLFW_BUILD_X11 option in the GLFW section of the variable list, then apply the +new value as described above. + +Once you have generated the project files or makefiles for your chosen +development environment, move on to @ref compile_compile. + + +#### Generating with command-line CMake {#compile_generate_cli} + +To make a build directory, pass the source and build directories to the `cmake` +command. These can be relative or absolute paths. The build directory is +created if it doesn't already exist. + +```sh +cmake -S path/to/glfw -B path/to/build +``` + +It is common to name the build directory `build` and place it in the root of the +source tree when only planning to build a single configuration. + +```sh +cd path/to/glfw +cmake -S . -B build +``` + +Without other flags these will generate Visual Studio project files on Windows +and makefiles on other platforms. You can choose other targets using the `-G` +flag. + +```sh +cmake -S path/to/glfw -B path/to/build -G Xcode +``` + +By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than +macOS. To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND +and/or @ref GLFW_BUILD_X11 CMake option. + +```sh +cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_X11=0 +``` + +Once you have generated the project files or makefiles for your chosen +development environment, move on to @ref compile_compile. + + +### Compiling the library {#compile_compile} + +You should now have all required dependencies and the project files or makefiles +necessary to compile GLFW. Go ahead and compile the actual GLFW library with +these files as you would with any other project. + +With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open +`GLFW.xcodeproj` and use the Project menu. + +With Linux, macOS and other forms of Unix, run `make`. + +```sh +cd path/to/build +make +``` + +With MinGW, it is `mingw32-make`. + +```sh +cd path/to/build +mingw32-make +``` + +Any CMake build directory can also be built with the `cmake` command and the +`--build` flag. + +```sh +cmake --build path/to/build +``` + +This will run the platform specific build tool the directory was generated for. + +Once the GLFW library is compiled you are ready to build your application, +linking it to the GLFW library. See @ref build_guide for more information. + + +## CMake options {#compile_options} + +The CMake files for GLFW provide a number of options, although not all are +available on all supported platforms. Some of these are de facto standards +among projects using CMake and so have no `GLFW_` prefix. + +If you are using the GUI version of CMake, these are listed and can be changed +from there. If you are using the command-line version of CMake you can use the +`ccmake` ncurses GUI to set options. Some package systems like Ubuntu and other +distributions based on Debian GNU/Linux have this tool in a separate +`cmake-curses-gui` package. + +Finally, if you don't want to use any GUI, you can set options from the `cmake` +command-line with the `-D` flag. + +```sh +cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON +``` + + +### Shared CMake options {#compile_options_shared} + +@anchor BUILD_SHARED_LIBS +__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static library or as +a DLL / shared library / dynamic library. This is disabled by default, +producing a static GLFW library. This variable has no `GLFW_` prefix because it +is defined by CMake. If you want to change the library only for GLFW when it is +part of a larger project, see @ref GLFW_LIBRARY_TYPE. + +@anchor GLFW_LIBRARY_TYPE +__GLFW_LIBRARY_TYPE__ allows you to override @ref BUILD_SHARED_LIBS only for +GLFW, without affecting other libraries in a larger project. When set, the +value of this option must be a valid CMake library type. Set it to `STATIC` to +build GLFW as a static library, `SHARED` to build it as a shared library +/ dynamic library / DLL, or `OBJECT` to make GLFW a CMake object library. + +@anchor GLFW_BUILD_EXAMPLES +__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built +along with the library. This is enabled by default unless GLFW is being built +as a subproject of a larger CMake project. + +@anchor GLFW_BUILD_TESTS +__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are +built along with the library. This is enabled by default unless GLFW is being +built as a subproject of a larger CMake project. + +@anchor GLFW_BUILD_DOCS +__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along +with the library. This is enabled by default if +[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration. + + +### Win32 specific CMake options {#compile_options_win32} + +@anchor GLFW_BUILD_WIN32 +__GLFW_BUILD_WIN32__ determines whether to include support for Win32 when compiling the +library. This option is only available when compiling for Windows. This is enabled by +default. + +@anchor USE_MSVC_RUNTIME_LIBRARY_DLL +__USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the +static library version of the Visual C++ runtime library. When enabled, the +DLL version of the Visual C++ library is used. This is enabled by default. + +On CMake 3.15 and later you can set the standard CMake [CMAKE_MSVC_RUNTIME_LIBRARY][] +variable instead of this GLFW-specific option. + +[CMAKE_MSVC_RUNTIME_LIBRARY]: https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html + +@anchor GLFW_USE_HYBRID_HPG +__GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and +`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the +high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols +need to be exported by the EXE to be detected by the driver, so the override +will not work if GLFW is built as a DLL. This is disabled by default, letting +the operating system and driver decide. + + +### macOS specific CMake options {#compile_options_macos} + +@anchor GLFW_BUILD_COCOA +__GLFW_BUILD_COCOA__ determines whether to include support for Cocoa when compiling the +library. This option is only available when compiling for macOS. This is enabled by +default. + + +### Unix-like system specific CMake options {#compile_options_unix} + +@anchor GLFW_BUILD_WAYLAND +__GLFW_BUILD_WAYLAND__ determines whether to include support for Wayland when compiling +the library. This option is only available when compiling for Linux and other Unix-like +systems other than macOS. This is enabled by default. + +@anchor GLFW_BUILD_X11 +__GLFW_BUILD_X11__ determines whether to include support for X11 when compiling the +library. This option is only available when compiling for Linux and other Unix-like +systems other than macOS. This is enabled by default. + + +## Cross-compilation with CMake and MinGW {#compile_mingw_cross} + +Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For +example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages +for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives +like Ubuntu have the `mingw-w64` package for both. + +GLFW has CMake toolchain files in the `CMake` subdirectory that set up +cross-compilation of Windows binaries. To use these files you set the +`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when +configuring and generating the build files. + +```sh +cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file +``` + +The exact toolchain file to use depends on the prefix used by the MinGW or +MinGW-w64 binaries on your system. You can usually see this in the /usr +directory. For example, both the Ubuntu and Cygwin MinGW-w64 packages have +`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation +would be: + +```sh +cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake +``` + +The path to the toolchain file is relative to the path to the GLFW source tree +passed to the `-S` flag, not to the current directory. + +For more details see the [CMake toolchain guide][cmake-toolchains]. + +[cmake-toolchains]: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html + + +## Compiling GLFW manually {#compile_manual} + +If you wish to compile GLFW without its CMake build environment then you will have to do +at least some platform-detection yourself. There are preprocessor macros for +enabling support for the platforms (window systems) available. There are also optional, +platform-specific macros for various features. + +When building, GLFW will expect the necessary configuration macros to be defined +on the command-line. The GLFW CMake files set these as private compile +definitions on the GLFW target but if you compile the GLFW sources manually you +will need to define them yourself. + +The window system is used to create windows, handle input, monitors, gamma ramps and +clipboard. The options are: + + - @b _GLFW_COCOA to use the Cocoa frameworks + - @b _GLFW_WIN32 to use the Win32 API + - @b _GLFW_WAYLAND to use the Wayland protocol + - @b _GLFW_X11 to use the X Window System + +The @b _GLFW_WAYLAND and @b _GLFW_X11 macros may be combined and produces a library that +attempts to detect the appropriate platform at initialization. + +If you are building GLFW as a shared library / dynamic library / DLL then you +must also define @b _GLFW_BUILD_DLL. Otherwise, you must not define it. + +If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1 +or GLESv2 library, you can override the default names by defining those you need +of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b +_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b +_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names. + +@note None of the @ref build_macros may be defined during the compilation of +GLFW. If you define any of these in your build files, make sure they are not +applied to the GLFW sources. + diff --git a/dependencies/glfw-3.4/docs/context.md b/dependencies/glfw-3.4/docs/context.md new file mode 100644 index 0000000..bf70553 --- /dev/null +++ b/dependencies/glfw-3.4/docs/context.md @@ -0,0 +1,340 @@ +# Context guide {#context_guide} + +[TOC] + +This guide introduces the OpenGL and OpenGL ES context related functions of +GLFW. For details on a specific function in this category, see the @ref +context. There are also guides for the other areas of the GLFW API. + + - @ref intro_guide + - @ref window_guide + - @ref vulkan_guide + - @ref monitor_guide + - @ref input_guide + + +## Context objects {#context_object} + +A window object encapsulates both a top-level window and an OpenGL or OpenGL ES +context. It is created with @ref glfwCreateWindow and destroyed with @ref +glfwDestroyWindow or @ref glfwTerminate. See @ref window_creation for more +information. + +As the window and context are inseparably linked, the window object also serves +as the context handle. + +To test the creation of various kinds of contexts and see their properties, run +the `glfwinfo` test program. + +@note Vulkan does not have a context and the Vulkan instance is created via the +Vulkan API itself. If you will be using Vulkan to render to a window, disable +context creation by setting the [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) +hint to `GLFW_NO_API`. For more information, see the @ref vulkan_guide. + + +### Context creation hints {#context_hints} + +There are a number of hints, specified using @ref glfwWindowHint, related to +what kind of context is created. See +[context related hints](@ref window_hints_ctx) in the window guide. + + +### Context object sharing {#context_sharing} + +When creating a window and its OpenGL or OpenGL ES context with @ref +glfwCreateWindow, you can specify another window whose context the new one +should share its objects (textures, vertex and element buffers, etc.) with. + +```c +GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window); +``` + +Object sharing is implemented by the operating system and graphics driver. On +platforms where it is possible to choose which types of objects are shared, GLFW +requests that all types are shared. + +See the relevant chapter of the [OpenGL](https://www.opengl.org/registry/) or +[OpenGL ES](https://www.khronos.org/opengles/) reference documents for more +information. The name and number of this chapter unfortunately varies between +versions and APIs, but has at times been named _Shared Objects and Multiple +Contexts_. + +GLFW comes with a bare-bones object sharing example program called `sharing`. + + +### Offscreen contexts {#context_offscreen} + +GLFW doesn't support creating contexts without an associated window. However, +contexts with hidden windows can be created with the +[GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint. + +```c +glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); + +GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL); +``` + +The window never needs to be shown and its context can be used as a plain +offscreen context. Depending on the window manager, the size of a hidden +window's framebuffer may not be usable or modifiable, so framebuffer +objects are recommended for rendering with such contexts. + +You should still [process events](@ref events) as long as you have at least one +window, even if none of them are visible. + + +### Windows without contexts {#context_less} + +You can disable context creation by setting the +[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint to `GLFW_NO_API`. + +Windows without contexts should not be passed to @ref glfwMakeContextCurrent or +@ref glfwSwapBuffers. Doing this generates a @ref GLFW_NO_WINDOW_CONTEXT error. + + +## Current context {#context_current} + +Before you can make OpenGL or OpenGL ES calls, you need to have a current +context of the correct type. A context can only be current for a single thread +at a time, and a thread can only have a single context current at a time. + +When moving a context between threads, you must make it non-current on the old +thread before making it current on the new one. + +The context of a window is made current with @ref glfwMakeContextCurrent. + +```c +glfwMakeContextCurrent(window); +``` + +The window of the current context is returned by @ref glfwGetCurrentContext. + +```c +GLFWwindow* window = glfwGetCurrentContext(); +``` + +The following GLFW functions require a context to be current. Calling any these +functions without a current context will generate a @ref GLFW_NO_CURRENT_CONTEXT +error. + + - @ref glfwSwapInterval + - @ref glfwExtensionSupported + - @ref glfwGetProcAddress + + +## Buffer swapping {#context_swap} + +See @ref buffer_swap in the window guide. + + +## OpenGL and OpenGL ES extensions {#context_glext} + +One of the benefits of OpenGL and OpenGL ES is their extensibility. +Hardware vendors may include extensions in their implementations that extend the +API before that functionality is included in a new version of the OpenGL or +OpenGL ES specification, and some extensions are never included and remain +as extensions until they become obsolete. + +An extension is defined by: + +- An extension name (e.g. `GL_ARB_gl_spirv`) +- New OpenGL tokens (e.g. `GL_SPIR_V_BINARY_ARB`) +- New OpenGL functions (e.g. `glSpecializeShaderARB`) + +Note the `ARB` affix, which stands for Architecture Review Board and is used +for official extensions. The extension above was created by the ARB, but there +are many different affixes, like `NV` for Nvidia and `AMD` for, well, AMD. Any +group may also use the generic `EXT` affix. Lists of extensions, together with +their specifications, can be found at the +[OpenGL Registry](https://www.opengl.org/registry/) and +[OpenGL ES Registry](https://www.khronos.org/registry/gles/). + + +### Loading extension with a loader library {#context_glext_auto} + +An extension loader library is the easiest and best way to access both OpenGL and +OpenGL ES extensions and modern versions of the core OpenGL or OpenGL ES APIs. +They will take care of all the details of declaring and loading everything you +need. One such library is [glad](https://github.com/Dav1dde/glad) and there are +several others. + +The following example will use glad but all extension loader libraries work +similarly. + +First you need to generate the source files using the glad Python script. This +example generates a loader for any version of OpenGL, which is the default for +both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific +API versions and extension sets can be generated. The generated files are +written to the `output` directory. + +```sh +python main.py --generator c --no-loader --out-path output +``` + +The `--no-loader` option is added because GLFW already provides a function for +loading OpenGL and OpenGL ES function pointers, one that automatically uses the +selected context creation API, and glad can call this instead of having to +implement its own. There are several other command-line options as well. See +the glad documentation for details. + +Add the generated `output/src/glad.c`, `output/include/glad/glad.h` and +`output/include/KHR/khrplatform.h` files to your build. Then you need to +include the glad header file, which will replace the OpenGL header of your +development environment. By including the glad header before the GLFW header, +it suppresses the development environment's OpenGL or OpenGL ES header. + +```c +#include +#include +``` + +Finally, you need to initialize glad once you have a suitable current context. + +```c +window = glfwCreateWindow(640, 480, "My Window", NULL, NULL); +if (!window) +{ + ... +} + +glfwMakeContextCurrent(window); + +gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); +``` + +Once glad has been loaded, you have access to all OpenGL core and extension +functions supported by both the context you created and the glad loader you +generated. After that, you are ready to start rendering. + +You can specify a minimum required OpenGL or OpenGL ES version with +[context hints](@ref window_hints_ctx). If your needs are more complex, you can +check the actual OpenGL or OpenGL ES version with +[context attributes](@ref window_attribs_ctx), or you can check whether +a specific version is supported by the current context with the +`GLAD_GL_VERSION_x_x` booleans. + +```c +if (GLAD_GL_VERSION_3_2) +{ + // Call OpenGL 3.2+ specific code +} +``` + +To check whether a specific extension is supported, use the `GLAD_GL_xxx` +booleans. + +```c +if (GLAD_GL_ARB_gl_spirv) +{ + // Use GL_ARB_gl_spirv +} +``` + + +### Loading extensions manually {#context_glext_manual} + +__Do not use this technique__ unless it is absolutely necessary. An +[extension loader library](@ref context_glext_auto) will save you a ton of +tedious, repetitive, error prone work. + +To use a certain extension, you must first check whether the context supports +that extension and then, if it introduces new functions, retrieve the pointers +to those functions. GLFW provides @ref glfwExtensionSupported and @ref +glfwGetProcAddress for manual loading of extensions and new API functions. + +This section will demonstrate manual loading of OpenGL extensions. The loading +of OpenGL ES extensions is identical except for the name of the extension header. + + +#### The glext.h header {#context_glext_header} + +The `glext.h` extension header is a continually updated file that defines the +interfaces for all OpenGL extensions. The latest version of this can always be +found at the [OpenGL Registry](https://www.opengl.org/registry/). There are also +extension headers for the various versions of OpenGL ES at the +[OpenGL ES Registry](https://www.khronos.org/registry/gles/). It it strongly +recommended that you use your own copy of the extension header, as the one +included in your development environment may be several years out of date and +may not include the extensions you wish to use. + +The header defines function pointer types for all functions of all extensions it +supports. These have names like `PFNGLSPECIALIZESHADERARBPROC` (for +`glSpecializeShaderARB`), i.e. the name is made uppercase and `PFN` (pointer +to function) and `PROC` (procedure) are added to the ends. + +To include the extension header, define @ref GLFW_INCLUDE_GLEXT before including +the GLFW header. + +```c +#define GLFW_INCLUDE_GLEXT +#include +``` + + +#### Checking for extensions {#context_glext_string} + +A given machine may not actually support the extension (it may have older +drivers or a graphics card that lacks the necessary hardware features), so it +is necessary to check at run-time whether the context supports the extension. +This is done with @ref glfwExtensionSupported. + +```c +if (glfwExtensionSupported("GL_ARB_gl_spirv")) +{ + // The extension is supported by the current context +} +``` + +The argument is a null terminated ASCII string with the extension name. If the +extension is supported, @ref glfwExtensionSupported returns `GLFW_TRUE`, +otherwise it returns `GLFW_FALSE`. + + +#### Fetching function pointers {#context_glext_proc} + +Many extensions, though not all, require the use of new OpenGL functions. +These functions often do not have entry points in the client API libraries of +your operating system, making it necessary to fetch them at run time. You can +retrieve pointers to these functions with @ref glfwGetProcAddress. + +```c +PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB"); +``` + +In general, you should avoid giving the function pointer variables the (exact) +same name as the function, as this may confuse your linker. Instead, you can +use a different prefix, like above, or some other naming scheme. + +Now that all the pieces have been introduced, here is what they might look like +when used together. + +```c +#define GLFW_INCLUDE_GLEXT +#include + +#define glSpecializeShaderARB pfnSpecializeShaderARB +PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB; + +// Flag indicating whether the extension is supported +int has_ARB_gl_spirv = 0; + +void load_extensions(void) +{ + if (glfwExtensionSupported("GL_ARB_gl_spirv")) + { + pfnSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC) + glfwGetProcAddress("glSpecializeShaderARB"); + has_ARB_gl_spirv = 1; + } +} + +void some_function(void) +{ + if (has_ARB_gl_spirv) + { + // Now the extension function can be called as usual + glSpecializeShaderARB(...); + } +} +``` + diff --git a/dependencies/glfw-3.4/docs/extra.css b/dependencies/glfw-3.4/docs/extra.css new file mode 100644 index 0000000..7eb7e9d --- /dev/null +++ b/dependencies/glfw-3.4/docs/extra.css @@ 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+ + + + + diff --git a/dependencies/glfw-3.4/docs/html/bc_s.png b/dependencies/glfw-3.4/docs/html/bc_s.png new file mode 100644 index 0000000000000000000000000000000000000000..224b29aa9847d5a4b3902efd602b7ddf7d33e6c2 GIT binary patch literal 676 zcmV;V0$crwP)y__>=_9%My z{n931IS})GlGUF8K#6VIbs%684A^L3@%PlP2>_sk`UWPq@f;rU*V%rPy_ekbhXT&s z(GN{DxFv}*vZp`F>S!r||M`I*nOwwKX+BC~3P5N3-)Y{65c;ywYiAh-1*hZcToLHK ztpl1xomJ+Yb}K(cfbJr2=GNOnT!UFA7Vy~fBz8?J>XHsbZoDad^8PxfSa0GDgENZS zuLCEqzb*xWX2CG*b&5IiO#NzrW*;`VC9455M`o1NBh+(k8~`XCEEoC1Ybwf;vr4K3 zg|EB<07?SOqHp9DhLpS&bzgo70I+ghB_#)K7H%AMU3v}xuyQq9&Bm~++VYhF09a+U zl7>n7Jjm$K#b*FONz~fj;I->Bf;ule1prFN9FovcDGBkpg>)O*-}eLnC{6oZHZ$o% zXKW$;0_{8hxHQ>l;_*HATI(`7t#^{$(zLe}h*mqwOc*nRY9=?Sx4OOeVIfI|0V(V2 zBrW#G7Ss9wvzr@>H*`r>zE z+e8bOBgqIgldUJlG(YUDviMB`9+DH8n-s9SXRLyJHO1!=wY^79WYZMTa(wiZ!zP66 zA~!21vmF3H2{ngD;+`6j#~6j;$*f*G_2ZD1E;9(yaw7d-QnSCpK(cR1zU3qU0000< KMNUMnLSTYoA~SLT literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/bc_sd.png b/dependencies/glfw-3.4/docs/html/bc_sd.png new file mode 100644 index 0000000000000000000000000000000000000000..31ca888dc71049713b35c351933a8d0f36180bf1 GIT binary patch literal 635 zcmV->0)+jEP)Jwi0r1~gdSq#w{Bu1q z`craw(p2!hu$4C_$Oc3X(sI6e=9QSTwPt{G) z=htT&^~&c~L2~e{r5_5SYe7#Is-$ln>~Kd%$F#tC65?{LvQ}8O`A~RBB0N~`2M+waajO;5>3B&-viHGJeEK2TQOiPRa zfDKyqwMc4wfaEh4jt>H`nW_Zidwk@Bowp`}(VUaj-pSI(-1L>FJVsX}Yl9~JsqgsZ zUD9(rMwf23Gez6KPa|wwInZodP-2}9@fK0Ga_9{8SOjU&4l`pH4@qlQp83>>HT$xW zER^U>)MyV%t(Lu=`d=Y?{k1@}&r7ZGkFQ%z%N+sE9BtYjovzxyxCPxN6&@wLK{soQ zSmkj$aLI}miuE^p@~4}mg9OjDfGEkgY4~^XzLRUBB*O{+&vq<3v(E%+k_i%=`~j%{ Vj14gnt9}3g002ovPDHLkV1n!oC4m3{ literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/build_8md.html b/dependencies/glfw-3.4/docs/html/build_8md.html new file mode 100644 index 0000000..96bb364 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/build_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: build.md File Reference + + + + + + + + + + +
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Building applications
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This is about compiling and linking applications that use GLFW. For information on how to write such applications, start with the introductory tutorial. For information on how to compile the GLFW library itself, see Compiling GLFW.

+

This is not a tutorial on compilation or linking. It assumes basic understanding of how to compile and link a C program as well as how to use the specific compiler of your chosen development environment. The compilation and linking process should be explained in your C programming material and in the documentation for your development environment.

+

+Including the GLFW header file

+

You should include the GLFW header in the source files where you use OpenGL or GLFW.

+
#include <GLFW/glfw3.h>
+
The header of the GLFW 3 API.
+

This header defines all the constants and declares all the types and function prototypes of the GLFW API. By default, it also includes the OpenGL header from your development environment. See option macros below for how to select OpenGL ES headers and more.

+

The GLFW header also defines any platform-specific macros needed by your OpenGL header, so that it can be included without needing any window system headers.

+

It does this only when needed, so if window system headers are included, the GLFW header does not try to redefine those symbols. The reverse is not true, i.e. windows.h cannot cope if any Win32 symbols have already been defined.

+

In other words:

+
    +
  • Use the GLFW header to include OpenGL or OpenGL ES headers portably
  • +
  • Do not include window system headers unless you will use those APIs directly
  • +
  • If you do need such headers, include them before the GLFW header
  • +
+

If you are using an OpenGL extension loading library such as glad, the extension loader header should be included before the GLFW one. GLFW attempts to detect any OpenGL or OpenGL ES header or extension loader header included before it and will then disable the inclusion of the default OpenGL header. Most extension loaders also define macros that disable similar headers below it.

+
#include <glad/gl.h>
+
#include <GLFW/glfw3.h>
+

Both of these mechanisms depend on the extension loader header defining a known macro. If yours doesn't or you don't know which one your users will pick, the GLFW_INCLUDE_NONE macro will explicitly prevent the GLFW header from including the OpenGL header. This will also allow you to include the two headers in any order.

+
#define GLFW_INCLUDE_NONE
+
#include <GLFW/glfw3.h>
+
#include <glad/gl.h>
+

+GLFW header option macros

+

These macros may be defined before the inclusion of the GLFW header and affect its behavior.

+

GLFW_DLL is required on Windows when using the GLFW DLL, to tell the compiler that the GLFW functions are defined in a DLL.

+

The following macros control which OpenGL or OpenGL ES API header is included. Only one of these may be defined at a time.

+
Note
GLFW does not provide any of the API headers mentioned below. They are provided by your development environment or your OpenGL, OpenGL ES or Vulkan SDK, and most of them can be downloaded from the Khronos Registry.
+

GLFW_INCLUDE_GLCOREARB makes the GLFW header include the modern GL/glcorearb.h header (OpenGL/gl3.h on macOS) instead of the regular OpenGL header.

+

GLFW_INCLUDE_ES1 makes the GLFW header include the OpenGL ES 1.x GLES/gl.h header instead of the regular OpenGL header.

+

GLFW_INCLUDE_ES2 makes the GLFW header include the OpenGL ES 2.0 GLES2/gl2.h header instead of the regular OpenGL header.

+

GLFW_INCLUDE_ES3 makes the GLFW header include the OpenGL ES 3.0 GLES3/gl3.h header instead of the regular OpenGL header.

+

GLFW_INCLUDE_ES31 makes the GLFW header include the OpenGL ES 3.1 GLES3/gl31.h header instead of the regular OpenGL header.

+

GLFW_INCLUDE_ES32 makes the GLFW header include the OpenGL ES 3.2 GLES3/gl32.h header instead of the regular OpenGL header.

+

GLFW_INCLUDE_NONE makes the GLFW header not include any OpenGL or OpenGL ES API header. This is useful in combination with an extension loading library.

+

If none of the above inclusion macros are defined, the standard OpenGL GL/gl.h header (OpenGL/gl.h on macOS) is included, unless GLFW detects the inclusion guards of any OpenGL, OpenGL ES or extension loader header it knows about.

+

The following macros control the inclusion of additional API headers. Any number of these may be defined simultaneously, and/or together with one of the above macros.

+

GLFW_INCLUDE_VULKAN makes the GLFW header include the Vulkan vulkan/vulkan.h header in addition to any selected OpenGL or OpenGL ES header.

+

GLFW_INCLUDE_GLEXT makes the GLFW header include the appropriate extension header for the OpenGL or OpenGL ES header selected above after and in addition to that header.

+

GLFW_INCLUDE_GLU makes the header include the GLU header in addition to the header selected above. This should only be used with the standard OpenGL header and only for compatibility with legacy code. GLU has been deprecated and should not be used in new code.

+
Note
None of these macros may be defined during the compilation of GLFW itself. If your build includes GLFW and you define any these in your build files, make sure they are not applied to the GLFW sources.
+

+Link with the right libraries

+

GLFW is essentially a wrapper of various platform-specific APIs and therefore needs to link against many different system libraries. If you are using GLFW as a shared library / dynamic library / DLL then it takes care of these links. However, if you are using GLFW as a static library then your executable will need to link against these libraries.

+

On Windows and macOS, the list of system libraries is static and can be hard-coded into your build environment. See the section for your development environment below. On Linux and other Unix-like operating systems, the list varies but can be retrieved in various ways as described below.

+

A good general introduction to linking is Beginner's Guide to Linkers by David Drysdale.

+

+With Visual C++ and GLFW binaries

+

If you are using a downloaded binary archive, first make sure you have the archive matching the architecture you are building for (32-bit or 64-bit), or you will get link errors. Also make sure you are using the binaries for your version of Visual C++ or you may get other link errors.

+

There are two version of the static GLFW library in the binary archive, because it needs to use the same base run-time library variant as the rest of your executable.

+

One is named glfw3.lib and is for projects with the Runtime Library project option set to Multi-threaded DLL or Multi-threaded Debug DLL. The other is named glfw3_mt.lib and is for projects with Runtime Library set to Multi-threaded or Multi-threaded Debug. To use the static GLFW library you will need to add path/to/glfw3.lib or path/to/glfw3_mt.lib to the Additional Dependencies project option.

+

If you compiled a GLFW static library yourself then there will only be one, named glfw3.lib, and you have to make sure the run-time library variant matches.

+

The DLL version of the GLFW library is named glfw3.dll, but you will be linking against the glfw3dll.lib link library. To use the DLL you will need to add path/to/glfw3dll.lib to the Additional Dependencies project option. All of its dependencies are already listed there by default, but when building with the DLL version of GLFW, you also need to define the GLFW_DLL. This can be done either in the Preprocessor Definitions project option or by defining it in your source code before including the GLFW header.

+
#define GLFW_DLL
+
#include <GLFW/glfw3.h>
+

All link-time dependencies for GLFW are already listed in the Additional Dependencies option by default.

+

+With MinGW-w64 and GLFW binaries

+

This is intended for building a program from the command-line or by writing a makefile, on Windows with MinGW-w64 and GLFW binaries. These can be from a downloaded and extracted binary archive or by compiling GLFW yourself. The paths below assume a binary archive is used.

+

If you are using a downloaded binary archive, first make sure you have the archive matching the architecture you are building for (32-bit or 64-bit) or you will get link errors.

+

Note that the order of source files and libraries matter for GCC. Dependencies must be listed after the files that depend on them. Any source files that depend on GLFW must be listed before the GLFW library. GLFW in turn depends on gdi32 and must be listed before it.

+

If you are using the static version of the GLFW library, which is named libglfw3.a, do:

+
gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32
+

If you are using the DLL version of the GLFW library, which is named glfw3.dll, you will need to use the libglfw3dll.a link library.

+
gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
+

The resulting executable will need to find glfw3.dll to run, typically by keeping both files in the same directory.

+

When you are building with the DLL version of GLFW, you will also need to define the GLFW_DLL macro. This can be done in your source files, as long as it done before including the GLFW header:

+
#define GLFW_DLL
+
#include <GLFW/glfw3.h>
+

It can also be done on the command-line:

+
gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
+

+With CMake and GLFW source

+

This section is about using CMake to compile and link GLFW along with your application. If you want to use an installed binary instead, see With CMake and installed GLFW binaries.

+

With a few changes to your CMakeLists.txt you can have the GLFW source tree built along with your application.

+

Add the root directory of the GLFW source tree to your project. This will add the glfw target to your project.

+
add_subdirectory(path/to/glfw)
+

Once GLFW has been added, link your application against the glfw target. This adds the GLFW library and its link-time dependencies as it is currently configured, the include directory for the GLFW header and, when applicable, the GLFW_DLL macro.

+
target_link_libraries(myapp glfw)
+

Note that the glfw target does not depend on OpenGL, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime. If your application calls OpenGL directly, instead of using a modern extension loader library, use the OpenGL CMake package.

+
find_package(OpenGL REQUIRED)
+

If OpenGL is found, the OpenGL::GL target is added to your project, containing library and include directory paths. Link against this like any other library.

+
target_link_libraries(myapp OpenGL::GL)
+

For a minimal example of a program and GLFW sources built with CMake, see the GLFW CMake Starter on GitHub.

+

+With CMake and installed GLFW binaries

+

This section is about using CMake to link GLFW after it has been built and installed. If you want to build it along with your application instead, see With CMake and GLFW source.

+

With a few changes to your CMakeLists.txt you can locate the package and target files generated when GLFW is installed.

+
find_package(glfw3 3.4 REQUIRED)
+

Once GLFW has been added to the project, link against it with the glfw target. This adds the GLFW library and its link-time dependencies, the include directory for the GLFW header and, when applicable, the GLFW_DLL macro.

+
target_link_libraries(myapp glfw)
+

Note that the glfw target does not depend on OpenGL, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime. If your application calls OpenGL directly, instead of using a modern extension loader library, use the OpenGL CMake package.

+
find_package(OpenGL REQUIRED)
+

If OpenGL is found, the OpenGL::GL target is added to your project, containing library and include directory paths. Link against this like any other library.

+
target_link_libraries(myapp OpenGL::GL)
+

+With pkg-config and GLFW binaries on Unix

+

This is intended for building a program from the command-line or by writing a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin.

+

GLFW supports pkg-config, and the glfw3.pc pkg-config file is generated when the GLFW library is built and is installed along with it. A pkg-config file describes all necessary compile-time and link-time flags and dependencies needed to use a library. When they are updated or if they differ between systems, you will get the correct ones automatically.

+

A typical compile and link command-line when using the static version of the GLFW library may look like this:

+
cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --static --libs glfw3)
+

If you are using the shared version of the GLFW library, omit the --static flag.

+
cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
+

You can also use the glfw3.pc file without installing it first, by using the PKG_CONFIG_PATH environment variable.

+
env PKG_CONFIG_PATH=path/to/glfw/src cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
+

The dependencies do not include OpenGL, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime. If your application calls OpenGL directly, instead of using a modern extension loader library, you should add the gl pkg-config package.

+
cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl)
+

+With Xcode on macOS

+

If you are using the dynamic library version of GLFW, add it to the project dependencies.

+

If you are using the static library version of GLFW, add it and the Cocoa, OpenGL and IOKit frameworks to the project as dependencies. They can all be found in /System/Library/Frameworks.

+

+With command-line or makefile on macOS

+

It is recommended that you use pkg-config when using installed GLFW binaries from the command line on macOS. That way you will get any new dependencies added automatically. If you still wish to build manually, you need to add the required frameworks and libraries to your command-line yourself using the -l and -framework switches.

+

If you are using the dynamic GLFW library, which is named libglfw.3.dylib, do:

+
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
+

If you are using the static library, named libglfw3.a, substitute -lglfw3 for -lglfw.

+

Note that you do not add the .framework extension to a framework when linking against it from the command-line.

+
Note
Your machine may have libGL.*.dylib style OpenGL library, but that is for the X Window System and will not work with the macOS native version of GLFW.
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/closed.png b/dependencies/glfw-3.4/docs/html/closed.png new file mode 100644 index 0000000000000000000000000000000000000000..98cc2c909da37a6df914fbf67780eebd99c597f5 GIT binary patch literal 132 zcmeAS@N?(olHy`uVBq!ia0vp^oFL4>1|%O$WD@{V-kvUwAr*{o@8{^CZMh(5KoB^r_<4^zF@3)Cp&&t3hdujKf f*?bjBoY!V+E))@{xMcbjXe@)LtDnm{r-UW|*e5JT literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/compat_8md.html b/dependencies/glfw-3.4/docs/html/compat_8md.html new file mode 100644 index 0000000..07d3526 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/compat_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: compat.md File Reference + + + + + + + + + + +
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compat.md File Reference
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+ + + diff --git a/dependencies/glfw-3.4/docs/html/compat_guide.html b/dependencies/glfw-3.4/docs/html/compat_guide.html new file mode 100644 index 0000000..3e66b51 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/compat_guide.html @@ -0,0 +1,156 @@ + + + + + + + +GLFW: Standards conformance + + + + + + + + + + +
+ + + + + + + + + +
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Standards conformance
+
+
+ +

This guide describes the various API extensions used by this version of GLFW. It lists what are essentially implementation details, but which are nonetheless vital knowledge for developers intending to deploy their applications on a wide range of machines.

+

The information in this guide is not a part of GLFW API, but merely preconditions for some parts of the library to function on a given machine. Any part of this information may change in future versions of GLFW and that will not be considered a breaking API change.

+

+X11 extensions, protocols and IPC standards

+

As GLFW uses Xlib directly, without any intervening toolkit library, it has sole responsibility for interacting well with the many and varied window managers in use on Unix-like systems. In order for applications and window managers to work well together, a number of standards and conventions have been developed that regulate behavior outside the scope of the X11 API; most importantly the Inter-Client Communication Conventions Manual (ICCCM) and Extended Window Manager Hints (EWMH) standards.

+

GLFW uses the _MOTIF_WM_HINTS window property to support borderless windows. If the running window manager does not support this property, the GLFW_DECORATED hint will have no effect.

+

GLFW uses the ICCCM WM_DELETE_WINDOW protocol to intercept the user attempting to close the GLFW window. If the running window manager does not support this protocol, the close callback will never be called.

+

GLFW uses the EWMH _NET_WM_PING protocol, allowing the window manager notify the user when the application has stopped responding, i.e. when it has ceased to process events. If the running window manager does not support this protocol, the user will not be notified if the application locks up.

+

GLFW uses the EWMH _NET_WM_STATE_FULLSCREEN window state to tell the window manager to make the GLFW window full screen. If the running window manager does not support this state, full screen windows may not work properly. GLFW has a fallback code path in case this state is unavailable, but every window manager behaves slightly differently in this regard.

+

GLFW uses the EWMH _NET_WM_BYPASS_COMPOSITOR window property to tell a compositing window manager to un-redirect full screen GLFW windows. If the running window manager uses compositing but does not support this property then additional copying may be performed for each buffer swap of full screen windows.

+

GLFW uses the clipboard manager protocol to push a clipboard string (i.e. selection) owned by a GLFW window about to be destroyed to the clipboard manager. If there is no running clipboard manager, the clipboard string will be unavailable once the window has been destroyed.

+

GLFW uses the X drag-and-drop protocol to provide file drop events. If the application originating the drag does not support this protocol, drag and drop will not work.

+

GLFW uses the XRandR 1.3 extension to provide multi-monitor support. If the running X server does not support this version of this extension, multi-monitor support will not function and only a single, desktop-spanning monitor will be reported.

+

GLFW uses the XRandR 1.3 and Xf86vidmode extensions to provide gamma ramp support. If the running X server does not support either or both of these extensions, gamma ramp support will not function.

+

GLFW uses the Xkb extension and detectable auto-repeat to provide keyboard input. If the running X server does not support this extension, a non-Xkb fallback path is used.

+

GLFW uses the XInput2 extension to provide raw, non-accelerated mouse motion when the cursor is disabled. If the running X server does not support this extension, regular accelerated mouse motion will be used.

+

GLFW uses both the XRender extension and the compositing manager to support transparent window framebuffers. If the running X server does not support this extension or there is no running compositing manager, the GLFW_TRANSPARENT_FRAMEBUFFER framebuffer hint will have no effect.

+

GLFW uses both the Xcursor extension and the freedesktop cursor conventions to provide an expanded set of standard cursor shapes. If the running X server does not support this extension or the current cursor theme does not support the conventions, the GLFW_RESIZE_NWSE_CURSOR, GLFW_RESIZE_NESW_CURSOR and GLFW_NOT_ALLOWED_CURSOR shapes will not be available and other shapes may use legacy images.

+

+Wayland protocols and IPC standards

+

As GLFW uses libwayland directly, without any intervening toolkit library, it has sole responsibility for interacting well with every compositor in use on Unix-like systems. Most of the features are provided by the core protocol, while cursor support is provided by the libwayland-cursor helper library, EGL integration by libwayland-egl, and keyboard handling by libxkbcommon. In addition, GLFW uses some additional Wayland protocols to implement certain features if the compositor supports them.

+

GLFW uses xkbcommon 0.5.0 to provide key and text input support. Earlier versions are not supported.

+

GLFW uses the xdg-shell protocol to provide better window management. This protocol is mandatory for GLFW to display a window.

+

GLFW uses the relative-pointer-unstable-v1 protocol alongside the pointer-constraints-unstable-v1 protocol to implement disabled cursor. If the running compositor does not support both of these protocols, disabling the cursor will have no effect.

+

GLFW uses the idle-inhibit-unstable-v1 protocol to prohibit the screensaver from starting. If the running compositor does not support this protocol, the screensaver may start even for full screen windows.

+

GLFW uses the libdecor library for window decorations, where available. This in turn provides good quality client-side decorations (drawn by the application) on desktop systems that do not support server-side decorations (drawn by the window manager). On systems that do not provide either libdecor or xdg-decoration, very basic window decorations are provided. These do not include the window title or any caption buttons.

+

GLFW uses the xdg-decoration-unstable-v1 protocol to request decorations to be drawn around its windows. This protocol is part of wayland-protocols 1.15, and mandatory at build time. If the running compositor does not support this protocol, a very simple frame will be drawn by GLFW itself, using the viewporter protocol alongside subsurfaces. If the running compositor does not support these protocols either, no decorations will be drawn around windows.

+

GLFW uses the xdg-activation-v1 protocol to implement window focus and attention requests. If the running compositor does not support this protocol, window focus and attention requests do nothing.

+

GLFW uses the fractional-scale-v1 protocol to implement fine-grained framebuffer scaling. If the running compositor does not support this protocol, the GLFW_SCALE_FRAMEBUFFER window hint will only be able to scale the framebuffer by integer scales. This will typically be the smallest integer not less than the actual scale.

+

+GLX extensions

+

The GLX API is the default API used to create OpenGL contexts on Unix-like systems using the X Window System.

+

GLFW uses the GLX 1.3 GLXFBConfig functions to enumerate and select framebuffer pixel formats. If GLX 1.3 is not supported, glfwInit will fail.

+

GLFW uses the GLX_MESA_swap_control, GLX_EXT_swap_control and GLX_SGI_swap_control extensions to provide vertical retrace synchronization (or vsync), in that order of preference. When none of these extensions are available, calling glfwSwapInterval will have no effect.

+

GLFW uses the GLX_ARB_multisample extension to create contexts with multisampling anti-aliasing. Where this extension is unavailable, the GLFW_SAMPLES hint will have no effect.

+

GLFW uses the GLX_ARB_create_context extension when available, even when creating OpenGL contexts of version 2.1 and below. Where this extension is unavailable, the GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints will only be partially supported, the GLFW_CONTEXT_DEBUG hint will have no effect, and setting the GLFW_OPENGL_PROFILE or GLFW_OPENGL_FORWARD_COMPAT hints to GLFW_TRUE will cause glfwCreateWindow to fail.

+

GLFW uses the GLX_ARB_create_context_profile extension to provide support for context profiles. Where this extension is unavailable, setting the GLFW_OPENGL_PROFILE hint to anything but GLFW_OPENGL_ANY_PROFILE, or setting GLFW_CLIENT_API to anything but GLFW_OPENGL_API or GLFW_NO_API will cause glfwCreateWindow to fail.

+

GLFW uses the GLX_ARB_context_flush_control extension to provide control over whether a context is flushed when it is released (made non-current). Where this extension is unavailable, the GLFW_CONTEXT_RELEASE_BEHAVIOR hint will have no effect and the context will always be flushed when released.

+

GLFW uses the GLX_ARB_framebuffer_sRGB and GLX_EXT_framebuffer_sRGB extensions to provide support for sRGB framebuffers. Where both of these extensions are unavailable, the GLFW_SRGB_CAPABLE hint will have no effect.

+

+WGL extensions

+

The WGL API is used to create OpenGL contexts on Microsoft Windows and other implementations of the Win32 API, such as Wine.

+

GLFW uses either the WGL_EXT_extension_string or the WGL_ARB_extension_string extension to check for the presence of all other WGL extensions listed below. If both are available, the EXT one is preferred. If neither is available, no other extensions are used and many GLFW features related to context creation will have no effect or cause errors when used.

+

GLFW uses the WGL_EXT_swap_control extension to provide vertical retrace synchronization (or vsync). Where this extension is unavailable, calling glfwSwapInterval will have no effect.

+

GLFW uses the WGL_ARB_pixel_format and WGL_ARB_multisample extensions to create contexts with multisampling anti-aliasing. Where these extensions are unavailable, the GLFW_SAMPLES hint will have no effect.

+

GLFW uses the WGL_ARB_create_context extension when available, even when creating OpenGL contexts of version 2.1 and below. Where this extension is unavailable, the GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints will only be partially supported, the GLFW_CONTEXT_DEBUG hint will have no effect, and setting the GLFW_OPENGL_PROFILE or GLFW_OPENGL_FORWARD_COMPAT hints to GLFW_TRUE will cause glfwCreateWindow to fail.

+

GLFW uses the WGL_ARB_create_context_profile extension to provide support for context profiles. Where this extension is unavailable, setting the GLFW_OPENGL_PROFILE hint to anything but GLFW_OPENGL_ANY_PROFILE will cause glfwCreateWindow to fail.

+

GLFW uses the WGL_ARB_context_flush_control extension to provide control over whether a context is flushed when it is released (made non-current). Where this extension is unavailable, the GLFW_CONTEXT_RELEASE_BEHAVIOR hint will have no effect and the context will always be flushed when released.

+

GLFW uses the WGL_ARB_framebuffer_sRGB and WGL_EXT_framebuffer_sRGB extensions to provide support for sRGB framebuffers. When both of these extensions are unavailable, the GLFW_SRGB_CAPABLE hint will have no effect.

+

+OpenGL on macOS

+

Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then only forward-compatible, core profile contexts are supported. Support for OpenGL 4.1 was introduced with OS X 10.9, also limited to forward-compatible, core profile contexts. There is also still no mechanism for requesting debug contexts or no-error contexts. Versions of Mac OS X earlier than 10.7 support at most OpenGL version 2.1.

+

Because of this, on OS X 10.7 and later, the GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints will cause glfwCreateWindow to fail if given version 3.0 or 3.1. The GLFW_OPENGL_PROFILE hint must be set to GLFW_OPENGL_CORE_PROFILE when creating OpenGL 3.2 and later contexts. The GLFW_CONTEXT_DEBUG and GLFW_CONTEXT_NO_ERROR hints are ignored.

+

Also, on Mac OS X 10.6 and below, the GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints will fail if given a version above 2.1, setting the GLFW_OPENGL_PROFILE or GLFW_OPENGL_FORWARD_COMPAT hints to a non-default value will cause glfwCreateWindow to fail and the GLFW_CONTEXT_DEBUG hint is ignored.

+

+Vulkan loader and API

+

By default, GLFW uses the standard system-wide Vulkan loader to access the Vulkan API on all platforms except macOS. This is installed by both graphics drivers and Vulkan SDKs. If either the loader or at least one minimally functional ICD is missing, glfwVulkanSupported will return GLFW_FALSE and all other Vulkan-related functions will fail with an GLFW_API_UNAVAILABLE error.

+

+Vulkan WSI extensions

+

The Vulkan WSI extensions are used to create Vulkan surfaces for GLFW windows on all supported platforms.

+

GLFW uses the VK_KHR_surface and VK_KHR_win32_surface extensions to create surfaces on Microsoft Windows. If any of these extensions are not available, glfwGetRequiredInstanceExtensions will return an empty list and window surface creation will fail.

+

GLFW uses the VK_KHR_surface and either the VK_MVK_macos_surface or VK_EXT_metal_surface extensions to create surfaces on macOS. If any of these extensions are not available, glfwGetRequiredInstanceExtensions will return an empty list and window surface creation will fail.

+

GLFW uses the VK_KHR_surface and either the VK_KHR_xlib_surface or VK_KHR_xcb_surface extensions to create surfaces on X11. If VK_KHR_surface or both VK_KHR_xlib_surface and VK_KHR_xcb_surface are not available, glfwGetRequiredInstanceExtensions will return an empty list and window surface creation will fail.

+

GLFW uses the VK_KHR_surface and VK_KHR_wayland_surface extensions to create surfaces on Wayland. If any of these extensions are not available, glfwGetRequiredInstanceExtensions will return an empty list and window surface creation will fail.

+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/compile_8md.html b/dependencies/glfw-3.4/docs/html/compile_8md.html new file mode 100644 index 0000000..274fa30 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/compile_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: compile.md File Reference + + + + + + + + + + +
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compile.md File Reference
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+
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+ + + diff --git a/dependencies/glfw-3.4/docs/html/compile_guide.html b/dependencies/glfw-3.4/docs/html/compile_guide.html new file mode 100644 index 0000000..7203730 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/compile_guide.html @@ -0,0 +1,219 @@ + + + + + + + +GLFW: Compiling GLFW + + + + + + + + + + +
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Compiling GLFW
+
+
+ +

This is about compiling the GLFW library itself. For information on how to build applications that use GLFW, see Building applications.

+

GLFW uses some C99 features and does not support Visual Studio 2012 and earlier.

+

+Using CMake

+

GLFW behaves like most other libraries that use CMake so this guide mostly describes the standard configure, generate and compile sequence. If you are already familiar with this from other projects, you may want to focus on the Installing dependencies and CMake options sections for GLFW-specific information.

+

GLFW uses CMake to generate project files or makefiles for your chosen development environment. To compile GLFW, first generate these files with CMake and then use them to compile the GLFW library.

+

If you are on Windows and macOS you can download CMake from their site.

+

If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have a package system like Fink, MacPorts or Homebrew, you can install its CMake package.

+

CMake is a complex tool and this guide will only show a few of the possible ways to set up and compile GLFW. The CMake project has their own much more detailed CMake user guide that includes everything in this guide not specific to GLFW. It may be a useful companion to this one.

+

+Installing dependencies

+

The C/C++ development environments in Visual Studio, Xcode and MinGW come with all necessary dependencies for compiling GLFW, but on Unix-like systems like Linux and FreeBSD you will need a few extra packages.

+

+Dependencies for Wayland and X11

+

By default, both the Wayland and X11 backends are enabled on Linux and other Unix-like systems (except macOS). To disable one or both of these, set the GLFW_BUILD_WAYLAND or GLFW_BUILD_X11 CMake options in the next step when generating build files.

+

To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon development packages installed. On some systems a few other packages are also required. None of the development packages above are needed to build or run programs that use an already compiled GLFW library.

+

On Debian and derivatives like Ubuntu and Linux Mint you will need the libwayland-dev and libxkbcommon-dev packages to compile for Wayland and the xorg-dev meta-package to compile for X11. These will pull in all other dependencies.

+
sudo apt install libwayland-dev libxkbcommon-dev xorg-dev
+

On Fedora and derivatives like Red Hat you will need the wayland-devel and libxkbcommon-devel packages to compile for Wayland and the libXcursor-devel, libXi-devel, libXinerama-devel and libXrandr-devel packages to compile for X11. These will pull in all other dependencies.

+
sudo dnf install wayland-devel libxkbcommon-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
+

On FreeBSD you will need the wayland, libxkbcommon and evdev-proto packages to compile for Wayland. The X11 headers are installed along the end-user X11 packages, so if you have an X server running you should have the headers as well. If not, install the xorgproto package to compile for X11.

+
pkg install wayland libxkbcommon evdev-proto xorgproto
+

On Cygwin Wayland is not supported but you will need the libXcursor-devel, libXi-devel, libXinerama-devel, libXrandr-devel and libXrender-devel packages to compile for X11. These can be found in the Libs section of the GUI installer and will pull in all other dependencies.

+

Once you have the required dependencies, move on to Generating build files with CMake.

+

+Generating build files with CMake

+

Once you have all necessary dependencies it is time to generate the project files or makefiles for your development environment. CMake needs two paths for this:

+
    +
  • the path to the root directory of the GLFW source tree (not its src subdirectory)
  • +
  • the path to the directory where the generated build files and compiled binaries will be placed
  • +
+

If these are the same, it is called an in-tree build, otherwise it is called an out-of-tree build.

+

Out-of-tree builds are recommended as they avoid cluttering up the source tree. They also allow you to have several build directories for different configurations all using the same source tree.

+

A common pattern when building a single configuration is to have a build directory named build in the root of the source tree.

+

+Generating with the CMake GUI

+

Start the CMake GUI and set the paths to the source and build directories described above. Then press Configure and Generate.

+

If you wish change any CMake variables in the list, press Configure and then Generate to have the new values take effect. The variable list will be populated after the first configure step.

+

By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than macOS. To disable support for one or both of these, set the GLFW_BUILD_WAYLAND and/or GLFW_BUILD_X11 option in the GLFW section of the variable list, then apply the new value as described above.

+

Once you have generated the project files or makefiles for your chosen development environment, move on to Compiling the library.

+

+Generating with command-line CMake

+

To make a build directory, pass the source and build directories to the cmake command. These can be relative or absolute paths. The build directory is created if it doesn't already exist.

+
cmake -S path/to/glfw -B path/to/build
+

It is common to name the build directory build and place it in the root of the source tree when only planning to build a single configuration.

+
cd path/to/glfw
+
cmake -S . -B build
+

Without other flags these will generate Visual Studio project files on Windows and makefiles on other platforms. You can choose other targets using the -G flag.

+
cmake -S path/to/glfw -B path/to/build -G Xcode
+

By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than macOS. To disable support for one or both of these, set the GLFW_BUILD_WAYLAND and/or GLFW_BUILD_X11 CMake option.

+
cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_X11=0
+

Once you have generated the project files or makefiles for your chosen development environment, move on to Compiling the library.

+

+Compiling the library

+

You should now have all required dependencies and the project files or makefiles necessary to compile GLFW. Go ahead and compile the actual GLFW library with these files as you would with any other project.

+

With Visual Studio open GLFW.sln and use the Build menu. With Xcode open GLFW.xcodeproj and use the Project menu.

+

With Linux, macOS and other forms of Unix, run make.

+
cd path/to/build
+
make
+

With MinGW, it is mingw32-make.

+
cd path/to/build
+
mingw32-make
+

Any CMake build directory can also be built with the cmake command and the --build flag.

+
cmake --build path/to/build
+

This will run the platform specific build tool the directory was generated for.

+

Once the GLFW library is compiled you are ready to build your application, linking it to the GLFW library. See Building applications for more information.

+

+CMake options

+

The CMake files for GLFW provide a number of options, although not all are available on all supported platforms. Some of these are de facto standards among projects using CMake and so have no GLFW_ prefix.

+

If you are using the GUI version of CMake, these are listed and can be changed from there. If you are using the command-line version of CMake you can use the ccmake ncurses GUI to set options. Some package systems like Ubuntu and other distributions based on Debian GNU/Linux have this tool in a separate cmake-curses-gui package.

+

Finally, if you don't want to use any GUI, you can set options from the cmake command-line with the -D flag.

+
cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
+

+Shared CMake options

+

BUILD_SHARED_LIBS determines whether GLFW is built as a static library or as a DLL / shared library / dynamic library. This is disabled by default, producing a static GLFW library. This variable has no GLFW_ prefix because it is defined by CMake. If you want to change the library only for GLFW when it is part of a larger project, see GLFW_LIBRARY_TYPE.

+

GLFW_LIBRARY_TYPE allows you to override BUILD_SHARED_LIBS only for GLFW, without affecting other libraries in a larger project. When set, the value of this option must be a valid CMake library type. Set it to STATIC to build GLFW as a static library, SHARED to build it as a shared library / dynamic library / DLL, or OBJECT to make GLFW a CMake object library.

+

GLFW_BUILD_EXAMPLES determines whether the GLFW examples are built along with the library. This is enabled by default unless GLFW is being built as a subproject of a larger CMake project.

+

GLFW_BUILD_TESTS determines whether the GLFW test programs are built along with the library. This is enabled by default unless GLFW is being built as a subproject of a larger CMake project.

+

GLFW_BUILD_DOCS determines whether the GLFW documentation is built along with the library. This is enabled by default if Doxygen is found by CMake during configuration.

+

+Win32 specific CMake options

+

GLFW_BUILD_WIN32 determines whether to include support for Win32 when compiling the library. This option is only available when compiling for Windows. This is enabled by default.

+

USE_MSVC_RUNTIME_LIBRARY_DLL determines whether to use the DLL version or the static library version of the Visual C++ runtime library. When enabled, the DLL version of the Visual C++ library is used. This is enabled by default.

+

On CMake 3.15 and later you can set the standard CMake CMAKE_MSVC_RUNTIME_LIBRARY variable instead of this GLFW-specific option.

+

GLFW_USE_HYBRID_HPG determines whether to export the NvOptimusEnablement and AmdPowerXpressRequestHighPerformance symbols, which force the use of the high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols need to be exported by the EXE to be detected by the driver, so the override will not work if GLFW is built as a DLL. This is disabled by default, letting the operating system and driver decide.

+

+macOS specific CMake options

+

GLFW_BUILD_COCOA determines whether to include support for Cocoa when compiling the library. This option is only available when compiling for macOS. This is enabled by default.

+

+Unix-like system specific CMake options

+

GLFW_BUILD_WAYLAND determines whether to include support for Wayland when compiling the library. This option is only available when compiling for Linux and other Unix-like systems other than macOS. This is enabled by default.

+

GLFW_BUILD_X11 determines whether to include support for X11 when compiling the library. This option is only available when compiling for Linux and other Unix-like systems other than macOS. This is enabled by default.

+

+Cross-compilation with CMake and MinGW

+

Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For example, Cygwin has the mingw64-i686-gcc and mingw64-x86_64-gcc packages for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives like Ubuntu have the mingw-w64 package for both.

+

GLFW has CMake toolchain files in the CMake subdirectory that set up cross-compilation of Windows binaries. To use these files you set the CMAKE_TOOLCHAIN_FILE CMake variable with the -D flag add an option when configuring and generating the build files.

+
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
+

The exact toolchain file to use depends on the prefix used by the MinGW or MinGW-w64 binaries on your system. You can usually see this in the /usr directory. For example, both the Ubuntu and Cygwin MinGW-w64 packages have /usr/x86_64-w64-mingw32 for the 64-bit compilers, so the correct invocation would be:

+
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
+

The path to the toolchain file is relative to the path to the GLFW source tree passed to the -S flag, not to the current directory.

+

For more details see the CMake toolchain guide.

+

+Compiling GLFW manually

+

If you wish to compile GLFW without its CMake build environment then you will have to do at least some platform-detection yourself. There are preprocessor macros for enabling support for the platforms (window systems) available. There are also optional, platform-specific macros for various features.

+

When building, GLFW will expect the necessary configuration macros to be defined on the command-line. The GLFW CMake files set these as private compile definitions on the GLFW target but if you compile the GLFW sources manually you will need to define them yourself.

+

The window system is used to create windows, handle input, monitors, gamma ramps and clipboard. The options are:

+
    +
  • _GLFW_COCOA to use the Cocoa frameworks
  • +
  • _GLFW_WIN32 to use the Win32 API
  • +
  • _GLFW_WAYLAND to use the Wayland protocol
  • +
  • _GLFW_X11 to use the X Window System
  • +
+

The _GLFW_WAYLAND and _GLFW_X11 macros may be combined and produces a library that attempts to detect the appropriate platform at initialization.

+

If you are building GLFW as a shared library / dynamic library / DLL then you must also define _GLFW_BUILD_DLL. Otherwise, you must not define it.

+

If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1 or GLESv2 library, you can override the default names by defining those you need of _GLFW_VULKAN_LIBRARY, _GLFW_EGL_LIBRARY, _GLFW_GLX_LIBRARY, _GLFW_OSMESA_LIBRARY, _GLFW_OPENGL_LIBRARY, _GLFW_GLESV1_LIBRARY and _GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names.

+
Note
None of the GLFW header option macros may be defined during the compilation of GLFW. If you define any of these in your build files, make sure they are not applied to the GLFW sources.
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/context_8md.html b/dependencies/glfw-3.4/docs/html/context_8md.html new file mode 100644 index 0000000..4a45ae0 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/context_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: context.md File Reference + + + + + + + + + + +
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context.md File Reference
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+ + + diff --git a/dependencies/glfw-3.4/docs/html/context_guide.html b/dependencies/glfw-3.4/docs/html/context_guide.html new file mode 100644 index 0000000..d7ba16c --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/context_guide.html @@ -0,0 +1,258 @@ + + + + + + + +GLFW: Context guide + + + + + + + + + + +
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Context guide
+
+
+ +

This guide introduces the OpenGL and OpenGL ES context related functions of GLFW. For details on a specific function in this category, see the Context reference. There are also guides for the other areas of the GLFW API.

+ +

+Context objects

+

A window object encapsulates both a top-level window and an OpenGL or OpenGL ES context. It is created with glfwCreateWindow and destroyed with glfwDestroyWindow or glfwTerminate. See Window creation for more information.

+

As the window and context are inseparably linked, the window object also serves as the context handle.

+

To test the creation of various kinds of contexts and see their properties, run the glfwinfo test program.

+
Note
Vulkan does not have a context and the Vulkan instance is created via the Vulkan API itself. If you will be using Vulkan to render to a window, disable context creation by setting the GLFW_CLIENT_API hint to GLFW_NO_API. For more information, see the Vulkan guide.
+

+Context creation hints

+

There are a number of hints, specified using glfwWindowHint, related to what kind of context is created. See context related hints in the window guide.

+

+Context object sharing

+

When creating a window and its OpenGL or OpenGL ES context with glfwCreateWindow, you can specify another window whose context the new one should share its objects (textures, vertex and element buffers, etc.) with.

+
GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
+
GLFWwindow * glfwCreateWindow(int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
Creates a window and its associated context.
+
struct GLFWwindow GLFWwindow
Opaque window object.
Definition glfw3.h:1403
+

Object sharing is implemented by the operating system and graphics driver. On platforms where it is possible to choose which types of objects are shared, GLFW requests that all types are shared.

+

See the relevant chapter of the OpenGL or OpenGL ES reference documents for more information. The name and number of this chapter unfortunately varies between versions and APIs, but has at times been named Shared Objects and Multiple Contexts.

+

GLFW comes with a bare-bones object sharing example program called sharing.

+

+Offscreen contexts

+

GLFW doesn't support creating contexts without an associated window. However, contexts with hidden windows can be created with the GLFW_VISIBLE window hint.

+
+
+
GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
+
#define GLFW_FALSE
Zero.
Definition glfw3.h:321
+
void glfwWindowHint(int hint, int value)
Sets the specified window hint to the desired value.
+
#define GLFW_VISIBLE
Window visibility window hint and attribute.
Definition glfw3.h:876
+

The window never needs to be shown and its context can be used as a plain offscreen context. Depending on the window manager, the size of a hidden window's framebuffer may not be usable or modifiable, so framebuffer objects are recommended for rendering with such contexts.

+

You should still process events as long as you have at least one window, even if none of them are visible.

+

+Windows without contexts

+

You can disable context creation by setting the GLFW_CLIENT_API hint to GLFW_NO_API.

+

Windows without contexts should not be passed to glfwMakeContextCurrent or glfwSwapBuffers. Doing this generates a GLFW_NO_WINDOW_CONTEXT error.

+

+Current context

+

Before you can make OpenGL or OpenGL ES calls, you need to have a current context of the correct type. A context can only be current for a single thread at a time, and a thread can only have a single context current at a time.

+

When moving a context between threads, you must make it non-current on the old thread before making it current on the new one.

+

The context of a window is made current with glfwMakeContextCurrent.

+
+
void glfwMakeContextCurrent(GLFWwindow *window)
Makes the context of the specified window current for the calling thread.
+

The window of the current context is returned by glfwGetCurrentContext.

+
+
GLFWwindow * glfwGetCurrentContext(void)
Returns the window whose context is current on the calling thread.
+

The following GLFW functions require a context to be current. Calling any these functions without a current context will generate a GLFW_NO_CURRENT_CONTEXT error.

+ +

+Buffer swapping

+

See Buffer swapping in the window guide.

+

+OpenGL and OpenGL ES extensions

+

One of the benefits of OpenGL and OpenGL ES is their extensibility. Hardware vendors may include extensions in their implementations that extend the API before that functionality is included in a new version of the OpenGL or OpenGL ES specification, and some extensions are never included and remain as extensions until they become obsolete.

+

An extension is defined by:

+
    +
  • An extension name (e.g. GL_ARB_gl_spirv)
  • +
  • New OpenGL tokens (e.g. GL_SPIR_V_BINARY_ARB)
  • +
  • New OpenGL functions (e.g. glSpecializeShaderARB)
  • +
+

Note the ARB affix, which stands for Architecture Review Board and is used for official extensions. The extension above was created by the ARB, but there are many different affixes, like NV for Nvidia and AMD for, well, AMD. Any group may also use the generic EXT affix. Lists of extensions, together with their specifications, can be found at the OpenGL Registry and OpenGL ES Registry.

+

+Loading extension with a loader library

+

An extension loader library is the easiest and best way to access both OpenGL and OpenGL ES extensions and modern versions of the core OpenGL or OpenGL ES APIs. They will take care of all the details of declaring and loading everything you need. One such library is glad and there are several others.

+

The following example will use glad but all extension loader libraries work similarly.

+

First you need to generate the source files using the glad Python script. This example generates a loader for any version of OpenGL, which is the default for both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific API versions and extension sets can be generated. The generated files are written to the output directory.

+
python main.py --generator c --no-loader --out-path output
+

The --no-loader option is added because GLFW already provides a function for loading OpenGL and OpenGL ES function pointers, one that automatically uses the selected context creation API, and glad can call this instead of having to implement its own. There are several other command-line options as well. See the glad documentation for details.

+

Add the generated output/src/glad.c, output/include/glad/glad.h and output/include/KHR/khrplatform.h files to your build. Then you need to include the glad header file, which will replace the OpenGL header of your development environment. By including the glad header before the GLFW header, it suppresses the development environment's OpenGL or OpenGL ES header.

+
#include <glad/glad.h>
+
#include <GLFW/glfw3.h>
+
The header of the GLFW 3 API.
+

Finally, you need to initialize glad once you have a suitable current context.

+
window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
+
if (!window)
+
{
+
...
+
}
+
+ +
+
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
+
GLFWglproc glfwGetProcAddress(const char *procname)
Returns the address of the specified function for the current context.
+

Once glad has been loaded, you have access to all OpenGL core and extension functions supported by both the context you created and the glad loader you generated. After that, you are ready to start rendering.

+

You can specify a minimum required OpenGL or OpenGL ES version with context hints. If your needs are more complex, you can check the actual OpenGL or OpenGL ES version with context attributes, or you can check whether a specific version is supported by the current context with the GLAD_GL_VERSION_x_x booleans.

+
if (GLAD_GL_VERSION_3_2)
+
{
+
// Call OpenGL 3.2+ specific code
+
}
+

To check whether a specific extension is supported, use the GLAD_GL_xxx booleans.

+
if (GLAD_GL_ARB_gl_spirv)
+
{
+
// Use GL_ARB_gl_spirv
+
}
+

+Loading extensions manually

+

Do not use this technique unless it is absolutely necessary. An extension loader library will save you a ton of tedious, repetitive, error prone work.

+

To use a certain extension, you must first check whether the context supports that extension and then, if it introduces new functions, retrieve the pointers to those functions. GLFW provides glfwExtensionSupported and glfwGetProcAddress for manual loading of extensions and new API functions.

+

This section will demonstrate manual loading of OpenGL extensions. The loading of OpenGL ES extensions is identical except for the name of the extension header.

+

+The glext.h header

+

The glext.h extension header is a continually updated file that defines the interfaces for all OpenGL extensions. The latest version of this can always be found at the OpenGL Registry. There are also extension headers for the various versions of OpenGL ES at the OpenGL ES Registry. It it strongly recommended that you use your own copy of the extension header, as the one included in your development environment may be several years out of date and may not include the extensions you wish to use.

+

The header defines function pointer types for all functions of all extensions it supports. These have names like PFNGLSPECIALIZESHADERARBPROC (for glSpecializeShaderARB), i.e. the name is made uppercase and PFN (pointer to function) and PROC (procedure) are added to the ends.

+

To include the extension header, define GLFW_INCLUDE_GLEXT before including the GLFW header.

+
#define GLFW_INCLUDE_GLEXT
+
#include <GLFW/glfw3.h>
+

+Checking for extensions

+

A given machine may not actually support the extension (it may have older drivers or a graphics card that lacks the necessary hardware features), so it is necessary to check at run-time whether the context supports the extension. This is done with glfwExtensionSupported.

+
if (glfwExtensionSupported("GL_ARB_gl_spirv"))
+
{
+
// The extension is supported by the current context
+
}
+
int glfwExtensionSupported(const char *extension)
Returns whether the specified extension is available.
+

The argument is a null terminated ASCII string with the extension name. If the extension is supported, glfwExtensionSupported returns GLFW_TRUE, otherwise it returns GLFW_FALSE.

+

+Fetching function pointers

+

Many extensions, though not all, require the use of new OpenGL functions. These functions often do not have entry points in the client API libraries of your operating system, making it necessary to fetch them at run time. You can retrieve pointers to these functions with glfwGetProcAddress.

+
PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
+

In general, you should avoid giving the function pointer variables the (exact) same name as the function, as this may confuse your linker. Instead, you can use a different prefix, like above, or some other naming scheme.

+

Now that all the pieces have been introduced, here is what they might look like when used together.

+
#define GLFW_INCLUDE_GLEXT
+
#include <GLFW/glfw3.h>
+
+
#define glSpecializeShaderARB pfnSpecializeShaderARB
+
PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB;
+
+
// Flag indicating whether the extension is supported
+
int has_ARB_gl_spirv = 0;
+
+
void load_extensions(void)
+
{
+
if (glfwExtensionSupported("GL_ARB_gl_spirv"))
+
{
+
pfnSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC)
+
glfwGetProcAddress("glSpecializeShaderARB");
+
has_ARB_gl_spirv = 1;
+
}
+
}
+
+
void some_function(void)
+
{
+
if (has_ARB_gl_spirv)
+
{
+
// Now the extension function can be called as usual
+
glSpecializeShaderARB(...);
+
}
+
}
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/deprecated.html b/dependencies/glfw-3.4/docs/html/deprecated.html new file mode 100644 index 0000000..bc0603c --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/deprecated.html @@ -0,0 +1,88 @@ + + + + + + + +GLFW: Deprecated List + + + + + + + + + + +
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Global GLFWcharmodsfun )(GLFWwindow *window, unsigned int codepoint, int mods)
+
Scheduled for removal in version 4.0.
+
Global glfwSetCharModsCallback (GLFWwindow *window, GLFWcharmodsfun callback)
+
Scheduled for removal in version 4.0.
+
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/dir_13577e2d8b9423099662de029791bd7d.html b/dependencies/glfw-3.4/docs/html/dir_13577e2d8b9423099662de029791bd7d.html new file mode 100644 index 0000000..26931ee --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/dir_13577e2d8b9423099662de029791bd7d.html @@ -0,0 +1,93 @@ + + + + + + + +GLFW: glfw-3.4 Directory Reference + + + + + + + + + + +
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+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/dir_7f92719a7fe62e5b064f87d7a3c220b1.html b/dependencies/glfw-3.4/docs/html/dir_7f92719a7fe62e5b064f87d7a3c220b1.html new file mode 100644 index 0000000..252c680 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/dir_7f92719a7fe62e5b064f87d7a3c220b1.html @@ -0,0 +1,95 @@ + + + + + + + +GLFW: GLFW Directory Reference + + + + + + + + + + +
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+Files

 glfw3.h
 The header of the GLFW 3 API.
 
 glfw3native.h
 The header of the native access functions.
 
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/dir_a788ef6c2b1e5b367804e0b6ccfd6f11.html b/dependencies/glfw-3.4/docs/html/dir_a788ef6c2b1e5b367804e0b6ccfd6f11.html new file mode 100644 index 0000000..4e07125 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/dir_a788ef6c2b1e5b367804e0b6ccfd6f11.html @@ -0,0 +1,85 @@ + + + + + + + +GLFW: docs Directory Reference + + + + + + + + + + +
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+ + + diff --git a/dependencies/glfw-3.4/docs/html/doc.svg b/dependencies/glfw-3.4/docs/html/doc.svg new file mode 100644 index 0000000..0b928a5 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/doc.svg @@ -0,0 +1,12 @@ + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/docd.svg b/dependencies/glfw-3.4/docs/html/docd.svg new file mode 100644 index 0000000..ac18b27 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/docd.svg @@ -0,0 +1,12 @@ + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/doxygen.css b/dependencies/glfw-3.4/docs/html/doxygen.css new file mode 100644 index 0000000..8cff99e --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/doxygen.css @@ -0,0 +1,1685 @@ +/* The standard CSS for doxygen 1.9.8*/ + +body { + background-color: white; + color: black; +} + +body, table, div, p, dl { + font-weight: 400; + font-size: 14px; + font-family: Roboto,sans-serif; + line-height: 22px; +} + +/* @group Heading Levels */ + +.title { + font-weight: 400; + font-size: 14px; + font-family: Roboto,sans-serif; + line-height: 28px; + font-size: 150%; + font-weight: bold; + margin: 10px 2px; +} + +h1.groupheader { + font-size: 150%; +} + +h2.groupheader { + border-bottom: 1px solid #879ECB; + color: #354C7B; + font-size: 150%; + font-weight: normal; + margin-top: 1.75em; + padding-top: 8px; + padding-bottom: 4px; + width: 100%; +} + +h3.groupheader { + font-size: 100%; +} + +h1, h2, h3, h4, h5, h6 { + -webkit-transition: text-shadow 0.5s linear; + -moz-transition: text-shadow 0.5s linear; + -ms-transition: text-shadow 0.5s linear; + -o-transition: text-shadow 0.5s linear; + transition: text-shadow 0.5s linear; + margin-right: 15px; +} + +h1.glow, h2.glow, h3.glow, h4.glow, h5.glow, h6.glow { + text-shadow: 0 0 15px cyan; +} + +dt { + font-weight: bold; +} + +p.startli, p.startdd { + margin-top: 2px; +} + +th p.starttd, th p.intertd, th p.endtd { + font-size: 100%; + font-weight: 700; +} + +p.starttd { + margin-top: 0px; +} + +p.endli { + margin-bottom: 0px; +} + +p.enddd { + margin-bottom: 4px; +} + +p.endtd { + margin-bottom: 2px; +} + +p.interli { +} + +p.interdd { +} + +p.intertd { +} + +/* @end */ + +caption { + font-weight: bold; +} + +span.legend { + font-size: 70%; + text-align: center; +} + +h3.version { + font-size: 90%; + text-align: center; +} + +div.navtab { + padding-right: 15px; + text-align: right; + line-height: 110%; +} + +div.navtab table { + border-spacing: 0; +} + +td.navtab { + padding-right: 6px; + padding-left: 6px; +} + +td.navtabHL { + background-image: url('tab_a.png'); + background-repeat:repeat-x; + padding-right: 6px; + padding-left: 6px; +} + +td.navtabHL a, td.navtabHL a:visited { + color: white; + text-shadow: 0px 1px 1px rgba(0, 0, 0, 1.0); +} + +a.navtab { + font-weight: bold; +} + +div.qindex{ + text-align: center; + width: 100%; + line-height: 140%; + font-size: 130%; + color: #A0A0A0; +} + +#main-menu a:focus { + outline: auto; + z-index: 10; + position: relative; +} + +dt.alphachar{ + font-size: 180%; + font-weight: bold; +} + +.alphachar a{ + color: black; +} + +.alphachar a:hover, .alphachar a:visited{ + text-decoration: none; +} + +.classindex dl { + padding: 25px; + column-count:1 +} + +.classindex dd { + display:inline-block; + margin-left: 50px; + width: 90%; + line-height: 1.15em; +} + +.classindex dl.even { + background-color: white; +} + +.classindex dl.odd { + background-color: #F8F9FC; +} + +@media(min-width: 1120px) { + .classindex dl { + column-count:2 + } +} + +@media(min-width: 1320px) { + .classindex dl { + column-count:3 + } +} + + +/* @group Link Styling */ + +a { + color: #3D578C; + font-weight: normal; + text-decoration: none; +} + +.contents a:visited { + color: #4665A2; +} + +a:hover { + text-decoration: underline; +} + +a.el { + font-weight: bold; +} + +a.elRef { +} + +a.code, a.code:visited, a.line, a.line:visited { + color: #4665A2; +} + +a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited { + color: #4665A2; +} + +a.code.hl_class { /* style for links to class names in code snippets */ } +a.code.hl_struct { /* style for links to struct names in code snippets */ } +a.code.hl_union { /* style for links to union names in code snippets */ } +a.code.hl_interface { /* style for links to interface names in code snippets */ } +a.code.hl_protocol { /* style for links to protocol names in code snippets */ } +a.code.hl_category { /* style for links to category names in code snippets */ } +a.code.hl_exception { /* style for links to exception names in code snippets */ } +a.code.hl_service { /* style for links to service names in code snippets */ } +a.code.hl_singleton { /* style for links to singleton names in code snippets */ } +a.code.hl_concept { /* style for links to concept names in code snippets */ } +a.code.hl_namespace { /* style for links to namespace names in code snippets */ } +a.code.hl_package { /* style for links to package names in code snippets */ } +a.code.hl_define { /* style for links to macro names in code snippets */ } +a.code.hl_function { /* style for links to function names in code snippets */ } +a.code.hl_variable { /* style for links to variable names in code snippets */ } +a.code.hl_typedef { /* style for links to typedef names in code snippets */ } +a.code.hl_enumvalue { /* style for links to enum value names in code snippets */ } +a.code.hl_enumeration { /* style for links to enumeration names in code snippets */ } +a.code.hl_signal { /* style for links to Qt signal names in code snippets */ } +a.code.hl_slot { /* style for links to Qt slot names in code snippets */ } +a.code.hl_friend { /* style for links to friend names in code snippets */ } +a.code.hl_dcop { /* style for links to KDE3 DCOP names in code snippets */ } +a.code.hl_property { /* style for links to property names in code snippets */ } +a.code.hl_event { /* style for links to event names in code snippets */ } +a.code.hl_sequence { /* style for links to sequence names in code snippets */ } +a.code.hl_dictionary { /* style for links to dictionary names in code snippets */ } + +/* @end */ + +dl.el { + margin-left: -1cm; +} + +ul { + overflow: visible; +} + +ul.multicol { + -moz-column-gap: 1em; + -webkit-column-gap: 1em; + column-gap: 1em; + -moz-column-count: 3; + -webkit-column-count: 3; + column-count: 3; + list-style-type: none; +} + +#side-nav ul { + overflow: visible; /* reset ul rule for scroll bar in GENERATE_TREEVIEW window */ +} + +#main-nav ul { + overflow: visible; /* reset ul rule for the navigation bar drop down lists */ +} + +.fragment { + text-align: left; + direction: ltr; + overflow-x: auto; /*Fixed: fragment lines overlap floating elements*/ + overflow-y: hidden; +} + +pre.fragment { + border: 1px solid #C4CFE5; + background-color: #FBFCFD; + color: black; + padding: 4px 6px; + margin: 4px 8px 4px 2px; + overflow: auto; + word-wrap: break-word; + font-size: 9pt; + line-height: 125%; + font-family: 'JetBrains Mono',Consolas,Monaco,'Andale Mono','Ubuntu Mono',monospace,fixed; + font-size: 105%; +} + +div.fragment { + padding: 0 0 1px 0; /*Fixed: last line underline overlap border*/ + margin: 4px 8px 4px 2px; + color: black; + background-color: #FBFCFD; + border: 1px solid #C4CFE5; +} + +div.line { + font-family: 'JetBrains Mono',Consolas,Monaco,'Andale Mono','Ubuntu Mono',monospace,fixed; + font-size: 13px; + min-height: 13px; + line-height: 1.2; + text-wrap: unrestricted; + white-space: -moz-pre-wrap; /* Moz */ + white-space: -pre-wrap; /* Opera 4-6 */ + white-space: -o-pre-wrap; /* Opera 7 */ + white-space: pre-wrap; /* CSS3 */ + word-wrap: break-word; /* IE 5.5+ */ + text-indent: -53px; + padding-left: 53px; + padding-bottom: 0px; + margin: 0px; + -webkit-transition-property: background-color, box-shadow; + -webkit-transition-duration: 0.5s; + -moz-transition-property: background-color, box-shadow; + -moz-transition-duration: 0.5s; + -ms-transition-property: background-color, box-shadow; + -ms-transition-duration: 0.5s; + -o-transition-property: background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} + +div.line:after { + content:"\000A"; + white-space: pre; +} + +div.line.glow { + background-color: cyan; + box-shadow: 0 0 10px cyan; +} + +span.fold { + margin-left: 5px; + margin-right: 1px; + margin-top: 0px; + margin-bottom: 0px; + padding: 0px; + display: inline-block; + width: 12px; + height: 12px; + background-repeat:no-repeat; + background-position:center; +} + +span.lineno { + padding-right: 4px; + margin-right: 9px; + text-align: right; + border-right: 2px solid #00FF00; + color: black; + background-color: #E8E8E8; + white-space: pre; +} +span.lineno a, span.lineno a:visited { + color: #4665A2; + background-color: #D8D8D8; +} + +span.lineno a:hover { + color: #4665A2; + background-color: #C8C8C8; +} + +.lineno { + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +div.classindex ul { + list-style: none; + padding-left: 0; +} + +div.classindex span.ai { + display: inline-block; +} + +div.groupHeader { + margin-left: 16px; + margin-top: 12px; + font-weight: bold; +} + +div.groupText { + margin-left: 16px; + font-style: italic; +} + +body { + color: black; + margin: 0; +} + +div.contents { + margin-top: 10px; + margin-left: 12px; + margin-right: 8px; +} + +p.formulaDsp { + text-align: center; +} + +img.dark-mode-visible { + display: none; +} +img.light-mode-visible { + display: none; +} + +img.formulaDsp { + +} + +img.formulaInl, img.inline { + vertical-align: middle; +} + +div.center { + text-align: center; + margin-top: 0px; + margin-bottom: 0px; + padding: 0px; +} + +div.center img { + border: 0px; +} + +address.footer { + text-align: right; + padding-right: 12px; +} + +img.footer { + border: 0px; + vertical-align: middle; + width: 104px; +} + +.compoundTemplParams { + color: #4665A2; + font-size: 80%; + line-height: 120%; +} + +/* @group Code Colorization */ + +span.keyword { + color: #008000; +} + +span.keywordtype { + color: #604020; +} + +span.keywordflow { + color: #E08000; +} + +span.comment { + color: #800000; +} + +span.preprocessor { + color: #806020; +} + +span.stringliteral { + color: #002080; +} + +span.charliteral { + color: #008080; +} + +span.xmlcdata { + color: black; +} + +span.vhdldigit { + color: #FF00FF; +} + +span.vhdlchar { + color: #000000; +} + +span.vhdlkeyword { + color: #700070; +} + +span.vhdllogic { + color: #FF0000; +} + +blockquote { + background-color: #F7F8FB; + border-left: 2px solid #9CAFD4; + margin: 0 24px 0 4px; + padding: 0 12px 0 16px; +} + +/* @end */ + +td.tiny { + font-size: 75%; +} + +.dirtab { + padding: 4px; + border-collapse: collapse; + border: 1px solid #2D4068; +} + +th.dirtab { + background-color: #374F7F; + color: #FFFFFF; + font-weight: bold; +} + +hr { + height: 0px; + border: none; + border-top: 1px solid #4A6AAA; +} + +hr.footer { + height: 1px; +} + +/* @group Member Descriptions */ + +table.memberdecls { + border-spacing: 0px; + padding: 0px; +} + +.memberdecls td, .fieldtable tr { + -webkit-transition-property: background-color, box-shadow; + -webkit-transition-duration: 0.5s; + -moz-transition-property: background-color, box-shadow; + -moz-transition-duration: 0.5s; + -ms-transition-property: background-color, box-shadow; + -ms-transition-duration: 0.5s; + -o-transition-property: background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} + +.memberdecls td.glow, .fieldtable tr.glow { + background-color: cyan; + box-shadow: 0 0 15px cyan; +} + +.mdescLeft, .mdescRight, +.memItemLeft, .memItemRight, +.memTemplItemLeft, .memTemplItemRight, .memTemplParams { + background-color: #F9FAFC; + border: none; + margin: 4px; + padding: 1px 0 0 8px; +} + +.mdescLeft, .mdescRight { + padding: 0px 8px 4px 8px; + color: #555; +} + +.memSeparator { + border-bottom: 1px solid #DEE4F0; + line-height: 1px; + margin: 0px; + padding: 0px; +} + +.memItemLeft, .memTemplItemLeft { + white-space: nowrap; +} + +.memItemRight, .memTemplItemRight { + width: 100%; +} + +.memTemplParams { + color: #4665A2; + white-space: nowrap; + font-size: 80%; +} + +/* @end */ + +/* @group Member Details */ + +/* Styles for detailed member documentation */ + +.memtitle { + padding: 8px; + border-top: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + border-top-right-radius: 4px; + border-top-left-radius: 4px; + margin-bottom: -1px; + background-image: url('nav_f.png'); + background-repeat: repeat-x; + background-color: #E2E8F2; + line-height: 1.25; + font-weight: 300; + float:left; +} + +.permalink +{ + font-size: 65%; + display: inline-block; + vertical-align: middle; +} + +.memtemplate { + font-size: 80%; + color: #4665A2; + font-weight: normal; + margin-left: 9px; +} + +.mempage { + width: 100%; +} + +.memitem { + padding: 0; + margin-bottom: 10px; + margin-right: 5px; + -webkit-transition: box-shadow 0.5s linear; + -moz-transition: box-shadow 0.5s linear; + -ms-transition: box-shadow 0.5s linear; + -o-transition: box-shadow 0.5s linear; + transition: box-shadow 0.5s linear; + display: table !important; + width: 100%; +} + +.memitem.glow { + box-shadow: 0 0 15px cyan; +} + +.memname { + font-weight: 400; + margin-left: 6px; +} + +.memname td { + vertical-align: bottom; +} + +.memproto, dl.reflist dt { + border-top: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + padding: 6px 0px 6px 0px; + color: #253555; + font-weight: bold; + text-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9); + background-color: #DFE5F1; + box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + border-top-right-radius: 4px; +} + +.overload { + font-family: 'JetBrains Mono',Consolas,Monaco,'Andale Mono','Ubuntu Mono',monospace,fixed; + font-size: 65%; +} + +.memdoc, dl.reflist dd { + border-bottom: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + padding: 6px 10px 2px 10px; + border-top-width: 0; + background-image:url('nav_g.png'); + background-repeat:repeat-x; + background-color: white; + /* opera specific markup */ + border-bottom-left-radius: 4px; + border-bottom-right-radius: 4px; + box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + /* firefox specific markup */ + -moz-border-radius-bottomleft: 4px; + -moz-border-radius-bottomright: 4px; + -moz-box-shadow: rgba(0, 0, 0, 0.15) 5px 5px 5px; + /* webkit specific markup */ + -webkit-border-bottom-left-radius: 4px; + -webkit-border-bottom-right-radius: 4px; + -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); +} + +dl.reflist dt { + padding: 5px; +} + +dl.reflist dd { + margin: 0px 0px 10px 0px; + padding: 5px; +} + +.paramkey { + text-align: right; +} + +.paramtype { + white-space: nowrap; +} + +.paramname { + color: #602020; + white-space: nowrap; +} +.paramname em { + font-style: normal; +} +.paramname code { + line-height: 14px; +} + +.params, .retval, .exception, .tparams { + margin-left: 0px; + padding-left: 0px; +} + +.params .paramname, .retval .paramname, .tparams .paramname, .exception .paramname { + font-weight: bold; + vertical-align: top; +} + +.params .paramtype, .tparams .paramtype { + font-style: italic; + vertical-align: top; +} + +.params .paramdir, .tparams .paramdir { + font-family: 'JetBrains Mono',Consolas,Monaco,'Andale Mono','Ubuntu Mono',monospace,fixed; + vertical-align: top; +} + +table.mlabels { + border-spacing: 0px; +} + +td.mlabels-left { + width: 100%; + padding: 0px; +} + +td.mlabels-right { + vertical-align: bottom; + padding: 0px; + white-space: nowrap; +} + +span.mlabels { + margin-left: 8px; +} + +span.mlabel { + background-color: #728DC1; + border-top:1px solid #5373B4; + border-left:1px solid #5373B4; + border-right:1px solid #C4CFE5; + border-bottom:1px solid #C4CFE5; + text-shadow: none; + color: white; + margin-right: 4px; + padding: 2px 3px; + border-radius: 3px; + font-size: 7pt; + white-space: nowrap; + vertical-align: middle; +} + + + +/* @end */ + +/* these are for tree view inside a (index) page */ + +div.directory { + margin: 10px 0px; + border-top: 1px solid #9CAFD4; + border-bottom: 1px solid #9CAFD4; + width: 100%; +} + +.directory table { + border-collapse:collapse; +} + +.directory td { + margin: 0px; + padding: 0px; + vertical-align: top; +} + +.directory td.entry { + white-space: nowrap; + padding-right: 6px; + padding-top: 3px; +} + +.directory td.entry a { + outline:none; +} + +.directory td.entry a img { + border: none; +} + +.directory td.desc { + width: 100%; + padding-left: 6px; + padding-right: 6px; + padding-top: 3px; + border-left: 1px solid rgba(0,0,0,0.05); +} + +.directory tr.odd { + padding-left: 6px; + background-color: #F8F9FC; +} + +.directory tr.even { + padding-left: 6px; + background-color: white; +} + +.directory img { + vertical-align: -30%; +} + +.directory .levels { + white-space: nowrap; + width: 100%; + text-align: right; + font-size: 9pt; +} + +.directory .levels span { + cursor: pointer; + padding-left: 2px; + padding-right: 2px; + color: #3D578C; +} + +.arrow { + color: #9CAFD4; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; + cursor: pointer; + font-size: 80%; + display: inline-block; + width: 16px; + height: 22px; +} + +.icon { + font-family: Arial,Helvetica; + line-height: normal; + font-weight: bold; + font-size: 12px; + height: 14px; + width: 16px; + display: inline-block; + background-color: #728DC1; + color: white; + text-align: center; + border-radius: 4px; + margin-left: 2px; + margin-right: 2px; +} + +.icona { + width: 24px; + height: 22px; + display: inline-block; +} + +.iconfopen { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('folderopen.svg'); + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +.iconfclosed { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('folderclosed.svg'); + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +.icondoc { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('doc.svg'); + background-position: 0px -4px; + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +/* @end */ + +div.dynheader { + margin-top: 8px; + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +address { + font-style: normal; + color: #2A3D61; +} + +table.doxtable caption { + caption-side: top; +} + +table.doxtable { + border-collapse:collapse; + margin-top: 4px; + margin-bottom: 4px; +} + +table.doxtable td, table.doxtable th { + border: 1px solid #2D4068; + padding: 3px 7px 2px; +} + +table.doxtable th { + background-color: #374F7F; + color: #FFFFFF; + font-size: 110%; + padding-bottom: 4px; + padding-top: 5px; +} + +table.fieldtable { + margin-bottom: 10px; + border: 1px solid #A8B8D9; + border-spacing: 0px; + border-radius: 4px; + box-shadow: 2px 2px 2px rgba(0, 0, 0, 0.15); +} + +.fieldtable td, .fieldtable th { + padding: 3px 7px 2px; +} + +.fieldtable td.fieldtype, .fieldtable td.fieldname { + white-space: nowrap; + border-right: 1px solid #A8B8D9; + border-bottom: 1px solid #A8B8D9; + vertical-align: top; +} + +.fieldtable td.fieldname { + padding-top: 3px; +} + +.fieldtable td.fielddoc { + border-bottom: 1px solid #A8B8D9; +} + +.fieldtable td.fielddoc p:first-child { + margin-top: 0px; +} + +.fieldtable td.fielddoc p:last-child { + margin-bottom: 2px; +} + +.fieldtable tr:last-child td { + border-bottom: none; +} + +.fieldtable th { + background-image: url('nav_f.png'); + background-repeat:repeat-x; + background-color: #E2E8F2; + font-size: 90%; + color: #253555; + padding-bottom: 4px; + padding-top: 5px; + text-align:left; + font-weight: 400; + border-top-left-radius: 4px; + border-top-right-radius: 4px; + border-bottom: 1px solid #A8B8D9; +} + + +.tabsearch { + top: 0px; + left: 10px; + height: 36px; + background-image: url('tab_b.png'); + z-index: 101; + overflow: hidden; + font-size: 13px; +} + +.navpath ul +{ + font-size: 11px; + background-image: url('tab_b.png'); + background-repeat:repeat-x; + background-position: 0 -5px; + height:30px; + line-height:30px; + color:#283A5D; + border:solid 1px #C2CDE4; + overflow:hidden; + margin:0px; + padding:0px; +} + +.navpath li +{ + list-style-type:none; + float:left; + padding-left:10px; + padding-right:15px; + background-image:url('bc_s.png'); + background-repeat:no-repeat; + background-position:right; + color: #364D7C; +} + +.navpath li.navelem a +{ + height:32px; + display:block; + text-decoration: none; + outline: none; + color: #283A5D; + font-family: 'Lucida Grande',Geneva,Helvetica,Arial,sans-serif; + text-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9); + text-decoration: none; +} + +.navpath li.navelem a:hover +{ + color: white; + text-shadow: 0px 1px 1px rgba(0, 0, 0, 1.0); +} + +.navpath li.footer +{ + list-style-type:none; + float:right; + padding-left:10px; + padding-right:15px; + background-image:none; + background-repeat:no-repeat; + background-position:right; + color: #2A3D61; + font-size: 8pt; +} + + +div.summary +{ + float: right; + font-size: 8pt; + padding-right: 5px; + width: 50%; + text-align: right; +} + +div.summary a +{ + white-space: nowrap; +} + +table.classindex +{ + margin: 10px; + white-space: nowrap; + margin-left: 3%; + margin-right: 3%; + width: 94%; + border: 0; + border-spacing: 0; + padding: 0; +} + +div.ingroups +{ + font-size: 8pt; + width: 50%; + text-align: left; +} + +div.ingroups a +{ + white-space: nowrap; +} + +div.header +{ + background-image: url('nav_h.png'); + background-repeat:repeat-x; + background-color: #F9FAFC; + margin: 0px; + border-bottom: 1px solid #C4CFE5; +} + +div.headertitle +{ + padding: 5px 5px 5px 10px; +} + +.PageDocRTL-title div.headertitle { + text-align: right; + direction: rtl; +} + +dl { + padding: 0 0 0 0; +} + +/* dl.note, dl.warning, dl.attention, dl.pre, dl.post, dl.invariant, dl.deprecated, dl.todo, dl.test, dl.bug, dl.examples */ +dl.section { + margin-left: 0px; + padding-left: 0px; +} + +dl.note { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #D0C000; +} + +dl.warning, dl.attention { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #FF0000; +} + +dl.pre, dl.post, dl.invariant { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #00D000; +} + +dl.deprecated { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #505050; +} + +dl.todo { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #00C0E0; +} + +dl.test { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #3030E0; +} + +dl.bug { + margin-left: -7px; + padding-left: 3px; + border-left: 4px solid; + border-color: #C08050; +} + +dl.section dd { + margin-bottom: 6px; +} + + +#projectrow +{ + height: 56px; +} + +#projectlogo +{ + text-align: center; + vertical-align: bottom; + border-collapse: separate; +} + +#projectlogo img +{ + border: 0px none; +} + +#projectalign +{ + vertical-align: middle; + padding-left: 0.5em; +} + +#projectname +{ + font-size: 200%; + font-family: Tahoma,Arial,sans-serif; + margin: 0px; + padding: 2px 0px; +} + +#projectbrief +{ + font-size: 90%; + font-family: Tahoma,Arial,sans-serif; + margin: 0px; + padding: 0px; +} + +#projectnumber +{ + font-size: 50%; + font-family: 50% Tahoma,Arial,sans-serif; + margin: 0px; + padding: 0px; +} + +#titlearea +{ + padding: 0px; + margin: 0px; + width: 100%; + border-bottom: 1px solid #5373B4; + background-color: white; +} + +.image +{ + text-align: center; +} + +.dotgraph +{ + text-align: center; +} + +.mscgraph +{ + text-align: center; +} + +.plantumlgraph +{ + text-align: center; +} + +.diagraph +{ + text-align: center; +} + +.caption +{ + font-weight: bold; +} + +dl.citelist { + margin-bottom:50px; +} + +dl.citelist dt { + color:#334975; + float:left; + font-weight:bold; + margin-right:10px; + padding:5px; + text-align:right; + width:52px; +} + +dl.citelist dd { + margin:2px 0 2px 72px; + padding:5px 0; +} + +div.toc { + padding: 14px 25px; + background-color: #F4F6FA; + border: 1px solid #D8DFEE; + border-radius: 7px 7px 7px 7px; + float: right; + height: auto; + margin: 0 8px 10px 10px; + width: 200px; +} + +div.toc li { + background: url("data:image/svg+xml;utf8,&%238595;") no-repeat scroll 0 5px transparent; + font: 10px/1.2 Verdana,'DejaVu Sans',Geneva,sans-serif; + margin-top: 5px; + padding-left: 10px; + padding-top: 2px; +} + +div.toc h3 { + font: bold 12px/1.2 Verdana,'DejaVu Sans',Geneva,sans-serif; + color: #4665A2; + border-bottom: 0 none; + margin: 0; +} + +div.toc ul { + list-style: none outside none; + border: medium none; + padding: 0px; +} + +div.toc li.level1 { + margin-left: 0px; +} + +div.toc li.level2 { + margin-left: 15px; +} + +div.toc li.level3 { + margin-left: 15px; +} + +div.toc li.level4 { + margin-left: 15px; +} + +span.emoji { + /* font family used at the site: https://unicode.org/emoji/charts/full-emoji-list.html + * font-family: "Noto Color Emoji", "Apple Color Emoji", "Segoe UI Emoji", Times, Symbola, Aegyptus, Code2000, Code2001, Code2002, Musica, serif, LastResort; + */ +} + +span.obfuscator { + display: none; +} + +.inherit_header { + font-weight: bold; + color: gray; + cursor: pointer; + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +.inherit_header td { + padding: 6px 0px 2px 5px; +} + +.inherit { + display: none; +} + +tr.heading h2 { + margin-top: 12px; + margin-bottom: 4px; +} + +/* tooltip related style info */ + +.ttc { + position: absolute; + display: none; +} + +#powerTip { + cursor: default; + /*white-space: nowrap;*/ + color: black; + background-color: white; + border: 1px solid gray; + border-radius: 4px 4px 4px 4px; + box-shadow: 1px 1px 7px gray; + display: none; + font-size: smaller; + max-width: 80%; + opacity: 0.9; + padding: 1ex 1em 1em; + position: absolute; + z-index: 2147483647; +} + +#powerTip div.ttdoc { + color: grey; + font-style: italic; +} + +#powerTip div.ttname a { + font-weight: bold; +} + +#powerTip a { + color: #4665A2; +} + +#powerTip div.ttname { + font-weight: bold; +} + +#powerTip div.ttdeci { + color: #006318; +} + +#powerTip div { + margin: 0px; + padding: 0px; + font-size: 12px; + font-family: Roboto,sans-serif; + line-height: 16px; +} + +#powerTip:before, #powerTip:after { + content: ""; + position: absolute; + margin: 0px; +} + +#powerTip.n:after, #powerTip.n:before, +#powerTip.s:after, #powerTip.s:before, +#powerTip.w:after, #powerTip.w:before, +#powerTip.e:after, #powerTip.e:before, +#powerTip.ne:after, #powerTip.ne:before, +#powerTip.se:after, #powerTip.se:before, +#powerTip.nw:after, #powerTip.nw:before, +#powerTip.sw:after, #powerTip.sw:before { + border: solid transparent; + content: " "; + height: 0; + width: 0; + position: absolute; +} + +#powerTip.n:after, #powerTip.s:after, +#powerTip.w:after, #powerTip.e:after, +#powerTip.nw:after, #powerTip.ne:after, +#powerTip.sw:after, #powerTip.se:after { + border-color: rgba(255, 255, 255, 0); +} + +#powerTip.n:before, #powerTip.s:before, +#powerTip.w:before, #powerTip.e:before, +#powerTip.nw:before, #powerTip.ne:before, +#powerTip.sw:before, #powerTip.se:before { + border-color: rgba(128, 128, 128, 0); +} + +#powerTip.n:after, #powerTip.n:before, +#powerTip.ne:after, #powerTip.ne:before, +#powerTip.nw:after, #powerTip.nw:before { + top: 100%; +} + +#powerTip.n:after, #powerTip.ne:after, #powerTip.nw:after { + border-top-color: white; + border-width: 10px; + margin: 0px -10px; +} +#powerTip.n:before, #powerTip.ne:before, #powerTip.nw:before { + border-top-color: gray; + border-width: 11px; + margin: 0px -11px; +} +#powerTip.n:after, #powerTip.n:before { + left: 50%; +} + +#powerTip.nw:after, #powerTip.nw:before { + right: 14px; +} + +#powerTip.ne:after, #powerTip.ne:before { + left: 14px; +} + +#powerTip.s:after, #powerTip.s:before, +#powerTip.se:after, #powerTip.se:before, +#powerTip.sw:after, #powerTip.sw:before { + bottom: 100%; +} + +#powerTip.s:after, #powerTip.se:after, #powerTip.sw:after { + border-bottom-color: white; + border-width: 10px; + margin: 0px -10px; +} + +#powerTip.s:before, #powerTip.se:before, #powerTip.sw:before { + border-bottom-color: gray; + border-width: 11px; + margin: 0px -11px; +} + +#powerTip.s:after, #powerTip.s:before { + left: 50%; +} + +#powerTip.sw:after, #powerTip.sw:before { + right: 14px; +} + +#powerTip.se:after, #powerTip.se:before { + left: 14px; +} + +#powerTip.e:after, #powerTip.e:before { + left: 100%; +} +#powerTip.e:after { + border-left-color: gray; + border-width: 10px; + top: 50%; + margin-top: -10px; +} +#powerTip.e:before { + border-left-color: gray; + border-width: 11px; + top: 50%; + margin-top: -11px; +} + +#powerTip.w:after, #powerTip.w:before { + right: 100%; +} +#powerTip.w:after { + border-right-color: gray; + border-width: 10px; + top: 50%; + margin-top: -10px; +} +#powerTip.w:before { + border-right-color: gray; + border-width: 11px; + top: 50%; + margin-top: -11px; +} + +@media print +{ + #top { display: none; } + #side-nav { display: none; } + #nav-path { display: none; } + body { overflow:visible; } + h1, h2, h3, h4, h5, h6 { page-break-after: avoid; } + .summary { display: none; } + .memitem { page-break-inside: avoid; } + #doc-content + { + margin-left:0 !important; + height:auto !important; + width:auto !important; + overflow:inherit; + display:inline; + } +} + +/* @group Markdown */ + +table.markdownTable { + border-collapse:collapse; + margin-top: 4px; + margin-bottom: 4px; +} + +table.markdownTable td, table.markdownTable th { + border: 1px solid #2D4068; + padding: 3px 7px 2px; +} + +table.markdownTable tr { +} + +th.markdownTableHeadLeft, th.markdownTableHeadRight, th.markdownTableHeadCenter, th.markdownTableHeadNone { + background-color: #374F7F; + color: #FFFFFF; + font-size: 110%; + padding-bottom: 4px; + padding-top: 5px; +} + +th.markdownTableHeadLeft, td.markdownTableBodyLeft { + text-align: left +} + +th.markdownTableHeadRight, td.markdownTableBodyRight { + text-align: right +} + +th.markdownTableHeadCenter, td.markdownTableBodyCenter { + text-align: center +} + +tt, code, kbd, samp +{ + display: inline-block; +} +/* @end */ + +u { + text-decoration: underline; +} + +details>summary { + list-style-type: none; +} + +details > summary::-webkit-details-marker { + display: none; +} + +details>summary::before { + content: "\25ba"; + padding-right:4px; + font-size: 80%; +} + +details[open]>summary::before { + content: "\25bc"; + padding-right:4px; + font-size: 80%; +} + diff --git a/dependencies/glfw-3.4/docs/html/doxygen.svg b/dependencies/glfw-3.4/docs/html/doxygen.svg new file mode 100644 index 0000000..79a7635 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/doxygen.svg @@ -0,0 +1,28 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/dynsections.js b/dependencies/glfw-3.4/docs/html/dynsections.js new file mode 100644 index 0000000..ee3f142 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/dynsections.js @@ -0,0 +1,192 @@ +/* + @licstart The following is the entire license notice for the JavaScript code in this file. + + The MIT License (MIT) + + Copyright (C) 1997-2020 by Dimitri van Heesch + + Permission is hereby granted, free of charge, to any person obtaining a copy of this software + and associated documentation files (the "Software"), to deal in the Software without restriction, + including without limitation the rights to use, copy, modify, merge, publish, distribute, + sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all copies or + substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING + BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + @licend The above is the entire license notice for the JavaScript code in this file + */ +function toggleVisibility(linkObj) +{ + var base = $(linkObj).attr('id'); + var summary = $('#'+base+'-summary'); + var content = $('#'+base+'-content'); + var trigger = $('#'+base+'-trigger'); + var src=$(trigger).attr('src'); + if (content.is(':visible')===true) { + content.hide(); + summary.show(); + $(linkObj).addClass('closed').removeClass('opened'); + $(trigger).attr('src',src.substring(0,src.length-8)+'closed.png'); + } else { + content.show(); + summary.hide(); + $(linkObj).removeClass('closed').addClass('opened'); + $(trigger).attr('src',src.substring(0,src.length-10)+'open.png'); + } + return false; +} + +function updateStripes() +{ + $('table.directory tr'). + removeClass('even').filter(':visible:even').addClass('even'); + $('table.directory tr'). + removeClass('odd').filter(':visible:odd').addClass('odd'); +} + +function toggleLevel(level) +{ + $('table.directory tr').each(function() { + var l = this.id.split('_').length-1; + var i = $('#img'+this.id.substring(3)); + var a = $('#arr'+this.id.substring(3)); + if (l'); + // add vertical lines to other rows + $('span[class=lineno]').not(':eq(0)').append(''); + // add toggle controls to lines with fold divs + $('div[class=foldopen]').each(function() { + // extract specific id to use + var id = $(this).attr('id').replace('foldopen',''); + // extract start and end foldable fragment attributes + var start = $(this).attr('data-start'); + var end = $(this).attr('data-end'); + // replace normal fold span with controls for the first line of a foldable fragment + $(this).find('span[class=fold]:first').replaceWith(''); + // append div for folded (closed) representation + $(this).after(''); + // extract the first line from the "open" section to represent closed content + var line = $(this).children().first().clone(); + // remove any glow that might still be active on the original line + $(line).removeClass('glow'); + if (start) { + // if line already ends with a start marker (e.g. trailing {), remove it + $(line).html($(line).html().replace(new RegExp('\\s*'+start+'\\s*$','g'),'')); + } + // replace minus with plus symbol + $(line).find('span[class=fold]').css('background-image',plusImg[relPath]); + // append ellipsis + $(line).append(' '+start+''+end); + // insert constructed line into closed div + $('#foldclosed'+id).html(line); + }); +} + +/* @license-end */ diff --git a/dependencies/glfw-3.4/docs/html/extra.css b/dependencies/glfw-3.4/docs/html/extra.css new file mode 100644 index 0000000..7eb7e9d --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/extra.css @@ -0,0 +1,2 @@ +.sm-dox,.sm-dox a,.sm-dox a:focus,.sm-dox a:active,.sm-dox a:hover,.sm-dox a.highlighted,.sm-dox ul a:hover{background:none;text-shadow:none}.sm-dox a span.sub-arrow{border-color:#f2f2f2 transparent transparent transparent}.sm-dox a span.sub-arrow:active,.sm-dox a span.sub-arrow:focus,.sm-dox a span.sub-arrow:hover,.sm-dox a:hover span.sub-arrow{border-color:#f60 transparent transparent transparent}.sm-dox ul a span.sub-arrow:active,.sm-dox ul a span.sub-arrow:focus,.sm-dox ul a span.sub-arrow:hover,.sm-dox ul a:hover span.sub-arrow{border-color:transparent transparent transparent #f60}.sm-dox ul a:hover{background:#666;text-shadow:none}.sm-dox ul.sm-nowrap a{color:#4d4d4d;text-shadow:none}#main-nav,#main-menu,#main-menu a,#main-menu a:visited,#main-menu a:hover,#main-menu li,.memdoc,dl.reflist dd,div.toc li,.ah,span.lineno,span.lineno a,span.lineno a:hover,.note code,.pre code,.post code,.invariant code,.warning code,.attention code,.deprecated code,.bug code,.todo code,.test code,.doxtable code,.markdownTable 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#99cce6}dl.note,dl.pre,dl.post,dl.invariant,dl.warning,dl.attention,dl.deprecated,dl.bug,dl.todo,dl.test{border-radius:4px;padding:1em;text-shadow:0 1px 1px #fff;margin:1em 0}.note a,.pre a,.post a,.invariant a,.warning a,.attention a,.deprecated a,.bug a,.todo a,.test a,.note a:visited,.pre a:visited,.post a:visited,.invariant a:visited,.warning a:visited,.attention a:visited,.deprecated a:visited,.bug a:visited,.todo a:visited,.test a:visited{color:inherit}div.line{line-height:inherit}div.fragment,pre.fragment{background:#f2f2f2;border-radius:4px;border:none;padding:1em;overflow:auto;border-left:4px solid #ccc;margin:1em 0}.lineno a,.lineno a:visited,.line,pre.fragment{color:#4d4d4d}span.preprocessor,span.comment{color:#007899}a.code,a.code:visited{color:#e64500}span.keyword,span.keywordtype,span.keywordflow{color:#404040;font-weight:bold}span.stringliteral{color:#360099}code{padding:.1em;border-radius:4px} +/*# sourceMappingURL=extra.css.map */ diff --git a/dependencies/glfw-3.4/docs/html/files.html b/dependencies/glfw-3.4/docs/html/files.html new file mode 100644 index 0000000..462fb37 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/files.html @@ -0,0 +1,91 @@ + + + + + + + +GLFW: Files + + + + + + + + + + +
+ + + + + + + + +
+ +
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Files
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+
Here is a list of all files with brief descriptions:
+
[detail level 1234]
+ + + + + + +
  glfw-3.4
 docs
  include
  GLFW
 glfw3.hThe header of the GLFW 3 API
 glfw3native.hThe header of the native access functions
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/folderclosed.svg b/dependencies/glfw-3.4/docs/html/folderclosed.svg new file mode 100644 index 0000000..b04bed2 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/folderclosed.svg @@ -0,0 +1,11 @@ + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/folderclosedd.svg b/dependencies/glfw-3.4/docs/html/folderclosedd.svg new file mode 100644 index 0000000..52f0166 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/folderclosedd.svg @@ -0,0 +1,11 @@ + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/folderopen.svg b/dependencies/glfw-3.4/docs/html/folderopen.svg new file mode 100644 index 0000000..f6896dd --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/folderopen.svg @@ -0,0 +1,17 @@ + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/folderopend.svg b/dependencies/glfw-3.4/docs/html/folderopend.svg new file mode 100644 index 0000000..2d1f06e --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/folderopend.svg @@ -0,0 +1,12 @@ + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/glfw3_8h.html b/dependencies/glfw-3.4/docs/html/glfw3_8h.html new file mode 100644 index 0000000..bca1323 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/glfw3_8h.html @@ -0,0 +1,1910 @@ + + + + + + + +GLFW: glfw3.h File Reference + + + + + + + + + + +
+ + + + + + + + + +
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glfw3.h File Reference
+
+
+

Description

+

This is the header file of the GLFW 3 API. It defines all its types and declares all its functions.

+

For more information about how to use this file, see Including the GLFW header file.

+
+

Go to the source code of this file.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_APIENTRY_DEFINED
 
#define GLFW_TRUE   1
 One.
 
#define GLFW_FALSE   0
 Zero.
 
#define GLFW_HAT_CENTERED   0
 
#define GLFW_HAT_UP   1
 
#define GLFW_HAT_RIGHT   2
 
#define GLFW_HAT_DOWN   4
 
#define GLFW_HAT_LEFT   8
 
#define GLFW_HAT_RIGHT_UP   (GLFW_HAT_RIGHT | GLFW_HAT_UP)
 
#define GLFW_HAT_RIGHT_DOWN   (GLFW_HAT_RIGHT | GLFW_HAT_DOWN)
 
#define GLFW_HAT_LEFT_UP   (GLFW_HAT_LEFT | GLFW_HAT_UP)
 
#define GLFW_HAT_LEFT_DOWN   (GLFW_HAT_LEFT | GLFW_HAT_DOWN)
 
#define GLFW_KEY_UNKNOWN   -1
 
#define GLFW_KEY_SPACE   32
 
#define GLFW_KEY_APOSTROPHE   39 /* ' */
 
#define GLFW_KEY_COMMA   44 /* , */
 
#define GLFW_KEY_MINUS   45 /* - */
 
#define GLFW_KEY_PERIOD   46 /* . */
 
#define GLFW_KEY_SLASH   47 /* / */
 
#define GLFW_KEY_0   48
 
#define GLFW_KEY_1   49
 
#define GLFW_KEY_2   50
 
#define GLFW_KEY_3   51
 
#define GLFW_KEY_4   52
 
#define GLFW_KEY_5   53
 
#define GLFW_KEY_6   54
 
#define GLFW_KEY_7   55
 
#define GLFW_KEY_8   56
 
#define GLFW_KEY_9   57
 
#define GLFW_KEY_SEMICOLON   59 /* ; */
 
#define GLFW_KEY_EQUAL   61 /* = */
 
#define GLFW_KEY_A   65
 
#define GLFW_KEY_B   66
 
#define GLFW_KEY_C   67
 
#define GLFW_KEY_D   68
 
#define GLFW_KEY_E   69
 
#define GLFW_KEY_F   70
 
#define GLFW_KEY_G   71
 
#define GLFW_KEY_H   72
 
#define GLFW_KEY_I   73
 
#define GLFW_KEY_J   74
 
#define GLFW_KEY_K   75
 
#define GLFW_KEY_L   76
 
#define GLFW_KEY_M   77
 
#define GLFW_KEY_N   78
 
#define GLFW_KEY_O   79
 
#define GLFW_KEY_P   80
 
#define GLFW_KEY_Q   81
 
#define GLFW_KEY_R   82
 
#define GLFW_KEY_S   83
 
#define GLFW_KEY_T   84
 
#define GLFW_KEY_U   85
 
#define GLFW_KEY_V   86
 
#define GLFW_KEY_W   87
 
#define GLFW_KEY_X   88
 
#define GLFW_KEY_Y   89
 
#define GLFW_KEY_Z   90
 
#define GLFW_KEY_LEFT_BRACKET   91 /* [ */
 
#define GLFW_KEY_BACKSLASH   92 /* \ */
 
#define GLFW_KEY_RIGHT_BRACKET   93 /* ] */
 
#define GLFW_KEY_GRAVE_ACCENT   96 /* ` */
 
#define GLFW_KEY_WORLD_1   161 /* non-US #1 */
 
#define GLFW_KEY_WORLD_2   162 /* non-US #2 */
 
#define GLFW_KEY_ESCAPE   256
 
#define GLFW_KEY_ENTER   257
 
#define GLFW_KEY_TAB   258
 
#define GLFW_KEY_BACKSPACE   259
 
#define GLFW_KEY_INSERT   260
 
#define GLFW_KEY_DELETE   261
 
#define GLFW_KEY_RIGHT   262
 
#define GLFW_KEY_LEFT   263
 
#define GLFW_KEY_DOWN   264
 
#define GLFW_KEY_UP   265
 
#define GLFW_KEY_PAGE_UP   266
 
#define GLFW_KEY_PAGE_DOWN   267
 
#define GLFW_KEY_HOME   268
 
#define GLFW_KEY_END   269
 
#define GLFW_KEY_CAPS_LOCK   280
 
#define GLFW_KEY_SCROLL_LOCK   281
 
#define GLFW_KEY_NUM_LOCK   282
 
#define GLFW_KEY_PRINT_SCREEN   283
 
#define GLFW_KEY_PAUSE   284
 
#define GLFW_KEY_F1   290
 
#define GLFW_KEY_F2   291
 
#define GLFW_KEY_F3   292
 
#define GLFW_KEY_F4   293
 
#define GLFW_KEY_F5   294
 
#define GLFW_KEY_F6   295
 
#define GLFW_KEY_F7   296
 
#define GLFW_KEY_F8   297
 
#define GLFW_KEY_F9   298
 
#define GLFW_KEY_F10   299
 
#define GLFW_KEY_F11   300
 
#define GLFW_KEY_F12   301
 
#define GLFW_KEY_F13   302
 
#define GLFW_KEY_F14   303
 
#define GLFW_KEY_F15   304
 
#define GLFW_KEY_F16   305
 
#define GLFW_KEY_F17   306
 
#define GLFW_KEY_F18   307
 
#define GLFW_KEY_F19   308
 
#define GLFW_KEY_F20   309
 
#define GLFW_KEY_F21   310
 
#define GLFW_KEY_F22   311
 
#define GLFW_KEY_F23   312
 
#define GLFW_KEY_F24   313
 
#define GLFW_KEY_F25   314
 
#define GLFW_KEY_KP_0   320
 
#define GLFW_KEY_KP_1   321
 
#define GLFW_KEY_KP_2   322
 
#define GLFW_KEY_KP_3   323
 
#define GLFW_KEY_KP_4   324
 
#define GLFW_KEY_KP_5   325
 
#define GLFW_KEY_KP_6   326
 
#define GLFW_KEY_KP_7   327
 
#define GLFW_KEY_KP_8   328
 
#define GLFW_KEY_KP_9   329
 
#define GLFW_KEY_KP_DECIMAL   330
 
#define GLFW_KEY_KP_DIVIDE   331
 
#define GLFW_KEY_KP_MULTIPLY   332
 
#define GLFW_KEY_KP_SUBTRACT   333
 
#define GLFW_KEY_KP_ADD   334
 
#define GLFW_KEY_KP_ENTER   335
 
#define GLFW_KEY_KP_EQUAL   336
 
#define GLFW_KEY_LEFT_SHIFT   340
 
#define GLFW_KEY_LEFT_CONTROL   341
 
#define GLFW_KEY_LEFT_ALT   342
 
#define GLFW_KEY_LEFT_SUPER   343
 
#define GLFW_KEY_RIGHT_SHIFT   344
 
#define GLFW_KEY_RIGHT_CONTROL   345
 
#define GLFW_KEY_RIGHT_ALT   346
 
#define GLFW_KEY_RIGHT_SUPER   347
 
#define GLFW_KEY_MENU   348
 
#define GLFW_KEY_LAST   GLFW_KEY_MENU
 
#define GLFW_MOD_SHIFT   0x0001
 If this bit is set one or more Shift keys were held down.
 
#define GLFW_MOD_CONTROL   0x0002
 If this bit is set one or more Control keys were held down.
 
#define GLFW_MOD_ALT   0x0004
 If this bit is set one or more Alt keys were held down.
 
#define GLFW_MOD_SUPER   0x0008
 If this bit is set one or more Super keys were held down.
 
#define GLFW_MOD_CAPS_LOCK   0x0010
 If this bit is set the Caps Lock key is enabled.
 
#define GLFW_MOD_NUM_LOCK   0x0020
 If this bit is set the Num Lock key is enabled.
 
#define GLFW_MOUSE_BUTTON_1   0
 
#define GLFW_MOUSE_BUTTON_2   1
 
#define GLFW_MOUSE_BUTTON_3   2
 
#define GLFW_MOUSE_BUTTON_4   3
 
#define GLFW_MOUSE_BUTTON_5   4
 
#define GLFW_MOUSE_BUTTON_6   5
 
#define GLFW_MOUSE_BUTTON_7   6
 
#define GLFW_MOUSE_BUTTON_8   7
 
#define GLFW_MOUSE_BUTTON_LAST   GLFW_MOUSE_BUTTON_8
 
#define GLFW_MOUSE_BUTTON_LEFT   GLFW_MOUSE_BUTTON_1
 
#define GLFW_MOUSE_BUTTON_RIGHT   GLFW_MOUSE_BUTTON_2
 
#define GLFW_MOUSE_BUTTON_MIDDLE   GLFW_MOUSE_BUTTON_3
 
#define GLFW_JOYSTICK_1   0
 
#define GLFW_JOYSTICK_2   1
 
#define GLFW_JOYSTICK_3   2
 
#define GLFW_JOYSTICK_4   3
 
#define GLFW_JOYSTICK_5   4
 
#define GLFW_JOYSTICK_6   5
 
#define GLFW_JOYSTICK_7   6
 
#define GLFW_JOYSTICK_8   7
 
#define GLFW_JOYSTICK_9   8
 
#define GLFW_JOYSTICK_10   9
 
#define GLFW_JOYSTICK_11   10
 
#define GLFW_JOYSTICK_12   11
 
#define GLFW_JOYSTICK_13   12
 
#define GLFW_JOYSTICK_14   13
 
#define GLFW_JOYSTICK_15   14
 
#define GLFW_JOYSTICK_16   15
 
#define GLFW_JOYSTICK_LAST   GLFW_JOYSTICK_16
 
#define GLFW_GAMEPAD_BUTTON_A   0
 
#define GLFW_GAMEPAD_BUTTON_B   1
 
#define GLFW_GAMEPAD_BUTTON_X   2
 
#define GLFW_GAMEPAD_BUTTON_Y   3
 
#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER   4
 
#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER   5
 
#define GLFW_GAMEPAD_BUTTON_BACK   6
 
#define GLFW_GAMEPAD_BUTTON_START   7
 
#define GLFW_GAMEPAD_BUTTON_GUIDE   8
 
#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB   9
 
#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB   10
 
#define GLFW_GAMEPAD_BUTTON_DPAD_UP   11
 
#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT   12
 
#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN   13
 
#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT   14
 
#define GLFW_GAMEPAD_BUTTON_LAST   GLFW_GAMEPAD_BUTTON_DPAD_LEFT
 
#define GLFW_GAMEPAD_BUTTON_CROSS   GLFW_GAMEPAD_BUTTON_A
 
#define GLFW_GAMEPAD_BUTTON_CIRCLE   GLFW_GAMEPAD_BUTTON_B
 
#define GLFW_GAMEPAD_BUTTON_SQUARE   GLFW_GAMEPAD_BUTTON_X
 
#define GLFW_GAMEPAD_BUTTON_TRIANGLE   GLFW_GAMEPAD_BUTTON_Y
 
#define GLFW_GAMEPAD_AXIS_LEFT_X   0
 
#define GLFW_GAMEPAD_AXIS_LEFT_Y   1
 
#define GLFW_GAMEPAD_AXIS_RIGHT_X   2
 
#define GLFW_GAMEPAD_AXIS_RIGHT_Y   3
 
#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER   4
 
#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER   5
 
#define GLFW_GAMEPAD_AXIS_LAST   GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER
 
#define GLFW_NO_ERROR   0
 No error has occurred.
 
#define GLFW_NOT_INITIALIZED   0x00010001
 GLFW has not been initialized.
 
#define GLFW_NO_CURRENT_CONTEXT   0x00010002
 No context is current for this thread.
 
#define GLFW_INVALID_ENUM   0x00010003
 One of the arguments to the function was an invalid enum value.
 
#define GLFW_INVALID_VALUE   0x00010004
 One of the arguments to the function was an invalid value.
 
#define GLFW_OUT_OF_MEMORY   0x00010005
 A memory allocation failed.
 
#define GLFW_API_UNAVAILABLE   0x00010006
 GLFW could not find support for the requested API on the system.
 
#define GLFW_VERSION_UNAVAILABLE   0x00010007
 The requested OpenGL or OpenGL ES version is not available.
 
#define GLFW_PLATFORM_ERROR   0x00010008
 A platform-specific error occurred that does not match any of the more specific categories.
 
#define GLFW_FORMAT_UNAVAILABLE   0x00010009
 The requested format is not supported or available.
 
#define GLFW_NO_WINDOW_CONTEXT   0x0001000A
 The specified window does not have an OpenGL or OpenGL ES context.
 
#define GLFW_CURSOR_UNAVAILABLE   0x0001000B
 The specified cursor shape is not available.
 
#define GLFW_FEATURE_UNAVAILABLE   0x0001000C
 The requested feature is not provided by the platform.
 
#define GLFW_FEATURE_UNIMPLEMENTED   0x0001000D
 The requested feature is not implemented for the platform.
 
#define GLFW_PLATFORM_UNAVAILABLE   0x0001000E
 Platform unavailable or no matching platform was found.
 
#define GLFW_FOCUSED   0x00020001
 Input focus window hint and attribute.
 
#define GLFW_ICONIFIED   0x00020002
 Window iconification window attribute.
 
#define GLFW_RESIZABLE   0x00020003
 Window resize-ability window hint and attribute.
 
#define GLFW_VISIBLE   0x00020004
 Window visibility window hint and attribute.
 
#define GLFW_DECORATED   0x00020005
 Window decoration window hint and attribute.
 
#define GLFW_AUTO_ICONIFY   0x00020006
 Window auto-iconification window hint and attribute.
 
#define GLFW_FLOATING   0x00020007
 Window decoration window hint and attribute.
 
#define GLFW_MAXIMIZED   0x00020008
 Window maximization window hint and attribute.
 
#define GLFW_CENTER_CURSOR   0x00020009
 Cursor centering window hint.
 
#define GLFW_TRANSPARENT_FRAMEBUFFER   0x0002000A
 Window framebuffer transparency hint and attribute.
 
#define GLFW_HOVERED   0x0002000B
 Mouse cursor hover window attribute.
 
#define GLFW_FOCUS_ON_SHOW   0x0002000C
 Input focus on calling show window hint and attribute.
 
#define GLFW_MOUSE_PASSTHROUGH   0x0002000D
 Mouse input transparency window hint and attribute.
 
#define GLFW_POSITION_X   0x0002000E
 Initial position x-coordinate window hint.
 
#define GLFW_POSITION_Y   0x0002000F
 Initial position y-coordinate window hint.
 
#define GLFW_RED_BITS   0x00021001
 Framebuffer bit depth hint.
 
#define GLFW_GREEN_BITS   0x00021002
 Framebuffer bit depth hint.
 
#define GLFW_BLUE_BITS   0x00021003
 Framebuffer bit depth hint.
 
#define GLFW_ALPHA_BITS   0x00021004
 Framebuffer bit depth hint.
 
#define GLFW_DEPTH_BITS   0x00021005
 Framebuffer bit depth hint.
 
#define GLFW_STENCIL_BITS   0x00021006
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_RED_BITS   0x00021007
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_GREEN_BITS   0x00021008
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_BLUE_BITS   0x00021009
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_ALPHA_BITS   0x0002100A
 Framebuffer bit depth hint.
 
#define GLFW_AUX_BUFFERS   0x0002100B
 Framebuffer auxiliary buffer hint.
 
#define GLFW_STEREO   0x0002100C
 OpenGL stereoscopic rendering hint.
 
#define GLFW_SAMPLES   0x0002100D
 Framebuffer MSAA samples hint.
 
#define GLFW_SRGB_CAPABLE   0x0002100E
 Framebuffer sRGB hint.
 
#define GLFW_REFRESH_RATE   0x0002100F
 Monitor refresh rate hint.
 
#define GLFW_DOUBLEBUFFER   0x00021010
 Framebuffer double buffering hint and attribute.
 
#define GLFW_CLIENT_API   0x00022001
 Context client API hint and attribute.
 
#define GLFW_CONTEXT_VERSION_MAJOR   0x00022002
 Context client API major version hint and attribute.
 
#define GLFW_CONTEXT_VERSION_MINOR   0x00022003
 Context client API minor version hint and attribute.
 
#define GLFW_CONTEXT_REVISION   0x00022004
 Context client API revision number attribute.
 
#define GLFW_CONTEXT_ROBUSTNESS   0x00022005
 Context robustness hint and attribute.
 
#define GLFW_OPENGL_FORWARD_COMPAT   0x00022006
 OpenGL forward-compatibility hint and attribute.
 
#define GLFW_CONTEXT_DEBUG   0x00022007
 Debug mode context hint and attribute.
 
#define GLFW_OPENGL_DEBUG_CONTEXT   GLFW_CONTEXT_DEBUG
 Legacy name for compatibility.
 
#define GLFW_OPENGL_PROFILE   0x00022008
 OpenGL profile hint and attribute.
 
#define GLFW_CONTEXT_RELEASE_BEHAVIOR   0x00022009
 Context flush-on-release hint and attribute.
 
#define GLFW_CONTEXT_NO_ERROR   0x0002200A
 Context error suppression hint and attribute.
 
#define GLFW_CONTEXT_CREATION_API   0x0002200B
 Context creation API hint and attribute.
 
#define GLFW_SCALE_TO_MONITOR   0x0002200C
 Window content area scaling window window hint.
 
#define GLFW_SCALE_FRAMEBUFFER   0x0002200D
 Window framebuffer scaling window hint.
 
#define GLFW_COCOA_RETINA_FRAMEBUFFER   0x00023001
 Legacy name for compatibility.
 
#define GLFW_COCOA_FRAME_NAME   0x00023002
 macOS specific window hint.
 
#define GLFW_COCOA_GRAPHICS_SWITCHING   0x00023003
 macOS specific window hint.
 
#define GLFW_X11_CLASS_NAME   0x00024001
 X11 specific window hint.
 
#define GLFW_X11_INSTANCE_NAME   0x00024002
 X11 specific window hint.
 
#define GLFW_WIN32_KEYBOARD_MENU   0x00025001
 
#define GLFW_WIN32_SHOWDEFAULT   0x00025002
 Win32 specific window hint.
 
#define GLFW_WAYLAND_APP_ID   0x00026001
 Wayland specific window hint.
 
#define GLFW_NO_API   0
 
#define GLFW_OPENGL_API   0x00030001
 
#define GLFW_OPENGL_ES_API   0x00030002
 
#define GLFW_NO_ROBUSTNESS   0
 
#define GLFW_NO_RESET_NOTIFICATION   0x00031001
 
#define GLFW_LOSE_CONTEXT_ON_RESET   0x00031002
 
#define GLFW_OPENGL_ANY_PROFILE   0
 
#define GLFW_OPENGL_CORE_PROFILE   0x00032001
 
#define GLFW_OPENGL_COMPAT_PROFILE   0x00032002
 
#define GLFW_CURSOR   0x00033001
 
#define GLFW_STICKY_KEYS   0x00033002
 
#define GLFW_STICKY_MOUSE_BUTTONS   0x00033003
 
#define GLFW_LOCK_KEY_MODS   0x00033004
 
#define GLFW_RAW_MOUSE_MOTION   0x00033005
 
#define GLFW_CURSOR_NORMAL   0x00034001
 
#define GLFW_CURSOR_HIDDEN   0x00034002
 
#define GLFW_CURSOR_DISABLED   0x00034003
 
#define GLFW_CURSOR_CAPTURED   0x00034004
 
#define GLFW_ANY_RELEASE_BEHAVIOR   0
 
#define GLFW_RELEASE_BEHAVIOR_FLUSH   0x00035001
 
#define GLFW_RELEASE_BEHAVIOR_NONE   0x00035002
 
#define GLFW_NATIVE_CONTEXT_API   0x00036001
 
#define GLFW_EGL_CONTEXT_API   0x00036002
 
#define GLFW_OSMESA_CONTEXT_API   0x00036003
 
#define GLFW_ANGLE_PLATFORM_TYPE_NONE   0x00037001
 
#define GLFW_ANGLE_PLATFORM_TYPE_OPENGL   0x00037002
 
#define GLFW_ANGLE_PLATFORM_TYPE_OPENGLES   0x00037003
 
#define GLFW_ANGLE_PLATFORM_TYPE_D3D9   0x00037004
 
#define GLFW_ANGLE_PLATFORM_TYPE_D3D11   0x00037005
 
#define GLFW_ANGLE_PLATFORM_TYPE_VULKAN   0x00037007
 
#define GLFW_ANGLE_PLATFORM_TYPE_METAL   0x00037008
 
#define GLFW_WAYLAND_PREFER_LIBDECOR   0x00038001
 
#define GLFW_WAYLAND_DISABLE_LIBDECOR   0x00038002
 
#define GLFW_ANY_POSITION   0x80000000
 
#define GLFW_ARROW_CURSOR   0x00036001
 The regular arrow cursor shape.
 
#define GLFW_IBEAM_CURSOR   0x00036002
 The text input I-beam cursor shape.
 
#define GLFW_CROSSHAIR_CURSOR   0x00036003
 The crosshair cursor shape.
 
#define GLFW_POINTING_HAND_CURSOR   0x00036004
 The pointing hand cursor shape.
 
#define GLFW_RESIZE_EW_CURSOR   0x00036005
 The horizontal resize/move arrow shape.
 
#define GLFW_RESIZE_NS_CURSOR   0x00036006
 The vertical resize/move arrow shape.
 
#define GLFW_RESIZE_NWSE_CURSOR   0x00036007
 The top-left to bottom-right diagonal resize/move arrow shape.
 
#define GLFW_RESIZE_NESW_CURSOR   0x00036008
 The top-right to bottom-left diagonal resize/move arrow shape.
 
#define GLFW_RESIZE_ALL_CURSOR   0x00036009
 The omni-directional resize/move cursor shape.
 
#define GLFW_NOT_ALLOWED_CURSOR   0x0003600A
 The operation-not-allowed shape.
 
#define GLFW_HRESIZE_CURSOR   GLFW_RESIZE_EW_CURSOR
 Legacy name for compatibility.
 
#define GLFW_VRESIZE_CURSOR   GLFW_RESIZE_NS_CURSOR
 Legacy name for compatibility.
 
#define GLFW_HAND_CURSOR   GLFW_POINTING_HAND_CURSOR
 Legacy name for compatibility.
 
#define GLFW_CONNECTED   0x00040001
 
#define GLFW_DISCONNECTED   0x00040002
 
#define GLFW_JOYSTICK_HAT_BUTTONS   0x00050001
 Joystick hat buttons init hint.
 
#define GLFW_ANGLE_PLATFORM_TYPE   0x00050002
 ANGLE rendering backend init hint.
 
#define GLFW_PLATFORM   0x00050003
 Platform selection init hint.
 
#define GLFW_COCOA_CHDIR_RESOURCES   0x00051001
 macOS specific init hint.
 
#define GLFW_COCOA_MENUBAR   0x00051002
 macOS specific init hint.
 
#define GLFW_X11_XCB_VULKAN_SURFACE   0x00052001
 X11 specific init hint.
 
#define GLFW_WAYLAND_LIBDECOR   0x00053001
 Wayland specific init hint.
 
#define GLFW_ANY_PLATFORM   0x00060000
 Hint value that enables automatic platform selection.
 
#define GLFW_PLATFORM_WIN32   0x00060001
 
#define GLFW_PLATFORM_COCOA   0x00060002
 
#define GLFW_PLATFORM_WAYLAND   0x00060003
 
#define GLFW_PLATFORM_X11   0x00060004
 
#define GLFW_PLATFORM_NULL   0x00060005
 
#define GLFW_DONT_CARE   -1
 
#define GLAPIENTRY   APIENTRY
 
#define GLFW_GLAPIENTRY_DEFINED
 
GLFW version macros
#define GLFW_VERSION_MAJOR   3
 The major version number of the GLFW header.
 
#define GLFW_VERSION_MINOR   4
 The minor version number of the GLFW header.
 
#define GLFW_VERSION_REVISION   0
 The revision number of the GLFW header.
 
Key and button actions
#define GLFW_RELEASE   0
 The key or mouse button was released.
 
#define GLFW_PRESS   1
 The key or mouse button was pressed.
 
#define GLFW_REPEAT   2
 The key was held down until it repeated.
 
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+Typedefs

typedef void(* GLFWglproc) (void)
 Client API function pointer type.
 
typedef void(* GLFWvkproc) (void)
 Vulkan API function pointer type.
 
typedef struct GLFWmonitor GLFWmonitor
 Opaque monitor object.
 
typedef struct GLFWwindow GLFWwindow
 Opaque window object.
 
typedef struct GLFWcursor GLFWcursor
 Opaque cursor object.
 
typedef void *(* GLFWallocatefun) (size_t size, void *user)
 The function pointer type for memory allocation callbacks.
 
typedef void *(* GLFWreallocatefun) (void *block, size_t size, void *user)
 The function pointer type for memory reallocation callbacks.
 
typedef void(* GLFWdeallocatefun) (void *block, void *user)
 The function pointer type for memory deallocation callbacks.
 
typedef void(* GLFWerrorfun) (int error_code, const char *description)
 The function pointer type for error callbacks.
 
typedef void(* GLFWwindowposfun) (GLFWwindow *window, int xpos, int ypos)
 The function pointer type for window position callbacks.
 
typedef void(* GLFWwindowsizefun) (GLFWwindow *window, int width, int height)
 The function pointer type for window size callbacks.
 
typedef void(* GLFWwindowclosefun) (GLFWwindow *window)
 The function pointer type for window close callbacks.
 
typedef void(* GLFWwindowrefreshfun) (GLFWwindow *window)
 The function pointer type for window content refresh callbacks.
 
typedef void(* GLFWwindowfocusfun) (GLFWwindow *window, int focused)
 The function pointer type for window focus callbacks.
 
typedef void(* GLFWwindowiconifyfun) (GLFWwindow *window, int iconified)
 The function pointer type for window iconify callbacks.
 
typedef void(* GLFWwindowmaximizefun) (GLFWwindow *window, int maximized)
 The function pointer type for window maximize callbacks.
 
typedef void(* GLFWframebuffersizefun) (GLFWwindow *window, int width, int height)
 The function pointer type for framebuffer size callbacks.
 
typedef void(* GLFWwindowcontentscalefun) (GLFWwindow *window, float xscale, float yscale)
 The function pointer type for window content scale callbacks.
 
typedef void(* GLFWmousebuttonfun) (GLFWwindow *window, int button, int action, int mods)
 The function pointer type for mouse button callbacks.
 
typedef void(* GLFWcursorposfun) (GLFWwindow *window, double xpos, double ypos)
 The function pointer type for cursor position callbacks.
 
typedef void(* GLFWcursorenterfun) (GLFWwindow *window, int entered)
 The function pointer type for cursor enter/leave callbacks.
 
typedef void(* GLFWscrollfun) (GLFWwindow *window, double xoffset, double yoffset)
 The function pointer type for scroll callbacks.
 
typedef void(* GLFWkeyfun) (GLFWwindow *window, int key, int scancode, int action, int mods)
 The function pointer type for keyboard key callbacks.
 
typedef void(* GLFWcharfun) (GLFWwindow *window, unsigned int codepoint)
 The function pointer type for Unicode character callbacks.
 
typedef void(* GLFWcharmodsfun) (GLFWwindow *window, unsigned int codepoint, int mods)
 The function pointer type for Unicode character with modifiers callbacks.
 
typedef void(* GLFWdropfun) (GLFWwindow *window, int path_count, const char *paths[])
 The function pointer type for path drop callbacks.
 
typedef void(* GLFWmonitorfun) (GLFWmonitor *monitor, int event)
 The function pointer type for monitor configuration callbacks.
 
typedef void(* GLFWjoystickfun) (int jid, int event)
 The function pointer type for joystick configuration callbacks.
 
typedef struct GLFWvidmode GLFWvidmode
 Video mode type.
 
typedef struct GLFWgammaramp GLFWgammaramp
 Gamma ramp.
 
typedef struct GLFWimage GLFWimage
 Image data.
 
typedef struct GLFWgamepadstate GLFWgamepadstate
 Gamepad input state.
 
typedef struct GLFWallocator GLFWallocator
 Custom heap memory allocator.
 
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+Functions

int glfwInit (void)
 Initializes the GLFW library.
 
void glfwTerminate (void)
 Terminates the GLFW library.
 
void glfwInitHint (int hint, int value)
 Sets the specified init hint to the desired value.
 
void glfwInitAllocator (const GLFWallocator *allocator)
 Sets the init allocator to the desired value.
 
void glfwInitVulkanLoader (PFN_vkGetInstanceProcAddr loader)
 Sets the desired Vulkan vkGetInstanceProcAddr function.
 
void glfwGetVersion (int *major, int *minor, int *rev)
 Retrieves the version of the GLFW library.
 
const char * glfwGetVersionString (void)
 Returns a string describing the compile-time configuration.
 
int glfwGetError (const char **description)
 Returns and clears the last error for the calling thread.
 
GLFWerrorfun glfwSetErrorCallback (GLFWerrorfun callback)
 Sets the error callback.
 
int glfwGetPlatform (void)
 Returns the currently selected platform.
 
int glfwPlatformSupported (int platform)
 Returns whether the library includes support for the specified platform.
 
GLFWmonitor ** glfwGetMonitors (int *count)
 Returns the currently connected monitors.
 
GLFWmonitorglfwGetPrimaryMonitor (void)
 Returns the primary monitor.
 
void glfwGetMonitorPos (GLFWmonitor *monitor, int *xpos, int *ypos)
 Returns the position of the monitor's viewport on the virtual screen.
 
void glfwGetMonitorWorkarea (GLFWmonitor *monitor, int *xpos, int *ypos, int *width, int *height)
 Retrieves the work area of the monitor.
 
void glfwGetMonitorPhysicalSize (GLFWmonitor *monitor, int *widthMM, int *heightMM)
 Returns the physical size of the monitor.
 
void glfwGetMonitorContentScale (GLFWmonitor *monitor, float *xscale, float *yscale)
 Retrieves the content scale for the specified monitor.
 
const char * glfwGetMonitorName (GLFWmonitor *monitor)
 Returns the name of the specified monitor.
 
void glfwSetMonitorUserPointer (GLFWmonitor *monitor, void *pointer)
 Sets the user pointer of the specified monitor.
 
void * glfwGetMonitorUserPointer (GLFWmonitor *monitor)
 Returns the user pointer of the specified monitor.
 
GLFWmonitorfun glfwSetMonitorCallback (GLFWmonitorfun callback)
 Sets the monitor configuration callback.
 
const GLFWvidmodeglfwGetVideoModes (GLFWmonitor *monitor, int *count)
 Returns the available video modes for the specified monitor.
 
const GLFWvidmodeglfwGetVideoMode (GLFWmonitor *monitor)
 Returns the current mode of the specified monitor.
 
void glfwSetGamma (GLFWmonitor *monitor, float gamma)
 Generates a gamma ramp and sets it for the specified monitor.
 
const GLFWgammarampglfwGetGammaRamp (GLFWmonitor *monitor)
 Returns the current gamma ramp for the specified monitor.
 
void glfwSetGammaRamp (GLFWmonitor *monitor, const GLFWgammaramp *ramp)
 Sets the current gamma ramp for the specified monitor.
 
void glfwDefaultWindowHints (void)
 Resets all window hints to their default values.
 
void glfwWindowHint (int hint, int value)
 Sets the specified window hint to the desired value.
 
void glfwWindowHintString (int hint, const char *value)
 Sets the specified window hint to the desired value.
 
GLFWwindowglfwCreateWindow (int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
 Creates a window and its associated context.
 
void glfwDestroyWindow (GLFWwindow *window)
 Destroys the specified window and its context.
 
int glfwWindowShouldClose (GLFWwindow *window)
 Checks the close flag of the specified window.
 
void glfwSetWindowShouldClose (GLFWwindow *window, int value)
 Sets the close flag of the specified window.
 
const char * glfwGetWindowTitle (GLFWwindow *window)
 Returns the title of the specified window.
 
void glfwSetWindowTitle (GLFWwindow *window, const char *title)
 Sets the title of the specified window.
 
void glfwSetWindowIcon (GLFWwindow *window, int count, const GLFWimage *images)
 Sets the icon for the specified window.
 
void glfwGetWindowPos (GLFWwindow *window, int *xpos, int *ypos)
 Retrieves the position of the content area of the specified window.
 
void glfwSetWindowPos (GLFWwindow *window, int xpos, int ypos)
 Sets the position of the content area of the specified window.
 
void glfwGetWindowSize (GLFWwindow *window, int *width, int *height)
 Retrieves the size of the content area of the specified window.
 
void glfwSetWindowSizeLimits (GLFWwindow *window, int minwidth, int minheight, int maxwidth, int maxheight)
 Sets the size limits of the specified window.
 
void glfwSetWindowAspectRatio (GLFWwindow *window, int numer, int denom)
 Sets the aspect ratio of the specified window.
 
void glfwSetWindowSize (GLFWwindow *window, int width, int height)
 Sets the size of the content area of the specified window.
 
void glfwGetFramebufferSize (GLFWwindow *window, int *width, int *height)
 Retrieves the size of the framebuffer of the specified window.
 
void glfwGetWindowFrameSize (GLFWwindow *window, int *left, int *top, int *right, int *bottom)
 Retrieves the size of the frame of the window.
 
void glfwGetWindowContentScale (GLFWwindow *window, float *xscale, float *yscale)
 Retrieves the content scale for the specified window.
 
float glfwGetWindowOpacity (GLFWwindow *window)
 Returns the opacity of the whole window.
 
void glfwSetWindowOpacity (GLFWwindow *window, float opacity)
 Sets the opacity of the whole window.
 
void glfwIconifyWindow (GLFWwindow *window)
 Iconifies the specified window.
 
void glfwRestoreWindow (GLFWwindow *window)
 Restores the specified window.
 
void glfwMaximizeWindow (GLFWwindow *window)
 Maximizes the specified window.
 
void glfwShowWindow (GLFWwindow *window)
 Makes the specified window visible.
 
void glfwHideWindow (GLFWwindow *window)
 Hides the specified window.
 
void glfwFocusWindow (GLFWwindow *window)
 Brings the specified window to front and sets input focus.
 
void glfwRequestWindowAttention (GLFWwindow *window)
 Requests user attention to the specified window.
 
GLFWmonitorglfwGetWindowMonitor (GLFWwindow *window)
 Returns the monitor that the window uses for full screen mode.
 
void glfwSetWindowMonitor (GLFWwindow *window, GLFWmonitor *monitor, int xpos, int ypos, int width, int height, int refreshRate)
 Sets the mode, monitor, video mode and placement of a window.
 
int glfwGetWindowAttrib (GLFWwindow *window, int attrib)
 Returns an attribute of the specified window.
 
void glfwSetWindowAttrib (GLFWwindow *window, int attrib, int value)
 Sets an attribute of the specified window.
 
void glfwSetWindowUserPointer (GLFWwindow *window, void *pointer)
 Sets the user pointer of the specified window.
 
void * glfwGetWindowUserPointer (GLFWwindow *window)
 Returns the user pointer of the specified window.
 
GLFWwindowposfun glfwSetWindowPosCallback (GLFWwindow *window, GLFWwindowposfun callback)
 Sets the position callback for the specified window.
 
GLFWwindowsizefun glfwSetWindowSizeCallback (GLFWwindow *window, GLFWwindowsizefun callback)
 Sets the size callback for the specified window.
 
GLFWwindowclosefun glfwSetWindowCloseCallback (GLFWwindow *window, GLFWwindowclosefun callback)
 Sets the close callback for the specified window.
 
GLFWwindowrefreshfun glfwSetWindowRefreshCallback (GLFWwindow *window, GLFWwindowrefreshfun callback)
 Sets the refresh callback for the specified window.
 
GLFWwindowfocusfun glfwSetWindowFocusCallback (GLFWwindow *window, GLFWwindowfocusfun callback)
 Sets the focus callback for the specified window.
 
GLFWwindowiconifyfun glfwSetWindowIconifyCallback (GLFWwindow *window, GLFWwindowiconifyfun callback)
 Sets the iconify callback for the specified window.
 
GLFWwindowmaximizefun glfwSetWindowMaximizeCallback (GLFWwindow *window, GLFWwindowmaximizefun callback)
 Sets the maximize callback for the specified window.
 
GLFWframebuffersizefun glfwSetFramebufferSizeCallback (GLFWwindow *window, GLFWframebuffersizefun callback)
 Sets the framebuffer resize callback for the specified window.
 
GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback (GLFWwindow *window, GLFWwindowcontentscalefun callback)
 Sets the window content scale callback for the specified window.
 
void glfwPollEvents (void)
 Processes all pending events.
 
void glfwWaitEvents (void)
 Waits until events are queued and processes them.
 
void glfwWaitEventsTimeout (double timeout)
 Waits with timeout until events are queued and processes them.
 
void glfwPostEmptyEvent (void)
 Posts an empty event to the event queue.
 
int glfwGetInputMode (GLFWwindow *window, int mode)
 Returns the value of an input option for the specified window.
 
void glfwSetInputMode (GLFWwindow *window, int mode, int value)
 Sets an input option for the specified window.
 
int glfwRawMouseMotionSupported (void)
 Returns whether raw mouse motion is supported.
 
const char * glfwGetKeyName (int key, int scancode)
 Returns the layout-specific name of the specified printable key.
 
int glfwGetKeyScancode (int key)
 Returns the platform-specific scancode of the specified key.
 
int glfwGetKey (GLFWwindow *window, int key)
 Returns the last reported state of a keyboard key for the specified window.
 
int glfwGetMouseButton (GLFWwindow *window, int button)
 Returns the last reported state of a mouse button for the specified window.
 
void glfwGetCursorPos (GLFWwindow *window, double *xpos, double *ypos)
 Retrieves the position of the cursor relative to the content area of the window.
 
void glfwSetCursorPos (GLFWwindow *window, double xpos, double ypos)
 Sets the position of the cursor, relative to the content area of the window.
 
GLFWcursorglfwCreateCursor (const GLFWimage *image, int xhot, int yhot)
 Creates a custom cursor.
 
GLFWcursorglfwCreateStandardCursor (int shape)
 Creates a cursor with a standard shape.
 
void glfwDestroyCursor (GLFWcursor *cursor)
 Destroys a cursor.
 
void glfwSetCursor (GLFWwindow *window, GLFWcursor *cursor)
 Sets the cursor for the window.
 
GLFWkeyfun glfwSetKeyCallback (GLFWwindow *window, GLFWkeyfun callback)
 Sets the key callback.
 
GLFWcharfun glfwSetCharCallback (GLFWwindow *window, GLFWcharfun callback)
 Sets the Unicode character callback.
 
GLFWcharmodsfun glfwSetCharModsCallback (GLFWwindow *window, GLFWcharmodsfun callback)
 Sets the Unicode character with modifiers callback.
 
GLFWmousebuttonfun glfwSetMouseButtonCallback (GLFWwindow *window, GLFWmousebuttonfun callback)
 Sets the mouse button callback.
 
GLFWcursorposfun glfwSetCursorPosCallback (GLFWwindow *window, GLFWcursorposfun callback)
 Sets the cursor position callback.
 
GLFWcursorenterfun glfwSetCursorEnterCallback (GLFWwindow *window, GLFWcursorenterfun callback)
 Sets the cursor enter/leave callback.
 
GLFWscrollfun glfwSetScrollCallback (GLFWwindow *window, GLFWscrollfun callback)
 Sets the scroll callback.
 
GLFWdropfun glfwSetDropCallback (GLFWwindow *window, GLFWdropfun callback)
 Sets the path drop callback.
 
int glfwJoystickPresent (int jid)
 Returns whether the specified joystick is present.
 
const float * glfwGetJoystickAxes (int jid, int *count)
 Returns the values of all axes of the specified joystick.
 
const unsigned char * glfwGetJoystickButtons (int jid, int *count)
 Returns the state of all buttons of the specified joystick.
 
const unsigned char * glfwGetJoystickHats (int jid, int *count)
 Returns the state of all hats of the specified joystick.
 
const char * glfwGetJoystickName (int jid)
 Returns the name of the specified joystick.
 
const char * glfwGetJoystickGUID (int jid)
 Returns the SDL compatible GUID of the specified joystick.
 
void glfwSetJoystickUserPointer (int jid, void *pointer)
 Sets the user pointer of the specified joystick.
 
void * glfwGetJoystickUserPointer (int jid)
 Returns the user pointer of the specified joystick.
 
int glfwJoystickIsGamepad (int jid)
 Returns whether the specified joystick has a gamepad mapping.
 
GLFWjoystickfun glfwSetJoystickCallback (GLFWjoystickfun callback)
 Sets the joystick configuration callback.
 
int glfwUpdateGamepadMappings (const char *string)
 Adds the specified SDL_GameControllerDB gamepad mappings.
 
const char * glfwGetGamepadName (int jid)
 Returns the human-readable gamepad name for the specified joystick.
 
int glfwGetGamepadState (int jid, GLFWgamepadstate *state)
 Retrieves the state of the specified joystick remapped as a gamepad.
 
void glfwSetClipboardString (GLFWwindow *window, const char *string)
 Sets the clipboard to the specified string.
 
const char * glfwGetClipboardString (GLFWwindow *window)
 Returns the contents of the clipboard as a string.
 
double glfwGetTime (void)
 Returns the GLFW time.
 
void glfwSetTime (double time)
 Sets the GLFW time.
 
uint64_t glfwGetTimerValue (void)
 Returns the current value of the raw timer.
 
uint64_t glfwGetTimerFrequency (void)
 Returns the frequency, in Hz, of the raw timer.
 
void glfwMakeContextCurrent (GLFWwindow *window)
 Makes the context of the specified window current for the calling thread.
 
GLFWwindowglfwGetCurrentContext (void)
 Returns the window whose context is current on the calling thread.
 
void glfwSwapBuffers (GLFWwindow *window)
 Swaps the front and back buffers of the specified window.
 
void glfwSwapInterval (int interval)
 Sets the swap interval for the current context.
 
int glfwExtensionSupported (const char *extension)
 Returns whether the specified extension is available.
 
GLFWglproc glfwGetProcAddress (const char *procname)
 Returns the address of the specified function for the current context.
 
int glfwVulkanSupported (void)
 Returns whether the Vulkan loader and an ICD have been found.
 
const char ** glfwGetRequiredInstanceExtensions (uint32_t *count)
 Returns the Vulkan instance extensions required by GLFW.
 
GLFWvkproc glfwGetInstanceProcAddress (VkInstance instance, const char *procname)
 Returns the address of the specified Vulkan instance function.
 
int glfwGetPhysicalDevicePresentationSupport (VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily)
 Returns whether the specified queue family can present images.
 
VkResult glfwCreateWindowSurface (VkInstance instance, GLFWwindow *window, const VkAllocationCallbacks *allocator, VkSurfaceKHR *surface)
 Creates a Vulkan surface for the specified window.
 
+

Macro Definition Documentation

+ +

◆ GLFW_APIENTRY_DEFINED

+ +
+
+ + + + +
#define GLFW_APIENTRY_DEFINED
+
+ +
+
+ +

◆ GLFW_NO_API

+ +
+
+ + + + +
#define GLFW_NO_API   0
+
+ +
+
+ +

◆ GLFW_OPENGL_API

+ +
+
+ + + + +
#define GLFW_OPENGL_API   0x00030001
+
+ +
+
+ +

◆ GLFW_OPENGL_ES_API

+ +
+
+ + + + +
#define GLFW_OPENGL_ES_API   0x00030002
+
+ +
+
+ +

◆ GLFW_NO_ROBUSTNESS

+ +
+
+ + + + +
#define GLFW_NO_ROBUSTNESS   0
+
+ +
+
+ +

◆ GLFW_NO_RESET_NOTIFICATION

+ +
+
+ + + + +
#define GLFW_NO_RESET_NOTIFICATION   0x00031001
+
+ +
+
+ +

◆ GLFW_LOSE_CONTEXT_ON_RESET

+ +
+
+ + + + +
#define GLFW_LOSE_CONTEXT_ON_RESET   0x00031002
+
+ +
+
+ +

◆ GLFW_OPENGL_ANY_PROFILE

+ +
+
+ + + + +
#define GLFW_OPENGL_ANY_PROFILE   0
+
+ +
+
+ +

◆ GLFW_OPENGL_CORE_PROFILE

+ +
+
+ + + + +
#define GLFW_OPENGL_CORE_PROFILE   0x00032001
+
+ +
+
+ +

◆ GLFW_OPENGL_COMPAT_PROFILE

+ +
+
+ + + + +
#define GLFW_OPENGL_COMPAT_PROFILE   0x00032002
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+ +
+
+ +

◆ GLFW_CURSOR

+ +
+
+ + + + +
#define GLFW_CURSOR   0x00033001
+
+ +
+
+ +

◆ GLFW_STICKY_KEYS

+ +
+
+ + + + +
#define GLFW_STICKY_KEYS   0x00033002
+
+ +
+
+ +

◆ GLFW_STICKY_MOUSE_BUTTONS

+ +
+
+ + + + +
#define GLFW_STICKY_MOUSE_BUTTONS   0x00033003
+
+ +
+
+ +

◆ GLFW_LOCK_KEY_MODS

+ +
+
+ + + + +
#define GLFW_LOCK_KEY_MODS   0x00033004
+
+ +
+
+ +

◆ GLFW_RAW_MOUSE_MOTION

+ +
+
+ + + + +
#define GLFW_RAW_MOUSE_MOTION   0x00033005
+
+ +
+
+ +

◆ GLFW_CURSOR_NORMAL

+ +
+
+ + + + +
#define GLFW_CURSOR_NORMAL   0x00034001
+
+ +
+
+ +

◆ GLFW_CURSOR_HIDDEN

+ +
+
+ + + + +
#define GLFW_CURSOR_HIDDEN   0x00034002
+
+ +
+
+ +

◆ GLFW_CURSOR_DISABLED

+ +
+
+ + + + +
#define GLFW_CURSOR_DISABLED   0x00034003
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+ +
+
+ +

◆ GLFW_CURSOR_CAPTURED

+ +
+
+ + + + +
#define GLFW_CURSOR_CAPTURED   0x00034004
+
+ +
+
+ +

◆ GLFW_ANY_RELEASE_BEHAVIOR

+ +
+
+ + + + +
#define GLFW_ANY_RELEASE_BEHAVIOR   0
+
+ +
+
+ +

◆ GLFW_RELEASE_BEHAVIOR_FLUSH

+ +
+
+ + + + +
#define GLFW_RELEASE_BEHAVIOR_FLUSH   0x00035001
+
+ +
+
+ +

◆ GLFW_RELEASE_BEHAVIOR_NONE

+ +
+
+ + + + +
#define GLFW_RELEASE_BEHAVIOR_NONE   0x00035002
+
+ +
+
+ +

◆ GLFW_NATIVE_CONTEXT_API

+ +
+
+ + + + +
#define GLFW_NATIVE_CONTEXT_API   0x00036001
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+ +
+
+ +

◆ GLFW_EGL_CONTEXT_API

+ +
+
+ + + + +
#define GLFW_EGL_CONTEXT_API   0x00036002
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+ +
+
+ +

◆ GLFW_OSMESA_CONTEXT_API

+ +
+
+ + + + +
#define GLFW_OSMESA_CONTEXT_API   0x00036003
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+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE_NONE

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE_NONE   0x00037001
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+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE_OPENGL

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE_OPENGL   0x00037002
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+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE_OPENGLES

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE_OPENGLES   0x00037003
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+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE_D3D9

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE_D3D9   0x00037004
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+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE_D3D11

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE_D3D11   0x00037005
+
+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE_VULKAN

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE_VULKAN   0x00037007
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+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE_METAL

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE_METAL   0x00037008
+
+ +
+
+ +

◆ GLFW_WAYLAND_PREFER_LIBDECOR

+ +
+
+ + + + +
#define GLFW_WAYLAND_PREFER_LIBDECOR   0x00038001
+
+ +
+
+ +

◆ GLFW_WAYLAND_DISABLE_LIBDECOR

+ +
+
+ + + + +
#define GLFW_WAYLAND_DISABLE_LIBDECOR   0x00038002
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+ +
+
+ +

◆ GLFW_ANY_POSITION

+ +
+
+ + + + +
#define GLFW_ANY_POSITION   0x80000000
+
+ +
+
+ +

◆ GLFW_CONNECTED

+ +
+
+ + + + +
#define GLFW_CONNECTED   0x00040001
+
+ +
+
+ +

◆ GLFW_DISCONNECTED

+ +
+
+ + + + +
#define GLFW_DISCONNECTED   0x00040002
+
+ +
+
+ +

◆ GLFW_DONT_CARE

+ +
+
+ + + + +
#define GLFW_DONT_CARE   -1
+
+ +
+
+ +

◆ GLAPIENTRY

+ +
+
+ + + + +
#define GLAPIENTRY   APIENTRY
+
+ +
+
+ +

◆ GLFW_GLAPIENTRY_DEFINED

+ +
+
+ + + + +
#define GLFW_GLAPIENTRY_DEFINED
+
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/glfw3_8h_source.html b/dependencies/glfw-3.4/docs/html/glfw3_8h_source.html new file mode 100644 index 0000000..9af3200 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/glfw3_8h_source.html @@ -0,0 +1,1260 @@ + + + + + + + +GLFW: glfw3.h Source File + + + + + + + + + + +
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+
glfw3.h
+
+
+Go to the documentation of this file.
1/*************************************************************************
+
2 * GLFW 3.4 - www.glfw.org
+
3 * A library for OpenGL, window and input
+
4 *------------------------------------------------------------------------
+
5 * Copyright (c) 2002-2006 Marcus Geelnard
+
6 * Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>
+
7 *
+
8 * This software is provided 'as-is', without any express or implied
+
9 * warranty. In no event will the authors be held liable for any damages
+
10 * arising from the use of this software.
+
11 *
+
12 * Permission is granted to anyone to use this software for any purpose,
+
13 * including commercial applications, and to alter it and redistribute it
+
14 * freely, subject to the following restrictions:
+
15 *
+
16 * 1. The origin of this software must not be misrepresented; you must not
+
17 * claim that you wrote the original software. If you use this software
+
18 * in a product, an acknowledgment in the product documentation would
+
19 * be appreciated but is not required.
+
20 *
+
21 * 2. Altered source versions must be plainly marked as such, and must not
+
22 * be misrepresented as being the original software.
+
23 *
+
24 * 3. This notice may not be removed or altered from any source
+
25 * distribution.
+
26 *
+
27 *************************************************************************/
+
28
+
29#ifndef _glfw3_h_
+
30#define _glfw3_h_
+
31
+
32#ifdef __cplusplus
+
33extern "C" {
+
34#endif
+
35
+
36
+
37/*************************************************************************
+
38 * Doxygen documentation
+
39 *************************************************************************/
+
40
+
89/*************************************************************************
+
90 * Compiler- and platform-specific preprocessor work
+
91 *************************************************************************/
+
92
+
93/* If we are we on Windows, we want a single define for it.
+
94 */
+
95#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))
+
96 #define _WIN32
+
97#endif /* _WIN32 */
+
98
+
99/* Include because most Windows GLU headers need wchar_t and
+
100 * the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h.
+
101 * Include it unconditionally to avoid surprising side-effects.
+
102 */
+
103#include <stddef.h>
+
104
+
105/* Include because it is needed by Vulkan and related functions.
+
106 * Include it unconditionally to avoid surprising side-effects.
+
107 */
+
108#include <stdint.h>
+
109
+
110#if defined(GLFW_INCLUDE_VULKAN)
+
111 #include <vulkan/vulkan.h>
+
112#endif /* Vulkan header */
+
113
+
114/* The Vulkan header may have indirectly included windows.h (because of
+
115 * VK_USE_PLATFORM_WIN32_KHR) so we offer our replacement symbols after it.
+
116 */
+
117
+
118/* It is customary to use APIENTRY for OpenGL function pointer declarations on
+
119 * all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
+
120 */
+
121#if !defined(APIENTRY)
+
122 #if defined(_WIN32)
+
123 #define APIENTRY __stdcall
+
124 #else
+
125 #define APIENTRY
+
126 #endif
+
127 #define GLFW_APIENTRY_DEFINED
+
128#endif /* APIENTRY */
+
129
+
130/* Some Windows OpenGL headers need this.
+
131 */
+
132#if !defined(WINGDIAPI) && defined(_WIN32)
+
133 #define WINGDIAPI __declspec(dllimport)
+
134 #define GLFW_WINGDIAPI_DEFINED
+
135#endif /* WINGDIAPI */
+
136
+
137/* Some Windows GLU headers need this.
+
138 */
+
139#if !defined(CALLBACK) && defined(_WIN32)
+
140 #define CALLBACK __stdcall
+
141 #define GLFW_CALLBACK_DEFINED
+
142#endif /* CALLBACK */
+
143
+
144/* Include the chosen OpenGL or OpenGL ES headers.
+
145 */
+
146#if defined(GLFW_INCLUDE_ES1)
+
147
+
148 #include <GLES/gl.h>
+
149 #if defined(GLFW_INCLUDE_GLEXT)
+
150 #include <GLES/glext.h>
+
151 #endif
+
152
+
153#elif defined(GLFW_INCLUDE_ES2)
+
154
+
155 #include <GLES2/gl2.h>
+
156 #if defined(GLFW_INCLUDE_GLEXT)
+
157 #include <GLES2/gl2ext.h>
+
158 #endif
+
159
+
160#elif defined(GLFW_INCLUDE_ES3)
+
161
+
162 #include <GLES3/gl3.h>
+
163 #if defined(GLFW_INCLUDE_GLEXT)
+
164 #include <GLES2/gl2ext.h>
+
165 #endif
+
166
+
167#elif defined(GLFW_INCLUDE_ES31)
+
168
+
169 #include <GLES3/gl31.h>
+
170 #if defined(GLFW_INCLUDE_GLEXT)
+
171 #include <GLES2/gl2ext.h>
+
172 #endif
+
173
+
174#elif defined(GLFW_INCLUDE_ES32)
+
175
+
176 #include <GLES3/gl32.h>
+
177 #if defined(GLFW_INCLUDE_GLEXT)
+
178 #include <GLES2/gl2ext.h>
+
179 #endif
+
180
+
181#elif defined(GLFW_INCLUDE_GLCOREARB)
+
182
+
183 #if defined(__APPLE__)
+
184
+
185 #include <OpenGL/gl3.h>
+
186 #if defined(GLFW_INCLUDE_GLEXT)
+
187 #include <OpenGL/gl3ext.h>
+
188 #endif /*GLFW_INCLUDE_GLEXT*/
+
189
+
190 #else /*__APPLE__*/
+
191
+
192 #include <GL/glcorearb.h>
+
193 #if defined(GLFW_INCLUDE_GLEXT)
+
194 #include <GL/glext.h>
+
195 #endif
+
196
+
197 #endif /*__APPLE__*/
+
198
+
199#elif defined(GLFW_INCLUDE_GLU)
+
200
+
201 #if defined(__APPLE__)
+
202
+
203 #if defined(GLFW_INCLUDE_GLU)
+
204 #include <OpenGL/glu.h>
+
205 #endif
+
206
+
207 #else /*__APPLE__*/
+
208
+
209 #if defined(GLFW_INCLUDE_GLU)
+
210 #include <GL/glu.h>
+
211 #endif
+
212
+
213 #endif /*__APPLE__*/
+
214
+
215#elif !defined(GLFW_INCLUDE_NONE) && \
+
216 !defined(__gl_h_) && \
+
217 !defined(__gles1_gl_h_) && \
+
218 !defined(__gles2_gl2_h_) && \
+
219 !defined(__gles2_gl3_h_) && \
+
220 !defined(__gles2_gl31_h_) && \
+
221 !defined(__gles2_gl32_h_) && \
+
222 !defined(__gl_glcorearb_h_) && \
+
223 !defined(__gl2_h_) /*legacy*/ && \
+
224 !defined(__gl3_h_) /*legacy*/ && \
+
225 !defined(__gl31_h_) /*legacy*/ && \
+
226 !defined(__gl32_h_) /*legacy*/ && \
+
227 !defined(__glcorearb_h_) /*legacy*/ && \
+
228 !defined(__GL_H__) /*non-standard*/ && \
+
229 !defined(__gltypes_h_) /*non-standard*/ && \
+
230 !defined(__glee_h_) /*non-standard*/
+
231
+
232 #if defined(__APPLE__)
+
233
+
234 #if !defined(GLFW_INCLUDE_GLEXT)
+
235 #define GL_GLEXT_LEGACY
+
236 #endif
+
237 #include <OpenGL/gl.h>
+
238
+
239 #else /*__APPLE__*/
+
240
+
241 #include <GL/gl.h>
+
242 #if defined(GLFW_INCLUDE_GLEXT)
+
243 #include <GL/glext.h>
+
244 #endif
+
245
+
246 #endif /*__APPLE__*/
+
247
+
248#endif /* OpenGL and OpenGL ES headers */
+
249
+
250#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)
+
251 /* GLFW_DLL must be defined by applications that are linking against the DLL
+
252 * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW
+
253 * configuration header when compiling the DLL version of the library.
+
254 */
+
255 #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined"
+
256#endif
+
257
+
258/* GLFWAPI is used to declare public API functions for export
+
259 * from the DLL / shared library / dynamic library.
+
260 */
+
261#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)
+
262 /* We are building GLFW as a Win32 DLL */
+
263 #define GLFWAPI __declspec(dllexport)
+
264#elif defined(_WIN32) && defined(GLFW_DLL)
+
265 /* We are calling a GLFW Win32 DLL */
+
266 #define GLFWAPI __declspec(dllimport)
+
267#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)
+
268 /* We are building GLFW as a Unix shared library */
+
269 #define GLFWAPI __attribute__((visibility("default")))
+
270#else
+
271 #define GLFWAPI
+
272#endif
+
273
+
274
+
275/*************************************************************************
+
276 * GLFW API tokens
+
277 *************************************************************************/
+
278
+
287#define GLFW_VERSION_MAJOR 3
+
294#define GLFW_VERSION_MINOR 4
+
301#define GLFW_VERSION_REVISION 0
+
312#define GLFW_TRUE 1
+
321#define GLFW_FALSE 0
+
322
+
331#define GLFW_RELEASE 0
+
338#define GLFW_PRESS 1
+
345#define GLFW_REPEAT 2
+
355#define GLFW_HAT_CENTERED 0
+
356#define GLFW_HAT_UP 1
+
357#define GLFW_HAT_RIGHT 2
+
358#define GLFW_HAT_DOWN 4
+
359#define GLFW_HAT_LEFT 8
+
360#define GLFW_HAT_RIGHT_UP (GLFW_HAT_RIGHT | GLFW_HAT_UP)
+
361#define GLFW_HAT_RIGHT_DOWN (GLFW_HAT_RIGHT | GLFW_HAT_DOWN)
+
362#define GLFW_HAT_LEFT_UP (GLFW_HAT_LEFT | GLFW_HAT_UP)
+
363#define GLFW_HAT_LEFT_DOWN (GLFW_HAT_LEFT | GLFW_HAT_DOWN)
+
364
+
367#define GLFW_KEY_UNKNOWN -1
+
368
+
395/* Printable keys */
+
396#define GLFW_KEY_SPACE 32
+
397#define GLFW_KEY_APOSTROPHE 39 /* ' */
+
398#define GLFW_KEY_COMMA 44 /* , */
+
399#define GLFW_KEY_MINUS 45 /* - */
+
400#define GLFW_KEY_PERIOD 46 /* . */
+
401#define GLFW_KEY_SLASH 47 /* / */
+
402#define GLFW_KEY_0 48
+
403#define GLFW_KEY_1 49
+
404#define GLFW_KEY_2 50
+
405#define GLFW_KEY_3 51
+
406#define GLFW_KEY_4 52
+
407#define GLFW_KEY_5 53
+
408#define GLFW_KEY_6 54
+
409#define GLFW_KEY_7 55
+
410#define GLFW_KEY_8 56
+
411#define GLFW_KEY_9 57
+
412#define GLFW_KEY_SEMICOLON 59 /* ; */
+
413#define GLFW_KEY_EQUAL 61 /* = */
+
414#define GLFW_KEY_A 65
+
415#define GLFW_KEY_B 66
+
416#define GLFW_KEY_C 67
+
417#define GLFW_KEY_D 68
+
418#define GLFW_KEY_E 69
+
419#define GLFW_KEY_F 70
+
420#define GLFW_KEY_G 71
+
421#define GLFW_KEY_H 72
+
422#define GLFW_KEY_I 73
+
423#define GLFW_KEY_J 74
+
424#define GLFW_KEY_K 75
+
425#define GLFW_KEY_L 76
+
426#define GLFW_KEY_M 77
+
427#define GLFW_KEY_N 78
+
428#define GLFW_KEY_O 79
+
429#define GLFW_KEY_P 80
+
430#define GLFW_KEY_Q 81
+
431#define GLFW_KEY_R 82
+
432#define GLFW_KEY_S 83
+
433#define GLFW_KEY_T 84
+
434#define GLFW_KEY_U 85
+
435#define GLFW_KEY_V 86
+
436#define GLFW_KEY_W 87
+
437#define GLFW_KEY_X 88
+
438#define GLFW_KEY_Y 89
+
439#define GLFW_KEY_Z 90
+
440#define GLFW_KEY_LEFT_BRACKET 91 /* [ */
+
441#define GLFW_KEY_BACKSLASH 92 /* \ */
+
442#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */
+
443#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */
+
444#define GLFW_KEY_WORLD_1 161 /* non-US #1 */
+
445#define GLFW_KEY_WORLD_2 162 /* non-US #2 */
+
446
+
447/* Function keys */
+
448#define GLFW_KEY_ESCAPE 256
+
449#define GLFW_KEY_ENTER 257
+
450#define GLFW_KEY_TAB 258
+
451#define GLFW_KEY_BACKSPACE 259
+
452#define GLFW_KEY_INSERT 260
+
453#define GLFW_KEY_DELETE 261
+
454#define GLFW_KEY_RIGHT 262
+
455#define GLFW_KEY_LEFT 263
+
456#define GLFW_KEY_DOWN 264
+
457#define GLFW_KEY_UP 265
+
458#define GLFW_KEY_PAGE_UP 266
+
459#define GLFW_KEY_PAGE_DOWN 267
+
460#define GLFW_KEY_HOME 268
+
461#define GLFW_KEY_END 269
+
462#define GLFW_KEY_CAPS_LOCK 280
+
463#define GLFW_KEY_SCROLL_LOCK 281
+
464#define GLFW_KEY_NUM_LOCK 282
+
465#define GLFW_KEY_PRINT_SCREEN 283
+
466#define GLFW_KEY_PAUSE 284
+
467#define GLFW_KEY_F1 290
+
468#define GLFW_KEY_F2 291
+
469#define GLFW_KEY_F3 292
+
470#define GLFW_KEY_F4 293
+
471#define GLFW_KEY_F5 294
+
472#define GLFW_KEY_F6 295
+
473#define GLFW_KEY_F7 296
+
474#define GLFW_KEY_F8 297
+
475#define GLFW_KEY_F9 298
+
476#define GLFW_KEY_F10 299
+
477#define GLFW_KEY_F11 300
+
478#define GLFW_KEY_F12 301
+
479#define GLFW_KEY_F13 302
+
480#define GLFW_KEY_F14 303
+
481#define GLFW_KEY_F15 304
+
482#define GLFW_KEY_F16 305
+
483#define GLFW_KEY_F17 306
+
484#define GLFW_KEY_F18 307
+
485#define GLFW_KEY_F19 308
+
486#define GLFW_KEY_F20 309
+
487#define GLFW_KEY_F21 310
+
488#define GLFW_KEY_F22 311
+
489#define GLFW_KEY_F23 312
+
490#define GLFW_KEY_F24 313
+
491#define GLFW_KEY_F25 314
+
492#define GLFW_KEY_KP_0 320
+
493#define GLFW_KEY_KP_1 321
+
494#define GLFW_KEY_KP_2 322
+
495#define GLFW_KEY_KP_3 323
+
496#define GLFW_KEY_KP_4 324
+
497#define GLFW_KEY_KP_5 325
+
498#define GLFW_KEY_KP_6 326
+
499#define GLFW_KEY_KP_7 327
+
500#define GLFW_KEY_KP_8 328
+
501#define GLFW_KEY_KP_9 329
+
502#define GLFW_KEY_KP_DECIMAL 330
+
503#define GLFW_KEY_KP_DIVIDE 331
+
504#define GLFW_KEY_KP_MULTIPLY 332
+
505#define GLFW_KEY_KP_SUBTRACT 333
+
506#define GLFW_KEY_KP_ADD 334
+
507#define GLFW_KEY_KP_ENTER 335
+
508#define GLFW_KEY_KP_EQUAL 336
+
509#define GLFW_KEY_LEFT_SHIFT 340
+
510#define GLFW_KEY_LEFT_CONTROL 341
+
511#define GLFW_KEY_LEFT_ALT 342
+
512#define GLFW_KEY_LEFT_SUPER 343
+
513#define GLFW_KEY_RIGHT_SHIFT 344
+
514#define GLFW_KEY_RIGHT_CONTROL 345
+
515#define GLFW_KEY_RIGHT_ALT 346
+
516#define GLFW_KEY_RIGHT_SUPER 347
+
517#define GLFW_KEY_MENU 348
+
518
+
519#define GLFW_KEY_LAST GLFW_KEY_MENU
+
520
+
535#define GLFW_MOD_SHIFT 0x0001
+
540#define GLFW_MOD_CONTROL 0x0002
+
545#define GLFW_MOD_ALT 0x0004
+
550#define GLFW_MOD_SUPER 0x0008
+
556#define GLFW_MOD_CAPS_LOCK 0x0010
+
562#define GLFW_MOD_NUM_LOCK 0x0020
+
563
+
573#define GLFW_MOUSE_BUTTON_1 0
+
574#define GLFW_MOUSE_BUTTON_2 1
+
575#define GLFW_MOUSE_BUTTON_3 2
+
576#define GLFW_MOUSE_BUTTON_4 3
+
577#define GLFW_MOUSE_BUTTON_5 4
+
578#define GLFW_MOUSE_BUTTON_6 5
+
579#define GLFW_MOUSE_BUTTON_7 6
+
580#define GLFW_MOUSE_BUTTON_8 7
+
581#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
+
582#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
+
583#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
+
584#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
+
594#define GLFW_JOYSTICK_1 0
+
595#define GLFW_JOYSTICK_2 1
+
596#define GLFW_JOYSTICK_3 2
+
597#define GLFW_JOYSTICK_4 3
+
598#define GLFW_JOYSTICK_5 4
+
599#define GLFW_JOYSTICK_6 5
+
600#define GLFW_JOYSTICK_7 6
+
601#define GLFW_JOYSTICK_8 7
+
602#define GLFW_JOYSTICK_9 8
+
603#define GLFW_JOYSTICK_10 9
+
604#define GLFW_JOYSTICK_11 10
+
605#define GLFW_JOYSTICK_12 11
+
606#define GLFW_JOYSTICK_13 12
+
607#define GLFW_JOYSTICK_14 13
+
608#define GLFW_JOYSTICK_15 14
+
609#define GLFW_JOYSTICK_16 15
+
610#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
+
620#define GLFW_GAMEPAD_BUTTON_A 0
+
621#define GLFW_GAMEPAD_BUTTON_B 1
+
622#define GLFW_GAMEPAD_BUTTON_X 2
+
623#define GLFW_GAMEPAD_BUTTON_Y 3
+
624#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER 4
+
625#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER 5
+
626#define GLFW_GAMEPAD_BUTTON_BACK 6
+
627#define GLFW_GAMEPAD_BUTTON_START 7
+
628#define GLFW_GAMEPAD_BUTTON_GUIDE 8
+
629#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB 9
+
630#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB 10
+
631#define GLFW_GAMEPAD_BUTTON_DPAD_UP 11
+
632#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT 12
+
633#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN 13
+
634#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT 14
+
635#define GLFW_GAMEPAD_BUTTON_LAST GLFW_GAMEPAD_BUTTON_DPAD_LEFT
+
636
+
637#define GLFW_GAMEPAD_BUTTON_CROSS GLFW_GAMEPAD_BUTTON_A
+
638#define GLFW_GAMEPAD_BUTTON_CIRCLE GLFW_GAMEPAD_BUTTON_B
+
639#define GLFW_GAMEPAD_BUTTON_SQUARE GLFW_GAMEPAD_BUTTON_X
+
640#define GLFW_GAMEPAD_BUTTON_TRIANGLE GLFW_GAMEPAD_BUTTON_Y
+
650#define GLFW_GAMEPAD_AXIS_LEFT_X 0
+
651#define GLFW_GAMEPAD_AXIS_LEFT_Y 1
+
652#define GLFW_GAMEPAD_AXIS_RIGHT_X 2
+
653#define GLFW_GAMEPAD_AXIS_RIGHT_Y 3
+
654#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER 4
+
655#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER 5
+
656#define GLFW_GAMEPAD_AXIS_LAST GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER
+
672#define GLFW_NO_ERROR 0
+
681#define GLFW_NOT_INITIALIZED 0x00010001
+
691#define GLFW_NO_CURRENT_CONTEXT 0x00010002
+
699#define GLFW_INVALID_ENUM 0x00010003
+
710#define GLFW_INVALID_VALUE 0x00010004
+
718#define GLFW_OUT_OF_MEMORY 0x00010005
+
734#define GLFW_API_UNAVAILABLE 0x00010006
+
751#define GLFW_VERSION_UNAVAILABLE 0x00010007
+
762#define GLFW_PLATFORM_ERROR 0x00010008
+
781#define GLFW_FORMAT_UNAVAILABLE 0x00010009
+
789#define GLFW_NO_WINDOW_CONTEXT 0x0001000A
+
800#define GLFW_CURSOR_UNAVAILABLE 0x0001000B
+
814#define GLFW_FEATURE_UNAVAILABLE 0x0001000C
+
827#define GLFW_FEATURE_UNIMPLEMENTED 0x0001000D
+
849#define GLFW_PLATFORM_UNAVAILABLE 0x0001000E
+
859#define GLFW_FOCUSED 0x00020001
+
864#define GLFW_ICONIFIED 0x00020002
+
870#define GLFW_RESIZABLE 0x00020003
+
876#define GLFW_VISIBLE 0x00020004
+
882#define GLFW_DECORATED 0x00020005
+
888#define GLFW_AUTO_ICONIFY 0x00020006
+
894#define GLFW_FLOATING 0x00020007
+
900#define GLFW_MAXIMIZED 0x00020008
+
905#define GLFW_CENTER_CURSOR 0x00020009
+
912#define GLFW_TRANSPARENT_FRAMEBUFFER 0x0002000A
+
917#define GLFW_HOVERED 0x0002000B
+
923#define GLFW_FOCUS_ON_SHOW 0x0002000C
+
924
+
930#define GLFW_MOUSE_PASSTHROUGH 0x0002000D
+
931
+
936#define GLFW_POSITION_X 0x0002000E
+
937
+
942#define GLFW_POSITION_Y 0x0002000F
+
943
+
948#define GLFW_RED_BITS 0x00021001
+
953#define GLFW_GREEN_BITS 0x00021002
+
958#define GLFW_BLUE_BITS 0x00021003
+
963#define GLFW_ALPHA_BITS 0x00021004
+
968#define GLFW_DEPTH_BITS 0x00021005
+
973#define GLFW_STENCIL_BITS 0x00021006
+
978#define GLFW_ACCUM_RED_BITS 0x00021007
+
983#define GLFW_ACCUM_GREEN_BITS 0x00021008
+
988#define GLFW_ACCUM_BLUE_BITS 0x00021009
+
993#define GLFW_ACCUM_ALPHA_BITS 0x0002100A
+
998#define GLFW_AUX_BUFFERS 0x0002100B
+
1003#define GLFW_STEREO 0x0002100C
+
1008#define GLFW_SAMPLES 0x0002100D
+
1013#define GLFW_SRGB_CAPABLE 0x0002100E
+
1018#define GLFW_REFRESH_RATE 0x0002100F
+
1024#define GLFW_DOUBLEBUFFER 0x00021010
+
1025
+
1031#define GLFW_CLIENT_API 0x00022001
+
1037#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002
+
1043#define GLFW_CONTEXT_VERSION_MINOR 0x00022003
+
1049#define GLFW_CONTEXT_REVISION 0x00022004
+
1055#define GLFW_CONTEXT_ROBUSTNESS 0x00022005
+
1061#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006
+
1067#define GLFW_CONTEXT_DEBUG 0x00022007
+
1072#define GLFW_OPENGL_DEBUG_CONTEXT GLFW_CONTEXT_DEBUG
+
1078#define GLFW_OPENGL_PROFILE 0x00022008
+
1084#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009
+
1090#define GLFW_CONTEXT_NO_ERROR 0x0002200A
+
1096#define GLFW_CONTEXT_CREATION_API 0x0002200B
+
1100#define GLFW_SCALE_TO_MONITOR 0x0002200C
+
1104#define GLFW_SCALE_FRAMEBUFFER 0x0002200D
+
1111#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001
+
1115#define GLFW_COCOA_FRAME_NAME 0x00023002
+
1119#define GLFW_COCOA_GRAPHICS_SWITCHING 0x00023003
+
1123#define GLFW_X11_CLASS_NAME 0x00024001
+
1127#define GLFW_X11_INSTANCE_NAME 0x00024002
+
1128#define GLFW_WIN32_KEYBOARD_MENU 0x00025001
+
1131#define GLFW_WIN32_SHOWDEFAULT 0x00025002
+
1137#define GLFW_WAYLAND_APP_ID 0x00026001
+
1140#define GLFW_NO_API 0
+
1141#define GLFW_OPENGL_API 0x00030001
+
1142#define GLFW_OPENGL_ES_API 0x00030002
+
1143
+
1144#define GLFW_NO_ROBUSTNESS 0
+
1145#define GLFW_NO_RESET_NOTIFICATION 0x00031001
+
1146#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002
+
1147
+
1148#define GLFW_OPENGL_ANY_PROFILE 0
+
1149#define GLFW_OPENGL_CORE_PROFILE 0x00032001
+
1150#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002
+
1151
+
1152#define GLFW_CURSOR 0x00033001
+
1153#define GLFW_STICKY_KEYS 0x00033002
+
1154#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003
+
1155#define GLFW_LOCK_KEY_MODS 0x00033004
+
1156#define GLFW_RAW_MOUSE_MOTION 0x00033005
+
1157
+
1158#define GLFW_CURSOR_NORMAL 0x00034001
+
1159#define GLFW_CURSOR_HIDDEN 0x00034002
+
1160#define GLFW_CURSOR_DISABLED 0x00034003
+
1161#define GLFW_CURSOR_CAPTURED 0x00034004
+
1162
+
1163#define GLFW_ANY_RELEASE_BEHAVIOR 0
+
1164#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001
+
1165#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002
+
1166
+
1167#define GLFW_NATIVE_CONTEXT_API 0x00036001
+
1168#define GLFW_EGL_CONTEXT_API 0x00036002
+
1169#define GLFW_OSMESA_CONTEXT_API 0x00036003
+
1170
+
1171#define GLFW_ANGLE_PLATFORM_TYPE_NONE 0x00037001
+
1172#define GLFW_ANGLE_PLATFORM_TYPE_OPENGL 0x00037002
+
1173#define GLFW_ANGLE_PLATFORM_TYPE_OPENGLES 0x00037003
+
1174#define GLFW_ANGLE_PLATFORM_TYPE_D3D9 0x00037004
+
1175#define GLFW_ANGLE_PLATFORM_TYPE_D3D11 0x00037005
+
1176#define GLFW_ANGLE_PLATFORM_TYPE_VULKAN 0x00037007
+
1177#define GLFW_ANGLE_PLATFORM_TYPE_METAL 0x00037008
+
1178
+
1179#define GLFW_WAYLAND_PREFER_LIBDECOR 0x00038001
+
1180#define GLFW_WAYLAND_DISABLE_LIBDECOR 0x00038002
+
1181
+
1182#define GLFW_ANY_POSITION 0x80000000
+
1183
+
1197#define GLFW_ARROW_CURSOR 0x00036001
+
1202#define GLFW_IBEAM_CURSOR 0x00036002
+
1207#define GLFW_CROSSHAIR_CURSOR 0x00036003
+
1212#define GLFW_POINTING_HAND_CURSOR 0x00036004
+
1218#define GLFW_RESIZE_EW_CURSOR 0x00036005
+
1224#define GLFW_RESIZE_NS_CURSOR 0x00036006
+
1239#define GLFW_RESIZE_NWSE_CURSOR 0x00036007
+
1254#define GLFW_RESIZE_NESW_CURSOR 0x00036008
+
1260#define GLFW_RESIZE_ALL_CURSOR 0x00036009
+
1272#define GLFW_NOT_ALLOWED_CURSOR 0x0003600A
+
1277#define GLFW_HRESIZE_CURSOR GLFW_RESIZE_EW_CURSOR
+
1282#define GLFW_VRESIZE_CURSOR GLFW_RESIZE_NS_CURSOR
+
1287#define GLFW_HAND_CURSOR GLFW_POINTING_HAND_CURSOR
+
1290#define GLFW_CONNECTED 0x00040001
+
1291#define GLFW_DISCONNECTED 0x00040002
+
1292
+
1299#define GLFW_JOYSTICK_HAT_BUTTONS 0x00050001
+
1304#define GLFW_ANGLE_PLATFORM_TYPE 0x00050002
+
1309#define GLFW_PLATFORM 0x00050003
+
1314#define GLFW_COCOA_CHDIR_RESOURCES 0x00051001
+
1319#define GLFW_COCOA_MENUBAR 0x00051002
+
1324#define GLFW_X11_XCB_VULKAN_SURFACE 0x00052001
+
1329#define GLFW_WAYLAND_LIBDECOR 0x00053001
+
1338#define GLFW_ANY_PLATFORM 0x00060000
+
1339#define GLFW_PLATFORM_WIN32 0x00060001
+
1340#define GLFW_PLATFORM_COCOA 0x00060002
+
1341#define GLFW_PLATFORM_WAYLAND 0x00060003
+
1342#define GLFW_PLATFORM_X11 0x00060004
+
1343#define GLFW_PLATFORM_NULL 0x00060005
+
1346#define GLFW_DONT_CARE -1
+
1347
+
1348
+
1349/*************************************************************************
+
1350 * GLFW API types
+
1351 *************************************************************************/
+
1352
+
1365typedef void (*GLFWglproc)(void);
+
1366
+
1379typedef void (*GLFWvkproc)(void);
+
1380
+ +
1392
+
1403typedef struct GLFWwindow GLFWwindow;
+
1404
+
1415typedef struct GLFWcursor GLFWcursor;
+
1416
+
1468typedef void* (* GLFWallocatefun)(size_t size, void* user);
+
1469
+
1524typedef void* (* GLFWreallocatefun)(void* block, size_t size, void* user);
+
1525
+
1566typedef void (* GLFWdeallocatefun)(void* block, void* user);
+
1567
+
1590typedef void (* GLFWerrorfun)(int error_code, const char* description);
+
1591
+
1613typedef void (* GLFWwindowposfun)(GLFWwindow* window, int xpos, int ypos);
+
1614
+
1635typedef void (* GLFWwindowsizefun)(GLFWwindow* window, int width, int height);
+
1636
+
1655typedef void (* GLFWwindowclosefun)(GLFWwindow* window);
+
1656
+
1675typedef void (* GLFWwindowrefreshfun)(GLFWwindow* window);
+
1676
+
1696typedef void (* GLFWwindowfocusfun)(GLFWwindow* window, int focused);
+
1697
+
1717typedef void (* GLFWwindowiconifyfun)(GLFWwindow* window, int iconified);
+
1718
+
1738typedef void (* GLFWwindowmaximizefun)(GLFWwindow* window, int maximized);
+
1739
+
1759typedef void (* GLFWframebuffersizefun)(GLFWwindow* window, int width, int height);
+
1760
+
1780typedef void (* GLFWwindowcontentscalefun)(GLFWwindow* window, float xscale, float yscale);
+
1781
+
1806typedef void (* GLFWmousebuttonfun)(GLFWwindow* window, int button, int action, int mods);
+
1807
+
1829typedef void (* GLFWcursorposfun)(GLFWwindow* window, double xpos, double ypos);
+
1830
+
1850typedef void (* GLFWcursorenterfun)(GLFWwindow* window, int entered);
+
1851
+
1871typedef void (* GLFWscrollfun)(GLFWwindow* window, double xoffset, double yoffset);
+
1872
+
1897typedef void (* GLFWkeyfun)(GLFWwindow* window, int key, int scancode, int action, int mods);
+
1898
+
1918typedef void (* GLFWcharfun)(GLFWwindow* window, unsigned int codepoint);
+
1919
+
1945typedef void (* GLFWcharmodsfun)(GLFWwindow* window, unsigned int codepoint, int mods);
+
1946
+
1969typedef void (* GLFWdropfun)(GLFWwindow* window, int path_count, const char* paths[]);
+
1970
+
1990typedef void (* GLFWmonitorfun)(GLFWmonitor* monitor, int event);
+
1991
+
2011typedef void (* GLFWjoystickfun)(int jid, int event);
+
2012
+
+
2026typedef struct GLFWvidmode
+
2027{
+ + + + + + + +
+
2047
+
+
2060typedef struct GLFWgammaramp
+
2061{
+
2064 unsigned short* red;
+
2067 unsigned short* green;
+
2070 unsigned short* blue;
+
2073 unsigned int size;
+ +
+
2075
+
+
2089typedef struct GLFWimage
+
2090{
+ + +
2099 unsigned char* pixels;
+ +
+
2101
+
+
2113typedef struct GLFWgamepadstate
+
2114{
+
2118 unsigned char buttons[15];
+
2122 float axes[6];
+ +
+
2124
+ +
2156
+
2157
+
2158/*************************************************************************
+
2159 * GLFW API functions
+
2160 *************************************************************************/
+
2161
+
2220GLFWAPI int glfwInit(void);
+
2221
+
2254GLFWAPI void glfwTerminate(void);
+
2255
+
2286GLFWAPI void glfwInitHint(int hint, int value);
+
2287
+
2317GLFWAPI void glfwInitAllocator(const GLFWallocator* allocator);
+
2318
+
2319#if defined(VK_VERSION_1_0)
+
2320
+
2363GLFWAPI void glfwInitVulkanLoader(PFN_vkGetInstanceProcAddr loader);
+
2364
+
2365#endif /*VK_VERSION_1_0*/
+
2366
+
2392GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
+
2393
+
2426GLFWAPI const char* glfwGetVersionString(void);
+
2427
+
2457GLFWAPI int glfwGetError(const char** description);
+
2458
+ +
2504
+
2524GLFWAPI int glfwGetPlatform(void);
+
2525
+
2548GLFWAPI int glfwPlatformSupported(int platform);
+
2549
+
2577GLFWAPI GLFWmonitor** glfwGetMonitors(int* count);
+
2578
+ +
2602
+
2626GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
+
2627
+
2657GLFWAPI void glfwGetMonitorWorkarea(GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height);
+
2658
+
2692GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
+
2693
+
2727GLFWAPI void glfwGetMonitorContentScale(GLFWmonitor* monitor, float* xscale, float* yscale);
+
2728
+
2753GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);
+
2754
+
2779GLFWAPI void glfwSetMonitorUserPointer(GLFWmonitor* monitor, void* pointer);
+
2780
+ +
2804
+ +
2834
+
2867GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
+
2868
+ +
2896
+
2928GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
+
2929
+ +
2959
+
2999GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);
+
3000
+
3018GLFWAPI void glfwDefaultWindowHints(void);
+
3019
+
3053GLFWAPI void glfwWindowHint(int hint, int value);
+
3054
+
3091GLFWAPI void glfwWindowHintString(int hint, const char* value);
+
3092
+
3235GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);
+
3236
+
3264GLFWAPI void glfwDestroyWindow(GLFWwindow* window);
+
3265
+ +
3285
+
3306GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
+
3307
+
3338GLFWAPI const char* glfwGetWindowTitle(GLFWwindow* window);
+
3339
+
3364GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
+
3365
+
3413GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);
+
3414
+
3445GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
+
3446
+
3480GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
+
3481
+
3510GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
+
3511
+
3553GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
+
3554
+
3596GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);
+
3597
+
3634GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);
+
3635
+
3663GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);
+
3664
+
3700GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);
+
3701
+
3733GLFWAPI void glfwGetWindowContentScale(GLFWwindow* window, float* xscale, float* yscale);
+
3734
+
3760GLFWAPI float glfwGetWindowOpacity(GLFWwindow* window);
+
3761
+
3792GLFWAPI void glfwSetWindowOpacity(GLFWwindow* window, float opacity);
+
3793
+
3824GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
+
3825
+
3851GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
+
3852
+
3876GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
+
3877
+
3908GLFWAPI void glfwShowWindow(GLFWwindow* window);
+
3909
+
3930GLFWAPI void glfwHideWindow(GLFWwindow* window);
+
3931
+
3969GLFWAPI void glfwFocusWindow(GLFWwindow* window);
+
3970
+ +
3997
+ +
4019
+
4074GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
+
4075
+
4111GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
+
4112
+
4153GLFWAPI void glfwSetWindowAttrib(GLFWwindow* window, int attrib, int value);
+
4154
+
4176GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
+
4177
+ +
4198
+ +
4233
+ +
4265
+ +
4305
+ +
4341
+ +
4376
+ +
4406
+ +
4436
+ +
4466
+ +
4497
+
4534GLFWAPI void glfwPollEvents(void);
+
4535
+
4579GLFWAPI void glfwWaitEvents(void);
+
4580
+
4628GLFWAPI void glfwWaitEventsTimeout(double timeout);
+
4629
+
4648GLFWAPI void glfwPostEmptyEvent(void);
+
4649
+
4673GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
+
4674
+
4738GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
+
4739
+ +
4768
+
4835GLFWAPI const char* glfwGetKeyName(int key, int scancode);
+
4836
+
4862GLFWAPI int glfwGetKeyScancode(int key);
+
4863
+
4901GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
+
4902
+
4930GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
+
4931
+
4968GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
+
4969
+
5008GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
+
5009
+
5046GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
+
5047
+ +
5095
+
5121GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
+
5122
+
5148GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
+
5149
+ +
5199
+ +
5242
+ +
5284
+ +
5321
+ +
5353
+ +
5384
+ +
5418
+ +
5453
+
5476GLFWAPI int glfwJoystickPresent(int jid);
+
5477
+
5509GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);
+
5510
+
5550GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);
+
5551
+
5607GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
+
5608
+
5638GLFWAPI const char* glfwGetJoystickName(int jid);
+
5639
+
5679GLFWAPI const char* glfwGetJoystickGUID(int jid);
+
5680
+
5705GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);
+
5706
+
5729GLFWAPI void* glfwGetJoystickUserPointer(int jid);
+
5730
+
5757GLFWAPI int glfwJoystickIsGamepad(int jid);
+
5758
+ +
5794
+
5827GLFWAPI int glfwUpdateGamepadMappings(const char* string);
+
5828
+
5859GLFWAPI const char* glfwGetGamepadName(int jid);
+
5860
+
5897GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);
+
5898
+
5927GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
+
5928
+
5962GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
+
5963
+
5992GLFWAPI double glfwGetTime(void);
+
5993
+
6022GLFWAPI void glfwSetTime(double time);
+
6023
+
6044GLFWAPI uint64_t glfwGetTimerValue(void);
+
6045
+
6064GLFWAPI uint64_t glfwGetTimerFrequency(void);
+
6065
+ +
6110
+ +
6131
+
6164GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
+
6165
+
6210GLFWAPI void glfwSwapInterval(int interval);
+
6211
+
6248GLFWAPI int glfwExtensionSupported(const char* extension);
+
6249
+
6290GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
+
6291
+
6316GLFWAPI int glfwVulkanSupported(void);
+
6317
+
6360GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
+
6361
+
6362#if defined(VK_VERSION_1_0)
+
6363
+
6403GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
+
6404
+
6440GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
+
6441
+
6510GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
+
6511
+
6512#endif /*VK_VERSION_1_0*/
+
6513
+
6514
+
6515/*************************************************************************
+
6516 * Global definition cleanup
+
6517 *************************************************************************/
+
6518
+
6519/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
+
6520
+
6521#ifdef GLFW_WINGDIAPI_DEFINED
+
6522 #undef WINGDIAPI
+
6523 #undef GLFW_WINGDIAPI_DEFINED
+
6524#endif
+
6525
+
6526#ifdef GLFW_CALLBACK_DEFINED
+
6527 #undef CALLBACK
+
6528 #undef GLFW_CALLBACK_DEFINED
+
6529#endif
+
6530
+
6531/* Some OpenGL related headers need GLAPIENTRY, but it is unconditionally
+
6532 * defined by some gl.h variants (OpenBSD) so define it after if needed.
+
6533 */
+
6534#ifndef GLAPIENTRY
+
6535 #define GLAPIENTRY APIENTRY
+
6536 #define GLFW_GLAPIENTRY_DEFINED
+
6537#endif
+
6538
+
6539/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
+
6540
+
6541
+
6542#ifdef __cplusplus
+
6543}
+
6544#endif
+
6545
+
6546#endif /* _glfw3_h_ */
+
6547
+
void glfwMakeContextCurrent(GLFWwindow *window)
Makes the context of the specified window current for the calling thread.
+
GLFWglproc glfwGetProcAddress(const char *procname)
Returns the address of the specified function for the current context.
+
void(* GLFWglproc)(void)
Client API function pointer type.
Definition glfw3.h:1365
+
void glfwSwapInterval(int interval)
Sets the swap interval for the current context.
+
int glfwExtensionSupported(const char *extension)
Returns whether the specified extension is available.
+
GLFWwindow * glfwGetCurrentContext(void)
Returns the window whose context is current on the calling thread.
+
const char * glfwGetVersionString(void)
Returns a string describing the compile-time configuration.
+
void glfwInitHint(int hint, int value)
Sets the specified init hint to the desired value.
+
int glfwInit(void)
Initializes the GLFW library.
+
void *(* GLFWreallocatefun)(void *block, size_t size, void *user)
The function pointer type for memory reallocation callbacks.
Definition glfw3.h:1524
+
void *(* GLFWallocatefun)(size_t size, void *user)
The function pointer type for memory allocation callbacks.
Definition glfw3.h:1468
+
int glfwGetPlatform(void)
Returns the currently selected platform.
+
void(* GLFWdeallocatefun)(void *block, void *user)
The function pointer type for memory deallocation callbacks.
Definition glfw3.h:1566
+
void glfwInitVulkanLoader(PFN_vkGetInstanceProcAddr loader)
Sets the desired Vulkan vkGetInstanceProcAddr function.
+
void(* GLFWerrorfun)(int error_code, const char *description)
The function pointer type for error callbacks.
Definition glfw3.h:1590
+
int glfwPlatformSupported(int platform)
Returns whether the library includes support for the specified platform.
+
int glfwGetError(const char **description)
Returns and clears the last error for the calling thread.
+
void glfwInitAllocator(const GLFWallocator *allocator)
Sets the init allocator to the desired value.
+
void glfwGetVersion(int *major, int *minor, int *rev)
Retrieves the version of the GLFW library.
+
void glfwTerminate(void)
Terminates the GLFW library.
+
GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback)
Sets the error callback.
+
void(* GLFWmousebuttonfun)(GLFWwindow *window, int button, int action, int mods)
The function pointer type for mouse button callbacks.
Definition glfw3.h:1806
+
void glfwGetCursorPos(GLFWwindow *window, double *xpos, double *ypos)
Retrieves the position of the cursor relative to the content area of the window.
+
void glfwSetCursorPos(GLFWwindow *window, double xpos, double ypos)
Sets the position of the cursor, relative to the content area of the window.
+
const unsigned char * glfwGetJoystickHats(int jid, int *count)
Returns the state of all hats of the specified joystick.
+
uint64_t glfwGetTimerValue(void)
Returns the current value of the raw timer.
+
GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow *window, GLFWcharmodsfun callback)
Sets the Unicode character with modifiers callback.
+
void * glfwGetJoystickUserPointer(int jid)
Returns the user pointer of the specified joystick.
+
void(* GLFWcharfun)(GLFWwindow *window, unsigned int codepoint)
The function pointer type for Unicode character callbacks.
Definition glfw3.h:1918
+
GLFWkeyfun glfwSetKeyCallback(GLFWwindow *window, GLFWkeyfun callback)
Sets the key callback.
+
GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback)
Sets the joystick configuration callback.
+
uint64_t glfwGetTimerFrequency(void)
Returns the frequency, in Hz, of the raw timer.
+
GLFWcursor * glfwCreateCursor(const GLFWimage *image, int xhot, int yhot)
Creates a custom cursor.
+
GLFWscrollfun glfwSetScrollCallback(GLFWwindow *window, GLFWscrollfun callback)
Sets the scroll callback.
+
void(* GLFWkeyfun)(GLFWwindow *window, int key, int scancode, int action, int mods)
The function pointer type for keyboard key callbacks.
Definition glfw3.h:1897
+
const unsigned char * glfwGetJoystickButtons(int jid, int *count)
Returns the state of all buttons of the specified joystick.
+
const char * glfwGetJoystickGUID(int jid)
Returns the SDL compatible GUID of the specified joystick.
+
int glfwGetKeyScancode(int key)
Returns the platform-specific scancode of the specified key.
+
GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow *window, GLFWmousebuttonfun callback)
Sets the mouse button callback.
+
void glfwSetJoystickUserPointer(int jid, void *pointer)
Sets the user pointer of the specified joystick.
+
const char * glfwGetClipboardString(GLFWwindow *window)
Returns the contents of the clipboard as a string.
+
void glfwDestroyCursor(GLFWcursor *cursor)
Destroys a cursor.
+
struct GLFWcursor GLFWcursor
Opaque cursor object.
Definition glfw3.h:1415
+
const char * glfwGetGamepadName(int jid)
Returns the human-readable gamepad name for the specified joystick.
+
void(* GLFWjoystickfun)(int jid, int event)
The function pointer type for joystick configuration callbacks.
Definition glfw3.h:2011
+
double glfwGetTime(void)
Returns the GLFW time.
+
void glfwSetInputMode(GLFWwindow *window, int mode, int value)
Sets an input option for the specified window.
+
void(* GLFWcursorenterfun)(GLFWwindow *window, int entered)
The function pointer type for cursor enter/leave callbacks.
Definition glfw3.h:1850
+
void(* GLFWdropfun)(GLFWwindow *window, int path_count, const char *paths[])
The function pointer type for path drop callbacks.
Definition glfw3.h:1969
+
GLFWcharfun glfwSetCharCallback(GLFWwindow *window, GLFWcharfun callback)
Sets the Unicode character callback.
+
GLFWdropfun glfwSetDropCallback(GLFWwindow *window, GLFWdropfun callback)
Sets the path drop callback.
+
void glfwSetClipboardString(GLFWwindow *window, const char *string)
Sets the clipboard to the specified string.
+
int glfwGetMouseButton(GLFWwindow *window, int button)
Returns the last reported state of a mouse button for the specified window.
+
GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow *window, GLFWcursorposfun callback)
Sets the cursor position callback.
+
void(* GLFWcharmodsfun)(GLFWwindow *window, unsigned int codepoint, int mods)
The function pointer type for Unicode character with modifiers callbacks.
Definition glfw3.h:1945
+
const char * glfwGetJoystickName(int jid)
Returns the name of the specified joystick.
+
int glfwJoystickIsGamepad(int jid)
Returns whether the specified joystick has a gamepad mapping.
+
GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow *window, GLFWcursorenterfun callback)
Sets the cursor enter/leave callback.
+
void glfwSetCursor(GLFWwindow *window, GLFWcursor *cursor)
Sets the cursor for the window.
+
void(* GLFWcursorposfun)(GLFWwindow *window, double xpos, double ypos)
The function pointer type for cursor position callbacks.
Definition glfw3.h:1829
+
int glfwGetGamepadState(int jid, GLFWgamepadstate *state)
Retrieves the state of the specified joystick remapped as a gamepad.
+
int glfwGetKey(GLFWwindow *window, int key)
Returns the last reported state of a keyboard key for the specified window.
+
int glfwRawMouseMotionSupported(void)
Returns whether raw mouse motion is supported.
+
const char * glfwGetKeyName(int key, int scancode)
Returns the layout-specific name of the specified printable key.
+
const float * glfwGetJoystickAxes(int jid, int *count)
Returns the values of all axes of the specified joystick.
+
int glfwJoystickPresent(int jid)
Returns whether the specified joystick is present.
+
int glfwUpdateGamepadMappings(const char *string)
Adds the specified SDL_GameControllerDB gamepad mappings.
+
GLFWcursor * glfwCreateStandardCursor(int shape)
Creates a cursor with a standard shape.
+
void glfwSetTime(double time)
Sets the GLFW time.
+
int glfwGetInputMode(GLFWwindow *window, int mode)
Returns the value of an input option for the specified window.
+
void(* GLFWscrollfun)(GLFWwindow *window, double xoffset, double yoffset)
The function pointer type for scroll callbacks.
Definition glfw3.h:1871
+
void glfwGetMonitorPos(GLFWmonitor *monitor, int *xpos, int *ypos)
Returns the position of the monitor's viewport on the virtual screen.
+
void * glfwGetMonitorUserPointer(GLFWmonitor *monitor)
Returns the user pointer of the specified monitor.
+
void glfwSetGammaRamp(GLFWmonitor *monitor, const GLFWgammaramp *ramp)
Sets the current gamma ramp for the specified monitor.
+
void glfwSetGamma(GLFWmonitor *monitor, float gamma)
Generates a gamma ramp and sets it for the specified monitor.
+
void glfwSetMonitorUserPointer(GLFWmonitor *monitor, void *pointer)
Sets the user pointer of the specified monitor.
+
GLFWmonitor ** glfwGetMonitors(int *count)
Returns the currently connected monitors.
+
void glfwGetMonitorWorkarea(GLFWmonitor *monitor, int *xpos, int *ypos, int *width, int *height)
Retrieves the work area of the monitor.
+
const GLFWgammaramp * glfwGetGammaRamp(GLFWmonitor *monitor)
Returns the current gamma ramp for the specified monitor.
+
const char * glfwGetMonitorName(GLFWmonitor *monitor)
Returns the name of the specified monitor.
+
void glfwGetMonitorPhysicalSize(GLFWmonitor *monitor, int *widthMM, int *heightMM)
Returns the physical size of the monitor.
+
struct GLFWmonitor GLFWmonitor
Opaque monitor object.
Definition glfw3.h:1391
+
void(* GLFWmonitorfun)(GLFWmonitor *monitor, int event)
The function pointer type for monitor configuration callbacks.
Definition glfw3.h:1990
+
GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback)
Sets the monitor configuration callback.
+
const GLFWvidmode * glfwGetVideoMode(GLFWmonitor *monitor)
Returns the current mode of the specified monitor.
+
GLFWmonitor * glfwGetPrimaryMonitor(void)
Returns the primary monitor.
+
const GLFWvidmode * glfwGetVideoModes(GLFWmonitor *monitor, int *count)
Returns the available video modes for the specified monitor.
+
void glfwGetMonitorContentScale(GLFWmonitor *monitor, float *xscale, float *yscale)
Retrieves the content scale for the specified monitor.
+
VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow *window, const VkAllocationCallbacks *allocator, VkSurfaceKHR *surface)
Creates a Vulkan surface for the specified window.
+
int glfwVulkanSupported(void)
Returns whether the Vulkan loader and an ICD have been found.
+
void(* GLFWvkproc)(void)
Vulkan API function pointer type.
Definition glfw3.h:1379
+
const char ** glfwGetRequiredInstanceExtensions(uint32_t *count)
Returns the Vulkan instance extensions required by GLFW.
+
GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char *procname)
Returns the address of the specified Vulkan instance function.
+
int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily)
Returns whether the specified queue family can present images.
+
GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow *window, GLFWwindowposfun callback)
Sets the position callback for the specified window.
+
void glfwGetFramebufferSize(GLFWwindow *window, int *width, int *height)
Retrieves the size of the framebuffer of the specified window.
+
void glfwSwapBuffers(GLFWwindow *window)
Swaps the front and back buffers of the specified window.
+
void glfwGetWindowFrameSize(GLFWwindow *window, int *left, int *top, int *right, int *bottom)
Retrieves the size of the frame of the window.
+
void glfwSetWindowPos(GLFWwindow *window, int xpos, int ypos)
Sets the position of the content area of the specified window.
+
void glfwIconifyWindow(GLFWwindow *window)
Iconifies the specified window.
+
GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow *window, GLFWwindowrefreshfun callback)
Sets the refresh callback for the specified window.
+
int glfwWindowShouldClose(GLFWwindow *window)
Checks the close flag of the specified window.
+
void glfwRequestWindowAttention(GLFWwindow *window)
Requests user attention to the specified window.
+
void(* GLFWwindowmaximizefun)(GLFWwindow *window, int maximized)
The function pointer type for window maximize callbacks.
Definition glfw3.h:1738
+
GLFWwindow * glfwCreateWindow(int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
Creates a window and its associated context.
+
void(* GLFWwindowiconifyfun)(GLFWwindow *window, int iconified)
The function pointer type for window iconify callbacks.
Definition glfw3.h:1717
+
void glfwSetWindowSize(GLFWwindow *window, int width, int height)
Sets the size of the content area of the specified window.
+
void glfwPollEvents(void)
Processes all pending events.
+
struct GLFWwindow GLFWwindow
Opaque window object.
Definition glfw3.h:1403
+
void glfwSetWindowUserPointer(GLFWwindow *window, void *pointer)
Sets the user pointer of the specified window.
+
void glfwMaximizeWindow(GLFWwindow *window)
Maximizes the specified window.
+
void(* GLFWwindowrefreshfun)(GLFWwindow *window)
The function pointer type for window content refresh callbacks.
Definition glfw3.h:1675
+
void glfwHideWindow(GLFWwindow *window)
Hides the specified window.
+
void glfwSetWindowShouldClose(GLFWwindow *window, int value)
Sets the close flag of the specified window.
+
GLFWmonitor * glfwGetWindowMonitor(GLFWwindow *window)
Returns the monitor that the window uses for full screen mode.
+
void glfwRestoreWindow(GLFWwindow *window)
Restores the specified window.
+
void glfwWaitEvents(void)
Waits until events are queued and processes them.
+
void glfwSetWindowTitle(GLFWwindow *window, const char *title)
Sets the title of the specified window.
+
void glfwWaitEventsTimeout(double timeout)
Waits with timeout until events are queued and processes them.
+
void glfwShowWindow(GLFWwindow *window)
Makes the specified window visible.
+
void glfwSetWindowAspectRatio(GLFWwindow *window, int numer, int denom)
Sets the aspect ratio of the specified window.
+
void glfwGetWindowPos(GLFWwindow *window, int *xpos, int *ypos)
Retrieves the position of the content area of the specified window.
+
void(* GLFWwindowcontentscalefun)(GLFWwindow *window, float xscale, float yscale)
The function pointer type for window content scale callbacks.
Definition glfw3.h:1780
+
void glfwWindowHint(int hint, int value)
Sets the specified window hint to the desired value.
+
void glfwSetWindowMonitor(GLFWwindow *window, GLFWmonitor *monitor, int xpos, int ypos, int width, int height, int refreshRate)
Sets the mode, monitor, video mode and placement of a window.
+
void glfwFocusWindow(GLFWwindow *window)
Brings the specified window to front and sets input focus.
+
void glfwWindowHintString(int hint, const char *value)
Sets the specified window hint to the desired value.
+
void glfwDefaultWindowHints(void)
Resets all window hints to their default values.
+
GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow *window, GLFWframebuffersizefun callback)
Sets the framebuffer resize callback for the specified window.
+
void glfwPostEmptyEvent(void)
Posts an empty event to the event queue.
+
void(* GLFWwindowfocusfun)(GLFWwindow *window, int focused)
The function pointer type for window focus callbacks.
Definition glfw3.h:1696
+
void(* GLFWwindowposfun)(GLFWwindow *window, int xpos, int ypos)
The function pointer type for window position callbacks.
Definition glfw3.h:1613
+
void(* GLFWwindowclosefun)(GLFWwindow *window)
The function pointer type for window close callbacks.
Definition glfw3.h:1655
+
GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow *window, GLFWwindowfocusfun callback)
Sets the focus callback for the specified window.
+
void glfwSetWindowSizeLimits(GLFWwindow *window, int minwidth, int minheight, int maxwidth, int maxheight)
Sets the size limits of the specified window.
+
void glfwSetWindowOpacity(GLFWwindow *window, float opacity)
Sets the opacity of the whole window.
+
const char * glfwGetWindowTitle(GLFWwindow *window)
Returns the title of the specified window.
+
GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow *window, GLFWwindowiconifyfun callback)
Sets the iconify callback for the specified window.
+
GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow *window, GLFWwindowmaximizefun callback)
Sets the maximize callback for the specified window.
+
int glfwGetWindowAttrib(GLFWwindow *window, int attrib)
Returns an attribute of the specified window.
+
void glfwDestroyWindow(GLFWwindow *window)
Destroys the specified window and its context.
+
void glfwSetWindowAttrib(GLFWwindow *window, int attrib, int value)
Sets an attribute of the specified window.
+
float glfwGetWindowOpacity(GLFWwindow *window)
Returns the opacity of the whole window.
+
GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow *window, GLFWwindowsizefun callback)
Sets the size callback for the specified window.
+
GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow *window, GLFWwindowclosefun callback)
Sets the close callback for the specified window.
+
void glfwSetWindowIcon(GLFWwindow *window, int count, const GLFWimage *images)
Sets the icon for the specified window.
+
void(* GLFWframebuffersizefun)(GLFWwindow *window, int width, int height)
The function pointer type for framebuffer size callbacks.
Definition glfw3.h:1759
+
void * glfwGetWindowUserPointer(GLFWwindow *window)
Returns the user pointer of the specified window.
+
void(* GLFWwindowsizefun)(GLFWwindow *window, int width, int height)
The function pointer type for window size callbacks.
Definition glfw3.h:1635
+
void glfwGetWindowSize(GLFWwindow *window, int *width, int *height)
Retrieves the size of the content area of the specified window.
+
GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow *window, GLFWwindowcontentscalefun callback)
Sets the window content scale callback for the specified window.
+
void glfwGetWindowContentScale(GLFWwindow *window, float *xscale, float *yscale)
Retrieves the content scale for the specified window.
+
Custom heap memory allocator.
Definition glfw3.h:2138
+
GLFWallocatefun allocate
Definition glfw3.h:2142
+
GLFWdeallocatefun deallocate
Definition glfw3.h:2150
+
GLFWreallocatefun reallocate
Definition glfw3.h:2146
+
void * user
Definition glfw3.h:2154
+
Gamepad input state.
Definition glfw3.h:2114
+
unsigned char buttons[15]
Definition glfw3.h:2118
+
float axes[6]
Definition glfw3.h:2122
+
Gamma ramp.
Definition glfw3.h:2061
+
unsigned short * red
Definition glfw3.h:2064
+
unsigned short * blue
Definition glfw3.h:2070
+
unsigned int size
Definition glfw3.h:2073
+
unsigned short * green
Definition glfw3.h:2067
+
Image data.
Definition glfw3.h:2090
+
int height
Definition glfw3.h:2096
+
unsigned char * pixels
Definition glfw3.h:2099
+
int width
Definition glfw3.h:2093
+
Video mode type.
Definition glfw3.h:2027
+
int greenBits
Definition glfw3.h:2039
+
int redBits
Definition glfw3.h:2036
+
int width
Definition glfw3.h:2030
+
int refreshRate
Definition glfw3.h:2045
+
int height
Definition glfw3.h:2033
+
int blueBits
Definition glfw3.h:2042
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/glfw3native_8h.html b/dependencies/glfw-3.4/docs/html/glfw3native_8h.html new file mode 100644 index 0000000..eb555d7 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/glfw3native_8h.html @@ -0,0 +1,170 @@ + + + + + + + +GLFW: glfw3native.h File Reference + + + + + + + + + + +
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glfw3native.h File Reference
+
+
+

Description

+

This is the header file of the native access functions. See Native access for more information.

+
+

Go to the source code of this file.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

const char * glfwGetWin32Adapter (GLFWmonitor *monitor)
 Returns the adapter device name of the specified monitor.
 
const char * glfwGetWin32Monitor (GLFWmonitor *monitor)
 Returns the display device name of the specified monitor.
 
HWND glfwGetWin32Window (GLFWwindow *window)
 Returns the HWND of the specified window.
 
HGLRC glfwGetWGLContext (GLFWwindow *window)
 Returns the HGLRC of the specified window.
 
CGDirectDisplayID glfwGetCocoaMonitor (GLFWmonitor *monitor)
 Returns the CGDirectDisplayID of the specified monitor.
 
id glfwGetCocoaWindow (GLFWwindow *window)
 Returns the NSWindow of the specified window.
 
id glfwGetCocoaView (GLFWwindow *window)
 Returns the NSView of the specified window.
 
id glfwGetNSGLContext (GLFWwindow *window)
 Returns the NSOpenGLContext of the specified window.
 
Display * glfwGetX11Display (void)
 Returns the Display used by GLFW.
 
RRCrtc glfwGetX11Adapter (GLFWmonitor *monitor)
 Returns the RRCrtc of the specified monitor.
 
RROutput glfwGetX11Monitor (GLFWmonitor *monitor)
 Returns the RROutput of the specified monitor.
 
Window glfwGetX11Window (GLFWwindow *window)
 Returns the Window of the specified window.
 
void glfwSetX11SelectionString (const char *string)
 Sets the current primary selection to the specified string.
 
const char * glfwGetX11SelectionString (void)
 Returns the contents of the current primary selection as a string.
 
GLXContext glfwGetGLXContext (GLFWwindow *window)
 Returns the GLXContext of the specified window.
 
GLXWindow glfwGetGLXWindow (GLFWwindow *window)
 Returns the GLXWindow of the specified window.
 
struct wl_display * glfwGetWaylandDisplay (void)
 Returns the struct wl_display* used by GLFW.
 
struct wl_output * glfwGetWaylandMonitor (GLFWmonitor *monitor)
 Returns the struct wl_output* of the specified monitor.
 
struct wl_surface * glfwGetWaylandWindow (GLFWwindow *window)
 Returns the main struct wl_surface* of the specified window.
 
EGLDisplay glfwGetEGLDisplay (void)
 Returns the EGLDisplay used by GLFW.
 
EGLContext glfwGetEGLContext (GLFWwindow *window)
 Returns the EGLContext of the specified window.
 
EGLSurface glfwGetEGLSurface (GLFWwindow *window)
 Returns the EGLSurface of the specified window.
 
int glfwGetOSMesaColorBuffer (GLFWwindow *window, int *width, int *height, int *format, void **buffer)
 Retrieves the color buffer associated with the specified window.
 
int glfwGetOSMesaDepthBuffer (GLFWwindow *window, int *width, int *height, int *bytesPerValue, void **buffer)
 Retrieves the depth buffer associated with the specified window.
 
OSMesaContext glfwGetOSMesaContext (GLFWwindow *window)
 Returns the OSMesaContext of the specified window.
 
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/glfw3native_8h_source.html b/dependencies/glfw-3.4/docs/html/glfw3native_8h_source.html new file mode 100644 index 0000000..4077989 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/glfw3native_8h_source.html @@ -0,0 +1,306 @@ + + + + + + + +GLFW: glfw3native.h Source File + + + + + + + + + + +
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glfw3native.h
+
+
+Go to the documentation of this file.
1/*************************************************************************
+
2 * GLFW 3.4 - www.glfw.org
+
3 * A library for OpenGL, window and input
+
4 *------------------------------------------------------------------------
+
5 * Copyright (c) 2002-2006 Marcus Geelnard
+
6 * Copyright (c) 2006-2018 Camilla Löwy <elmindreda@glfw.org>
+
7 *
+
8 * This software is provided 'as-is', without any express or implied
+
9 * warranty. In no event will the authors be held liable for any damages
+
10 * arising from the use of this software.
+
11 *
+
12 * Permission is granted to anyone to use this software for any purpose,
+
13 * including commercial applications, and to alter it and redistribute it
+
14 * freely, subject to the following restrictions:
+
15 *
+
16 * 1. The origin of this software must not be misrepresented; you must not
+
17 * claim that you wrote the original software. If you use this software
+
18 * in a product, an acknowledgment in the product documentation would
+
19 * be appreciated but is not required.
+
20 *
+
21 * 2. Altered source versions must be plainly marked as such, and must not
+
22 * be misrepresented as being the original software.
+
23 *
+
24 * 3. This notice may not be removed or altered from any source
+
25 * distribution.
+
26 *
+
27 *************************************************************************/
+
28
+
29#ifndef _glfw3_native_h_
+
30#define _glfw3_native_h_
+
31
+
32#ifdef __cplusplus
+
33extern "C" {
+
34#endif
+
35
+
36
+
37/*************************************************************************
+
38 * Doxygen documentation
+
39 *************************************************************************/
+
40
+
90/*************************************************************************
+
91 * System headers and types
+
92 *************************************************************************/
+
93
+
94#if !defined(GLFW_NATIVE_INCLUDE_NONE)
+
95
+
96 #if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
+
97 /* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
+
98 * example to allow applications to correctly declare a GL_KHR_debug callback)
+
99 * but windows.h assumes no one will define APIENTRY before it does
+
100 */
+
101 #if defined(GLFW_APIENTRY_DEFINED)
+
102 #undef APIENTRY
+
103 #undef GLFW_APIENTRY_DEFINED
+
104 #endif
+
105 #include <windows.h>
+
106 #endif
+
107
+
108 #if defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
+
109 #if defined(__OBJC__)
+
110 #import <Cocoa/Cocoa.h>
+
111 #else
+
112 #include <ApplicationServices/ApplicationServices.h>
+
113 #include <objc/objc.h>
+
114 #endif
+
115 #endif
+
116
+
117 #if defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
+
118 #include <X11/Xlib.h>
+
119 #include <X11/extensions/Xrandr.h>
+
120 #endif
+
121
+
122 #if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+
123 #include <wayland-client.h>
+
124 #endif
+
125
+
126 #if defined(GLFW_EXPOSE_NATIVE_WGL)
+
127 /* WGL is declared by windows.h */
+
128 #endif
+
129 #if defined(GLFW_EXPOSE_NATIVE_NSGL)
+
130 /* NSGL is declared by Cocoa.h */
+
131 #endif
+
132 #if defined(GLFW_EXPOSE_NATIVE_GLX)
+
133 /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
+
134 * default it also acts as an OpenGL header
+
135 * However, glx.h will include gl.h, which will define it unconditionally
+
136 */
+
137 #if defined(GLFW_GLAPIENTRY_DEFINED)
+
138 #undef GLAPIENTRY
+
139 #undef GLFW_GLAPIENTRY_DEFINED
+
140 #endif
+
141 #include <GL/glx.h>
+
142 #endif
+
143 #if defined(GLFW_EXPOSE_NATIVE_EGL)
+
144 #include <EGL/egl.h>
+
145 #endif
+
146 #if defined(GLFW_EXPOSE_NATIVE_OSMESA)
+
147 /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
+
148 * default it also acts as an OpenGL header
+
149 * However, osmesa.h will include gl.h, which will define it unconditionally
+
150 */
+
151 #if defined(GLFW_GLAPIENTRY_DEFINED)
+
152 #undef GLAPIENTRY
+
153 #undef GLFW_GLAPIENTRY_DEFINED
+
154 #endif
+
155 #include <GL/osmesa.h>
+
156 #endif
+
157
+
158#endif /*GLFW_NATIVE_INCLUDE_NONE*/
+
159
+
160
+
161/*************************************************************************
+
162 * Functions
+
163 *************************************************************************/
+
164
+
165#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+
182GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
+
183
+
200GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
+
201
+
225GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
+
226#endif
+
227
+
228#if defined(GLFW_EXPOSE_NATIVE_WGL)
+
252GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
+
253#endif
+
254
+
255#if defined(GLFW_EXPOSE_NATIVE_COCOA)
+
271GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
+
272
+
288GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
+
289
+
305GLFWAPI id glfwGetCocoaView(GLFWwindow* window);
+
306#endif
+
307
+
308#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+
324GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
+
325#endif
+
326
+
327#if defined(GLFW_EXPOSE_NATIVE_X11)
+
343GLFWAPI Display* glfwGetX11Display(void);
+
344
+
360GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
+
361
+
377GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
+
378
+
394GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
+
395
+
416GLFWAPI void glfwSetX11SelectionString(const char* string);
+
417
+
444GLFWAPI const char* glfwGetX11SelectionString(void);
+
445#endif
+
446
+
447#if defined(GLFW_EXPOSE_NATIVE_GLX)
+
463GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
+
464
+
480GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
+
481#endif
+
482
+
483#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+
499GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
+
500
+
516GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
+
517
+
533GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
+
534#endif
+
535
+
536#if defined(GLFW_EXPOSE_NATIVE_EGL)
+
554GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
+
555
+
571GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
+
572
+
588GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
+
589#endif
+
590
+
591#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
+
614GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer);
+
615
+
638GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer);
+
639
+
655GLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window);
+
656#endif
+
657
+
658#ifdef __cplusplus
+
659}
+
660#endif
+
661
+
662#endif /* _glfw3_native_h_ */
+
663
+
struct GLFWmonitor GLFWmonitor
Opaque monitor object.
Definition glfw3.h:1391
+
RRCrtc glfwGetX11Adapter(GLFWmonitor *monitor)
Returns the RRCrtc of the specified monitor.
+
EGLDisplay glfwGetEGLDisplay(void)
Returns the EGLDisplay used by GLFW.
+
GLXWindow glfwGetGLXWindow(GLFWwindow *window)
Returns the GLXWindow of the specified window.
+
EGLSurface glfwGetEGLSurface(GLFWwindow *window)
Returns the EGLSurface of the specified window.
+
int glfwGetOSMesaColorBuffer(GLFWwindow *window, int *width, int *height, int *format, void **buffer)
Retrieves the color buffer associated with the specified window.
+
struct wl_output * glfwGetWaylandMonitor(GLFWmonitor *monitor)
Returns the struct wl_output* of the specified monitor.
+
id glfwGetNSGLContext(GLFWwindow *window)
Returns the NSOpenGLContext of the specified window.
+
void glfwSetX11SelectionString(const char *string)
Sets the current primary selection to the specified string.
+
struct wl_surface * glfwGetWaylandWindow(GLFWwindow *window)
Returns the main struct wl_surface* of the specified window.
+
GLXContext glfwGetGLXContext(GLFWwindow *window)
Returns the GLXContext of the specified window.
+
EGLContext glfwGetEGLContext(GLFWwindow *window)
Returns the EGLContext of the specified window.
+
int glfwGetOSMesaDepthBuffer(GLFWwindow *window, int *width, int *height, int *bytesPerValue, void **buffer)
Retrieves the depth buffer associated with the specified window.
+
Display * glfwGetX11Display(void)
Returns the Display used by GLFW.
+
id glfwGetCocoaView(GLFWwindow *window)
Returns the NSView of the specified window.
+
Window glfwGetX11Window(GLFWwindow *window)
Returns the Window of the specified window.
+
OSMesaContext glfwGetOSMesaContext(GLFWwindow *window)
Returns the OSMesaContext of the specified window.
+
RROutput glfwGetX11Monitor(GLFWmonitor *monitor)
Returns the RROutput of the specified monitor.
+
id glfwGetCocoaWindow(GLFWwindow *window)
Returns the NSWindow of the specified window.
+
const char * glfwGetWin32Monitor(GLFWmonitor *monitor)
Returns the display device name of the specified monitor.
+
struct wl_display * glfwGetWaylandDisplay(void)
Returns the struct wl_display* used by GLFW.
+
const char * glfwGetWin32Adapter(GLFWmonitor *monitor)
Returns the adapter device name of the specified monitor.
+
HGLRC glfwGetWGLContext(GLFWwindow *window)
Returns the HGLRC of the specified window.
+
const char * glfwGetX11SelectionString(void)
Returns the contents of the current primary selection as a string.
+
CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor *monitor)
Returns the CGDirectDisplayID of the specified monitor.
+
HWND glfwGetWin32Window(GLFWwindow *window)
Returns the HWND of the specified window.
+
struct GLFWwindow GLFWwindow
Opaque window object.
Definition glfw3.h:1403
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__buttons.html b/dependencies/glfw-3.4/docs/html/group__buttons.html new file mode 100644 index 0000000..efa3a35 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__buttons.html @@ -0,0 +1,282 @@ + + + + + + + +GLFW: Mouse buttons + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
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+
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+
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+
+
+
+
+ +
+ +
Mouse buttons
+
+
+

Description

+

See mouse button input for how these are used.

+ + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_MOUSE_BUTTON_1   0
 
#define GLFW_MOUSE_BUTTON_2   1
 
#define GLFW_MOUSE_BUTTON_3   2
 
#define GLFW_MOUSE_BUTTON_4   3
 
#define GLFW_MOUSE_BUTTON_5   4
 
#define GLFW_MOUSE_BUTTON_6   5
 
#define GLFW_MOUSE_BUTTON_7   6
 
#define GLFW_MOUSE_BUTTON_8   7
 
#define GLFW_MOUSE_BUTTON_LAST   GLFW_MOUSE_BUTTON_8
 
#define GLFW_MOUSE_BUTTON_LEFT   GLFW_MOUSE_BUTTON_1
 
#define GLFW_MOUSE_BUTTON_RIGHT   GLFW_MOUSE_BUTTON_2
 
#define GLFW_MOUSE_BUTTON_MIDDLE   GLFW_MOUSE_BUTTON_3
 
+

Macro Definition Documentation

+ +

◆ GLFW_MOUSE_BUTTON_1

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_1   0
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_2

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_2   1
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_3

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_3   2
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_4

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_4   3
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_5

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_5   4
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_6

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_6   5
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_7

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_7   6
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_8

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_8   7
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_LAST

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_LAST   GLFW_MOUSE_BUTTON_8
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_LEFT

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_LEFT   GLFW_MOUSE_BUTTON_1
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_RIGHT

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_RIGHT   GLFW_MOUSE_BUTTON_2
+
+ +
+
+ +

◆ GLFW_MOUSE_BUTTON_MIDDLE

+ +
+
+ + + + +
#define GLFW_MOUSE_BUTTON_MIDDLE   GLFW_MOUSE_BUTTON_3
+
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__context.html b/dependencies/glfw-3.4/docs/html/group__context.html new file mode 100644 index 0000000..bbe33e4 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__context.html @@ -0,0 +1,304 @@ + + + + + + + +GLFW: Context reference + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
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+
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+
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+
+
+
+
+ +
+ +
Context reference
+
+
+

Description

+

This is the reference documentation for OpenGL and OpenGL ES context related functions. For more task-oriented information, see the Context guide.

+ + + + + +

+Typedefs

typedef void(* GLFWglproc) (void)
 Client API function pointer type.
 
+ + + + + + + + + + + + + + + + +

+Functions

void glfwMakeContextCurrent (GLFWwindow *window)
 Makes the context of the specified window current for the calling thread.
 
GLFWwindowglfwGetCurrentContext (void)
 Returns the window whose context is current on the calling thread.
 
void glfwSwapInterval (int interval)
 Sets the swap interval for the current context.
 
int glfwExtensionSupported (const char *extension)
 Returns whether the specified extension is available.
 
GLFWglproc glfwGetProcAddress (const char *procname)
 Returns the address of the specified function for the current context.
 
+

Typedef Documentation

+ +

◆ GLFWglproc

+ +
+
+ + + + +
typedef void(* GLFWglproc) (void)
+
+

Generic function pointer used for returning client API function pointers without forcing a cast from a regular pointer.

+
See also
OpenGL and OpenGL ES extensions
+
+glfwGetProcAddress
+
Since
Added in version 3.0.
+ +
+
+

Function Documentation

+ +

◆ glfwMakeContextCurrent()

+ +
+
+ + + + + + + + +
void glfwMakeContextCurrent (GLFWwindowwindow)
+
+

This function makes the OpenGL or OpenGL ES context of the specified window current on the calling thread. It can also detach the current context from the calling thread without making a new one current by passing in NULL.

+

A context must only be made current on a single thread at a time and each thread can have only a single current context at a time. Making a context current detaches any previously current context on the calling thread.

+

When moving a context between threads, you must detach it (make it non-current) on the old thread before making it current on the new one.

+

By default, making a context non-current implicitly forces a pipeline flush. On machines that support GL_KHR_context_flush_control, you can control whether a context performs this flush by setting the GLFW_CONTEXT_RELEASE_BEHAVIOR hint.

+

The specified window must have an OpenGL or OpenGL ES context. Specifying a window without a context will generate a GLFW_NO_WINDOW_CONTEXT error.

+
Parameters
+ + +
[in]windowThe window whose context to make current, or NULL to detach the current context.
+
+
+
Remarks
If the previously current context was created via a different context creation API than the one passed to this function, GLFW will still detach the previous one from its API before making the new one current.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_NO_WINDOW_CONTEXT and GLFW_PLATFORM_ERROR.
+
Thread safety
This function may be called from any thread.
+
See also
Current context
+
+glfwGetCurrentContext
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetCurrentContext()

+ +
+
+ + + + + + + + +
GLFWwindow * glfwGetCurrentContext (void )
+
+

This function returns the window whose OpenGL or OpenGL ES context is current on the calling thread.

+
Returns
The window whose context is current, or NULL if no window's context is current.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread.
+
See also
Current context
+
+glfwMakeContextCurrent
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSwapInterval()

+ +
+
+ + + + + + + + +
void glfwSwapInterval (int interval)
+
+

This function sets the swap interval for the current OpenGL or OpenGL ES context, i.e. the number of screen updates to wait from the time glfwSwapBuffers was called before swapping the buffers and returning. This is sometimes called vertical synchronization, vertical retrace synchronization or just vsync.

+

A context that supports either of the WGL_EXT_swap_control_tear and GLX_EXT_swap_control_tear extensions also accepts negative swap intervals, which allows the driver to swap immediately even if a frame arrives a little bit late. You can check for these extensions with glfwExtensionSupported.

+

A context must be current on the calling thread. Calling this function without a current context will cause a GLFW_NO_CURRENT_CONTEXT error.

+

This function does not apply to Vulkan. If you are rendering with Vulkan, see the present mode of your swapchain instead.

+
Parameters
+ + +
[in]intervalThe minimum number of screen updates to wait for until the buffers are swapped by glfwSwapBuffers.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_NO_CURRENT_CONTEXT and GLFW_PLATFORM_ERROR.
+
Remarks
This function is not called during context creation, leaving the swap interval set to whatever is the default for that API. This is done because some swap interval extensions used by GLFW do not allow the swap interval to be reset to zero once it has been set to a non-zero value.
+
+Some GPU drivers do not honor the requested swap interval, either because of a user setting that overrides the application's request or due to bugs in the driver.
+
Thread safety
This function may be called from any thread.
+
See also
Buffer swapping
+
+glfwSwapBuffers
+
Since
Added in version 1.0.
+ +
+
+ +

◆ glfwExtensionSupported()

+ +
+
+ + + + + + + + +
int glfwExtensionSupported (const char * extension)
+
+

This function returns whether the specified API extension is supported by the current OpenGL or OpenGL ES context. It searches both for client API extension and context creation API extensions.

+

A context must be current on the calling thread. Calling this function without a current context will cause a GLFW_NO_CURRENT_CONTEXT error.

+

As this functions retrieves and searches one or more extension strings each call, it is recommended that you cache its results if it is going to be used frequently. The extension strings will not change during the lifetime of a context, so there is no danger in doing this.

+

This function does not apply to Vulkan. If you are using Vulkan, see glfwGetRequiredInstanceExtensions, vkEnumerateInstanceExtensionProperties and vkEnumerateDeviceExtensionProperties instead.

+
Parameters
+ + +
[in]extensionThe ASCII encoded name of the extension.
+
+
+
Returns
GLFW_TRUE if the extension is available, or GLFW_FALSE otherwise.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_NO_CURRENT_CONTEXT, GLFW_INVALID_VALUE and GLFW_PLATFORM_ERROR.
+
Thread safety
This function may be called from any thread.
+
See also
OpenGL and OpenGL ES extensions
+
+glfwGetProcAddress
+
Since
Added in version 1.0.
+ +
+
+ +

◆ glfwGetProcAddress()

+ +
+
+ + + + + + + + +
GLFWglproc glfwGetProcAddress (const char * procname)
+
+

This function returns the address of the specified OpenGL or OpenGL ES core or extension function, if it is supported by the current context.

+

A context must be current on the calling thread. Calling this function without a current context will cause a GLFW_NO_CURRENT_CONTEXT error.

+

This function does not apply to Vulkan. If you are rendering with Vulkan, see glfwGetInstanceProcAddress, vkGetInstanceProcAddr and vkGetDeviceProcAddr instead.

+
Parameters
+ + +
[in]procnameThe ASCII encoded name of the function.
+
+
+
Returns
The address of the function, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_NO_CURRENT_CONTEXT and GLFW_PLATFORM_ERROR.
+
Remarks
The address of a given function is not guaranteed to be the same between contexts.
+
+This function may return a non-NULL address despite the associated version or extension not being available. Always check the context version or extension string first.
+
Pointer lifetime
The returned function pointer is valid until the context is destroyed or the library is terminated.
+
Thread safety
This function may be called from any thread.
+
See also
OpenGL and OpenGL ES extensions
+
+glfwExtensionSupported
+
Since
Added in version 1.0.
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__errors.html b/dependencies/glfw-3.4/docs/html/group__errors.html new file mode 100644 index 0000000..3f1b5d6 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__errors.html @@ -0,0 +1,384 @@ + + + + + + + +GLFW: Error codes + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
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+
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+
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+
+
+
+
+ + +
+

Description

+

See error handling for how these are used.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_NO_ERROR   0
 No error has occurred.
 
#define GLFW_NOT_INITIALIZED   0x00010001
 GLFW has not been initialized.
 
#define GLFW_NO_CURRENT_CONTEXT   0x00010002
 No context is current for this thread.
 
#define GLFW_INVALID_ENUM   0x00010003
 One of the arguments to the function was an invalid enum value.
 
#define GLFW_INVALID_VALUE   0x00010004
 One of the arguments to the function was an invalid value.
 
#define GLFW_OUT_OF_MEMORY   0x00010005
 A memory allocation failed.
 
#define GLFW_API_UNAVAILABLE   0x00010006
 GLFW could not find support for the requested API on the system.
 
#define GLFW_VERSION_UNAVAILABLE   0x00010007
 The requested OpenGL or OpenGL ES version is not available.
 
#define GLFW_PLATFORM_ERROR   0x00010008
 A platform-specific error occurred that does not match any of the more specific categories.
 
#define GLFW_FORMAT_UNAVAILABLE   0x00010009
 The requested format is not supported or available.
 
#define GLFW_NO_WINDOW_CONTEXT   0x0001000A
 The specified window does not have an OpenGL or OpenGL ES context.
 
#define GLFW_CURSOR_UNAVAILABLE   0x0001000B
 The specified cursor shape is not available.
 
#define GLFW_FEATURE_UNAVAILABLE   0x0001000C
 The requested feature is not provided by the platform.
 
#define GLFW_FEATURE_UNIMPLEMENTED   0x0001000D
 The requested feature is not implemented for the platform.
 
#define GLFW_PLATFORM_UNAVAILABLE   0x0001000E
 Platform unavailable or no matching platform was found.
 
+

Macro Definition Documentation

+ +

◆ GLFW_NO_ERROR

+ +
+
+ + + + +
#define GLFW_NO_ERROR   0
+
+

No error has occurred.

+
Analysis
Yay.
+ +
+
+ +

◆ GLFW_NOT_INITIALIZED

+ +
+
+ + + + +
#define GLFW_NOT_INITIALIZED   0x00010001
+
+

This occurs if a GLFW function was called that must not be called unless the library is initialized.

+
Analysis
Application programmer error. Initialize GLFW before calling any function that requires initialization.
+ +
+
+ +

◆ GLFW_NO_CURRENT_CONTEXT

+ +
+
+ + + + +
#define GLFW_NO_CURRENT_CONTEXT   0x00010002
+
+

This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is glfwSwapInterval.

+
Analysis
Application programmer error. Ensure a context is current before calling functions that require a current context.
+ +
+
+ +

◆ GLFW_INVALID_ENUM

+ +
+
+ + + + +
#define GLFW_INVALID_ENUM   0x00010003
+
+

One of the arguments to the function was an invalid enum value, for example requesting GLFW_RED_BITS with glfwGetWindowAttrib.

+
Analysis
Application programmer error. Fix the offending call.
+ +
+
+ +

◆ GLFW_INVALID_VALUE

+ +
+
+ + + + +
#define GLFW_INVALID_VALUE   0x00010004
+
+

One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

+

Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a GLFW_VERSION_UNAVAILABLE error.

+
Analysis
Application programmer error. Fix the offending call.
+ +
+
+ +

◆ GLFW_OUT_OF_MEMORY

+ +
+
+ + + + +
#define GLFW_OUT_OF_MEMORY   0x00010005
+
+

A memory allocation failed.

+
Analysis
A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.
+ +
+
+ +

◆ GLFW_API_UNAVAILABLE

+ +
+
+ + + + +
#define GLFW_API_UNAVAILABLE   0x00010006
+
+

GLFW could not find support for the requested API on the system.

+
Analysis
The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples.
+
Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.
+ +
+
+ +

◆ GLFW_VERSION_UNAVAILABLE

+ +
+
+ + + + +
#define GLFW_VERSION_UNAVAILABLE   0x00010007
+
+

The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

+
Analysis
The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.
+
Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not GLFW_INVALID_VALUE, because GLFW cannot know what future versions will exist.
+ +
+
+ +

◆ GLFW_PLATFORM_ERROR

+ +
+
+ + + + +
#define GLFW_PLATFORM_ERROR   0x00010008
+
+

A platform-specific error occurred that does not match any of the more specific categories.

+
Analysis
A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.
+ +
+
+ +

◆ GLFW_FORMAT_UNAVAILABLE

+ +
+
+ + + + +
#define GLFW_FORMAT_UNAVAILABLE   0x00010009
+
+

If emitted during window creation, the requested pixel format is not supported.

+

If emitted when querying the clipboard, the contents of the clipboard could not be converted to the requested format.

+
Analysis
If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.
+
If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.
+ +
+
+ +

◆ GLFW_NO_WINDOW_CONTEXT

+ +
+
+ + + + +
#define GLFW_NO_WINDOW_CONTEXT   0x0001000A
+
+

A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

+
Analysis
Application programmer error. Fix the offending call.
+ +
+
+ +

◆ GLFW_CURSOR_UNAVAILABLE

+ +
+
+ + + + +
#define GLFW_CURSOR_UNAVAILABLE   0x0001000B
+
+

The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

+
Analysis
Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.
+ +
+
+ +

◆ GLFW_FEATURE_UNAVAILABLE

+ +
+
+ + + + +
#define GLFW_FEATURE_UNAVAILABLE   0x0001000C
+
+

The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

+
Analysis
Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.
+
A function call that emits this error has no effect other than the error and updating any existing out parameters.
+ +
+
+ +

◆ GLFW_FEATURE_UNIMPLEMENTED

+ +
+
+ + + + +
#define GLFW_FEATURE_UNIMPLEMENTED   0x0001000D
+
+

The requested feature has not yet been implemented in GLFW for this platform.

+
Analysis
An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.
+
A function call that emits this error has no effect other than the error and updating any existing out parameters.
+ +
+
+ +

◆ GLFW_PLATFORM_UNAVAILABLE

+ +
+
+ + + + +
#define GLFW_PLATFORM_UNAVAILABLE   0x0001000E
+
+

If emitted during initialization, no matching platform was found. If the GLFW_PLATFORM init hint was set to GLFW_ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If the init hint was set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

+

If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

+
Analysis
Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.
+

Failure to detect a specific platform may have the same cause as above or be because support for that platform was not compiled in. Call glfwPlatformSupported to check whether a specific platform is supported by a library binary.

+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__gamepad__axes.html b/dependencies/glfw-3.4/docs/html/group__gamepad__axes.html new file mode 100644 index 0000000..dafbf6c --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__gamepad__axes.html @@ -0,0 +1,202 @@ + + + + + + + +GLFW: Gamepad axes + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
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+
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+
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+
+
+
+
+ +
+ +
Gamepad axes
+
+
+

Description

+

See Gamepad input for how these are used.

+ + + + + + + + + + + + + + + + +

+Macros

#define GLFW_GAMEPAD_AXIS_LEFT_X   0
 
#define GLFW_GAMEPAD_AXIS_LEFT_Y   1
 
#define GLFW_GAMEPAD_AXIS_RIGHT_X   2
 
#define GLFW_GAMEPAD_AXIS_RIGHT_Y   3
 
#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER   4
 
#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER   5
 
#define GLFW_GAMEPAD_AXIS_LAST   GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER
 
+

Macro Definition Documentation

+ +

◆ GLFW_GAMEPAD_AXIS_LEFT_X

+ +
+
+ + + + +
#define GLFW_GAMEPAD_AXIS_LEFT_X   0
+
+ +
+
+ +

◆ GLFW_GAMEPAD_AXIS_LEFT_Y

+ +
+
+ + + + +
#define GLFW_GAMEPAD_AXIS_LEFT_Y   1
+
+ +
+
+ +

◆ GLFW_GAMEPAD_AXIS_RIGHT_X

+ +
+
+ + + + +
#define GLFW_GAMEPAD_AXIS_RIGHT_X   2
+
+ +
+
+ +

◆ GLFW_GAMEPAD_AXIS_RIGHT_Y

+ +
+
+ + + + +
#define GLFW_GAMEPAD_AXIS_RIGHT_Y   3
+
+ +
+
+ +

◆ GLFW_GAMEPAD_AXIS_LEFT_TRIGGER

+ +
+
+ + + + +
#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER   4
+
+ +
+
+ +

◆ GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER

+ +
+
+ + + + +
#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER   5
+
+ +
+
+ +

◆ GLFW_GAMEPAD_AXIS_LAST

+ +
+
+ + + + +
#define GLFW_GAMEPAD_AXIS_LAST   GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER
+
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__gamepad__buttons.html b/dependencies/glfw-3.4/docs/html/group__gamepad__buttons.html new file mode 100644 index 0000000..c5e01c0 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__gamepad__buttons.html @@ -0,0 +1,410 @@ + + + + + + + +GLFW: Gamepad buttons + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
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+
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+
+
+
+
+ +
+ +
Gamepad buttons
+
+
+

Description

+

See Gamepad input for how these are used.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_GAMEPAD_BUTTON_A   0
 
#define GLFW_GAMEPAD_BUTTON_B   1
 
#define GLFW_GAMEPAD_BUTTON_X   2
 
#define GLFW_GAMEPAD_BUTTON_Y   3
 
#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER   4
 
#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER   5
 
#define GLFW_GAMEPAD_BUTTON_BACK   6
 
#define GLFW_GAMEPAD_BUTTON_START   7
 
#define GLFW_GAMEPAD_BUTTON_GUIDE   8
 
#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB   9
 
#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB   10
 
#define GLFW_GAMEPAD_BUTTON_DPAD_UP   11
 
#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT   12
 
#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN   13
 
#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT   14
 
#define GLFW_GAMEPAD_BUTTON_LAST   GLFW_GAMEPAD_BUTTON_DPAD_LEFT
 
#define GLFW_GAMEPAD_BUTTON_CROSS   GLFW_GAMEPAD_BUTTON_A
 
#define GLFW_GAMEPAD_BUTTON_CIRCLE   GLFW_GAMEPAD_BUTTON_B
 
#define GLFW_GAMEPAD_BUTTON_SQUARE   GLFW_GAMEPAD_BUTTON_X
 
#define GLFW_GAMEPAD_BUTTON_TRIANGLE   GLFW_GAMEPAD_BUTTON_Y
 
+

Macro Definition Documentation

+ +

◆ GLFW_GAMEPAD_BUTTON_A

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_A   0
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_B

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_B   1
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_X

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_X   2
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_Y

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_Y   3
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_LEFT_BUMPER

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER   4
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER   5
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_BACK

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_BACK   6
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_START

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_START   7
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_GUIDE

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_GUIDE   8
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_LEFT_THUMB

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB   9
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_RIGHT_THUMB

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB   10
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_DPAD_UP

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_DPAD_UP   11
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_DPAD_RIGHT

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT   12
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_DPAD_DOWN

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN   13
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_DPAD_LEFT

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT   14
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_LAST

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_LAST   GLFW_GAMEPAD_BUTTON_DPAD_LEFT
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_CROSS

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_CROSS   GLFW_GAMEPAD_BUTTON_A
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_CIRCLE

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_CIRCLE   GLFW_GAMEPAD_BUTTON_B
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_SQUARE

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_SQUARE   GLFW_GAMEPAD_BUTTON_X
+
+ +
+
+ +

◆ GLFW_GAMEPAD_BUTTON_TRIANGLE

+ +
+
+ + + + +
#define GLFW_GAMEPAD_BUTTON_TRIANGLE   GLFW_GAMEPAD_BUTTON_Y
+
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__hat__state.html b/dependencies/glfw-3.4/docs/html/group__hat__state.html new file mode 100644 index 0000000..bbee7aa --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__hat__state.html @@ -0,0 +1,234 @@ + + + + + + + +GLFW: Joystick hat states + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ +
Joystick hat states
+
+
+

Description

+

See joystick hat input for how these are used.

+ + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_HAT_CENTERED   0
 
#define GLFW_HAT_UP   1
 
#define GLFW_HAT_RIGHT   2
 
#define GLFW_HAT_DOWN   4
 
#define GLFW_HAT_LEFT   8
 
#define GLFW_HAT_RIGHT_UP   (GLFW_HAT_RIGHT | GLFW_HAT_UP)
 
#define GLFW_HAT_RIGHT_DOWN   (GLFW_HAT_RIGHT | GLFW_HAT_DOWN)
 
#define GLFW_HAT_LEFT_UP   (GLFW_HAT_LEFT | GLFW_HAT_UP)
 
#define GLFW_HAT_LEFT_DOWN   (GLFW_HAT_LEFT | GLFW_HAT_DOWN)
 
+

Macro Definition Documentation

+ +

◆ GLFW_HAT_CENTERED

+ +
+
+ + + + +
#define GLFW_HAT_CENTERED   0
+
+ +
+
+ +

◆ GLFW_HAT_UP

+ +
+
+ + + + +
#define GLFW_HAT_UP   1
+
+ +
+
+ +

◆ GLFW_HAT_RIGHT

+ +
+
+ + + + +
#define GLFW_HAT_RIGHT   2
+
+ +
+
+ +

◆ GLFW_HAT_DOWN

+ +
+
+ + + + +
#define GLFW_HAT_DOWN   4
+
+ +
+
+ +

◆ GLFW_HAT_LEFT

+ +
+
+ + + + +
#define GLFW_HAT_LEFT   8
+
+ +
+
+ +

◆ GLFW_HAT_RIGHT_UP

+ +
+
+ + + + +
#define GLFW_HAT_RIGHT_UP   (GLFW_HAT_RIGHT | GLFW_HAT_UP)
+
+ +
+
+ +

◆ GLFW_HAT_RIGHT_DOWN

+ +
+
+ + + + +
#define GLFW_HAT_RIGHT_DOWN   (GLFW_HAT_RIGHT | GLFW_HAT_DOWN)
+
+ +
+
+ +

◆ GLFW_HAT_LEFT_UP

+ +
+
+ + + + +
#define GLFW_HAT_LEFT_UP   (GLFW_HAT_LEFT | GLFW_HAT_UP)
+
+ +
+
+ +

◆ GLFW_HAT_LEFT_DOWN

+ +
+
+ + + + +
#define GLFW_HAT_LEFT_DOWN   (GLFW_HAT_LEFT | GLFW_HAT_DOWN)
+
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__init.html b/dependencies/glfw-3.4/docs/html/group__init.html new file mode 100644 index 0000000..f910fb7 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__init.html @@ -0,0 +1,1015 @@ + + + + + + + +GLFW: Initialization, version and error reference + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ +
Initialization, version and error reference
+
+
+

Description

+

This is the reference documentation for initialization and termination of the library, version management and error handling. For more task-oriented information, see the Introduction to the API.

+ + + + + +

+Modules

 Error codes
 Error codes.
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_TRUE   1
 One.
 
#define GLFW_FALSE   0
 Zero.
 
#define GLFW_JOYSTICK_HAT_BUTTONS   0x00050001
 Joystick hat buttons init hint.
 
#define GLFW_ANGLE_PLATFORM_TYPE   0x00050002
 ANGLE rendering backend init hint.
 
#define GLFW_PLATFORM   0x00050003
 Platform selection init hint.
 
#define GLFW_COCOA_CHDIR_RESOURCES   0x00051001
 macOS specific init hint.
 
#define GLFW_COCOA_MENUBAR   0x00051002
 macOS specific init hint.
 
#define GLFW_X11_XCB_VULKAN_SURFACE   0x00052001
 X11 specific init hint.
 
#define GLFW_WAYLAND_LIBDECOR   0x00053001
 Wayland specific init hint.
 
#define GLFW_ANY_PLATFORM   0x00060000
 Hint value that enables automatic platform selection.
 
#define GLFW_PLATFORM_WIN32   0x00060001
 
#define GLFW_PLATFORM_COCOA   0x00060002
 
#define GLFW_PLATFORM_WAYLAND   0x00060003
 
#define GLFW_PLATFORM_X11   0x00060004
 
#define GLFW_PLATFORM_NULL   0x00060005
 
+ + + + + + + + + + + + + + + + +

+Typedefs

typedef void *(* GLFWallocatefun) (size_t size, void *user)
 The function pointer type for memory allocation callbacks.
 
typedef void *(* GLFWreallocatefun) (void *block, size_t size, void *user)
 The function pointer type for memory reallocation callbacks.
 
typedef void(* GLFWdeallocatefun) (void *block, void *user)
 The function pointer type for memory deallocation callbacks.
 
typedef void(* GLFWerrorfun) (int error_code, const char *description)
 The function pointer type for error callbacks.
 
typedef struct GLFWallocator GLFWallocator
 Custom heap memory allocator.
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

int glfwInit (void)
 Initializes the GLFW library.
 
void glfwTerminate (void)
 Terminates the GLFW library.
 
void glfwInitHint (int hint, int value)
 Sets the specified init hint to the desired value.
 
void glfwInitAllocator (const GLFWallocator *allocator)
 Sets the init allocator to the desired value.
 
void glfwInitVulkanLoader (PFN_vkGetInstanceProcAddr loader)
 Sets the desired Vulkan vkGetInstanceProcAddr function.
 
void glfwGetVersion (int *major, int *minor, int *rev)
 Retrieves the version of the GLFW library.
 
const char * glfwGetVersionString (void)
 Returns a string describing the compile-time configuration.
 
int glfwGetError (const char **description)
 Returns and clears the last error for the calling thread.
 
GLFWerrorfun glfwSetErrorCallback (GLFWerrorfun callback)
 Sets the error callback.
 
int glfwGetPlatform (void)
 Returns the currently selected platform.
 
int glfwPlatformSupported (int platform)
 Returns whether the library includes support for the specified platform.
 
+

Macro Definition Documentation

+ +

◆ GLFW_VERSION_MAJOR

+ +
+
+ + + + +
#define GLFW_VERSION_MAJOR   3
+
+

The major version number of the GLFW header. This is incremented when the API is changed in non-compatible ways.

+ +
+
+ +

◆ GLFW_VERSION_MINOR

+ +
+
+ + + + +
#define GLFW_VERSION_MINOR   4
+
+

The minor version number of the GLFW header. This is incremented when features are added to the API but it remains backward-compatible.

+ +
+
+ +

◆ GLFW_VERSION_REVISION

+ +
+
+ + + + +
#define GLFW_VERSION_REVISION   0
+
+

The revision number of the GLFW header. This is incremented when a bug fix release is made that does not contain any API changes.

+ +
+
+ +

◆ GLFW_TRUE

+ +
+
+ + + + +
#define GLFW_TRUE   1
+
+

This is only semantic sugar for the number 1. You can instead use 1 or true or _True or GL_TRUE or VK_TRUE or anything else that is equal to one.

+ +
+
+ +

◆ GLFW_FALSE

+ +
+
+ + + + +
#define GLFW_FALSE   0
+
+

This is only semantic sugar for the number 0. You can instead use 0 or false or _False or GL_FALSE or VK_FALSE or anything else that is equal to zero.

+ +
+
+ +

◆ GLFW_JOYSTICK_HAT_BUTTONS

+ +
+
+ + + + +
#define GLFW_JOYSTICK_HAT_BUTTONS   0x00050001
+
+

Joystick hat buttons init hint.

+ +
+
+ +

◆ GLFW_ANGLE_PLATFORM_TYPE

+ +
+
+ + + + +
#define GLFW_ANGLE_PLATFORM_TYPE   0x00050002
+
+

ANGLE rendering backend init hint.

+ +
+
+ +

◆ GLFW_PLATFORM

+ +
+
+ + + + +
#define GLFW_PLATFORM   0x00050003
+
+

Platform selection init hint.

+ +
+
+ +

◆ GLFW_COCOA_CHDIR_RESOURCES

+ +
+
+ + + + +
#define GLFW_COCOA_CHDIR_RESOURCES   0x00051001
+
+

macOS specific init hint.

+ +
+
+ +

◆ GLFW_COCOA_MENUBAR

+ +
+
+ + + + +
#define GLFW_COCOA_MENUBAR   0x00051002
+
+

macOS specific init hint.

+ +
+
+ +

◆ GLFW_X11_XCB_VULKAN_SURFACE

+ +
+
+ + + + +
#define GLFW_X11_XCB_VULKAN_SURFACE   0x00052001
+
+

X11 specific init hint.

+ +
+
+ +

◆ GLFW_WAYLAND_LIBDECOR

+ +
+
+ + + + +
#define GLFW_WAYLAND_LIBDECOR   0x00053001
+
+

Wayland specific init hint.

+ +
+
+ +

◆ GLFW_ANY_PLATFORM

+ +
+
+ + + + +
#define GLFW_ANY_PLATFORM   0x00060000
+
+

Hint value for GLFW_PLATFORM that enables automatic platform selection.

+ +
+
+ +

◆ GLFW_PLATFORM_WIN32

+ +
+
+ + + + +
#define GLFW_PLATFORM_WIN32   0x00060001
+
+ +
+
+ +

◆ GLFW_PLATFORM_COCOA

+ +
+
+ + + + +
#define GLFW_PLATFORM_COCOA   0x00060002
+
+ +
+
+ +

◆ GLFW_PLATFORM_WAYLAND

+ +
+
+ + + + +
#define GLFW_PLATFORM_WAYLAND   0x00060003
+
+ +
+
+ +

◆ GLFW_PLATFORM_X11

+ +
+
+ + + + +
#define GLFW_PLATFORM_X11   0x00060004
+
+ +
+
+ +

◆ GLFW_PLATFORM_NULL

+ +
+
+ + + + +
#define GLFW_PLATFORM_NULL   0x00060005
+
+ +
+
+

Typedef Documentation

+ +

◆ GLFWallocatefun

+ +
+
+ + + + +
typedef void *(* GLFWallocatefun) (size_t size, void *user)
+
+

This is the function pointer type for memory allocation callbacks. A memory allocation callback function has the following signature:

void* function_name(size_t size, void* user)
+

This function must return either a memory block at least size bytes long, or NULL if allocation failed. Note that not all parts of GLFW handle allocation failures gracefully yet.

+

This function must support being called during glfwInit but before the library is flagged as initialized, as well as during glfwTerminate after the library is no longer flagged as initialized.

+

Any memory allocated via this function will be deallocated via the same allocator during library termination or earlier.

+

Any memory allocated via this function must be suitably aligned for any object type. If you are using C99 or earlier, this alignment is platform-dependent but will be the same as what malloc provides. If you are using C11 or later, this is the value of alignof(max_align_t).

+

The size will always be greater than zero. Allocations of size zero are filtered out before reaching the custom allocator.

+

If this function returns NULL, GLFW will emit GLFW_OUT_OF_MEMORY.

+

This function must not call any GLFW function.

+
Parameters
+ + + +
[in]sizeThe minimum size, in bytes, of the memory block.
[in]userThe user-defined pointer from the allocator.
+
+
+
Returns
The address of the newly allocated memory block, or NULL if an error occurred.
+
Pointer lifetime
The returned memory block must be valid at least until it is deallocated.
+
Reentrancy
This function should not call any GLFW function.
+
Thread safety
This function must support being called from any thread that calls GLFW functions.
+
See also
Custom heap memory allocator
+
+GLFWallocator
+
Since
Added in version 3.4.
+ +
+
+ +

◆ GLFWreallocatefun

+ +
+
+ + + + +
typedef void *(* GLFWreallocatefun) (void *block, size_t size, void *user)
+
+

This is the function pointer type for memory reallocation callbacks. A memory reallocation callback function has the following signature:

void* function_name(void* block, size_t size, void* user)
+

This function must return a memory block at least size bytes long, or NULL if allocation failed. Note that not all parts of GLFW handle allocation failures gracefully yet.

+

This function must support being called during glfwInit but before the library is flagged as initialized, as well as during glfwTerminate after the library is no longer flagged as initialized.

+

Any memory allocated via this function will be deallocated via the same allocator during library termination or earlier.

+

Any memory allocated via this function must be suitably aligned for any object type. If you are using C99 or earlier, this alignment is platform-dependent but will be the same as what realloc provides. If you are using C11 or later, this is the value of alignof(max_align_t).

+

The block address will never be NULL and the size will always be greater than zero. Reallocations of a block to size zero are converted into deallocations before reaching the custom allocator. Reallocations of NULL to a non-zero size are converted into regular allocations before reaching the custom allocator.

+

If this function returns NULL, GLFW will emit GLFW_OUT_OF_MEMORY.

+

This function must not call any GLFW function.

+
Parameters
+ + + + +
[in]blockThe address of the memory block to reallocate.
[in]sizeThe new minimum size, in bytes, of the memory block.
[in]userThe user-defined pointer from the allocator.
+
+
+
Returns
The address of the newly allocated or resized memory block, or NULL if an error occurred.
+
Pointer lifetime
The returned memory block must be valid at least until it is deallocated.
+
Reentrancy
This function should not call any GLFW function.
+
Thread safety
This function must support being called from any thread that calls GLFW functions.
+
See also
Custom heap memory allocator
+
+GLFWallocator
+
Since
Added in version 3.4.
+ +
+
+ +

◆ GLFWdeallocatefun

+ +
+
+ + + + +
typedef void(* GLFWdeallocatefun) (void *block, void *user)
+
+

This is the function pointer type for memory deallocation callbacks. A memory deallocation callback function has the following signature:

void function_name(void* block, void* user)
+

This function may deallocate the specified memory block. This memory block will have been allocated with the same allocator.

+

This function must support being called during glfwInit but before the library is flagged as initialized, as well as during glfwTerminate after the library is no longer flagged as initialized.

+

The block address will never be NULL. Deallocations of NULL are filtered out before reaching the custom allocator.

+

If this function returns NULL, GLFW will emit GLFW_OUT_OF_MEMORY.

+

This function must not call any GLFW function.

+
Parameters
+ + + +
[in]blockThe address of the memory block to deallocate.
[in]userThe user-defined pointer from the allocator.
+
+
+
Pointer lifetime
The specified memory block will not be accessed by GLFW after this function is called.
+
Reentrancy
This function should not call any GLFW function.
+
Thread safety
This function must support being called from any thread that calls GLFW functions.
+
See also
Custom heap memory allocator
+
+GLFWallocator
+
Since
Added in version 3.4.
+ +
+
+ +

◆ GLFWerrorfun

+ +
+
+ + + + +
typedef void(* GLFWerrorfun) (int error_code, const char *description)
+
+

This is the function pointer type for error callbacks. An error callback function has the following signature:

void callback_name(int error_code, const char* description)
+
Parameters
+ + + +
[in]error_codeAn error code. Future releases may add more error codes.
[in]descriptionA UTF-8 encoded string describing the error.
+
+
+
Pointer lifetime
The error description string is valid until the callback function returns.
+
See also
Error handling
+
+glfwSetErrorCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWallocator

+ +
+
+ + + + +
typedef struct GLFWallocator GLFWallocator
+
+

This describes a custom heap memory allocator for GLFW. To set an allocator, pass it to glfwInitAllocator before initializing the library.

+
See also
Custom heap memory allocator
+
+glfwInitAllocator
+
Since
Added in version 3.4.
+ +
+
+

Function Documentation

+ +

◆ glfwInit()

+ +
+
+ + + + + + + + +
int glfwInit (void )
+
+

This function initializes the GLFW library. Before most GLFW functions can be used, GLFW must be initialized, and before an application terminates GLFW should be terminated in order to free any resources allocated during or after initialization.

+

If this function fails, it calls glfwTerminate before returning. If it succeeds, you should call glfwTerminate before the application exits.

+

Additional calls to this function after successful initialization but before termination will return GLFW_TRUE immediately.

+

The GLFW_PLATFORM init hint controls which platforms are considered during initialization. This also depends on which platforms the library was compiled to support.

+
Returns
GLFW_TRUE if successful, or GLFW_FALSE if an error occurred.
+
Errors
Possible errors include GLFW_PLATFORM_UNAVAILABLE and GLFW_PLATFORM_ERROR.
+
Remarks
macOS: This function will change the current directory of the application to the Contents/Resources subdirectory of the application's bundle, if present. This can be disabled with the GLFW_COCOA_CHDIR_RESOURCES init hint.
+
+macOS: This function will create the main menu and dock icon for the application. If GLFW finds a MainMenu.nib it is loaded and assumed to contain a menu bar. Otherwise a minimal menu bar is created manually with common commands like Hide, Quit and About. The About entry opens a minimal about dialog with information from the application's bundle. The menu bar and dock icon can be disabled entirely with the GLFW_COCOA_MENUBAR init hint.
+
+Wayland, X11: If the library was compiled with support for both Wayland and X11, and the GLFW_PLATFORM init hint is set to GLFW_ANY_PLATFORM, the XDG_SESSION_TYPE environment variable affects which platform is picked. If the environment variable is not set, or is set to something other than wayland or x11, the regular detection mechanism will be used instead.
+
+X11: This function will set the LC_CTYPE category of the application locale according to the current environment if that category is still "C". This is because the "C" locale breaks Unicode text input.
+
Thread safety
This function must only be called from the main thread.
+
See also
Initialization and termination
+
+glfwInitHint
+
+glfwInitAllocator
+
+glfwTerminate
+
Since
Added in version 1.0.
+ +
+
+ +

◆ glfwTerminate()

+ +
+
+ + + + + + + + +
void glfwTerminate (void )
+
+

This function destroys all remaining windows and cursors, restores any modified gamma ramps and frees any other allocated resources. Once this function is called, you must again call glfwInit successfully before you will be able to use most GLFW functions.

+

If GLFW has been successfully initialized, this function should be called before the application exits. If initialization fails, there is no need to call this function, as it is called by glfwInit before it returns failure.

+

This function has no effect if GLFW is not initialized.

+
Errors
Possible errors include GLFW_PLATFORM_ERROR.
+
Remarks
This function may be called before glfwInit.
+
Warning
The contexts of any remaining windows must not be current on any other thread when this function is called.
+
Reentrancy
This function must not be called from a callback.
+
Thread safety
This function must only be called from the main thread.
+
See also
Initialization and termination
+
+glfwInit
+
Since
Added in version 1.0.
+ +
+
+ +

◆ glfwInitHint()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwInitHint (int hint,
int value 
)
+
+

This function sets hints for the next initialization of GLFW.

+

The values you set hints to are never reset by GLFW, but they only take effect during initialization. Once GLFW has been initialized, any values you set will be ignored until the library is terminated and initialized again.

+

Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.

+
Parameters
+ + + +
[in]hintThe init hint to set.
[in]valueThe new value of the init hint.
+
+
+
Errors
Possible errors include GLFW_INVALID_ENUM and GLFW_INVALID_VALUE.
+
Remarks
This function may be called before glfwInit.
+
Thread safety
This function must only be called from the main thread.
+
See also
init_hints
+
+glfwInit
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwInitAllocator()

+ +
+
+ + + + + + + + +
void glfwInitAllocator (const GLFWallocatorallocator)
+
+

To use the default allocator, call this function with a NULL argument.

+

If you specify an allocator struct, every member must be a valid function pointer. If any member is NULL, this function will emit GLFW_INVALID_VALUE and the init allocator will be unchanged.

+

The functions in the allocator must fulfil a number of requirements. See the documentation for GLFWallocatefun, GLFWreallocatefun and GLFWdeallocatefun for details.

+
Parameters
+ + +
[in]allocatorThe allocator to use at the next initialization, or NULL to use the default one.
+
+
+
Errors
Possible errors include GLFW_INVALID_VALUE.
+
Pointer lifetime
The specified allocator is copied before this function returns.
+
Thread safety
This function must only be called from the main thread.
+
See also
Custom heap memory allocator
+
+glfwInit
+
Since
Added in version 3.4.
+ +
+
+ +

◆ glfwInitVulkanLoader()

+ +
+
+ + + + + + + + +
void glfwInitVulkanLoader (PFN_vkGetInstanceProcAddr loader)
+
+

This function sets the vkGetInstanceProcAddr function that GLFW will use for all Vulkan related entry point queries.

+

This feature is mostly useful on macOS, if your copy of the Vulkan loader is in a location where GLFW cannot find it through dynamic loading, or if you are still using the static library version of the loader.

+

If set to NULL, GLFW will try to load the Vulkan loader dynamically by its standard name and get this function from there. This is the default behavior.

+

The standard name of the loader is vulkan-1.dll on Windows, libvulkan.so.1 on Linux and other Unix-like systems and libvulkan.1.dylib on macOS. If your code is also loading it via these names then you probably don't need to use this function.

+

The function address you set is never reset by GLFW, but it only takes effect during initialization. Once GLFW has been initialized, any updates will be ignored until the library is terminated and initialized again.

+
Parameters
+ + +
[in]loaderThe address of the function to use, or NULL.
+
+
+
Loader function signature
PFN_vkVoidFunction vkGetInstanceProcAddr(VkInstance instance, const char* name)
+
For more information about this function, see the Vulkan Registry.
+
Errors
None.
+
Remarks
This function may be called before glfwInit.
+
Thread safety
This function must only be called from the main thread.
+
See also
Finding the Vulkan loader
+
+glfwInit
+
Since
Added in version 3.4.
+ +
+
+ +

◆ glfwGetVersion()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetVersion (int * major,
int * minor,
int * rev 
)
+
+

This function retrieves the major, minor and revision numbers of the GLFW library. It is intended for when you are using GLFW as a shared library and want to ensure that you are using the minimum required version.

+

Any or all of the version arguments may be NULL.

+
Parameters
+ + + + +
[out]majorWhere to store the major version number, or NULL.
[out]minorWhere to store the minor version number, or NULL.
[out]revWhere to store the revision number, or NULL.
+
+
+
Errors
None.
+
Remarks
This function may be called before glfwInit.
+
Thread safety
This function may be called from any thread.
+
See also
Version management
+
+glfwGetVersionString
+
Since
Added in version 1.0.
+ +
+
+ +

◆ glfwGetVersionString()

+ +
+
+ + + + + + + + +
const char * glfwGetVersionString (void )
+
+

This function returns the compile-time generated version string of the GLFW library binary. It describes the version, platforms, compiler and any platform or operating system specific compile-time options. It should not be confused with the OpenGL or OpenGL ES version string, queried with glGetString.

+

Do not use the version string to parse the GLFW library version. The glfwGetVersion function provides the version of the running library binary in numerical format.

+

Do not use the version string to parse what platforms are supported. The glfwPlatformSupported function lets you query platform support.

+
Returns
The ASCII encoded GLFW version string.
+
Errors
None.
+
Remarks
This function may be called before glfwInit.
+
Pointer lifetime
The returned string is static and compile-time generated.
+
Thread safety
This function may be called from any thread.
+
See also
Version management
+
+glfwGetVersion
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetError()

+ +
+
+ + + + + + + + +
int glfwGetError (const char ** description)
+
+

This function returns and clears the error code of the last error that occurred on the calling thread, and optionally a UTF-8 encoded human-readable description of it. If no error has occurred since the last call, it returns GLFW_NO_ERROR (zero) and the description pointer is set to NULL.

+
Parameters
+ + +
[in]descriptionWhere to store the error description pointer, or NULL.
+
+
+
Returns
The last error code for the calling thread, or GLFW_NO_ERROR (zero).
+
Errors
None.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the next error occurs or the library is terminated.
+
Remarks
This function may be called before glfwInit.
+
Thread safety
This function may be called from any thread.
+
See also
Error handling
+
+glfwSetErrorCallback
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetErrorCallback()

+ +
+
+ + + + + + + + +
GLFWerrorfun glfwSetErrorCallback (GLFWerrorfun callback)
+
+

This function sets the error callback, which is called with an error code and a human-readable description each time a GLFW error occurs.

+

The error code is set before the callback is called. Calling glfwGetError from the error callback will return the same value as the error code argument.

+

The error callback is called on the thread where the error occurred. If you are using GLFW from multiple threads, your error callback needs to be written accordingly.

+

Because the description string may have been generated specifically for that error, it is not guaranteed to be valid after the callback has returned. If you wish to use it after the callback returns, you need to make a copy.

+

Once set, the error callback remains set even after the library has been terminated.

+
Parameters
+ + +
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set.
+
Callback signature
void callback_name(int error_code, const char* description)
+
For more information about the callback parameters, see the callback pointer type.
+
Errors
None.
+
Remarks
This function may be called before glfwInit.
+
Thread safety
This function must only be called from the main thread.
+
See also
Error handling
+
+glfwGetError
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetPlatform()

+ +
+
+ + + + + + + + +
int glfwGetPlatform (void )
+
+

This function returns the platform that was selected during initialization. The returned value will be one of GLFW_PLATFORM_WIN32, GLFW_PLATFORM_COCOA, GLFW_PLATFORM_WAYLAND, GLFW_PLATFORM_X11 or GLFW_PLATFORM_NULL.

+
Returns
The currently selected platform, or zero if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread.
+
See also
Runtime platform selection
+
+glfwPlatformSupported
+
Since
Added in version 3.4.
+ +
+
+ +

◆ glfwPlatformSupported()

+ +
+
+ + + + + + + + +
int glfwPlatformSupported (int platform)
+
+

This function returns whether the library was compiled with support for the specified platform. The platform must be one of GLFW_PLATFORM_WIN32, GLFW_PLATFORM_COCOA, GLFW_PLATFORM_WAYLAND, GLFW_PLATFORM_X11 or GLFW_PLATFORM_NULL.

+
Parameters
+ + +
[in]platformThe platform to query.
+
+
+
Returns
GLFW_TRUE if the platform is supported, or GLFW_FALSE otherwise.
+
Errors
Possible errors include GLFW_INVALID_ENUM.
+
Remarks
This function may be called before glfwInit.
+
Thread safety
This function may be called from any thread.
+
See also
Runtime platform selection
+
+glfwGetPlatform
+
Since
Added in version 3.4.
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__input.html b/dependencies/glfw-3.4/docs/html/group__input.html new file mode 100644 index 0000000..14d44ba --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__input.html @@ -0,0 +1,2285 @@ + + + + + + + +GLFW: Input reference + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ +
Input reference
+
+
+

Description

+

This is the reference documentation for input related functions and types. For more task-oriented information, see the Input guide.

+ + + + + + + + + + + + + + + + + + + + + + + + + + +

+Modules

 Gamepad axes
 Gamepad axes.
 
 Gamepad buttons
 Gamepad buttons.
 
 Joystick hat states
 Joystick hat states.
 
 Joysticks
 Joystick IDs.
 
 Keyboard key tokens
 Keyboard key tokens.
 
 Modifier key flags
 Modifier key flags.
 
 Mouse buttons
 Mouse button IDs.
 
 Standard cursor shapes
 Standard system cursor shapes.
 
+ + + +

+Macros

#define GLFW_KEY_UNKNOWN   -1
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Typedefs

typedef struct GLFWcursor GLFWcursor
 Opaque cursor object.
 
typedef void(* GLFWmousebuttonfun) (GLFWwindow *window, int button, int action, int mods)
 The function pointer type for mouse button callbacks.
 
typedef void(* GLFWcursorposfun) (GLFWwindow *window, double xpos, double ypos)
 The function pointer type for cursor position callbacks.
 
typedef void(* GLFWcursorenterfun) (GLFWwindow *window, int entered)
 The function pointer type for cursor enter/leave callbacks.
 
typedef void(* GLFWscrollfun) (GLFWwindow *window, double xoffset, double yoffset)
 The function pointer type for scroll callbacks.
 
typedef void(* GLFWkeyfun) (GLFWwindow *window, int key, int scancode, int action, int mods)
 The function pointer type for keyboard key callbacks.
 
typedef void(* GLFWcharfun) (GLFWwindow *window, unsigned int codepoint)
 The function pointer type for Unicode character callbacks.
 
typedef void(* GLFWcharmodsfun) (GLFWwindow *window, unsigned int codepoint, int mods)
 The function pointer type for Unicode character with modifiers callbacks.
 
typedef void(* GLFWdropfun) (GLFWwindow *window, int path_count, const char *paths[])
 The function pointer type for path drop callbacks.
 
typedef void(* GLFWjoystickfun) (int jid, int event)
 The function pointer type for joystick configuration callbacks.
 
typedef struct GLFWgamepadstate GLFWgamepadstate
 Gamepad input state.
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

int glfwGetInputMode (GLFWwindow *window, int mode)
 Returns the value of an input option for the specified window.
 
void glfwSetInputMode (GLFWwindow *window, int mode, int value)
 Sets an input option for the specified window.
 
int glfwRawMouseMotionSupported (void)
 Returns whether raw mouse motion is supported.
 
const char * glfwGetKeyName (int key, int scancode)
 Returns the layout-specific name of the specified printable key.
 
int glfwGetKeyScancode (int key)
 Returns the platform-specific scancode of the specified key.
 
int glfwGetKey (GLFWwindow *window, int key)
 Returns the last reported state of a keyboard key for the specified window.
 
int glfwGetMouseButton (GLFWwindow *window, int button)
 Returns the last reported state of a mouse button for the specified window.
 
void glfwGetCursorPos (GLFWwindow *window, double *xpos, double *ypos)
 Retrieves the position of the cursor relative to the content area of the window.
 
void glfwSetCursorPos (GLFWwindow *window, double xpos, double ypos)
 Sets the position of the cursor, relative to the content area of the window.
 
GLFWcursorglfwCreateCursor (const GLFWimage *image, int xhot, int yhot)
 Creates a custom cursor.
 
GLFWcursorglfwCreateStandardCursor (int shape)
 Creates a cursor with a standard shape.
 
void glfwDestroyCursor (GLFWcursor *cursor)
 Destroys a cursor.
 
void glfwSetCursor (GLFWwindow *window, GLFWcursor *cursor)
 Sets the cursor for the window.
 
GLFWkeyfun glfwSetKeyCallback (GLFWwindow *window, GLFWkeyfun callback)
 Sets the key callback.
 
GLFWcharfun glfwSetCharCallback (GLFWwindow *window, GLFWcharfun callback)
 Sets the Unicode character callback.
 
GLFWcharmodsfun glfwSetCharModsCallback (GLFWwindow *window, GLFWcharmodsfun callback)
 Sets the Unicode character with modifiers callback.
 
GLFWmousebuttonfun glfwSetMouseButtonCallback (GLFWwindow *window, GLFWmousebuttonfun callback)
 Sets the mouse button callback.
 
GLFWcursorposfun glfwSetCursorPosCallback (GLFWwindow *window, GLFWcursorposfun callback)
 Sets the cursor position callback.
 
GLFWcursorenterfun glfwSetCursorEnterCallback (GLFWwindow *window, GLFWcursorenterfun callback)
 Sets the cursor enter/leave callback.
 
GLFWscrollfun glfwSetScrollCallback (GLFWwindow *window, GLFWscrollfun callback)
 Sets the scroll callback.
 
GLFWdropfun glfwSetDropCallback (GLFWwindow *window, GLFWdropfun callback)
 Sets the path drop callback.
 
int glfwJoystickPresent (int jid)
 Returns whether the specified joystick is present.
 
const float * glfwGetJoystickAxes (int jid, int *count)
 Returns the values of all axes of the specified joystick.
 
const unsigned char * glfwGetJoystickButtons (int jid, int *count)
 Returns the state of all buttons of the specified joystick.
 
const unsigned char * glfwGetJoystickHats (int jid, int *count)
 Returns the state of all hats of the specified joystick.
 
const char * glfwGetJoystickName (int jid)
 Returns the name of the specified joystick.
 
const char * glfwGetJoystickGUID (int jid)
 Returns the SDL compatible GUID of the specified joystick.
 
void glfwSetJoystickUserPointer (int jid, void *pointer)
 Sets the user pointer of the specified joystick.
 
void * glfwGetJoystickUserPointer (int jid)
 Returns the user pointer of the specified joystick.
 
int glfwJoystickIsGamepad (int jid)
 Returns whether the specified joystick has a gamepad mapping.
 
GLFWjoystickfun glfwSetJoystickCallback (GLFWjoystickfun callback)
 Sets the joystick configuration callback.
 
int glfwUpdateGamepadMappings (const char *string)
 Adds the specified SDL_GameControllerDB gamepad mappings.
 
const char * glfwGetGamepadName (int jid)
 Returns the human-readable gamepad name for the specified joystick.
 
int glfwGetGamepadState (int jid, GLFWgamepadstate *state)
 Retrieves the state of the specified joystick remapped as a gamepad.
 
void glfwSetClipboardString (GLFWwindow *window, const char *string)
 Sets the clipboard to the specified string.
 
const char * glfwGetClipboardString (GLFWwindow *window)
 Returns the contents of the clipboard as a string.
 
double glfwGetTime (void)
 Returns the GLFW time.
 
void glfwSetTime (double time)
 Sets the GLFW time.
 
uint64_t glfwGetTimerValue (void)
 Returns the current value of the raw timer.
 
uint64_t glfwGetTimerFrequency (void)
 Returns the frequency, in Hz, of the raw timer.
 
+

Macro Definition Documentation

+ +

◆ GLFW_RELEASE

+ +
+
+ + + + +
#define GLFW_RELEASE   0
+
+

The key or mouse button was released.

+ +
+
+ +

◆ GLFW_PRESS

+ +
+
+ + + + +
#define GLFW_PRESS   1
+
+

The key or mouse button was pressed.

+ +
+
+ +

◆ GLFW_REPEAT

+ +
+
+ + + + +
#define GLFW_REPEAT   2
+
+

The key was held down until it repeated.

+ +
+
+ +

◆ GLFW_KEY_UNKNOWN

+ +
+
+ + + + +
#define GLFW_KEY_UNKNOWN   -1
+
+ +
+
+

Typedef Documentation

+ +

◆ GLFWcursor

+ +
+
+ + + + +
typedef struct GLFWcursor GLFWcursor
+
+

Opaque cursor object.

+
See also
Cursor objects
+
Since
Added in version 3.1.
+ +
+
+ +

◆ GLFWmousebuttonfun

+ +
+
+ + + + +
typedef void(* GLFWmousebuttonfun) (GLFWwindow *window, int button, int action, int mods)
+
+

This is the function pointer type for mouse button callback functions. A mouse button callback function has the following signature:

void function_name(GLFWwindow* window, int button, int action, int mods)
+
struct GLFWwindow GLFWwindow
Opaque window object.
Definition glfw3.h:1403
+
Parameters
+ + + + + +
[in]windowThe window that received the event.
[in]buttonThe mouse button that was pressed or released.
[in]actionOne of GLFW_PRESS or GLFW_RELEASE. Future releases may add more actions.
[in]modsBit field describing which modifier keys were held down.
+
+
+
See also
Mouse button input
+
+glfwSetMouseButtonCallback
+
Since
Added in version 1.0. GLFW 3: Added window handle and modifier mask parameters.
+ +
+
+ +

◆ GLFWcursorposfun

+ +
+
+ + + + +
typedef void(* GLFWcursorposfun) (GLFWwindow *window, double xpos, double ypos)
+
+

This is the function pointer type for cursor position callbacks. A cursor position callback function has the following signature:

void function_name(GLFWwindow* window, double xpos, double ypos);
+
Parameters
+ + + + +
[in]windowThe window that received the event.
[in]xposThe new cursor x-coordinate, relative to the left edge of the content area.
[in]yposThe new cursor y-coordinate, relative to the top edge of the content area.
+
+
+
See also
Cursor position
+
+glfwSetCursorPosCallback
+
Since
Added in version 3.0. Replaces GLFWmouseposfun.
+ +
+
+ +

◆ GLFWcursorenterfun

+ +
+
+ + + + +
typedef void(* GLFWcursorenterfun) (GLFWwindow *window, int entered)
+
+

This is the function pointer type for cursor enter/leave callbacks. A cursor enter/leave callback function has the following signature:

void function_name(GLFWwindow* window, int entered)
+
Parameters
+ + + +
[in]windowThe window that received the event.
[in]enteredGLFW_TRUE if the cursor entered the window's content area, or GLFW_FALSE if it left it.
+
+
+
See also
Cursor enter/leave events
+
+glfwSetCursorEnterCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWscrollfun

+ +
+
+ + + + +
typedef void(* GLFWscrollfun) (GLFWwindow *window, double xoffset, double yoffset)
+
+

This is the function pointer type for scroll callbacks. A scroll callback function has the following signature:

void function_name(GLFWwindow* window, double xoffset, double yoffset)
+
Parameters
+ + + + +
[in]windowThe window that received the event.
[in]xoffsetThe scroll offset along the x-axis.
[in]yoffsetThe scroll offset along the y-axis.
+
+
+
See also
Scroll input
+
+glfwSetScrollCallback
+
Since
Added in version 3.0. Replaces GLFWmousewheelfun.
+ +
+
+ +

◆ GLFWkeyfun

+ +
+
+ + + + +
typedef void(* GLFWkeyfun) (GLFWwindow *window, int key, int scancode, int action, int mods)
+
+

This is the function pointer type for keyboard key callbacks. A keyboard key callback function has the following signature:

void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
+
Parameters
+ + + + + + +
[in]windowThe window that received the event.
[in]keyThe keyboard key that was pressed or released.
[in]scancodeThe platform-specific scancode of the key.
[in]actionGLFW_PRESS, GLFW_RELEASE or GLFW_REPEAT. Future releases may add more actions.
[in]modsBit field describing which modifier keys were held down.
+
+
+
See also
Key input
+
+glfwSetKeyCallback
+
Since
Added in version 1.0. GLFW 3: Added window handle, scancode and modifier mask parameters.
+ +
+
+ +

◆ GLFWcharfun

+ +
+
+ + + + +
typedef void(* GLFWcharfun) (GLFWwindow *window, unsigned int codepoint)
+
+

This is the function pointer type for Unicode character callbacks. A Unicode character callback function has the following signature:

void function_name(GLFWwindow* window, unsigned int codepoint)
+
Parameters
+ + + +
[in]windowThe window that received the event.
[in]codepointThe Unicode code point of the character.
+
+
+
See also
Text input
+
+glfwSetCharCallback
+
Since
Added in version 2.4. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ GLFWcharmodsfun

+ +
+
+ + + + +
typedef void(* GLFWcharmodsfun) (GLFWwindow *window, unsigned int codepoint, int mods)
+
+

This is the function pointer type for Unicode character with modifiers callbacks. It is called for each input character, regardless of what modifier keys are held down. A Unicode character with modifiers callback function has the following signature:

void function_name(GLFWwindow* window, unsigned int codepoint, int mods)
+
Parameters
+ + + + +
[in]windowThe window that received the event.
[in]codepointThe Unicode code point of the character.
[in]modsBit field describing which modifier keys were held down.
+
+
+
See also
Text input
+
+glfwSetCharModsCallback
+
Deprecated:
Scheduled for removal in version 4.0.
+
Since
Added in version 3.1.
+ +
+
+ +

◆ GLFWdropfun

+ +
+
+ + + + +
typedef void(* GLFWdropfun) (GLFWwindow *window, int path_count, const char *paths[])
+
+

This is the function pointer type for path drop callbacks. A path drop callback function has the following signature:

void function_name(GLFWwindow* window, int path_count, const char* paths[])
+
Parameters
+ + + + +
[in]windowThe window that received the event.
[in]path_countThe number of dropped paths.
[in]pathsThe UTF-8 encoded file and/or directory path names.
+
+
+
Pointer lifetime
The path array and its strings are valid until the callback function returns.
+
See also
Path drop input
+
+glfwSetDropCallback
+
Since
Added in version 3.1.
+ +
+
+ +

◆ GLFWjoystickfun

+ +
+
+ + + + +
typedef void(* GLFWjoystickfun) (int jid, int event)
+
+

This is the function pointer type for joystick configuration callbacks. A joystick configuration callback function has the following signature:

void function_name(int jid, int event)
+
Parameters
+ + + +
[in]jidThe joystick that was connected or disconnected.
[in]eventOne of GLFW_CONNECTED or GLFW_DISCONNECTED. Future releases may add more events.
+
+
+
See also
Joystick configuration changes
+
+glfwSetJoystickCallback
+
Since
Added in version 3.2.
+ +
+
+ +

◆ GLFWgamepadstate

+ +
+
+ + + + +
typedef struct GLFWgamepadstate GLFWgamepadstate
+
+

This describes the input state of a gamepad.

+
See also
Gamepad input
+
+glfwGetGamepadState
+
Since
Added in version 3.3.
+ +
+
+

Function Documentation

+ +

◆ glfwGetInputMode()

+ +
+
+ + + + + + + + + + + + + + + + + + +
int glfwGetInputMode (GLFWwindowwindow,
int mode 
)
+
+

This function returns the value of an input option for the specified window. The mode must be one of GLFW_CURSOR, GLFW_STICKY_KEYS, GLFW_STICKY_MOUSE_BUTTONS, GLFW_LOCK_KEY_MODS or GLFW_RAW_MOUSE_MOTION.

+
Parameters
+ + + +
[in]windowThe window to query.
[in]modeOne of GLFW_CURSOR, GLFW_STICKY_KEYS, GLFW_STICKY_MOUSE_BUTTONS, GLFW_LOCK_KEY_MODS or GLFW_RAW_MOUSE_MOTION.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Thread safety
This function must only be called from the main thread.
+
See also
glfwSetInputMode
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetInputMode()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetInputMode (GLFWwindowwindow,
int mode,
int value 
)
+
+

This function sets an input mode option for the specified window. The mode must be one of GLFW_CURSOR, GLFW_STICKY_KEYS, GLFW_STICKY_MOUSE_BUTTONS, GLFW_LOCK_KEY_MODS or GLFW_RAW_MOUSE_MOTION.

+

If the mode is GLFW_CURSOR, the value must be one of the following cursor modes:

    +
  • GLFW_CURSOR_NORMAL makes the cursor visible and behaving normally.
  • +
  • GLFW_CURSOR_HIDDEN makes the cursor invisible when it is over the content area of the window but does not restrict the cursor from leaving.
  • +
  • GLFW_CURSOR_DISABLED hides and grabs the cursor, providing virtual and unlimited cursor movement. This is useful for implementing for example 3D camera controls.
  • +
  • GLFW_CURSOR_CAPTURED makes the cursor visible and confines it to the content area of the window.
  • +
+

If the mode is GLFW_STICKY_KEYS, the value must be either GLFW_TRUE to enable sticky keys, or GLFW_FALSE to disable it. If sticky keys are enabled, a key press will ensure that glfwGetKey returns GLFW_PRESS the next time it is called even if the key had been released before the call. This is useful when you are only interested in whether keys have been pressed but not when or in which order.

+

If the mode is GLFW_STICKY_MOUSE_BUTTONS, the value must be either GLFW_TRUE to enable sticky mouse buttons, or GLFW_FALSE to disable it. If sticky mouse buttons are enabled, a mouse button press will ensure that glfwGetMouseButton returns GLFW_PRESS the next time it is called even if the mouse button had been released before the call. This is useful when you are only interested in whether mouse buttons have been pressed but not when or in which order.

+

If the mode is GLFW_LOCK_KEY_MODS, the value must be either GLFW_TRUE to enable lock key modifier bits, or GLFW_FALSE to disable them. If enabled, callbacks that receive modifier bits will also have the GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on, and the GLFW_MOD_NUM_LOCK bit when Num Lock was on.

+

If the mode is GLFW_RAW_MOUSE_MOTION, the value must be either GLFW_TRUE to enable raw (unscaled and unaccelerated) mouse motion when the cursor is disabled, or GLFW_FALSE to disable it. If raw motion is not supported, attempting to set this will emit GLFW_FEATURE_UNAVAILABLE. Call glfwRawMouseMotionSupported to check for support.

+
Parameters
+ + + + +
[in]windowThe window whose input mode to set.
[in]modeOne of GLFW_CURSOR, GLFW_STICKY_KEYS, GLFW_STICKY_MOUSE_BUTTONS, GLFW_LOCK_KEY_MODS or GLFW_RAW_MOUSE_MOTION.
[in]valueThe new value of the specified input mode.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see above).
+
Thread safety
This function must only be called from the main thread.
+
See also
glfwGetInputMode
+
Since
Added in version 3.0. Replaces glfwEnable and glfwDisable.
+ +
+
+ +

◆ glfwRawMouseMotionSupported()

+ +
+
+ + + + + + + + +
int glfwRawMouseMotionSupported (void )
+
+

This function returns whether raw mouse motion is supported on the current system. This status does not change after GLFW has been initialized so you only need to check this once. If you attempt to enable raw motion on a system that does not support it, GLFW_PLATFORM_ERROR will be emitted.

+

Raw mouse motion is closer to the actual motion of the mouse across a surface. It is not affected by the scaling and acceleration applied to the motion of the desktop cursor. That processing is suitable for a cursor while raw motion is better for controlling for example a 3D camera. Because of this, raw mouse motion is only provided when the cursor is disabled.

+
Returns
GLFW_TRUE if raw mouse motion is supported on the current machine, or GLFW_FALSE otherwise.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Raw mouse motion
+
+glfwSetInputMode
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetKeyName()

+ +
+
+ + + + + + + + + + + + + + + + + + +
const char * glfwGetKeyName (int key,
int scancode 
)
+
+

This function returns the name of the specified printable key, encoded as UTF-8. This is typically the character that key would produce without any modifier keys, intended for displaying key bindings to the user. For dead keys, it is typically the diacritic it would add to a character.

+

Do not use this function for text input. You will break text input for many languages even if it happens to work for yours.

+

If the key is GLFW_KEY_UNKNOWN, the scancode is used to identify the key, otherwise the scancode is ignored. If you specify a non-printable key, or GLFW_KEY_UNKNOWN and a scancode that maps to a non-printable key, this function returns NULL but does not emit an error.

+

This behavior allows you to always pass in the arguments in the key callback without modification.

+

The printable keys are:

    +
  • GLFW_KEY_APOSTROPHE
  • +
  • GLFW_KEY_COMMA
  • +
  • GLFW_KEY_MINUS
  • +
  • GLFW_KEY_PERIOD
  • +
  • GLFW_KEY_SLASH
  • +
  • GLFW_KEY_SEMICOLON
  • +
  • GLFW_KEY_EQUAL
  • +
  • GLFW_KEY_LEFT_BRACKET
  • +
  • GLFW_KEY_RIGHT_BRACKET
  • +
  • GLFW_KEY_BACKSLASH
  • +
  • GLFW_KEY_WORLD_1
  • +
  • GLFW_KEY_WORLD_2
  • +
  • GLFW_KEY_0 to GLFW_KEY_9
  • +
  • GLFW_KEY_A to GLFW_KEY_Z
  • +
  • GLFW_KEY_KP_0 to GLFW_KEY_KP_9
  • +
  • GLFW_KEY_KP_DECIMAL
  • +
  • GLFW_KEY_KP_DIVIDE
  • +
  • GLFW_KEY_KP_MULTIPLY
  • +
  • GLFW_KEY_KP_SUBTRACT
  • +
  • GLFW_KEY_KP_ADD
  • +
  • GLFW_KEY_KP_EQUAL
  • +
+

Names for printable keys depend on keyboard layout, while names for non-printable keys are the same across layouts but depend on the application language and should be localized along with other user interface text.

+
Parameters
+ + + +
[in]keyThe key to query, or GLFW_KEY_UNKNOWN.
[in]scancodeThe scancode of the key to query.
+
+
+
Returns
The UTF-8 encoded, layout-specific name of the key, or NULL.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_VALUE, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Remarks
The contents of the returned string may change when a keyboard layout change event is received.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Key names
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetKeyScancode()

+ +
+
+ + + + + + + + +
int glfwGetKeyScancode (int key)
+
+

This function returns the platform-specific scancode of the specified key.

+

If the specified key token corresponds to a physical key not supported on the current platform then this method will return -1. Calling this function with anything other than a key token will return -1 and generate a GLFW_INVALID_ENUM error.

+
Parameters
+ + +
[in]keyAny key token.
+
+
+
Returns
The platform-specific scancode for the key, or -1 if the key is not supported on the current platform or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Thread safety
This function may be called from any thread.
+
See also
Key input
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetKey()

+ +
+
+ + + + + + + + + + + + + + + + + + +
int glfwGetKey (GLFWwindowwindow,
int key 
)
+
+

This function returns the last state reported for the specified key to the specified window. The returned state is one of GLFW_PRESS or GLFW_RELEASE. The action GLFW_REPEAT is only reported to the key callback.

+

If the GLFW_STICKY_KEYS input mode is enabled, this function returns GLFW_PRESS the first time you call it for a key that was pressed, even if that key has already been released.

+

The key functions deal with physical keys, with key tokens named after their use on the standard US keyboard layout. If you want to input text, use the Unicode character callback instead.

+

The modifier key bit masks are not key tokens and cannot be used with this function.

+

Do not use this function to implement text input.

+
Parameters
+ + + +
[in]windowThe desired window.
[in]keyThe desired keyboard key. GLFW_KEY_UNKNOWN is not a valid key for this function.
+
+
+
Returns
One of GLFW_PRESS or GLFW_RELEASE.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Thread safety
This function must only be called from the main thread.
+
See also
Key input
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwGetMouseButton()

+ +
+
+ + + + + + + + + + + + + + + + + + +
int glfwGetMouseButton (GLFWwindowwindow,
int button 
)
+
+

This function returns the last state reported for the specified mouse button to the specified window. The returned state is one of GLFW_PRESS or GLFW_RELEASE.

+

If the GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function returns GLFW_PRESS the first time you call it for a mouse button that was pressed, even if that mouse button has already been released.

+
Parameters
+ + + +
[in]windowThe desired window.
[in]buttonThe desired mouse button.
+
+
+
Returns
One of GLFW_PRESS or GLFW_RELEASE.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Thread safety
This function must only be called from the main thread.
+
See also
Mouse button input
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwGetCursorPos()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetCursorPos (GLFWwindowwindow,
double * xpos,
double * ypos 
)
+
+

This function returns the position of the cursor, in screen coordinates, relative to the upper-left corner of the content area of the specified window.

+

If the cursor is disabled (with GLFW_CURSOR_DISABLED) then the cursor position is unbounded and limited only by the minimum and maximum values of a double.

+

The coordinate can be converted to their integer equivalents with the floor function. Casting directly to an integer type works for positive coordinates, but fails for negative ones.

+

Any or all of the position arguments may be NULL. If an error occurs, all non-NULL position arguments will be set to zero.

+
Parameters
+ + + + +
[in]windowThe desired window.
[out]xposWhere to store the cursor x-coordinate, relative to the left edge of the content area, or NULL.
[out]yposWhere to store the cursor y-coordinate, relative to the to top edge of the content area, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Cursor position
+
+glfwSetCursorPos
+
Since
Added in version 3.0. Replaces glfwGetMousePos.
+ +
+
+ +

◆ glfwSetCursorPos()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetCursorPos (GLFWwindowwindow,
double xpos,
double ypos 
)
+
+

This function sets the position, in screen coordinates, of the cursor relative to the upper-left corner of the content area of the specified window. The window must have input focus. If the window does not have input focus when this function is called, it fails silently.

+

Do not use this function to implement things like camera controls. GLFW already provides the GLFW_CURSOR_DISABLED cursor mode that hides the cursor, transparently re-centers it and provides unconstrained cursor motion. See glfwSetInputMode for more information.

+

If the cursor mode is GLFW_CURSOR_DISABLED then the cursor position is unconstrained and limited only by the minimum and maximum values of a double.

+
Parameters
+ + + + +
[in]windowThe desired window.
[in]xposThe desired x-coordinate, relative to the left edge of the content area.
[in]yposThe desired y-coordinate, relative to the top edge of the content area.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
Wayland: This function will only work when the cursor mode is GLFW_CURSOR_DISABLED, otherwise it will emit GLFW_FEATURE_UNAVAILABLE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Cursor position
+
+glfwGetCursorPos
+
Since
Added in version 3.0. Replaces glfwSetMousePos.
+ +
+
+ +

◆ glfwCreateCursor()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
GLFWcursor * glfwCreateCursor (const GLFWimageimage,
int xhot,
int yhot 
)
+
+

Creates a new custom cursor image that can be set for a window with glfwSetCursor. The cursor can be destroyed with glfwDestroyCursor. Any remaining cursors are destroyed by glfwTerminate.

+

The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. They are arranged canonically as packed sequential rows, starting from the top-left corner.

+

The cursor hotspot is specified in pixels, relative to the upper-left corner of the cursor image. Like all other coordinate systems in GLFW, the X-axis points to the right and the Y-axis points down.

+
Parameters
+ + + + +
[in]imageThe desired cursor image.
[in]xhotThe desired x-coordinate, in pixels, of the cursor hotspot.
[in]yhotThe desired y-coordinate, in pixels, of the cursor hotspot.
+
+
+
Returns
The handle of the created cursor, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_VALUE and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The specified image data is copied before this function returns.
+
Thread safety
This function must only be called from the main thread.
+
See also
Cursor objects
+
+glfwDestroyCursor
+
+glfwCreateStandardCursor
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwCreateStandardCursor()

+ +
+
+ + + + + + + + +
GLFWcursor * glfwCreateStandardCursor (int shape)
+
+

Returns a cursor with a standard shape, that can be set for a window with glfwSetCursor. The images for these cursors come from the system cursor theme and their exact appearance will vary between platforms.

+

Most of these shapes are guaranteed to exist on every supported platform but a few may not be present. See the table below for details.

+ + + + + + + + + + + + + + + + + + + + + + + +
Cursor shape Windows macOS X11 Wayland
GLFW_ARROW_CURSOR Yes Yes Yes Yes
GLFW_IBEAM_CURSOR Yes Yes Yes Yes
GLFW_CROSSHAIR_CURSOR Yes Yes Yes Yes
GLFW_POINTING_HAND_CURSOR Yes Yes Yes Yes
GLFW_RESIZE_EW_CURSOR Yes Yes Yes Yes
GLFW_RESIZE_NS_CURSOR Yes Yes Yes Yes
GLFW_RESIZE_NWSE_CURSOR Yes Yes1 Maybe2 Maybe2
GLFW_RESIZE_NESW_CURSOR Yes Yes1 Maybe2 Maybe2
GLFW_RESIZE_ALL_CURSOR Yes Yes Yes Yes
GLFW_NOT_ALLOWED_CURSOR Yes Yes Maybe2 Maybe2
+

1) This uses a private system API and may fail in the future.

+

2) This uses a newer standard that not all cursor themes support.

+

If the requested shape is not available, this function emits a GLFW_CURSOR_UNAVAILABLE error and returns NULL.

+
Parameters
+ + +
[in]shapeOne of the standard shapes.
+
+
+
Returns
A new cursor ready to use or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM, GLFW_CURSOR_UNAVAILABLE and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Standard cursor creation
+
+glfwCreateCursor
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwDestroyCursor()

+ +
+
+ + + + + + + + +
void glfwDestroyCursor (GLFWcursorcursor)
+
+

This function destroys a cursor previously created with glfwCreateCursor. Any remaining cursors will be destroyed by glfwTerminate.

+

If the specified cursor is current for any window, that window will be reverted to the default cursor. This does not affect the cursor mode.

+
Parameters
+ + +
[in]cursorThe cursor object to destroy.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Reentrancy
This function must not be called from a callback.
+
Thread safety
This function must only be called from the main thread.
+
See also
Cursor objects
+
+glfwCreateCursor
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwSetCursor()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetCursor (GLFWwindowwindow,
GLFWcursorcursor 
)
+
+

This function sets the cursor image to be used when the cursor is over the content area of the specified window. The set cursor will only be visible when the cursor mode of the window is GLFW_CURSOR_NORMAL.

+

On some platforms, the set cursor may not be visible unless the window also has input focus.

+
Parameters
+ + + +
[in]windowThe window to set the cursor for.
[in]cursorThe cursor to set, or NULL to switch back to the default arrow cursor.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Cursor objects
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwSetKeyCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWkeyfun glfwSetKeyCallback (GLFWwindowwindow,
GLFWkeyfun callback 
)
+
+

This function sets the key callback of the specified window, which is called when a key is pressed, repeated or released.

+

The key functions deal with physical keys, with layout independent key tokens named after their values in the standard US keyboard layout. If you want to input text, use the character callback instead.

+

When a window loses input focus, it will generate synthetic key release events for all pressed keys with associated key tokens. You can tell these events from user-generated events by the fact that the synthetic ones are generated after the focus loss event has been processed, i.e. after the window focus callback has been called.

+

The scancode of a key is specific to that platform or sometimes even to that machine. Scancodes are intended to allow users to bind keys that don't have a GLFW key token. Such keys have key set to GLFW_KEY_UNKNOWN, their state is not saved and so it cannot be queried with glfwGetKey.

+

Sometimes GLFW needs to generate synthetic key events, in which case the scancode may be zero.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new key callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Key input
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter and return value.
+ +
+
+ +

◆ glfwSetCharCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWcharfun glfwSetCharCallback (GLFWwindowwindow,
GLFWcharfun callback 
)
+
+

This function sets the character callback of the specified window, which is called when a Unicode character is input.

+

The character callback is intended for Unicode text input. As it deals with characters, it is keyboard layout dependent, whereas the key callback is not. Characters do not map 1:1 to physical keys, as a key may produce zero, one or more characters. If you want to know whether a specific physical key was pressed or released, see the key callback instead.

+

The character callback behaves as system text input normally does and will not be called if modifier keys are held down that would prevent normal text input on that platform, for example a Super (Command) key on macOS or Alt key on Windows.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, unsigned int codepoint)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Text input
+
Since
Added in version 2.4. GLFW 3: Added window handle parameter and return value.
+ +
+
+ +

◆ glfwSetCharModsCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWcharmodsfun glfwSetCharModsCallback (GLFWwindowwindow,
GLFWcharmodsfun callback 
)
+
+

This function sets the character with modifiers callback of the specified window, which is called when a Unicode character is input regardless of what modifier keys are used.

+

The character with modifiers callback is intended for implementing custom Unicode character input. For regular Unicode text input, see the character callback. Like the character callback, the character with modifiers callback deals with characters and is keyboard layout dependent. Characters do not map 1:1 to physical keys, as a key may produce zero, one or more characters. If you want to know whether a specific physical key was pressed or released, see the key callback instead.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or an error occurred.
+
Callback signature
void function_name(GLFWwindow* window, unsigned int codepoint, int mods)
+
For more information about the callback parameters, see the function pointer type.
+
Deprecated:
Scheduled for removal in version 4.0.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Text input
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwSetMouseButtonCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWmousebuttonfun glfwSetMouseButtonCallback (GLFWwindowwindow,
GLFWmousebuttonfun callback 
)
+
+

This function sets the mouse button callback of the specified window, which is called when a mouse button is pressed or released.

+

When a window loses input focus, it will generate synthetic mouse button release events for all pressed mouse buttons. You can tell these events from user-generated events by the fact that the synthetic ones are generated after the focus loss event has been processed, i.e. after the window focus callback has been called.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int button, int action, int mods)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Mouse button input
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter and return value.
+ +
+
+ +

◆ glfwSetCursorPosCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWcursorposfun glfwSetCursorPosCallback (GLFWwindowwindow,
GLFWcursorposfun callback 
)
+
+

This function sets the cursor position callback of the specified window, which is called when the cursor is moved. The callback is provided with the position, in screen coordinates, relative to the upper-left corner of the content area of the window.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, double xpos, double ypos);
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Cursor position
+
Since
Added in version 3.0. Replaces glfwSetMousePosCallback.
+ +
+
+ +

◆ glfwSetCursorEnterCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWcursorenterfun glfwSetCursorEnterCallback (GLFWwindowwindow,
GLFWcursorenterfun callback 
)
+
+

This function sets the cursor boundary crossing callback of the specified window, which is called when the cursor enters or leaves the content area of the window.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int entered)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Cursor enter/leave events
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetScrollCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWscrollfun glfwSetScrollCallback (GLFWwindowwindow,
GLFWscrollfun callback 
)
+
+

This function sets the scroll callback of the specified window, which is called when a scrolling device is used, such as a mouse wheel or scrolling area of a touchpad.

+

The scroll callback receives all scrolling input, like that from a mouse wheel or a touchpad scrolling area.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new scroll callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, double xoffset, double yoffset)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Scroll input
+
Since
Added in version 3.0. Replaces glfwSetMouseWheelCallback.
+ +
+
+ +

◆ glfwSetDropCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWdropfun glfwSetDropCallback (GLFWwindowwindow,
GLFWdropfun callback 
)
+
+

This function sets the path drop callback of the specified window, which is called when one or more dragged paths are dropped on the window.

+

Because the path array and its strings may have been generated specifically for that event, they are not guaranteed to be valid after the callback has returned. If you wish to use them after the callback returns, you need to make a deep copy.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new file drop callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int path_count, const char* paths[])
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Path drop input
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwJoystickPresent()

+ +
+
+ + + + + + + + +
int glfwJoystickPresent (int jid)
+
+

This function returns whether the specified joystick is present.

+

There is no need to call this function before other functions that accept a joystick ID, as they all check for presence before performing any other work.

+
Parameters
+ + +
[in]jidThe joystick to query.
+
+
+
Returns
GLFW_TRUE if the joystick is present, or GLFW_FALSE otherwise.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Joystick input
+
Since
Added in version 3.0. Replaces glfwGetJoystickParam.
+ +
+
+ +

◆ glfwGetJoystickAxes()

+ +
+
+ + + + + + + + + + + + + + + + + + +
const float * glfwGetJoystickAxes (int jid,
int * count 
)
+
+

This function returns the values of all axes of the specified joystick. Each element in the array is a value between -1.0 and 1.0.

+

If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling glfwJoystickPresent.

+
Parameters
+ + + +
[in]jidThe joystick to query.
[out]countWhere to store the number of axis values in the returned array. This is set to zero if the joystick is not present or an error occurred.
+
+
+
Returns
An array of axis values, or NULL if the joystick is not present or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Joystick axis states
+
Since
Added in version 3.0. Replaces glfwGetJoystickPos.
+ +
+
+ +

◆ glfwGetJoystickButtons()

+ +
+
+ + + + + + + + + + + + + + + + + + +
const unsigned char * glfwGetJoystickButtons (int jid,
int * count 
)
+
+

This function returns the state of all buttons of the specified joystick. Each element in the array is either GLFW_PRESS or GLFW_RELEASE.

+

For backward compatibility with earlier versions that did not have glfwGetJoystickHats, the button array also includes all hats, each represented as four buttons. The hats are in the same order as returned by glfwGetJoystickHats and are in the order up, right, down and left. To disable these extra buttons, set the GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.

+

If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling glfwJoystickPresent.

+
Parameters
+ + + +
[in]jidThe joystick to query.
[out]countWhere to store the number of button states in the returned array. This is set to zero if the joystick is not present or an error occurred.
+
+
+
Returns
An array of button states, or NULL if the joystick is not present or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Joystick button states
+
Since
Added in version 2.2. GLFW 3: Changed to return a dynamic array.
+ +
+
+ +

◆ glfwGetJoystickHats()

+ +
+
+ + + + + + + + + + + + + + + + + + +
const unsigned char * glfwGetJoystickHats (int jid,
int * count 
)
+
+

This function returns the state of all hats of the specified joystick. Each element in the array is one of the following values:

+ + + + + + + + + + + + + + + + + + + + + +
Name Value
GLFW_HAT_CENTERED 0
GLFW_HAT_UP 1
GLFW_HAT_RIGHT 2
GLFW_HAT_DOWN 4
GLFW_HAT_LEFT 8
GLFW_HAT_RIGHT_UP GLFW_HAT_RIGHT | GLFW_HAT_UP
GLFW_HAT_RIGHT_DOWN GLFW_HAT_RIGHT | GLFW_HAT_DOWN
GLFW_HAT_LEFT_UP GLFW_HAT_LEFT | GLFW_HAT_UP
GLFW_HAT_LEFT_DOWN GLFW_HAT_LEFT | GLFW_HAT_DOWN
+

The diagonal directions are bitwise combinations of the primary (up, right, down and left) directions and you can test for these individually by ANDing it with the corresponding direction.

+
if (hats[2] & GLFW_HAT_RIGHT)
+
{
+
// State of hat 2 could be right-up, right or right-down
+
}
+
#define GLFW_HAT_RIGHT
Definition glfw3.h:357
+

If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling glfwJoystickPresent.

+
Parameters
+ + + +
[in]jidThe joystick to query.
[out]countWhere to store the number of hat states in the returned array. This is set to zero if the joystick is not present or an error occurred.
+
+
+
Returns
An array of hat states, or NULL if the joystick is not present or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this function is called again for that joystick or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Joystick hat states
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetJoystickName()

+ +
+
+ + + + + + + + +
const char * glfwGetJoystickName (int jid)
+
+

This function returns the name, encoded as UTF-8, of the specified joystick. The returned string is allocated and freed by GLFW. You should not free it yourself.

+

If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling glfwJoystickPresent.

+
Parameters
+ + +
[in]jidThe joystick to query.
+
+
+
Returns
The UTF-8 encoded name of the joystick, or NULL if the joystick is not present or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Joystick name
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetJoystickGUID()

+ +
+
+ + + + + + + + +
const char * glfwGetJoystickGUID (int jid)
+
+

This function returns the SDL compatible GUID, as a UTF-8 encoded hexadecimal string, of the specified joystick. The returned string is allocated and freed by GLFW. You should not free it yourself.

+

The GUID is what connects a joystick to a gamepad mapping. A connected joystick will always have a GUID even if there is no gamepad mapping assigned to it.

+

If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling glfwJoystickPresent.

+

The GUID uses the format introduced in SDL 2.0.5. This GUID tries to uniquely identify the make and model of a joystick but does not identify a specific unit, e.g. all wired Xbox 360 controllers will have the same GUID on that platform. The GUID for a unit may vary between platforms depending on what hardware information the platform specific APIs provide.

+
Parameters
+ + +
[in]jidThe joystick to query.
+
+
+
Returns
The UTF-8 encoded GUID of the joystick, or NULL if the joystick is not present or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamepad input
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetJoystickUserPointer()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetJoystickUserPointer (int jid,
void * pointer 
)
+
+

This function sets the user-defined pointer of the specified joystick. The current value is retained until the joystick is disconnected. The initial value is NULL.

+

This function may be called from the joystick callback, even for a joystick that is being disconnected.

+
Parameters
+ + + +
[in]jidThe joystick whose pointer to set.
[in]pointerThe new value.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
Joystick user pointer
+
+glfwGetJoystickUserPointer
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetJoystickUserPointer()

+ +
+
+ + + + + + + + +
void * glfwGetJoystickUserPointer (int jid)
+
+

This function returns the current value of the user-defined pointer of the specified joystick. The initial value is NULL.

+

This function may be called from the joystick callback, even for a joystick that is being disconnected.

+
Parameters
+ + +
[in]jidThe joystick whose pointer to return.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
Joystick user pointer
+
+glfwSetJoystickUserPointer
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwJoystickIsGamepad()

+ +
+
+ + + + + + + + +
int glfwJoystickIsGamepad (int jid)
+
+

This function returns whether the specified joystick is both present and has a gamepad mapping.

+

If the specified joystick is present but does not have a gamepad mapping this function will return GLFW_FALSE but will not generate an error. Call glfwJoystickPresent to check if a joystick is present regardless of whether it has a mapping.

+
Parameters
+ + +
[in]jidThe joystick to query.
+
+
+
Returns
GLFW_TRUE if a joystick is both present and has a gamepad mapping, or GLFW_FALSE otherwise.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamepad input
+
+glfwGetGamepadState
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetJoystickCallback()

+ +
+
+ + + + + + + + +
GLFWjoystickfun glfwSetJoystickCallback (GLFWjoystickfun callback)
+
+

This function sets the joystick configuration callback, or removes the currently set callback. This is called when a joystick is connected to or disconnected from the system.

+

For joystick connection and disconnection events to be delivered on all platforms, you need to call one of the event processing functions. Joystick disconnection may also be detected and the callback called by joystick functions. The function will then return whatever it returns if the joystick is not present.

+
Parameters
+ + +
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(int jid, int event)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Joystick configuration changes
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwUpdateGamepadMappings()

+ +
+
+ + + + + + + + +
int glfwUpdateGamepadMappings (const char * string)
+
+

This function parses the specified ASCII encoded string and updates the internal list with any gamepad mappings it finds. This string may contain either a single gamepad mapping or many mappings separated by newlines. The parser supports the full format of the gamecontrollerdb.txt source file including empty lines and comments.

+

See Gamepad mappings for a description of the format.

+

If there is already a gamepad mapping for a given GUID in the internal list, it will be replaced by the one passed to this function. If the library is terminated and re-initialized the internal list will revert to the built-in default.

+
Parameters
+ + +
[in]stringThe string containing the gamepad mappings.
+
+
+
Returns
GLFW_TRUE if successful, or GLFW_FALSE if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_VALUE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamepad input
+
+glfwJoystickIsGamepad
+
+glfwGetGamepadName
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetGamepadName()

+ +
+
+ + + + + + + + +
const char * glfwGetGamepadName (int jid)
+
+

This function returns the human-readable name of the gamepad from the gamepad mapping assigned to the specified joystick.

+

If the specified joystick is not present or does not have a gamepad mapping this function will return NULL but will not generate an error. Call glfwJoystickPresent to check whether it is present regardless of whether it has a mapping.

+
Parameters
+ + +
[in]jidThe joystick to query.
+
+
+
Returns
The UTF-8 encoded name of the gamepad, or NULL if the joystick is not present, does not have a mapping or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, the gamepad mappings are updated or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamepad input
+
+glfwJoystickIsGamepad
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetGamepadState()

+ +
+
+ + + + + + + + + + + + + + + + + + +
int glfwGetGamepadState (int jid,
GLFWgamepadstatestate 
)
+
+

This function retrieves the state of the specified joystick remapped to an Xbox-like gamepad.

+

If the specified joystick is not present or does not have a gamepad mapping this function will return GLFW_FALSE but will not generate an error. Call glfwJoystickPresent to check whether it is present regardless of whether it has a mapping.

+

The Guide button may not be available for input as it is often hooked by the system or the Steam client.

+

Not all devices have all the buttons or axes provided by GLFWgamepadstate. Unavailable buttons and axes will always report GLFW_RELEASE and 0.0 respectively.

+
Parameters
+ + + +
[in]jidThe joystick to query.
[out]stateThe gamepad input state of the joystick.
+
+
+
Returns
GLFW_TRUE if successful, or GLFW_FALSE if no joystick is connected, it has no gamepad mapping or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamepad input
+
+glfwUpdateGamepadMappings
+
+glfwJoystickIsGamepad
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetClipboardString()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetClipboardString (GLFWwindowwindow,
const char * string 
)
+
+

This function sets the system clipboard to the specified, UTF-8 encoded string.

+
Parameters
+ + + +
[in]windowDeprecated. Any valid window or NULL.
[in]stringA UTF-8 encoded string.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
Windows: The clipboard on Windows has a single global lock for reading and writing. GLFW tries to acquire it a few times, which is almost always enough. If it cannot acquire the lock then this function emits GLFW_PLATFORM_ERROR and returns. It is safe to try this multiple times.
+
Pointer lifetime
The specified string is copied before this function returns.
+
Thread safety
This function must only be called from the main thread.
+
See also
Clipboard input and output
+
+glfwGetClipboardString
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetClipboardString()

+ +
+
+ + + + + + + + +
const char * glfwGetClipboardString (GLFWwindowwindow)
+
+

This function returns the contents of the system clipboard, if it contains or is convertible to a UTF-8 encoded string. If the clipboard is empty or if its contents cannot be converted, NULL is returned and a GLFW_FORMAT_UNAVAILABLE error is generated.

+
Parameters
+ + +
[in]windowDeprecated. Any valid window or NULL.
+
+
+
Returns
The contents of the clipboard as a UTF-8 encoded string, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_FORMAT_UNAVAILABLE and GLFW_PLATFORM_ERROR.
+
Remarks
Windows: The clipboard on Windows has a single global lock for reading and writing. GLFW tries to acquire it a few times, which is almost always enough. If it cannot acquire the lock then this function emits GLFW_PLATFORM_ERROR and returns. It is safe to try this multiple times.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the next call to glfwGetClipboardString or glfwSetClipboardString, or until the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Clipboard input and output
+
+glfwSetClipboardString
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetTime()

+ +
+
+ + + + + + + + +
double glfwGetTime (void )
+
+

This function returns the current GLFW time, in seconds. Unless the time has been set using glfwSetTime it measures time elapsed since GLFW was initialized.

+

This function and glfwSetTime are helper functions on top of glfwGetTimerFrequency and glfwGetTimerValue.

+

The resolution of the timer is system dependent, but is usually on the order of a few micro- or nanoseconds. It uses the highest-resolution monotonic time source on each operating system.

+
Returns
The current time, in seconds, or zero if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Reading and writing of the internal base time is not atomic, so it needs to be externally synchronized with calls to glfwSetTime.
+
See also
Time input
+
Since
Added in version 1.0.
+ +
+
+ +

◆ glfwSetTime()

+ +
+
+ + + + + + + + +
void glfwSetTime (double time)
+
+

This function sets the current GLFW time, in seconds. The value must be a positive finite number less than or equal to 18446744073.0, which is approximately 584.5 years.

+

This function and glfwGetTime are helper functions on top of glfwGetTimerFrequency and glfwGetTimerValue.

+
Parameters
+ + +
[in]timeThe new value, in seconds.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_VALUE.
+
Remarks
The upper limit of GLFW time is calculated as floor((264 - 1) / 109) and is due to implementations storing nanoseconds in 64 bits. The limit may be increased in the future.
+
Thread safety
This function may be called from any thread. Reading and writing of the internal base time is not atomic, so it needs to be externally synchronized with calls to glfwGetTime.
+
See also
Time input
+
Since
Added in version 2.2.
+ +
+
+ +

◆ glfwGetTimerValue()

+ +
+
+ + + + + + + + +
uint64_t glfwGetTimerValue (void )
+
+

This function returns the current value of the raw timer, measured in 1 / frequency seconds. To get the frequency, call glfwGetTimerFrequency.

+
Returns
The value of the timer, or zero if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread.
+
See also
Time input
+
+glfwGetTimerFrequency
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetTimerFrequency()

+ +
+
+ + + + + + + + +
uint64_t glfwGetTimerFrequency (void )
+
+

This function returns the frequency, in Hz, of the raw timer.

+
Returns
The frequency of the timer, in Hz, or zero if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread.
+
See also
Time input
+
+glfwGetTimerValue
+
Since
Added in version 3.2.
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__joysticks.html b/dependencies/glfw-3.4/docs/html/group__joysticks.html new file mode 100644 index 0000000..31c77ce --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__joysticks.html @@ -0,0 +1,362 @@ + + + + + + + +GLFW: Joysticks + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ + +
+
+

Description

+

See joystick input for how these are used.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_JOYSTICK_1   0
 
#define GLFW_JOYSTICK_2   1
 
#define GLFW_JOYSTICK_3   2
 
#define GLFW_JOYSTICK_4   3
 
#define GLFW_JOYSTICK_5   4
 
#define GLFW_JOYSTICK_6   5
 
#define GLFW_JOYSTICK_7   6
 
#define GLFW_JOYSTICK_8   7
 
#define GLFW_JOYSTICK_9   8
 
#define GLFW_JOYSTICK_10   9
 
#define GLFW_JOYSTICK_11   10
 
#define GLFW_JOYSTICK_12   11
 
#define GLFW_JOYSTICK_13   12
 
#define GLFW_JOYSTICK_14   13
 
#define GLFW_JOYSTICK_15   14
 
#define GLFW_JOYSTICK_16   15
 
#define GLFW_JOYSTICK_LAST   GLFW_JOYSTICK_16
 
+

Macro Definition Documentation

+ +

◆ GLFW_JOYSTICK_1

+ +
+
+ + + + +
#define GLFW_JOYSTICK_1   0
+
+ +
+
+ +

◆ GLFW_JOYSTICK_2

+ +
+
+ + + + +
#define GLFW_JOYSTICK_2   1
+
+ +
+
+ +

◆ GLFW_JOYSTICK_3

+ +
+
+ + + + +
#define GLFW_JOYSTICK_3   2
+
+ +
+
+ +

◆ GLFW_JOYSTICK_4

+ +
+
+ + + + +
#define GLFW_JOYSTICK_4   3
+
+ +
+
+ +

◆ GLFW_JOYSTICK_5

+ +
+
+ + + + +
#define GLFW_JOYSTICK_5   4
+
+ +
+
+ +

◆ GLFW_JOYSTICK_6

+ +
+
+ + + + +
#define GLFW_JOYSTICK_6   5
+
+ +
+
+ +

◆ GLFW_JOYSTICK_7

+ +
+
+ + + + +
#define GLFW_JOYSTICK_7   6
+
+ +
+
+ +

◆ GLFW_JOYSTICK_8

+ +
+
+ + + + +
#define GLFW_JOYSTICK_8   7
+
+ +
+
+ +

◆ GLFW_JOYSTICK_9

+ +
+
+ + + + +
#define GLFW_JOYSTICK_9   8
+
+ +
+
+ +

◆ GLFW_JOYSTICK_10

+ +
+
+ + + + +
#define GLFW_JOYSTICK_10   9
+
+ +
+
+ +

◆ GLFW_JOYSTICK_11

+ +
+
+ + + + +
#define GLFW_JOYSTICK_11   10
+
+ +
+
+ +

◆ GLFW_JOYSTICK_12

+ +
+
+ + + + +
#define GLFW_JOYSTICK_12   11
+
+ +
+
+ +

◆ GLFW_JOYSTICK_13

+ +
+
+ + + + +
#define GLFW_JOYSTICK_13   12
+
+ +
+
+ +

◆ GLFW_JOYSTICK_14

+ +
+
+ + + + +
#define GLFW_JOYSTICK_14   13
+
+ +
+
+ +

◆ GLFW_JOYSTICK_15

+ +
+
+ + + + +
#define GLFW_JOYSTICK_15   14
+
+ +
+
+ +

◆ GLFW_JOYSTICK_16

+ +
+
+ + + + +
#define GLFW_JOYSTICK_16   15
+
+ +
+
+ +

◆ GLFW_JOYSTICK_LAST

+ +
+
+ + + + +
#define GLFW_JOYSTICK_LAST   GLFW_JOYSTICK_16
+
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__keys.html b/dependencies/glfw-3.4/docs/html/group__keys.html new file mode 100644 index 0000000..d40e5f1 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__keys.html @@ -0,0 +1,2034 @@ + + + + + + + +GLFW: Keyboard key tokens + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ +
Keyboard key tokens
+
+
+

Description

+

See key input for how these are used.

+

These key codes are inspired by the USB HID Usage Tables v1.12 (p. 53-60), but re-arranged to map to 7-bit ASCII for printable keys (function keys are put in the 256+ range).

+

The naming of the key codes follow these rules:

    +
  • The US keyboard layout is used
  • +
  • Names of printable alphanumeric characters are used (e.g. "A", "R", "3", etc.)
  • +
  • For non-alphanumeric characters, Unicode:ish names are used (e.g. "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not correspond to the Unicode standard (usually for brevity)
  • +
  • Keys that lack a clear US mapping are named "WORLD_x"
  • +
  • For non-printable keys, custom names are used (e.g. "F4", "BACKSPACE", etc.)
  • +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_KEY_SPACE   32
 
#define GLFW_KEY_APOSTROPHE   39 /* ' */
 
#define GLFW_KEY_COMMA   44 /* , */
 
#define GLFW_KEY_MINUS   45 /* - */
 
#define GLFW_KEY_PERIOD   46 /* . */
 
#define GLFW_KEY_SLASH   47 /* / */
 
#define GLFW_KEY_0   48
 
#define GLFW_KEY_1   49
 
#define GLFW_KEY_2   50
 
#define GLFW_KEY_3   51
 
#define GLFW_KEY_4   52
 
#define GLFW_KEY_5   53
 
#define GLFW_KEY_6   54
 
#define GLFW_KEY_7   55
 
#define GLFW_KEY_8   56
 
#define GLFW_KEY_9   57
 
#define GLFW_KEY_SEMICOLON   59 /* ; */
 
#define GLFW_KEY_EQUAL   61 /* = */
 
#define GLFW_KEY_A   65
 
#define GLFW_KEY_B   66
 
#define GLFW_KEY_C   67
 
#define GLFW_KEY_D   68
 
#define GLFW_KEY_E   69
 
#define GLFW_KEY_F   70
 
#define GLFW_KEY_G   71
 
#define GLFW_KEY_H   72
 
#define GLFW_KEY_I   73
 
#define GLFW_KEY_J   74
 
#define GLFW_KEY_K   75
 
#define GLFW_KEY_L   76
 
#define GLFW_KEY_M   77
 
#define GLFW_KEY_N   78
 
#define GLFW_KEY_O   79
 
#define GLFW_KEY_P   80
 
#define GLFW_KEY_Q   81
 
#define GLFW_KEY_R   82
 
#define GLFW_KEY_S   83
 
#define GLFW_KEY_T   84
 
#define GLFW_KEY_U   85
 
#define GLFW_KEY_V   86
 
#define GLFW_KEY_W   87
 
#define GLFW_KEY_X   88
 
#define GLFW_KEY_Y   89
 
#define GLFW_KEY_Z   90
 
#define GLFW_KEY_LEFT_BRACKET   91 /* [ */
 
#define GLFW_KEY_BACKSLASH   92 /* \ */
 
#define GLFW_KEY_RIGHT_BRACKET   93 /* ] */
 
#define GLFW_KEY_GRAVE_ACCENT   96 /* ` */
 
#define GLFW_KEY_WORLD_1   161 /* non-US #1 */
 
#define GLFW_KEY_WORLD_2   162 /* non-US #2 */
 
#define GLFW_KEY_ESCAPE   256
 
#define GLFW_KEY_ENTER   257
 
#define GLFW_KEY_TAB   258
 
#define GLFW_KEY_BACKSPACE   259
 
#define GLFW_KEY_INSERT   260
 
#define GLFW_KEY_DELETE   261
 
#define GLFW_KEY_RIGHT   262
 
#define GLFW_KEY_LEFT   263
 
#define GLFW_KEY_DOWN   264
 
#define GLFW_KEY_UP   265
 
#define GLFW_KEY_PAGE_UP   266
 
#define GLFW_KEY_PAGE_DOWN   267
 
#define GLFW_KEY_HOME   268
 
#define GLFW_KEY_END   269
 
#define GLFW_KEY_CAPS_LOCK   280
 
#define GLFW_KEY_SCROLL_LOCK   281
 
#define GLFW_KEY_NUM_LOCK   282
 
#define GLFW_KEY_PRINT_SCREEN   283
 
#define GLFW_KEY_PAUSE   284
 
#define GLFW_KEY_F1   290
 
#define GLFW_KEY_F2   291
 
#define GLFW_KEY_F3   292
 
#define GLFW_KEY_F4   293
 
#define GLFW_KEY_F5   294
 
#define GLFW_KEY_F6   295
 
#define GLFW_KEY_F7   296
 
#define GLFW_KEY_F8   297
 
#define GLFW_KEY_F9   298
 
#define GLFW_KEY_F10   299
 
#define GLFW_KEY_F11   300
 
#define GLFW_KEY_F12   301
 
#define GLFW_KEY_F13   302
 
#define GLFW_KEY_F14   303
 
#define GLFW_KEY_F15   304
 
#define GLFW_KEY_F16   305
 
#define GLFW_KEY_F17   306
 
#define GLFW_KEY_F18   307
 
#define GLFW_KEY_F19   308
 
#define GLFW_KEY_F20   309
 
#define GLFW_KEY_F21   310
 
#define GLFW_KEY_F22   311
 
#define GLFW_KEY_F23   312
 
#define GLFW_KEY_F24   313
 
#define GLFW_KEY_F25   314
 
#define GLFW_KEY_KP_0   320
 
#define GLFW_KEY_KP_1   321
 
#define GLFW_KEY_KP_2   322
 
#define GLFW_KEY_KP_3   323
 
#define GLFW_KEY_KP_4   324
 
#define GLFW_KEY_KP_5   325
 
#define GLFW_KEY_KP_6   326
 
#define GLFW_KEY_KP_7   327
 
#define GLFW_KEY_KP_8   328
 
#define GLFW_KEY_KP_9   329
 
#define GLFW_KEY_KP_DECIMAL   330
 
#define GLFW_KEY_KP_DIVIDE   331
 
#define GLFW_KEY_KP_MULTIPLY   332
 
#define GLFW_KEY_KP_SUBTRACT   333
 
#define GLFW_KEY_KP_ADD   334
 
#define GLFW_KEY_KP_ENTER   335
 
#define GLFW_KEY_KP_EQUAL   336
 
#define GLFW_KEY_LEFT_SHIFT   340
 
#define GLFW_KEY_LEFT_CONTROL   341
 
#define GLFW_KEY_LEFT_ALT   342
 
#define GLFW_KEY_LEFT_SUPER   343
 
#define GLFW_KEY_RIGHT_SHIFT   344
 
#define GLFW_KEY_RIGHT_CONTROL   345
 
#define GLFW_KEY_RIGHT_ALT   346
 
#define GLFW_KEY_RIGHT_SUPER   347
 
#define GLFW_KEY_MENU   348
 
#define GLFW_KEY_LAST   GLFW_KEY_MENU
 
+

Macro Definition Documentation

+ +

◆ GLFW_KEY_SPACE

+ +
+
+ + + + +
#define GLFW_KEY_SPACE   32
+
+ +
+
+ +

◆ GLFW_KEY_APOSTROPHE

+ +
+
+ + + + +
#define GLFW_KEY_APOSTROPHE   39 /* ' */
+
+ +
+
+ +

◆ GLFW_KEY_COMMA

+ +
+
+ + + + +
#define GLFW_KEY_COMMA   44 /* , */
+
+ +
+
+ +

◆ GLFW_KEY_MINUS

+ +
+
+ + + + +
#define GLFW_KEY_MINUS   45 /* - */
+
+ +
+
+ +

◆ GLFW_KEY_PERIOD

+ +
+
+ + + + +
#define GLFW_KEY_PERIOD   46 /* . */
+
+ +
+
+ +

◆ GLFW_KEY_SLASH

+ +
+
+ + + + +
#define GLFW_KEY_SLASH   47 /* / */
+
+ +
+
+ +

◆ GLFW_KEY_0

+ +
+
+ + + + +
#define GLFW_KEY_0   48
+
+ +
+
+ +

◆ GLFW_KEY_1

+ +
+
+ + + + +
#define GLFW_KEY_1   49
+
+ +
+
+ +

◆ GLFW_KEY_2

+ +
+
+ + + + +
#define GLFW_KEY_2   50
+
+ +
+
+ +

◆ GLFW_KEY_3

+ +
+
+ + + + +
#define GLFW_KEY_3   51
+
+ +
+
+ +

◆ GLFW_KEY_4

+ +
+
+ + + + +
#define GLFW_KEY_4   52
+
+ +
+
+ +

◆ GLFW_KEY_5

+ +
+
+ + + + +
#define GLFW_KEY_5   53
+
+ +
+
+ +

◆ GLFW_KEY_6

+ +
+
+ + + + +
#define GLFW_KEY_6   54
+
+ +
+
+ +

◆ GLFW_KEY_7

+ +
+
+ + + + +
#define GLFW_KEY_7   55
+
+ +
+
+ +

◆ GLFW_KEY_8

+ +
+
+ + + + +
#define GLFW_KEY_8   56
+
+ +
+
+ +

◆ GLFW_KEY_9

+ +
+
+ + + + +
#define GLFW_KEY_9   57
+
+ +
+
+ +

◆ GLFW_KEY_SEMICOLON

+ +
+
+ + + + +
#define GLFW_KEY_SEMICOLON   59 /* ; */
+
+ +
+
+ +

◆ GLFW_KEY_EQUAL

+ +
+
+ + + + +
#define GLFW_KEY_EQUAL   61 /* = */
+
+ +
+
+ +

◆ GLFW_KEY_A

+ +
+
+ + + + +
#define GLFW_KEY_A   65
+
+ +
+
+ +

◆ GLFW_KEY_B

+ +
+
+ + + + +
#define GLFW_KEY_B   66
+
+ +
+
+ +

◆ GLFW_KEY_C

+ +
+
+ + + + +
#define GLFW_KEY_C   67
+
+ +
+
+ +

◆ GLFW_KEY_D

+ +
+
+ + + + +
#define GLFW_KEY_D   68
+
+ +
+
+ +

◆ GLFW_KEY_E

+ +
+
+ + + + +
#define GLFW_KEY_E   69
+
+ +
+
+ +

◆ GLFW_KEY_F

+ +
+
+ + + + +
#define GLFW_KEY_F   70
+
+ +
+
+ +

◆ GLFW_KEY_G

+ +
+
+ + + + +
#define GLFW_KEY_G   71
+
+ +
+
+ +

◆ GLFW_KEY_H

+ +
+
+ + + + +
#define GLFW_KEY_H   72
+
+ +
+
+ +

◆ GLFW_KEY_I

+ +
+
+ + + + +
#define GLFW_KEY_I   73
+
+ +
+
+ +

◆ GLFW_KEY_J

+ +
+
+ + + + +
#define GLFW_KEY_J   74
+
+ +
+
+ +

◆ GLFW_KEY_K

+ +
+
+ + + + +
#define GLFW_KEY_K   75
+
+ +
+
+ +

◆ GLFW_KEY_L

+ +
+
+ + + + +
#define GLFW_KEY_L   76
+
+ +
+
+ +

◆ GLFW_KEY_M

+ +
+
+ + + + +
#define GLFW_KEY_M   77
+
+ +
+
+ +

◆ GLFW_KEY_N

+ +
+
+ + + + +
#define GLFW_KEY_N   78
+
+ +
+
+ +

◆ GLFW_KEY_O

+ +
+
+ + + + +
#define GLFW_KEY_O   79
+
+ +
+
+ +

◆ GLFW_KEY_P

+ +
+
+ + + + +
#define GLFW_KEY_P   80
+
+ +
+
+ +

◆ GLFW_KEY_Q

+ +
+
+ + + + +
#define GLFW_KEY_Q   81
+
+ +
+
+ +

◆ GLFW_KEY_R

+ +
+
+ + + + +
#define GLFW_KEY_R   82
+
+ +
+
+ +

◆ GLFW_KEY_S

+ +
+
+ + + + +
#define GLFW_KEY_S   83
+
+ +
+
+ +

◆ GLFW_KEY_T

+ +
+
+ + + + +
#define GLFW_KEY_T   84
+
+ +
+
+ +

◆ GLFW_KEY_U

+ +
+
+ + + + +
#define GLFW_KEY_U   85
+
+ +
+
+ +

◆ GLFW_KEY_V

+ +
+
+ + + + +
#define GLFW_KEY_V   86
+
+ +
+
+ +

◆ GLFW_KEY_W

+ +
+
+ + + + +
#define GLFW_KEY_W   87
+
+ +
+
+ +

◆ GLFW_KEY_X

+ +
+
+ + + + +
#define GLFW_KEY_X   88
+
+ +
+
+ +

◆ GLFW_KEY_Y

+ +
+
+ + + + +
#define GLFW_KEY_Y   89
+
+ +
+
+ +

◆ GLFW_KEY_Z

+ +
+
+ + + + +
#define GLFW_KEY_Z   90
+
+ +
+
+ +

◆ GLFW_KEY_LEFT_BRACKET

+ +
+
+ + + + +
#define GLFW_KEY_LEFT_BRACKET   91 /* [ */
+
+ +
+
+ +

◆ GLFW_KEY_BACKSLASH

+ +
+
+ + + + +
#define GLFW_KEY_BACKSLASH   92 /* \ */
+
+ +
+
+ +

◆ GLFW_KEY_RIGHT_BRACKET

+ +
+
+ + + + +
#define GLFW_KEY_RIGHT_BRACKET   93 /* ] */
+
+ +
+
+ +

◆ GLFW_KEY_GRAVE_ACCENT

+ +
+
+ + + + +
#define GLFW_KEY_GRAVE_ACCENT   96 /* ` */
+
+ +
+
+ +

◆ GLFW_KEY_WORLD_1

+ +
+
+ + + + +
#define GLFW_KEY_WORLD_1   161 /* non-US #1 */
+
+ +
+
+ +

◆ GLFW_KEY_WORLD_2

+ +
+
+ + + + +
#define GLFW_KEY_WORLD_2   162 /* non-US #2 */
+
+ +
+
+ +

◆ GLFW_KEY_ESCAPE

+ +
+
+ + + + +
#define GLFW_KEY_ESCAPE   256
+
+ +
+
+ +

◆ GLFW_KEY_ENTER

+ +
+
+ + + + +
#define GLFW_KEY_ENTER   257
+
+ +
+
+ +

◆ GLFW_KEY_TAB

+ +
+
+ + + + +
#define GLFW_KEY_TAB   258
+
+ +
+
+ +

◆ GLFW_KEY_BACKSPACE

+ +
+
+ + + + +
#define GLFW_KEY_BACKSPACE   259
+
+ +
+
+ +

◆ GLFW_KEY_INSERT

+ +
+
+ + + + +
#define GLFW_KEY_INSERT   260
+
+ +
+
+ +

◆ GLFW_KEY_DELETE

+ +
+
+ + + + +
#define GLFW_KEY_DELETE   261
+
+ +
+
+ +

◆ GLFW_KEY_RIGHT

+ +
+
+ + + + +
#define GLFW_KEY_RIGHT   262
+
+ +
+
+ +

◆ GLFW_KEY_LEFT

+ +
+
+ + + + +
#define GLFW_KEY_LEFT   263
+
+ +
+
+ +

◆ GLFW_KEY_DOWN

+ +
+
+ + + + +
#define GLFW_KEY_DOWN   264
+
+ +
+
+ +

◆ GLFW_KEY_UP

+ +
+
+ + + + +
#define GLFW_KEY_UP   265
+
+ +
+
+ +

◆ GLFW_KEY_PAGE_UP

+ +
+
+ + + + +
#define GLFW_KEY_PAGE_UP   266
+
+ +
+
+ +

◆ GLFW_KEY_PAGE_DOWN

+ +
+
+ + + + +
#define GLFW_KEY_PAGE_DOWN   267
+
+ +
+
+ +

◆ GLFW_KEY_HOME

+ +
+
+ + + + +
#define GLFW_KEY_HOME   268
+
+ +
+
+ +

◆ GLFW_KEY_END

+ +
+
+ + + + +
#define GLFW_KEY_END   269
+
+ +
+
+ +

◆ GLFW_KEY_CAPS_LOCK

+ +
+
+ + + + +
#define GLFW_KEY_CAPS_LOCK   280
+
+ +
+
+ +

◆ GLFW_KEY_SCROLL_LOCK

+ +
+
+ + + + +
#define GLFW_KEY_SCROLL_LOCK   281
+
+ +
+
+ +

◆ GLFW_KEY_NUM_LOCK

+ +
+
+ + + + +
#define GLFW_KEY_NUM_LOCK   282
+
+ +
+
+ +

◆ GLFW_KEY_PRINT_SCREEN

+ +
+
+ + + + +
#define GLFW_KEY_PRINT_SCREEN   283
+
+ +
+
+ +

◆ GLFW_KEY_PAUSE

+ +
+
+ + + + +
#define GLFW_KEY_PAUSE   284
+
+ +
+
+ +

◆ GLFW_KEY_F1

+ +
+
+ + + + +
#define GLFW_KEY_F1   290
+
+ +
+
+ +

◆ GLFW_KEY_F2

+ +
+
+ + + + +
#define GLFW_KEY_F2   291
+
+ +
+
+ +

◆ GLFW_KEY_F3

+ +
+
+ + + + +
#define GLFW_KEY_F3   292
+
+ +
+
+ +

◆ GLFW_KEY_F4

+ +
+
+ + + + +
#define GLFW_KEY_F4   293
+
+ +
+
+ +

◆ GLFW_KEY_F5

+ +
+
+ + + + +
#define GLFW_KEY_F5   294
+
+ +
+
+ +

◆ GLFW_KEY_F6

+ +
+
+ + + + +
#define GLFW_KEY_F6   295
+
+ +
+
+ +

◆ GLFW_KEY_F7

+ +
+
+ + + + +
#define GLFW_KEY_F7   296
+
+ +
+
+ +

◆ GLFW_KEY_F8

+ +
+
+ + + + +
#define GLFW_KEY_F8   297
+
+ +
+
+ +

◆ GLFW_KEY_F9

+ +
+
+ + + + +
#define GLFW_KEY_F9   298
+
+ +
+
+ +

◆ GLFW_KEY_F10

+ +
+
+ + + + +
#define GLFW_KEY_F10   299
+
+ +
+
+ +

◆ GLFW_KEY_F11

+ +
+
+ + + + +
#define GLFW_KEY_F11   300
+
+ +
+
+ +

◆ GLFW_KEY_F12

+ +
+
+ + + + +
#define GLFW_KEY_F12   301
+
+ +
+
+ +

◆ GLFW_KEY_F13

+ +
+
+ + + + +
#define GLFW_KEY_F13   302
+
+ +
+
+ +

◆ GLFW_KEY_F14

+ +
+
+ + + + +
#define GLFW_KEY_F14   303
+
+ +
+
+ +

◆ GLFW_KEY_F15

+ +
+
+ + + + +
#define GLFW_KEY_F15   304
+
+ +
+
+ +

◆ GLFW_KEY_F16

+ +
+
+ + + + +
#define GLFW_KEY_F16   305
+
+ +
+
+ +

◆ GLFW_KEY_F17

+ +
+
+ + + + +
#define GLFW_KEY_F17   306
+
+ +
+
+ +

◆ GLFW_KEY_F18

+ +
+
+ + + + +
#define GLFW_KEY_F18   307
+
+ +
+
+ +

◆ GLFW_KEY_F19

+ +
+
+ + + + +
#define GLFW_KEY_F19   308
+
+ +
+
+ +

◆ GLFW_KEY_F20

+ +
+
+ + + + +
#define GLFW_KEY_F20   309
+
+ +
+
+ +

◆ GLFW_KEY_F21

+ +
+
+ + + + +
#define GLFW_KEY_F21   310
+
+ +
+
+ +

◆ GLFW_KEY_F22

+ +
+
+ + + + +
#define GLFW_KEY_F22   311
+
+ +
+
+ +

◆ GLFW_KEY_F23

+ +
+
+ + + + +
#define GLFW_KEY_F23   312
+
+ +
+
+ +

◆ GLFW_KEY_F24

+ +
+
+ + + + +
#define GLFW_KEY_F24   313
+
+ +
+
+ +

◆ GLFW_KEY_F25

+ +
+
+ + + + +
#define GLFW_KEY_F25   314
+
+ +
+
+ +

◆ GLFW_KEY_KP_0

+ +
+
+ + + + +
#define GLFW_KEY_KP_0   320
+
+ +
+
+ +

◆ GLFW_KEY_KP_1

+ +
+
+ + + + +
#define GLFW_KEY_KP_1   321
+
+ +
+
+ +

◆ GLFW_KEY_KP_2

+ +
+
+ + + + +
#define GLFW_KEY_KP_2   322
+
+ +
+
+ +

◆ GLFW_KEY_KP_3

+ +
+
+ + + + +
#define GLFW_KEY_KP_3   323
+
+ +
+
+ +

◆ GLFW_KEY_KP_4

+ +
+
+ + + + +
#define GLFW_KEY_KP_4   324
+
+ +
+
+ +

◆ GLFW_KEY_KP_5

+ +
+
+ + + + +
#define GLFW_KEY_KP_5   325
+
+ +
+
+ +

◆ GLFW_KEY_KP_6

+ +
+
+ + + + +
#define GLFW_KEY_KP_6   326
+
+ +
+
+ +

◆ GLFW_KEY_KP_7

+ +
+
+ + + + +
#define GLFW_KEY_KP_7   327
+
+ +
+
+ +

◆ GLFW_KEY_KP_8

+ +
+
+ + + + +
#define GLFW_KEY_KP_8   328
+
+ +
+
+ +

◆ GLFW_KEY_KP_9

+ +
+
+ + + + +
#define GLFW_KEY_KP_9   329
+
+ +
+
+ +

◆ GLFW_KEY_KP_DECIMAL

+ +
+
+ + + + +
#define GLFW_KEY_KP_DECIMAL   330
+
+ +
+
+ +

◆ GLFW_KEY_KP_DIVIDE

+ +
+
+ + + + +
#define GLFW_KEY_KP_DIVIDE   331
+
+ +
+
+ +

◆ GLFW_KEY_KP_MULTIPLY

+ +
+
+ + + + +
#define GLFW_KEY_KP_MULTIPLY   332
+
+ +
+
+ +

◆ GLFW_KEY_KP_SUBTRACT

+ +
+
+ + + + +
#define GLFW_KEY_KP_SUBTRACT   333
+
+ +
+
+ +

◆ GLFW_KEY_KP_ADD

+ +
+
+ + + + +
#define GLFW_KEY_KP_ADD   334
+
+ +
+
+ +

◆ GLFW_KEY_KP_ENTER

+ +
+
+ + + + +
#define GLFW_KEY_KP_ENTER   335
+
+ +
+
+ +

◆ GLFW_KEY_KP_EQUAL

+ +
+
+ + + + +
#define GLFW_KEY_KP_EQUAL   336
+
+ +
+
+ +

◆ GLFW_KEY_LEFT_SHIFT

+ +
+
+ + + + +
#define GLFW_KEY_LEFT_SHIFT   340
+
+ +
+
+ +

◆ GLFW_KEY_LEFT_CONTROL

+ +
+
+ + + + +
#define GLFW_KEY_LEFT_CONTROL   341
+
+ +
+
+ +

◆ GLFW_KEY_LEFT_ALT

+ +
+
+ + + + +
#define GLFW_KEY_LEFT_ALT   342
+
+ +
+
+ +

◆ GLFW_KEY_LEFT_SUPER

+ +
+
+ + + + +
#define GLFW_KEY_LEFT_SUPER   343
+
+ +
+
+ +

◆ GLFW_KEY_RIGHT_SHIFT

+ +
+
+ + + + +
#define GLFW_KEY_RIGHT_SHIFT   344
+
+ +
+
+ +

◆ GLFW_KEY_RIGHT_CONTROL

+ +
+
+ + + + +
#define GLFW_KEY_RIGHT_CONTROL   345
+
+ +
+
+ +

◆ GLFW_KEY_RIGHT_ALT

+ +
+
+ + + + +
#define GLFW_KEY_RIGHT_ALT   346
+
+ +
+
+ +

◆ GLFW_KEY_RIGHT_SUPER

+ +
+
+ + + + +
#define GLFW_KEY_RIGHT_SUPER   347
+
+ +
+
+ +

◆ GLFW_KEY_MENU

+ +
+
+ + + + +
#define GLFW_KEY_MENU   348
+
+ +
+
+ +

◆ GLFW_KEY_LAST

+ +
+
+ + + + +
#define GLFW_KEY_LAST   GLFW_KEY_MENU
+
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__mods.html b/dependencies/glfw-3.4/docs/html/group__mods.html new file mode 100644 index 0000000..21062a8 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__mods.html @@ -0,0 +1,198 @@ + + + + + + + +GLFW: Modifier key flags + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ +
Modifier key flags
+
+
+

Description

+

See key input for how these are used.

+ + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_MOD_SHIFT   0x0001
 If this bit is set one or more Shift keys were held down.
 
#define GLFW_MOD_CONTROL   0x0002
 If this bit is set one or more Control keys were held down.
 
#define GLFW_MOD_ALT   0x0004
 If this bit is set one or more Alt keys were held down.
 
#define GLFW_MOD_SUPER   0x0008
 If this bit is set one or more Super keys were held down.
 
#define GLFW_MOD_CAPS_LOCK   0x0010
 If this bit is set the Caps Lock key is enabled.
 
#define GLFW_MOD_NUM_LOCK   0x0020
 If this bit is set the Num Lock key is enabled.
 
+

Macro Definition Documentation

+ +

◆ GLFW_MOD_SHIFT

+ +
+
+ + + + +
#define GLFW_MOD_SHIFT   0x0001
+
+

If this bit is set one or more Shift keys were held down.

+ +
+
+ +

◆ GLFW_MOD_CONTROL

+ +
+
+ + + + +
#define GLFW_MOD_CONTROL   0x0002
+
+

If this bit is set one or more Control keys were held down.

+ +
+
+ +

◆ GLFW_MOD_ALT

+ +
+
+ + + + +
#define GLFW_MOD_ALT   0x0004
+
+

If this bit is set one or more Alt keys were held down.

+ +
+
+ +

◆ GLFW_MOD_SUPER

+ +
+
+ + + + +
#define GLFW_MOD_SUPER   0x0008
+
+

If this bit is set one or more Super keys were held down.

+ +
+
+ +

◆ GLFW_MOD_CAPS_LOCK

+ +
+
+ + + + +
#define GLFW_MOD_CAPS_LOCK   0x0010
+
+

If this bit is set the Caps Lock key is enabled and the GLFW_LOCK_KEY_MODS input mode is set.

+ +
+
+ +

◆ GLFW_MOD_NUM_LOCK

+ +
+
+ + + + +
#define GLFW_MOD_NUM_LOCK   0x0020
+
+

If this bit is set the Num Lock key is enabled and the GLFW_LOCK_KEY_MODS input mode is set.

+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__monitor.html b/dependencies/glfw-3.4/docs/html/group__monitor.html new file mode 100644 index 0000000..3b2044a --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__monitor.html @@ -0,0 +1,849 @@ + + + + + + + +GLFW: Monitor reference + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ +
Monitor reference
+
+
+

Description

+

This is the reference documentation for monitor related functions and types. For more task-oriented information, see the Monitor guide.

+ + + + + + + + + + + + + + +

+Typedefs

typedef struct GLFWmonitor GLFWmonitor
 Opaque monitor object.
 
typedef void(* GLFWmonitorfun) (GLFWmonitor *monitor, int event)
 The function pointer type for monitor configuration callbacks.
 
typedef struct GLFWvidmode GLFWvidmode
 Video mode type.
 
typedef struct GLFWgammaramp GLFWgammaramp
 Gamma ramp.
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

GLFWmonitor ** glfwGetMonitors (int *count)
 Returns the currently connected monitors.
 
GLFWmonitorglfwGetPrimaryMonitor (void)
 Returns the primary monitor.
 
void glfwGetMonitorPos (GLFWmonitor *monitor, int *xpos, int *ypos)
 Returns the position of the monitor's viewport on the virtual screen.
 
void glfwGetMonitorWorkarea (GLFWmonitor *monitor, int *xpos, int *ypos, int *width, int *height)
 Retrieves the work area of the monitor.
 
void glfwGetMonitorPhysicalSize (GLFWmonitor *monitor, int *widthMM, int *heightMM)
 Returns the physical size of the monitor.
 
void glfwGetMonitorContentScale (GLFWmonitor *monitor, float *xscale, float *yscale)
 Retrieves the content scale for the specified monitor.
 
const char * glfwGetMonitorName (GLFWmonitor *monitor)
 Returns the name of the specified monitor.
 
void glfwSetMonitorUserPointer (GLFWmonitor *monitor, void *pointer)
 Sets the user pointer of the specified monitor.
 
void * glfwGetMonitorUserPointer (GLFWmonitor *monitor)
 Returns the user pointer of the specified monitor.
 
GLFWmonitorfun glfwSetMonitorCallback (GLFWmonitorfun callback)
 Sets the monitor configuration callback.
 
const GLFWvidmodeglfwGetVideoModes (GLFWmonitor *monitor, int *count)
 Returns the available video modes for the specified monitor.
 
const GLFWvidmodeglfwGetVideoMode (GLFWmonitor *monitor)
 Returns the current mode of the specified monitor.
 
void glfwSetGamma (GLFWmonitor *monitor, float gamma)
 Generates a gamma ramp and sets it for the specified monitor.
 
const GLFWgammarampglfwGetGammaRamp (GLFWmonitor *monitor)
 Returns the current gamma ramp for the specified monitor.
 
void glfwSetGammaRamp (GLFWmonitor *monitor, const GLFWgammaramp *ramp)
 Sets the current gamma ramp for the specified monitor.
 
+

Typedef Documentation

+ +

◆ GLFWmonitor

+ +
+
+ + + + +
typedef struct GLFWmonitor GLFWmonitor
+
+

Opaque monitor object.

+
See also
Monitor objects
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWmonitorfun

+ +
+
+ + + + +
typedef void(* GLFWmonitorfun) (GLFWmonitor *monitor, int event)
+
+

This is the function pointer type for monitor configuration callbacks. A monitor callback function has the following signature:

void function_name(GLFWmonitor* monitor, int event)
+
struct GLFWmonitor GLFWmonitor
Opaque monitor object.
Definition glfw3.h:1391
+
Parameters
+ + + +
[in]monitorThe monitor that was connected or disconnected.
[in]eventOne of GLFW_CONNECTED or GLFW_DISCONNECTED. Future releases may add more events.
+
+
+
See also
Monitor configuration changes
+
+glfwSetMonitorCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWvidmode

+ +
+
+ + + + +
typedef struct GLFWvidmode GLFWvidmode
+
+

This describes a single video mode.

+
See also
Video modes
+
+glfwGetVideoMode
+
+glfwGetVideoModes
+
Since
Added in version 1.0. GLFW 3: Added refresh rate member.
+ +
+
+ +

◆ GLFWgammaramp

+ +
+
+ + + + +
typedef struct GLFWgammaramp GLFWgammaramp
+
+

This describes the gamma ramp for a monitor.

+
See also
Gamma ramp
+
+glfwGetGammaRamp
+
+glfwSetGammaRamp
+
Since
Added in version 3.0.
+ +
+
+

Function Documentation

+ +

◆ glfwGetMonitors()

+ +
+
+ + + + + + + + +
GLFWmonitor ** glfwGetMonitors (int * count)
+
+

This function returns an array of handles for all currently connected monitors. The primary monitor is always first in the returned array. If no monitors were found, this function returns NULL.

+
Parameters
+ + +
[out]countWhere to store the number of monitors in the returned array. This is set to zero if an error occurred.
+
+
+
Returns
An array of monitor handles, or NULL if no monitors were found or if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Pointer lifetime
The returned array is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the monitor configuration changes or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Retrieving monitors
+
+Monitor configuration changes
+
+glfwGetPrimaryMonitor
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetPrimaryMonitor()

+ +
+
+ + + + + + + + +
GLFWmonitor * glfwGetPrimaryMonitor (void )
+
+

This function returns the primary monitor. This is usually the monitor where elements like the task bar or global menu bar are located.

+
Returns
The primary monitor, or NULL if no monitors were found or if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
Remarks
The primary monitor is always first in the array returned by glfwGetMonitors.
+
See also
Retrieving monitors
+
+glfwGetMonitors
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetMonitorPos()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetMonitorPos (GLFWmonitormonitor,
int * xpos,
int * ypos 
)
+
+

This function returns the position, in screen coordinates, of the upper-left corner of the specified monitor.

+

Any or all of the position arguments may be NULL. If an error occurs, all non-NULL position arguments will be set to zero.

+
Parameters
+ + + + +
[in]monitorThe monitor to query.
[out]xposWhere to store the monitor x-coordinate, or NULL.
[out]yposWhere to store the monitor y-coordinate, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Monitor properties
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetMonitorWorkarea()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetMonitorWorkarea (GLFWmonitormonitor,
int * xpos,
int * ypos,
int * width,
int * height 
)
+
+

This function returns the position, in screen coordinates, of the upper-left corner of the work area of the specified monitor along with the work area size in screen coordinates. The work area is defined as the area of the monitor not occluded by the window system task bar where present. If no task bar exists then the work area is the monitor resolution in screen coordinates.

+

Any or all of the position and size arguments may be NULL. If an error occurs, all non-NULL position and size arguments will be set to zero.

+
Parameters
+ + + + + + +
[in]monitorThe monitor to query.
[out]xposWhere to store the monitor x-coordinate, or NULL.
[out]yposWhere to store the monitor y-coordinate, or NULL.
[out]widthWhere to store the monitor width, or NULL.
[out]heightWhere to store the monitor height, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Work area
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetMonitorPhysicalSize()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetMonitorPhysicalSize (GLFWmonitormonitor,
int * widthMM,
int * heightMM 
)
+
+

This function returns the size, in millimetres, of the display area of the specified monitor.

+

Some platforms do not provide accurate monitor size information, either because the monitor EDID data is incorrect or because the driver does not report it accurately.

+

Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

+
Parameters
+ + + + +
[in]monitorThe monitor to query.
[out]widthMMWhere to store the width, in millimetres, of the monitor's display area, or NULL.
[out]heightMMWhere to store the height, in millimetres, of the monitor's display area, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Remarks
Windows: On Windows 8 and earlier the physical size is calculated from the current resolution and system DPI instead of querying the monitor EDID data.
+
Thread safety
This function must only be called from the main thread.
+
See also
Monitor properties
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetMonitorContentScale()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetMonitorContentScale (GLFWmonitormonitor,
float * xscale,
float * yscale 
)
+
+

This function retrieves the content scale for the specified monitor. The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct.

+

The content scale may depend on both the monitor resolution and pixel density and on user settings. It may be very different from the raw DPI calculated from the physical size and current resolution.

+
Parameters
+ + + + +
[in]monitorThe monitor to query.
[out]xscaleWhere to store the x-axis content scale, or NULL.
[out]yscaleWhere to store the y-axis content scale, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
Wayland: Fractional scaling information is not yet available for monitors, so this function only returns integer content scales.
+
Thread safety
This function must only be called from the main thread.
+
See also
Content scale
+
+glfwGetWindowContentScale
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetMonitorName()

+ +
+
+ + + + + + + + +
const char * glfwGetMonitorName (GLFWmonitormonitor)
+
+

This function returns a human-readable name, encoded as UTF-8, of the specified monitor. The name typically reflects the make and model of the monitor and is not guaranteed to be unique among the connected monitors.

+
Parameters
+ + +
[in]monitorThe monitor to query.
+
+
+
Returns
The UTF-8 encoded name of the monitor, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Monitor properties
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetMonitorUserPointer()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetMonitorUserPointer (GLFWmonitormonitor,
void * pointer 
)
+
+

This function sets the user-defined pointer of the specified monitor. The current value is retained until the monitor is disconnected. The initial value is NULL.

+

This function may be called from the monitor callback, even for a monitor that is being disconnected.

+
Parameters
+ + + +
[in]monitorThe monitor whose pointer to set.
[in]pointerThe new value.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
User pointer
+
+glfwGetMonitorUserPointer
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetMonitorUserPointer()

+ +
+
+ + + + + + + + +
void * glfwGetMonitorUserPointer (GLFWmonitormonitor)
+
+

This function returns the current value of the user-defined pointer of the specified monitor. The initial value is NULL.

+

This function may be called from the monitor callback, even for a monitor that is being disconnected.

+
Parameters
+ + +
[in]monitorThe monitor whose pointer to return.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
User pointer
+
+glfwSetMonitorUserPointer
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetMonitorCallback()

+ +
+
+ + + + + + + + +
GLFWmonitorfun glfwSetMonitorCallback (GLFWmonitorfun callback)
+
+

This function sets the monitor configuration callback, or removes the currently set callback. This is called when a monitor is connected to or disconnected from the system.

+
Parameters
+ + +
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWmonitor* monitor, int event)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Monitor configuration changes
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetVideoModes()

+ +
+
+ + + + + + + + + + + + + + + + + + +
const GLFWvidmode * glfwGetVideoModes (GLFWmonitormonitor,
int * count 
)
+
+

This function returns an array of all video modes supported by the specified monitor. The returned array is sorted in ascending order, first by color bit depth (the sum of all channel depths), then by resolution area (the product of width and height), then resolution width and finally by refresh rate.

+
Parameters
+ + + +
[in]monitorThe monitor to query.
[out]countWhere to store the number of video modes in the returned array. This is set to zero if an error occurred.
+
+
+
Returns
An array of video modes, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected, this function is called again for that monitor or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Video modes
+
+glfwGetVideoMode
+
Since
Added in version 1.0. GLFW 3: Changed to return an array of modes for a specific monitor.
+ +
+
+ +

◆ glfwGetVideoMode()

+ +
+
+ + + + + + + + +
const GLFWvidmode * glfwGetVideoMode (GLFWmonitormonitor)
+
+

This function returns the current video mode of the specified monitor. If you have created a full screen window for that monitor, the return value will depend on whether that window is iconified.

+
Parameters
+ + +
[in]monitorThe monitor to query.
+
+
+
Returns
The current mode of the monitor, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Video modes
+
+glfwGetVideoModes
+
Since
Added in version 3.0. Replaces glfwGetDesktopMode.
+ +
+
+ +

◆ glfwSetGamma()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetGamma (GLFWmonitormonitor,
float gamma 
)
+
+

This function generates an appropriately sized gamma ramp from the specified exponent and then calls glfwSetGammaRamp with it. The value must be a finite number greater than zero.

+

The software controlled gamma ramp is applied in addition to the hardware gamma correction, which today is usually an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior.

+

For gamma correct rendering with OpenGL or OpenGL ES, see the GLFW_SRGB_CAPABLE hint.

+
Parameters
+ + + +
[in]monitorThe monitor whose gamma ramp to set.
[in]gammaThe desired exponent.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_VALUE, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
Wayland: Gamma handling is a privileged protocol, this function will thus never be implemented and emits GLFW_FEATURE_UNAVAILABLE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamma ramp
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetGammaRamp()

+ +
+
+ + + + + + + + +
const GLFWgammaramp * glfwGetGammaRamp (GLFWmonitormonitor)
+
+

This function returns the current gamma ramp of the specified monitor.

+
Parameters
+ + +
[in]monitorThe monitor to query.
+
+
+
Returns
The current gamma ramp, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
Wayland: Gamma handling is a privileged protocol, this function will thus never be implemented and emits GLFW_FEATURE_UNAVAILABLE while returning NULL.
+
Pointer lifetime
The returned structure and its arrays are allocated and freed by GLFW. You should not free them yourself. They are valid until the specified monitor is disconnected, this function is called again for that monitor or the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamma ramp
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetGammaRamp()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetGammaRamp (GLFWmonitormonitor,
const GLFWgammarampramp 
)
+
+

This function sets the current gamma ramp for the specified monitor. The original gamma ramp for that monitor is saved by GLFW the first time this function is called and is restored by glfwTerminate.

+

The software controlled gamma ramp is applied in addition to the hardware gamma correction, which today is usually an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior.

+

For gamma correct rendering with OpenGL or OpenGL ES, see the GLFW_SRGB_CAPABLE hint.

+
Parameters
+ + + +
[in]monitorThe monitor whose gamma ramp to set.
[in]rampThe gamma ramp to use.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
The size of the specified gamma ramp should match the size of the current ramp for that monitor.
+
+Windows: The gamma ramp size must be 256.
+
+Wayland: Gamma handling is a privileged protocol, this function will thus never be implemented and emits GLFW_FEATURE_UNAVAILABLE.
+
Pointer lifetime
The specified gamma ramp is copied before this function returns.
+
Thread safety
This function must only be called from the main thread.
+
See also
Gamma ramp
+
Since
Added in version 3.0.
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__native.html b/dependencies/glfw-3.4/docs/html/group__native.html new file mode 100644 index 0000000..fff036f --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__native.html @@ -0,0 +1,837 @@ + + + + + + + +GLFW: Native access + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
Searching...
+
No Matches
+
+
+
+
+ +
+ +
Native access
+
+
+

Description

+

By using the native access functions you assert that you know what you're doing and how to fix problems caused by using them. If you don't, you shouldn't be using them.

+

Before the inclusion of glfw3native.h, you may define zero or more window system API macro and zero or more context creation API macros.

+

The chosen backends must match those the library was compiled for. Failure to do this will cause a link-time error.

+

The available window API macros are:

    +
  • GLFW_EXPOSE_NATIVE_WIN32
  • +
  • GLFW_EXPOSE_NATIVE_COCOA
  • +
  • GLFW_EXPOSE_NATIVE_X11
  • +
  • GLFW_EXPOSE_NATIVE_WAYLAND
  • +
+

The available context API macros are:

    +
  • GLFW_EXPOSE_NATIVE_WGL
  • +
  • GLFW_EXPOSE_NATIVE_NSGL
  • +
  • GLFW_EXPOSE_NATIVE_GLX
  • +
  • GLFW_EXPOSE_NATIVE_EGL
  • +
  • GLFW_EXPOSE_NATIVE_OSMESA
  • +
+

These macros select which of the native access functions that are declared and which platform-specific headers to include. It is then up your (by definition platform-specific) code to handle which of these should be defined.

+

If you do not want the platform-specific headers to be included, define GLFW_NATIVE_INCLUDE_NONE before including the glfw3native.h header.

+
#define GLFW_EXPOSE_NATIVE_WIN32
+
#define GLFW_EXPOSE_NATIVE_WGL
+
#define GLFW_NATIVE_INCLUDE_NONE
+ +
The header of the native access functions.
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

const char * glfwGetWin32Adapter (GLFWmonitor *monitor)
 Returns the adapter device name of the specified monitor.
 
const char * glfwGetWin32Monitor (GLFWmonitor *monitor)
 Returns the display device name of the specified monitor.
 
HWND glfwGetWin32Window (GLFWwindow *window)
 Returns the HWND of the specified window.
 
HGLRC glfwGetWGLContext (GLFWwindow *window)
 Returns the HGLRC of the specified window.
 
CGDirectDisplayID glfwGetCocoaMonitor (GLFWmonitor *monitor)
 Returns the CGDirectDisplayID of the specified monitor.
 
id glfwGetCocoaWindow (GLFWwindow *window)
 Returns the NSWindow of the specified window.
 
id glfwGetCocoaView (GLFWwindow *window)
 Returns the NSView of the specified window.
 
id glfwGetNSGLContext (GLFWwindow *window)
 Returns the NSOpenGLContext of the specified window.
 
Display * glfwGetX11Display (void)
 Returns the Display used by GLFW.
 
RRCrtc glfwGetX11Adapter (GLFWmonitor *monitor)
 Returns the RRCrtc of the specified monitor.
 
RROutput glfwGetX11Monitor (GLFWmonitor *monitor)
 Returns the RROutput of the specified monitor.
 
Window glfwGetX11Window (GLFWwindow *window)
 Returns the Window of the specified window.
 
void glfwSetX11SelectionString (const char *string)
 Sets the current primary selection to the specified string.
 
const char * glfwGetX11SelectionString (void)
 Returns the contents of the current primary selection as a string.
 
GLXContext glfwGetGLXContext (GLFWwindow *window)
 Returns the GLXContext of the specified window.
 
GLXWindow glfwGetGLXWindow (GLFWwindow *window)
 Returns the GLXWindow of the specified window.
 
struct wl_display * glfwGetWaylandDisplay (void)
 Returns the struct wl_display* used by GLFW.
 
struct wl_output * glfwGetWaylandMonitor (GLFWmonitor *monitor)
 Returns the struct wl_output* of the specified monitor.
 
struct wl_surface * glfwGetWaylandWindow (GLFWwindow *window)
 Returns the main struct wl_surface* of the specified window.
 
EGLDisplay glfwGetEGLDisplay (void)
 Returns the EGLDisplay used by GLFW.
 
EGLContext glfwGetEGLContext (GLFWwindow *window)
 Returns the EGLContext of the specified window.
 
EGLSurface glfwGetEGLSurface (GLFWwindow *window)
 Returns the EGLSurface of the specified window.
 
int glfwGetOSMesaColorBuffer (GLFWwindow *window, int *width, int *height, int *format, void **buffer)
 Retrieves the color buffer associated with the specified window.
 
int glfwGetOSMesaDepthBuffer (GLFWwindow *window, int *width, int *height, int *bytesPerValue, void **buffer)
 Retrieves the depth buffer associated with the specified window.
 
OSMesaContext glfwGetOSMesaContext (GLFWwindow *window)
 Returns the OSMesaContext of the specified window.
 
+

Function Documentation

+ +

◆ glfwGetWin32Adapter()

+ +
+
+ + + + + + + + +
const char * glfwGetWin32Adapter (GLFWmonitormonitor)
+
+
Returns
The UTF-8 encoded adapter device name (for example \\.\DISPLAY1) of the specified monitor, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwGetWin32Monitor()

+ +
+
+ + + + + + + + +
const char * glfwGetWin32Monitor (GLFWmonitormonitor)
+
+
Returns
The UTF-8 encoded display device name (for example \\.\DISPLAY1\Monitor0) of the specified monitor, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwGetWin32Window()

+ +
+
+ + + + + + + + +
HWND glfwGetWin32Window (GLFWwindowwindow)
+
+
Returns
The HWND of the specified window, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Remarks
The HDC associated with the window can be queried with the GetDC function.
HDC dc = GetDC(glfwGetWin32Window(window));
+
HWND glfwGetWin32Window(GLFWwindow *window)
Returns the HWND of the specified window.
+
This DC is private and does not need to be released.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetWGLContext()

+ +
+
+ + + + + + + + +
HGLRC glfwGetWGLContext (GLFWwindowwindow)
+
+
Returns
The HGLRC of the specified window, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_UNAVAILABLE and GLFW_NO_WINDOW_CONTEXT.
+
Remarks
The HDC associated with the window can be queried with the GetDC function.
HDC dc = GetDC(glfwGetWin32Window(window));
+
This DC is private and does not need to be released.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetCocoaMonitor()

+ +
+
+ + + + + + + + +
CGDirectDisplayID glfwGetCocoaMonitor (GLFWmonitormonitor)
+
+
Returns
The CGDirectDisplayID of the specified monitor, or kCGNullDirectDisplay if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwGetCocoaWindow()

+ +
+
+ + + + + + + + +
id glfwGetCocoaWindow (GLFWwindowwindow)
+
+
Returns
The NSWindow of the specified window, or nil if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetCocoaView()

+ +
+
+ + + + + + + + +
id glfwGetCocoaView (GLFWwindowwindow)
+
+
Returns
The NSView of the specified window, or nil if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.4.
+ +
+
+ +

◆ glfwGetNSGLContext()

+ +
+
+ + + + + + + + +
id glfwGetNSGLContext (GLFWwindowwindow)
+
+
Returns
The NSOpenGLContext of the specified window, or nil if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_UNAVAILABLE and GLFW_NO_WINDOW_CONTEXT.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetX11Display()

+ +
+
+ + + + + + + + +
Display * glfwGetX11Display (void )
+
+
Returns
The Display used by GLFW, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetX11Adapter()

+ +
+
+ + + + + + + + +
RRCrtc glfwGetX11Adapter (GLFWmonitormonitor)
+
+
Returns
The RRCrtc of the specified monitor, or None if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwGetX11Monitor()

+ +
+
+ + + + + + + + +
RROutput glfwGetX11Monitor (GLFWmonitormonitor)
+
+
Returns
The RROutput of the specified monitor, or None if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwGetX11Window()

+ +
+
+ + + + + + + + +
Window glfwGetX11Window (GLFWwindowwindow)
+
+
Returns
The Window of the specified window, or None if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetX11SelectionString()

+ +
+
+ + + + + + + + +
void glfwSetX11SelectionString (const char * string)
+
+
Parameters
+ + +
[in]stringA UTF-8 encoded string.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_UNAVAILABLE and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The specified string is copied before this function returns.
+
Thread safety
This function must only be called from the main thread.
+
See also
Clipboard input and output
+
+glfwGetX11SelectionString
+
+glfwSetClipboardString
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetX11SelectionString()

+ +
+
+ + + + + + + + +
const char * glfwGetX11SelectionString (void )
+
+

If the selection is empty or if its contents cannot be converted, NULL is returned and a GLFW_FORMAT_UNAVAILABLE error is generated.

+
Returns
The contents of the selection as a UTF-8 encoded string, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_UNAVAILABLE and GLFW_PLATFORM_ERROR.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the next call to glfwGetX11SelectionString or glfwSetX11SelectionString, or until the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Clipboard input and output
+
+glfwSetX11SelectionString
+
+glfwGetClipboardString
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetGLXContext()

+ +
+
+ + + + + + + + +
GLXContext glfwGetGLXContext (GLFWwindowwindow)
+
+
Returns
The GLXContext of the specified window, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_NO_WINDOW_CONTEXT and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetGLXWindow()

+ +
+
+ + + + + + + + +
GLXWindow glfwGetGLXWindow (GLFWwindowwindow)
+
+
Returns
The GLXWindow of the specified window, or None if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_NO_WINDOW_CONTEXT and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetWaylandDisplay()

+ +
+
+ + + + + + + + +
struct wl_display * glfwGetWaylandDisplay (void )
+
+
Returns
The struct wl_display* used by GLFW, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetWaylandMonitor()

+ +
+
+ + + + + + + + +
struct wl_output * glfwGetWaylandMonitor (GLFWmonitormonitor)
+
+
Returns
The struct wl_output* of the specified monitor, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetWaylandWindow()

+ +
+
+ + + + + + + + +
struct wl_surface * glfwGetWaylandWindow (GLFWwindowwindow)
+
+
Returns
The main struct wl_surface* of the specified window, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_UNAVAILABLE.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetEGLDisplay()

+ +
+
+ + + + + + + + +
EGLDisplay glfwGetEGLDisplay (void )
+
+
Returns
The EGLDisplay used by GLFW, or EGL_NO_DISPLAY if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Remarks
Because EGL is initialized on demand, this function will return EGL_NO_DISPLAY until the first context has been created via EGL.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetEGLContext()

+ +
+
+ + + + + + + + +
EGLContext glfwGetEGLContext (GLFWwindowwindow)
+
+
Returns
The EGLContext of the specified window, or EGL_NO_CONTEXT if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_NO_WINDOW_CONTEXT.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetEGLSurface()

+ +
+
+ + + + + + + + +
EGLSurface glfwGetEGLSurface (GLFWwindowwindow)
+
+
Returns
The EGLSurface of the specified window, or EGL_NO_SURFACE if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_NO_WINDOW_CONTEXT.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetOSMesaColorBuffer()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
int glfwGetOSMesaColorBuffer (GLFWwindowwindow,
int * width,
int * height,
int * format,
void ** buffer 
)
+
+
Parameters
+ + + + + + +
[in]windowThe window whose color buffer to retrieve.
[out]widthWhere to store the width of the color buffer, or NULL.
[out]heightWhere to store the height of the color buffer, or NULL.
[out]formatWhere to store the OSMesa pixel format of the color buffer, or NULL.
[out]bufferWhere to store the address of the color buffer, or NULL.
+
+
+
Returns
GLFW_TRUE if successful, or GLFW_FALSE if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_NO_WINDOW_CONTEXT.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetOSMesaDepthBuffer()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
int glfwGetOSMesaDepthBuffer (GLFWwindowwindow,
int * width,
int * height,
int * bytesPerValue,
void ** buffer 
)
+
+
Parameters
+ + + + + + +
[in]windowThe window whose depth buffer to retrieve.
[out]widthWhere to store the width of the depth buffer, or NULL.
[out]heightWhere to store the height of the depth buffer, or NULL.
[out]bytesPerValueWhere to store the number of bytes per depth buffer element, or NULL.
[out]bufferWhere to store the address of the depth buffer, or NULL.
+
+
+
Returns
GLFW_TRUE if successful, or GLFW_FALSE if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_NO_WINDOW_CONTEXT.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetOSMesaContext()

+ +
+
+ + + + + + + + +
OSMesaContext glfwGetOSMesaContext (GLFWwindowwindow)
+
+
Returns
The OSMesaContext of the specified window, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_NO_WINDOW_CONTEXT.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
Since
Added in version 3.3.
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__shapes.html b/dependencies/glfw-3.4/docs/html/group__shapes.html new file mode 100644 index 0000000..09e7287 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__shapes.html @@ -0,0 +1,337 @@ + + + + + + + +GLFW: Standard cursor shapes + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
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+
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+
+
+
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+ +
+ +
Standard cursor shapes
+
+
+

Description

+

These are the standard cursor shapes that can be requested from the platform (window system).

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_ARROW_CURSOR   0x00036001
 The regular arrow cursor shape.
 
#define GLFW_IBEAM_CURSOR   0x00036002
 The text input I-beam cursor shape.
 
#define GLFW_CROSSHAIR_CURSOR   0x00036003
 The crosshair cursor shape.
 
#define GLFW_POINTING_HAND_CURSOR   0x00036004
 The pointing hand cursor shape.
 
#define GLFW_RESIZE_EW_CURSOR   0x00036005
 The horizontal resize/move arrow shape.
 
#define GLFW_RESIZE_NS_CURSOR   0x00036006
 The vertical resize/move arrow shape.
 
#define GLFW_RESIZE_NWSE_CURSOR   0x00036007
 The top-left to bottom-right diagonal resize/move arrow shape.
 
#define GLFW_RESIZE_NESW_CURSOR   0x00036008
 The top-right to bottom-left diagonal resize/move arrow shape.
 
#define GLFW_RESIZE_ALL_CURSOR   0x00036009
 The omni-directional resize/move cursor shape.
 
#define GLFW_NOT_ALLOWED_CURSOR   0x0003600A
 The operation-not-allowed shape.
 
#define GLFW_HRESIZE_CURSOR   GLFW_RESIZE_EW_CURSOR
 Legacy name for compatibility.
 
#define GLFW_VRESIZE_CURSOR   GLFW_RESIZE_NS_CURSOR
 Legacy name for compatibility.
 
#define GLFW_HAND_CURSOR   GLFW_POINTING_HAND_CURSOR
 Legacy name for compatibility.
 
+

Macro Definition Documentation

+ +

◆ GLFW_ARROW_CURSOR

+ +
+
+ + + + +
#define GLFW_ARROW_CURSOR   0x00036001
+
+

The regular arrow cursor shape.

+ +
+
+ +

◆ GLFW_IBEAM_CURSOR

+ +
+
+ + + + +
#define GLFW_IBEAM_CURSOR   0x00036002
+
+

The text input I-beam cursor shape.

+ +
+
+ +

◆ GLFW_CROSSHAIR_CURSOR

+ +
+
+ + + + +
#define GLFW_CROSSHAIR_CURSOR   0x00036003
+
+

The crosshair cursor shape.

+ +
+
+ +

◆ GLFW_POINTING_HAND_CURSOR

+ +
+
+ + + + +
#define GLFW_POINTING_HAND_CURSOR   0x00036004
+
+

The pointing hand cursor shape.

+ +
+
+ +

◆ GLFW_RESIZE_EW_CURSOR

+ +
+
+ + + + +
#define GLFW_RESIZE_EW_CURSOR   0x00036005
+
+

The horizontal resize/move arrow shape. This is usually a horizontal double-headed arrow.

+ +
+
+ +

◆ GLFW_RESIZE_NS_CURSOR

+ +
+
+ + + + +
#define GLFW_RESIZE_NS_CURSOR   0x00036006
+
+

The vertical resize/move shape. This is usually a vertical double-headed arrow.

+ +
+
+ +

◆ GLFW_RESIZE_NWSE_CURSOR

+ +
+
+ + + + +
#define GLFW_RESIZE_NWSE_CURSOR   0x00036007
+
+

The top-left to bottom-right diagonal resize/move shape. This is usually a diagonal double-headed arrow.

+
Note
macOS: This shape is provided by a private system API and may fail with GLFW_CURSOR_UNAVAILABLE in the future.
+
+Wayland: This shape is provided by a newer standard not supported by all cursor themes.
+
+X11: This shape is provided by a newer standard not supported by all cursor themes.
+ +
+
+ +

◆ GLFW_RESIZE_NESW_CURSOR

+ +
+
+ + + + +
#define GLFW_RESIZE_NESW_CURSOR   0x00036008
+
+

The top-right to bottom-left diagonal resize/move shape. This is usually a diagonal double-headed arrow.

+
Note
macOS: This shape is provided by a private system API and may fail with GLFW_CURSOR_UNAVAILABLE in the future.
+
+Wayland: This shape is provided by a newer standard not supported by all cursor themes.
+
+X11: This shape is provided by a newer standard not supported by all cursor themes.
+ +
+
+ +

◆ GLFW_RESIZE_ALL_CURSOR

+ +
+
+ + + + +
#define GLFW_RESIZE_ALL_CURSOR   0x00036009
+
+

The omni-directional resize cursor/move shape. This is usually either a combined horizontal and vertical double-headed arrow or a grabbing hand.

+ +
+
+ +

◆ GLFW_NOT_ALLOWED_CURSOR

+ +
+
+ + + + +
#define GLFW_NOT_ALLOWED_CURSOR   0x0003600A
+
+

The operation-not-allowed shape. This is usually a circle with a diagonal line through it.

+
Note
Wayland: This shape is provided by a newer standard not supported by all cursor themes.
+
+X11: This shape is provided by a newer standard not supported by all cursor themes.
+ +
+
+ +

◆ GLFW_HRESIZE_CURSOR

+ +
+
+ + + + +
#define GLFW_HRESIZE_CURSOR   GLFW_RESIZE_EW_CURSOR
+
+

This is an alias for compatibility with earlier versions.

+ +
+
+ +

◆ GLFW_VRESIZE_CURSOR

+ +
+
+ + + + +
#define GLFW_VRESIZE_CURSOR   GLFW_RESIZE_NS_CURSOR
+
+

This is an alias for compatibility with earlier versions.

+ +
+
+ +

◆ GLFW_HAND_CURSOR

+ +
+
+ + + + +
#define GLFW_HAND_CURSOR   GLFW_POINTING_HAND_CURSOR
+
+

This is an alias for compatibility with earlier versions.

+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__vulkan.html b/dependencies/glfw-3.4/docs/html/group__vulkan.html new file mode 100644 index 0000000..6c2eb66 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__vulkan.html @@ -0,0 +1,361 @@ + + + + + + + +GLFW: Vulkan support reference + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
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+
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+
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+
+
+
+
+ +
+ +
Vulkan support reference
+
+
+

Description

+

This is the reference documentation for Vulkan related functions and types. For more task-oriented information, see the Vulkan guide.

+ + + + + +

+Typedefs

typedef void(* GLFWvkproc) (void)
 Vulkan API function pointer type.
 
+ + + + + + + + + + + + + + + + +

+Functions

int glfwVulkanSupported (void)
 Returns whether the Vulkan loader and an ICD have been found.
 
const char ** glfwGetRequiredInstanceExtensions (uint32_t *count)
 Returns the Vulkan instance extensions required by GLFW.
 
GLFWvkproc glfwGetInstanceProcAddress (VkInstance instance, const char *procname)
 Returns the address of the specified Vulkan instance function.
 
int glfwGetPhysicalDevicePresentationSupport (VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily)
 Returns whether the specified queue family can present images.
 
VkResult glfwCreateWindowSurface (VkInstance instance, GLFWwindow *window, const VkAllocationCallbacks *allocator, VkSurfaceKHR *surface)
 Creates a Vulkan surface for the specified window.
 
+

Typedef Documentation

+ +

◆ GLFWvkproc

+ +
+
+ + + + +
typedef void(* GLFWvkproc) (void)
+
+

Generic function pointer used for returning Vulkan API function pointers without forcing a cast from a regular pointer.

+
See also
Querying Vulkan function pointers
+
+glfwGetInstanceProcAddress
+
Since
Added in version 3.2.
+ +
+
+

Function Documentation

+ +

◆ glfwVulkanSupported()

+ +
+
+ + + + + + + + +
int glfwVulkanSupported (void )
+
+

This function returns whether the Vulkan loader and any minimally functional ICD have been found.

+

The availability of a Vulkan loader and even an ICD does not by itself guarantee that surface creation or even instance creation is possible. Call glfwGetRequiredInstanceExtensions to check whether the extensions necessary for Vulkan surface creation are available and glfwGetPhysicalDevicePresentationSupport to check whether a queue family of a physical device supports image presentation.

+
Returns
GLFW_TRUE if Vulkan is minimally available, or GLFW_FALSE otherwise.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread.
+
See also
Querying for Vulkan support
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetRequiredInstanceExtensions()

+ +
+
+ + + + + + + + +
const char ** glfwGetRequiredInstanceExtensions (uint32_t * count)
+
+

This function returns an array of names of Vulkan instance extensions required by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the list will always contain VK_KHR_surface, so if you don't require any additional extensions you can pass this list directly to the VkInstanceCreateInfo struct.

+

If Vulkan is not available on the machine, this function returns NULL and generates a GLFW_API_UNAVAILABLE error. Call glfwVulkanSupported to check whether Vulkan is at least minimally available.

+

If Vulkan is available but no set of extensions allowing window surface creation was found, this function returns NULL. You may still use Vulkan for off-screen rendering and compute work.

+
Parameters
+ + +
[out]countWhere to store the number of extensions in the returned array. This is set to zero if an error occurred.
+
+
+
Returns
An array of ASCII encoded extension names, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_API_UNAVAILABLE.
+
Remarks
Additional extensions may be required by future versions of GLFW. You should check if any extensions you wish to enable are already in the returned array, as it is an error to specify an extension more than once in the VkInstanceCreateInfo struct.
+
Pointer lifetime
The returned array is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the library is terminated.
+
Thread safety
This function may be called from any thread.
+
See also
Querying required Vulkan extensions
+
+glfwCreateWindowSurface
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetInstanceProcAddress()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWvkproc glfwGetInstanceProcAddress (VkInstance instance,
const char * procname 
)
+
+

This function returns the address of the specified Vulkan core or extension function for the specified instance. If instance is set to NULL it can return any function exported from the Vulkan loader, including at least the following functions:

+
    +
  • vkEnumerateInstanceExtensionProperties
  • +
  • vkEnumerateInstanceLayerProperties
  • +
  • vkCreateInstance
  • +
  • vkGetInstanceProcAddr
  • +
+

If Vulkan is not available on the machine, this function returns NULL and generates a GLFW_API_UNAVAILABLE error. Call glfwVulkanSupported to check whether Vulkan is at least minimally available.

+

This function is equivalent to calling vkGetInstanceProcAddr with a platform-specific query of the Vulkan loader as a fallback.

+
Parameters
+ + + +
[in]instanceThe Vulkan instance to query, or NULL to retrieve functions related to instance creation.
[in]procnameThe ASCII encoded name of the function.
+
+
+
Returns
The address of the function, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_API_UNAVAILABLE.
+
Pointer lifetime
The returned function pointer is valid until the library is terminated.
+
Thread safety
This function may be called from any thread.
+
See also
Querying Vulkan function pointers
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetPhysicalDevicePresentationSupport()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
int glfwGetPhysicalDevicePresentationSupport (VkInstance instance,
VkPhysicalDevice device,
uint32_t queuefamily 
)
+
+

This function returns whether the specified queue family of the specified physical device supports presentation to the platform GLFW was built for.

+

If Vulkan or the required window surface creation instance extensions are not available on the machine, or if the specified instance was not created with the required extensions, this function returns GLFW_FALSE and generates a GLFW_API_UNAVAILABLE error. Call glfwVulkanSupported to check whether Vulkan is at least minimally available and glfwGetRequiredInstanceExtensions to check what instance extensions are required.

+
Parameters
+ + + + +
[in]instanceThe instance that the physical device belongs to.
[in]deviceThe physical device that the queue family belongs to.
[in]queuefamilyThe index of the queue family to query.
+
+
+
Returns
GLFW_TRUE if the queue family supports presentation, or GLFW_FALSE otherwise.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_API_UNAVAILABLE and GLFW_PLATFORM_ERROR.
+
Remarks
macOS: This function currently always returns GLFW_TRUE, as the VK_MVK_macos_surface and VK_EXT_metal_surface extensions do not provide a vkGetPhysicalDevice*PresentationSupport type function.
+
Thread safety
This function may be called from any thread. For synchronization details of Vulkan objects, see the Vulkan specification.
+
See also
Querying for Vulkan presentation support
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwCreateWindowSurface()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
VkResult glfwCreateWindowSurface (VkInstance instance,
GLFWwindowwindow,
const VkAllocationCallbacks * allocator,
VkSurfaceKHR * surface 
)
+
+

This function creates a Vulkan surface for the specified window.

+

If the Vulkan loader or at least one minimally functional ICD were not found, this function returns VK_ERROR_INITIALIZATION_FAILED and generates a GLFW_API_UNAVAILABLE error. Call glfwVulkanSupported to check whether Vulkan is at least minimally available.

+

If the required window surface creation instance extensions are not available or if the specified instance was not created with these extensions enabled, this function returns VK_ERROR_EXTENSION_NOT_PRESENT and generates a GLFW_API_UNAVAILABLE error. Call glfwGetRequiredInstanceExtensions to check what instance extensions are required.

+

The window surface cannot be shared with another API so the window must have been created with the client api hint set to GLFW_NO_API otherwise it generates a GLFW_INVALID_VALUE error and returns VK_ERROR_NATIVE_WINDOW_IN_USE_KHR.

+

The window surface must be destroyed before the specified Vulkan instance. It is the responsibility of the caller to destroy the window surface. GLFW does not destroy it for you. Call vkDestroySurfaceKHR to destroy the surface.

+
Parameters
+ + + + + +
[in]instanceThe Vulkan instance to create the surface in.
[in]windowThe window to create the surface for.
[in]allocatorThe allocator to use, or NULL to use the default allocator.
[out]surfaceWhere to store the handle of the surface. This is set to VK_NULL_HANDLE if an error occurred.
+
+
+
Returns
VK_SUCCESS if successful, or a Vulkan error code if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_API_UNAVAILABLE, GLFW_PLATFORM_ERROR and GLFW_INVALID_VALUE
+
Remarks
If an error occurs before the creation call is made, GLFW returns the Vulkan error code most appropriate for the error. Appropriate use of glfwVulkanSupported and glfwGetRequiredInstanceExtensions should eliminate almost all occurrences of these errors.
+
+macOS: GLFW prefers the VK_EXT_metal_surface extension, with the VK_MVK_macos_surface extension as a fallback. The name of the selected extension, if any, is included in the array returned by glfwGetRequiredInstanceExtensions.
+
+macOS: This function creates and sets a CAMetalLayer instance for the window content view, which is required for MoltenVK to function.
+
+X11: By default GLFW prefers the VK_KHR_xcb_surface extension, with the VK_KHR_xlib_surface extension as a fallback. You can make VK_KHR_xlib_surface the preferred extension by setting the GLFW_X11_XCB_VULKAN_SURFACE init hint. The name of the selected extension, if any, is included in the array returned by glfwGetRequiredInstanceExtensions.
+
Thread safety
This function may be called from any thread. For synchronization details of Vulkan objects, see the Vulkan specification.
+
See also
Creating a Vulkan window surface
+
+glfwGetRequiredInstanceExtensions
+
Since
Added in version 3.2.
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/group__window.html b/dependencies/glfw-3.4/docs/html/group__window.html new file mode 100644 index 0000000..c797455 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/group__window.html @@ -0,0 +1,3608 @@ + + + + + + + +GLFW: Window reference + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
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+
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+
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+
+
+
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+ +
+ +
Window reference
+
+
+

Description

+

This is the reference documentation for window related functions and types, including creation, deletion and event polling. For more task-oriented information, see the Window guide.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define GLFW_FOCUSED   0x00020001
 Input focus window hint and attribute.
 
#define GLFW_ICONIFIED   0x00020002
 Window iconification window attribute.
 
#define GLFW_RESIZABLE   0x00020003
 Window resize-ability window hint and attribute.
 
#define GLFW_VISIBLE   0x00020004
 Window visibility window hint and attribute.
 
#define GLFW_DECORATED   0x00020005
 Window decoration window hint and attribute.
 
#define GLFW_AUTO_ICONIFY   0x00020006
 Window auto-iconification window hint and attribute.
 
#define GLFW_FLOATING   0x00020007
 Window decoration window hint and attribute.
 
#define GLFW_MAXIMIZED   0x00020008
 Window maximization window hint and attribute.
 
#define GLFW_CENTER_CURSOR   0x00020009
 Cursor centering window hint.
 
#define GLFW_TRANSPARENT_FRAMEBUFFER   0x0002000A
 Window framebuffer transparency hint and attribute.
 
#define GLFW_HOVERED   0x0002000B
 Mouse cursor hover window attribute.
 
#define GLFW_FOCUS_ON_SHOW   0x0002000C
 Input focus on calling show window hint and attribute.
 
#define GLFW_MOUSE_PASSTHROUGH   0x0002000D
 Mouse input transparency window hint and attribute.
 
#define GLFW_POSITION_X   0x0002000E
 Initial position x-coordinate window hint.
 
#define GLFW_POSITION_Y   0x0002000F
 Initial position y-coordinate window hint.
 
#define GLFW_RED_BITS   0x00021001
 Framebuffer bit depth hint.
 
#define GLFW_GREEN_BITS   0x00021002
 Framebuffer bit depth hint.
 
#define GLFW_BLUE_BITS   0x00021003
 Framebuffer bit depth hint.
 
#define GLFW_ALPHA_BITS   0x00021004
 Framebuffer bit depth hint.
 
#define GLFW_DEPTH_BITS   0x00021005
 Framebuffer bit depth hint.
 
#define GLFW_STENCIL_BITS   0x00021006
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_RED_BITS   0x00021007
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_GREEN_BITS   0x00021008
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_BLUE_BITS   0x00021009
 Framebuffer bit depth hint.
 
#define GLFW_ACCUM_ALPHA_BITS   0x0002100A
 Framebuffer bit depth hint.
 
#define GLFW_AUX_BUFFERS   0x0002100B
 Framebuffer auxiliary buffer hint.
 
#define GLFW_STEREO   0x0002100C
 OpenGL stereoscopic rendering hint.
 
#define GLFW_SAMPLES   0x0002100D
 Framebuffer MSAA samples hint.
 
#define GLFW_SRGB_CAPABLE   0x0002100E
 Framebuffer sRGB hint.
 
#define GLFW_REFRESH_RATE   0x0002100F
 Monitor refresh rate hint.
 
#define GLFW_DOUBLEBUFFER   0x00021010
 Framebuffer double buffering hint and attribute.
 
#define GLFW_CLIENT_API   0x00022001
 Context client API hint and attribute.
 
#define GLFW_CONTEXT_VERSION_MAJOR   0x00022002
 Context client API major version hint and attribute.
 
#define GLFW_CONTEXT_VERSION_MINOR   0x00022003
 Context client API minor version hint and attribute.
 
#define GLFW_CONTEXT_REVISION   0x00022004
 Context client API revision number attribute.
 
#define GLFW_CONTEXT_ROBUSTNESS   0x00022005
 Context robustness hint and attribute.
 
#define GLFW_OPENGL_FORWARD_COMPAT   0x00022006
 OpenGL forward-compatibility hint and attribute.
 
#define GLFW_CONTEXT_DEBUG   0x00022007
 Debug mode context hint and attribute.
 
#define GLFW_OPENGL_DEBUG_CONTEXT   GLFW_CONTEXT_DEBUG
 Legacy name for compatibility.
 
#define GLFW_OPENGL_PROFILE   0x00022008
 OpenGL profile hint and attribute.
 
#define GLFW_CONTEXT_RELEASE_BEHAVIOR   0x00022009
 Context flush-on-release hint and attribute.
 
#define GLFW_CONTEXT_NO_ERROR   0x0002200A
 Context error suppression hint and attribute.
 
#define GLFW_CONTEXT_CREATION_API   0x0002200B
 Context creation API hint and attribute.
 
#define GLFW_SCALE_TO_MONITOR   0x0002200C
 Window content area scaling window window hint.
 
#define GLFW_SCALE_FRAMEBUFFER   0x0002200D
 Window framebuffer scaling window hint.
 
#define GLFW_COCOA_RETINA_FRAMEBUFFER   0x00023001
 Legacy name for compatibility.
 
#define GLFW_COCOA_FRAME_NAME   0x00023002
 macOS specific window hint.
 
#define GLFW_COCOA_GRAPHICS_SWITCHING   0x00023003
 macOS specific window hint.
 
#define GLFW_X11_CLASS_NAME   0x00024001
 X11 specific window hint.
 
#define GLFW_X11_INSTANCE_NAME   0x00024002
 X11 specific window hint.
 
#define GLFW_WIN32_KEYBOARD_MENU   0x00025001
 
#define GLFW_WIN32_SHOWDEFAULT   0x00025002
 Win32 specific window hint.
 
#define GLFW_WAYLAND_APP_ID   0x00026001
 Wayland specific window hint.
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Typedefs

typedef struct GLFWwindow GLFWwindow
 Opaque window object.
 
typedef void(* GLFWwindowposfun) (GLFWwindow *window, int xpos, int ypos)
 The function pointer type for window position callbacks.
 
typedef void(* GLFWwindowsizefun) (GLFWwindow *window, int width, int height)
 The function pointer type for window size callbacks.
 
typedef void(* GLFWwindowclosefun) (GLFWwindow *window)
 The function pointer type for window close callbacks.
 
typedef void(* GLFWwindowrefreshfun) (GLFWwindow *window)
 The function pointer type for window content refresh callbacks.
 
typedef void(* GLFWwindowfocusfun) (GLFWwindow *window, int focused)
 The function pointer type for window focus callbacks.
 
typedef void(* GLFWwindowiconifyfun) (GLFWwindow *window, int iconified)
 The function pointer type for window iconify callbacks.
 
typedef void(* GLFWwindowmaximizefun) (GLFWwindow *window, int maximized)
 The function pointer type for window maximize callbacks.
 
typedef void(* GLFWframebuffersizefun) (GLFWwindow *window, int width, int height)
 The function pointer type for framebuffer size callbacks.
 
typedef void(* GLFWwindowcontentscalefun) (GLFWwindow *window, float xscale, float yscale)
 The function pointer type for window content scale callbacks.
 
typedef struct GLFWimage GLFWimage
 Image data.
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

void glfwDefaultWindowHints (void)
 Resets all window hints to their default values.
 
void glfwWindowHint (int hint, int value)
 Sets the specified window hint to the desired value.
 
void glfwWindowHintString (int hint, const char *value)
 Sets the specified window hint to the desired value.
 
GLFWwindowglfwCreateWindow (int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
 Creates a window and its associated context.
 
void glfwDestroyWindow (GLFWwindow *window)
 Destroys the specified window and its context.
 
int glfwWindowShouldClose (GLFWwindow *window)
 Checks the close flag of the specified window.
 
void glfwSetWindowShouldClose (GLFWwindow *window, int value)
 Sets the close flag of the specified window.
 
const char * glfwGetWindowTitle (GLFWwindow *window)
 Returns the title of the specified window.
 
void glfwSetWindowTitle (GLFWwindow *window, const char *title)
 Sets the title of the specified window.
 
void glfwSetWindowIcon (GLFWwindow *window, int count, const GLFWimage *images)
 Sets the icon for the specified window.
 
void glfwGetWindowPos (GLFWwindow *window, int *xpos, int *ypos)
 Retrieves the position of the content area of the specified window.
 
void glfwSetWindowPos (GLFWwindow *window, int xpos, int ypos)
 Sets the position of the content area of the specified window.
 
void glfwGetWindowSize (GLFWwindow *window, int *width, int *height)
 Retrieves the size of the content area of the specified window.
 
void glfwSetWindowSizeLimits (GLFWwindow *window, int minwidth, int minheight, int maxwidth, int maxheight)
 Sets the size limits of the specified window.
 
void glfwSetWindowAspectRatio (GLFWwindow *window, int numer, int denom)
 Sets the aspect ratio of the specified window.
 
void glfwSetWindowSize (GLFWwindow *window, int width, int height)
 Sets the size of the content area of the specified window.
 
void glfwGetFramebufferSize (GLFWwindow *window, int *width, int *height)
 Retrieves the size of the framebuffer of the specified window.
 
void glfwGetWindowFrameSize (GLFWwindow *window, int *left, int *top, int *right, int *bottom)
 Retrieves the size of the frame of the window.
 
void glfwGetWindowContentScale (GLFWwindow *window, float *xscale, float *yscale)
 Retrieves the content scale for the specified window.
 
float glfwGetWindowOpacity (GLFWwindow *window)
 Returns the opacity of the whole window.
 
void glfwSetWindowOpacity (GLFWwindow *window, float opacity)
 Sets the opacity of the whole window.
 
void glfwIconifyWindow (GLFWwindow *window)
 Iconifies the specified window.
 
void glfwRestoreWindow (GLFWwindow *window)
 Restores the specified window.
 
void glfwMaximizeWindow (GLFWwindow *window)
 Maximizes the specified window.
 
void glfwShowWindow (GLFWwindow *window)
 Makes the specified window visible.
 
void glfwHideWindow (GLFWwindow *window)
 Hides the specified window.
 
void glfwFocusWindow (GLFWwindow *window)
 Brings the specified window to front and sets input focus.
 
void glfwRequestWindowAttention (GLFWwindow *window)
 Requests user attention to the specified window.
 
GLFWmonitorglfwGetWindowMonitor (GLFWwindow *window)
 Returns the monitor that the window uses for full screen mode.
 
void glfwSetWindowMonitor (GLFWwindow *window, GLFWmonitor *monitor, int xpos, int ypos, int width, int height, int refreshRate)
 Sets the mode, monitor, video mode and placement of a window.
 
int glfwGetWindowAttrib (GLFWwindow *window, int attrib)
 Returns an attribute of the specified window.
 
void glfwSetWindowAttrib (GLFWwindow *window, int attrib, int value)
 Sets an attribute of the specified window.
 
void glfwSetWindowUserPointer (GLFWwindow *window, void *pointer)
 Sets the user pointer of the specified window.
 
void * glfwGetWindowUserPointer (GLFWwindow *window)
 Returns the user pointer of the specified window.
 
GLFWwindowposfun glfwSetWindowPosCallback (GLFWwindow *window, GLFWwindowposfun callback)
 Sets the position callback for the specified window.
 
GLFWwindowsizefun glfwSetWindowSizeCallback (GLFWwindow *window, GLFWwindowsizefun callback)
 Sets the size callback for the specified window.
 
GLFWwindowclosefun glfwSetWindowCloseCallback (GLFWwindow *window, GLFWwindowclosefun callback)
 Sets the close callback for the specified window.
 
GLFWwindowrefreshfun glfwSetWindowRefreshCallback (GLFWwindow *window, GLFWwindowrefreshfun callback)
 Sets the refresh callback for the specified window.
 
GLFWwindowfocusfun glfwSetWindowFocusCallback (GLFWwindow *window, GLFWwindowfocusfun callback)
 Sets the focus callback for the specified window.
 
GLFWwindowiconifyfun glfwSetWindowIconifyCallback (GLFWwindow *window, GLFWwindowiconifyfun callback)
 Sets the iconify callback for the specified window.
 
GLFWwindowmaximizefun glfwSetWindowMaximizeCallback (GLFWwindow *window, GLFWwindowmaximizefun callback)
 Sets the maximize callback for the specified window.
 
GLFWframebuffersizefun glfwSetFramebufferSizeCallback (GLFWwindow *window, GLFWframebuffersizefun callback)
 Sets the framebuffer resize callback for the specified window.
 
GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback (GLFWwindow *window, GLFWwindowcontentscalefun callback)
 Sets the window content scale callback for the specified window.
 
void glfwPollEvents (void)
 Processes all pending events.
 
void glfwWaitEvents (void)
 Waits until events are queued and processes them.
 
void glfwWaitEventsTimeout (double timeout)
 Waits with timeout until events are queued and processes them.
 
void glfwPostEmptyEvent (void)
 Posts an empty event to the event queue.
 
void glfwSwapBuffers (GLFWwindow *window)
 Swaps the front and back buffers of the specified window.
 
+

Macro Definition Documentation

+ +

◆ GLFW_FOCUSED

+ +
+
+ + + + +
#define GLFW_FOCUSED   0x00020001
+
+

Input focus window hint or window attribute.

+ +
+
+ +

◆ GLFW_ICONIFIED

+ +
+
+ + + + +
#define GLFW_ICONIFIED   0x00020002
+
+

Window iconification window attribute.

+ +
+
+ +

◆ GLFW_RESIZABLE

+ +
+
+ + + + +
#define GLFW_RESIZABLE   0x00020003
+
+

Window resize-ability window hint and window attribute.

+ +
+
+ +

◆ GLFW_VISIBLE

+ +
+
+ + + + +
#define GLFW_VISIBLE   0x00020004
+
+

Window visibility window hint and window attribute.

+ +
+
+ +

◆ GLFW_DECORATED

+ +
+
+ + + + +
#define GLFW_DECORATED   0x00020005
+
+

Window decoration window hint and window attribute.

+ +
+
+ +

◆ GLFW_AUTO_ICONIFY

+ +
+
+ + + + +
#define GLFW_AUTO_ICONIFY   0x00020006
+
+

Window auto-iconification window hint and window attribute.

+ +
+
+ +

◆ GLFW_FLOATING

+ +
+
+ + + + +
#define GLFW_FLOATING   0x00020007
+
+

Window decoration window hint and window attribute.

+ +
+
+ +

◆ GLFW_MAXIMIZED

+ +
+
+ + + + +
#define GLFW_MAXIMIZED   0x00020008
+
+

Window maximization window hint and window attribute.

+ +
+
+ +

◆ GLFW_CENTER_CURSOR

+ +
+
+ + + + +
#define GLFW_CENTER_CURSOR   0x00020009
+
+

Cursor centering window hint.

+ +
+
+ +

◆ GLFW_TRANSPARENT_FRAMEBUFFER

+ +
+
+ + + + +
#define GLFW_TRANSPARENT_FRAMEBUFFER   0x0002000A
+
+

Window framebuffer transparency window hint and window attribute.

+ +
+
+ +

◆ GLFW_HOVERED

+ +
+
+ + + + +
#define GLFW_HOVERED   0x0002000B
+
+

Mouse cursor hover window attribute.

+ +
+
+ +

◆ GLFW_FOCUS_ON_SHOW

+ +
+
+ + + + +
#define GLFW_FOCUS_ON_SHOW   0x0002000C
+
+

Input focus window hint or window attribute.

+ +
+
+ +

◆ GLFW_MOUSE_PASSTHROUGH

+ +
+
+ + + + +
#define GLFW_MOUSE_PASSTHROUGH   0x0002000D
+
+

Mouse input transparency window hint or window attribute.

+ +
+
+ +

◆ GLFW_POSITION_X

+ +
+
+ + + + +
#define GLFW_POSITION_X   0x0002000E
+
+

Initial position x-coordinate window hint.

+ +
+
+ +

◆ GLFW_POSITION_Y

+ +
+
+ + + + +
#define GLFW_POSITION_Y   0x0002000F
+
+

Initial position y-coordinate window hint.

+ +
+
+ +

◆ GLFW_RED_BITS

+ +
+
+ + + + +
#define GLFW_RED_BITS   0x00021001
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_GREEN_BITS

+ +
+
+ + + + +
#define GLFW_GREEN_BITS   0x00021002
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_BLUE_BITS

+ +
+
+ + + + +
#define GLFW_BLUE_BITS   0x00021003
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_ALPHA_BITS

+ +
+
+ + + + +
#define GLFW_ALPHA_BITS   0x00021004
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_DEPTH_BITS

+ +
+
+ + + + +
#define GLFW_DEPTH_BITS   0x00021005
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_STENCIL_BITS

+ +
+
+ + + + +
#define GLFW_STENCIL_BITS   0x00021006
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_ACCUM_RED_BITS

+ +
+
+ + + + +
#define GLFW_ACCUM_RED_BITS   0x00021007
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_ACCUM_GREEN_BITS

+ +
+
+ + + + +
#define GLFW_ACCUM_GREEN_BITS   0x00021008
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_ACCUM_BLUE_BITS

+ +
+
+ + + + +
#define GLFW_ACCUM_BLUE_BITS   0x00021009
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_ACCUM_ALPHA_BITS

+ +
+
+ + + + +
#define GLFW_ACCUM_ALPHA_BITS   0x0002100A
+
+

Framebuffer bit depth hint.

+ +
+
+ +

◆ GLFW_AUX_BUFFERS

+ +
+
+ + + + +
#define GLFW_AUX_BUFFERS   0x0002100B
+
+

Framebuffer auxiliary buffer hint.

+ +
+
+ +

◆ GLFW_STEREO

+ +
+
+ + + + +
#define GLFW_STEREO   0x0002100C
+
+

OpenGL stereoscopic rendering hint.

+ +
+
+ +

◆ GLFW_SAMPLES

+ +
+
+ + + + +
#define GLFW_SAMPLES   0x0002100D
+
+

Framebuffer MSAA samples hint.

+ +
+
+ +

◆ GLFW_SRGB_CAPABLE

+ +
+
+ + + + +
#define GLFW_SRGB_CAPABLE   0x0002100E
+
+

Framebuffer sRGB hint.

+ +
+
+ +

◆ GLFW_REFRESH_RATE

+ +
+
+ + + + +
#define GLFW_REFRESH_RATE   0x0002100F
+
+

Monitor refresh rate hint.

+ +
+
+ +

◆ GLFW_DOUBLEBUFFER

+ +
+
+ + + + +
#define GLFW_DOUBLEBUFFER   0x00021010
+
+

Framebuffer double buffering hint and attribute.

+ +
+
+ +

◆ GLFW_CLIENT_API

+ +
+
+ + + + +
#define GLFW_CLIENT_API   0x00022001
+
+

Context client API hint and attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_VERSION_MAJOR

+ +
+
+ + + + +
#define GLFW_CONTEXT_VERSION_MAJOR   0x00022002
+
+

Context client API major version hint and attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_VERSION_MINOR

+ +
+
+ + + + +
#define GLFW_CONTEXT_VERSION_MINOR   0x00022003
+
+

Context client API minor version hint and attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_REVISION

+ +
+
+ + + + +
#define GLFW_CONTEXT_REVISION   0x00022004
+
+

Context client API revision number attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_ROBUSTNESS

+ +
+
+ + + + +
#define GLFW_CONTEXT_ROBUSTNESS   0x00022005
+
+

Context client API revision number hint and attribute.

+ +
+
+ +

◆ GLFW_OPENGL_FORWARD_COMPAT

+ +
+
+ + + + +
#define GLFW_OPENGL_FORWARD_COMPAT   0x00022006
+
+

OpenGL forward-compatibility hint and attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_DEBUG

+ +
+
+ + + + +
#define GLFW_CONTEXT_DEBUG   0x00022007
+
+

Debug mode context hint and attribute.

+ +
+
+ +

◆ GLFW_OPENGL_DEBUG_CONTEXT

+ +
+
+ + + + +
#define GLFW_OPENGL_DEBUG_CONTEXT   GLFW_CONTEXT_DEBUG
+
+

This is an alias for compatibility with earlier versions.

+ +
+
+ +

◆ GLFW_OPENGL_PROFILE

+ +
+
+ + + + +
#define GLFW_OPENGL_PROFILE   0x00022008
+
+

OpenGL profile hint and attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_RELEASE_BEHAVIOR

+ +
+
+ + + + +
#define GLFW_CONTEXT_RELEASE_BEHAVIOR   0x00022009
+
+

Context flush-on-release hint and attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_NO_ERROR

+ +
+
+ + + + +
#define GLFW_CONTEXT_NO_ERROR   0x0002200A
+
+

Context error suppression hint and attribute.

+ +
+
+ +

◆ GLFW_CONTEXT_CREATION_API

+ +
+
+ + + + +
#define GLFW_CONTEXT_CREATION_API   0x0002200B
+
+

Context creation API hint and attribute.

+ +
+
+ +

◆ GLFW_SCALE_TO_MONITOR

+ +
+
+ + + + +
#define GLFW_SCALE_TO_MONITOR   0x0002200C
+
+ +
+
+ +

◆ GLFW_SCALE_FRAMEBUFFER

+ +
+
+ + + + +
#define GLFW_SCALE_FRAMEBUFFER   0x0002200D
+
+ +
+
+ +

◆ GLFW_COCOA_RETINA_FRAMEBUFFER

+ +
+
+ + + + +
#define GLFW_COCOA_RETINA_FRAMEBUFFER   0x00023001
+
+

This is an alias for the GLFW_SCALE_FRAMEBUFFER window hint for compatibility with earlier versions.

+ +
+
+ +

◆ GLFW_COCOA_FRAME_NAME

+ +
+
+ + + + +
#define GLFW_COCOA_FRAME_NAME   0x00023002
+
+ +
+
+ +

◆ GLFW_COCOA_GRAPHICS_SWITCHING

+ +
+
+ + + + +
#define GLFW_COCOA_GRAPHICS_SWITCHING   0x00023003
+
+ +
+
+ +

◆ GLFW_X11_CLASS_NAME

+ +
+
+ + + + +
#define GLFW_X11_CLASS_NAME   0x00024001
+
+ +
+
+ +

◆ GLFW_X11_INSTANCE_NAME

+ +
+
+ + + + +
#define GLFW_X11_INSTANCE_NAME   0x00024002
+
+ +
+
+ +

◆ GLFW_WIN32_KEYBOARD_MENU

+ +
+
+ + + + +
#define GLFW_WIN32_KEYBOARD_MENU   0x00025001
+
+ +
+
+ +

◆ GLFW_WIN32_SHOWDEFAULT

+ +
+
+ + + + +
#define GLFW_WIN32_SHOWDEFAULT   0x00025002
+
+ +
+
+ +

◆ GLFW_WAYLAND_APP_ID

+ +
+
+ + + + +
#define GLFW_WAYLAND_APP_ID   0x00026001
+
+

Allows specification of the Wayland app_id.

+ +
+
+

Typedef Documentation

+ +

◆ GLFWwindow

+ +
+
+ + + + +
typedef struct GLFWwindow GLFWwindow
+
+

Opaque window object.

+
See also
Window objects
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWwindowposfun

+ +
+
+ + + + +
typedef void(* GLFWwindowposfun) (GLFWwindow *window, int xpos, int ypos)
+
+

This is the function pointer type for window position callbacks. A window position callback function has the following signature:

void callback_name(GLFWwindow* window, int xpos, int ypos)
+
struct GLFWwindow GLFWwindow
Opaque window object.
Definition glfw3.h:1403
+
Parameters
+ + + + +
[in]windowThe window that was moved.
[in]xposThe new x-coordinate, in screen coordinates, of the upper-left corner of the content area of the window.
[in]yposThe new y-coordinate, in screen coordinates, of the upper-left corner of the content area of the window.
+
+
+
See also
Window position
+
+glfwSetWindowPosCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWwindowsizefun

+ +
+
+ + + + +
typedef void(* GLFWwindowsizefun) (GLFWwindow *window, int width, int height)
+
+

This is the function pointer type for window size callbacks. A window size callback function has the following signature:

void callback_name(GLFWwindow* window, int width, int height)
+
Parameters
+ + + + +
[in]windowThe window that was resized.
[in]widthThe new width, in screen coordinates, of the window.
[in]heightThe new height, in screen coordinates, of the window.
+
+
+
See also
Window size
+
+glfwSetWindowSizeCallback
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ GLFWwindowclosefun

+ +
+
+ + + + +
typedef void(* GLFWwindowclosefun) (GLFWwindow *window)
+
+

This is the function pointer type for window close callbacks. A window close callback function has the following signature:

void function_name(GLFWwindow* window)
+
Parameters
+ + +
[in]windowThe window that the user attempted to close.
+
+
+
See also
Window closing and close flag
+
+glfwSetWindowCloseCallback
+
Since
Added in version 2.5. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ GLFWwindowrefreshfun

+ +
+
+ + + + +
typedef void(* GLFWwindowrefreshfun) (GLFWwindow *window)
+
+

This is the function pointer type for window content refresh callbacks. A window content refresh callback function has the following signature:

void function_name(GLFWwindow* window);
+
Parameters
+ + +
[in]windowThe window whose content needs to be refreshed.
+
+
+
See also
Window damage and refresh
+
+glfwSetWindowRefreshCallback
+
Since
Added in version 2.5. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ GLFWwindowfocusfun

+ +
+
+ + + + +
typedef void(* GLFWwindowfocusfun) (GLFWwindow *window, int focused)
+
+

This is the function pointer type for window focus callbacks. A window focus callback function has the following signature:

void function_name(GLFWwindow* window, int focused)
+
Parameters
+ + + +
[in]windowThe window that gained or lost input focus.
[in]focusedGLFW_TRUE if the window was given input focus, or GLFW_FALSE if it lost it.
+
+
+
See also
Window input focus
+
+glfwSetWindowFocusCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWwindowiconifyfun

+ +
+
+ + + + +
typedef void(* GLFWwindowiconifyfun) (GLFWwindow *window, int iconified)
+
+

This is the function pointer type for window iconify callbacks. A window iconify callback function has the following signature:

void function_name(GLFWwindow* window, int iconified)
+
Parameters
+ + + +
[in]windowThe window that was iconified or restored.
[in]iconifiedGLFW_TRUE if the window was iconified, or GLFW_FALSE if it was restored.
+
+
+
See also
Window iconification
+
+glfwSetWindowIconifyCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWwindowmaximizefun

+ +
+
+ + + + +
typedef void(* GLFWwindowmaximizefun) (GLFWwindow *window, int maximized)
+
+

This is the function pointer type for window maximize callbacks. A window maximize callback function has the following signature:

void function_name(GLFWwindow* window, int maximized)
+
Parameters
+ + + +
[in]windowThe window that was maximized or restored.
[in]maximizedGLFW_TRUE if the window was maximized, or GLFW_FALSE if it was restored.
+
+
+
See also
Window maximization
+
+glfwSetWindowMaximizeCallback
+
Since
Added in version 3.3.
+ +
+
+ +

◆ GLFWframebuffersizefun

+ +
+
+ + + + +
typedef void(* GLFWframebuffersizefun) (GLFWwindow *window, int width, int height)
+
+

This is the function pointer type for framebuffer size callbacks. A framebuffer size callback function has the following signature:

void function_name(GLFWwindow* window, int width, int height)
+
Parameters
+ + + + +
[in]windowThe window whose framebuffer was resized.
[in]widthThe new width, in pixels, of the framebuffer.
[in]heightThe new height, in pixels, of the framebuffer.
+
+
+
See also
Framebuffer size
+
+glfwSetFramebufferSizeCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ GLFWwindowcontentscalefun

+ +
+
+ + + + +
typedef void(* GLFWwindowcontentscalefun) (GLFWwindow *window, float xscale, float yscale)
+
+

This is the function pointer type for window content scale callbacks. A window content scale callback function has the following signature:

void function_name(GLFWwindow* window, float xscale, float yscale)
+
Parameters
+ + + + +
[in]windowThe window whose content scale changed.
[in]xscaleThe new x-axis content scale of the window.
[in]yscaleThe new y-axis content scale of the window.
+
+
+
See also
Window content scale
+
+glfwSetWindowContentScaleCallback
+
Since
Added in version 3.3.
+ +
+
+ +

◆ GLFWimage

+ +
+
+ + + + +
typedef struct GLFWimage GLFWimage
+
+

This describes a single 2D image. See the documentation for each related function what the expected pixel format is.

+
See also
Custom cursor creation
+
+Window icon
+
Since
Added in version 2.1. GLFW 3: Removed format and bytes-per-pixel members.
+ +
+
+

Function Documentation

+ +

◆ glfwDefaultWindowHints()

+ +
+
+ + + + + + + + +
void glfwDefaultWindowHints (void )
+
+

This function resets all window hints to their default values.

+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window creation hints
+
+glfwWindowHint
+
+glfwWindowHintString
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwWindowHint()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwWindowHint (int hint,
int value 
)
+
+

This function sets hints for the next call to glfwCreateWindow. The hints, once set, retain their values until changed by a call to this function or glfwDefaultWindowHints, or until the library is terminated.

+

Only integer value hints can be set with this function. String value hints are set with glfwWindowHintString.

+

This function does not check whether the specified hint values are valid. If you set hints to invalid values this will instead be reported by the next call to glfwCreateWindow.

+

Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.

+
Parameters
+ + + +
[in]hintThe window hint to set.
[in]valueThe new value of the window hint.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window creation hints
+
+glfwWindowHintString
+
+glfwDefaultWindowHints
+
Since
Added in version 3.0. Replaces glfwOpenWindowHint.
+ +
+
+ +

◆ glfwWindowHintString()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwWindowHintString (int hint,
const char * value 
)
+
+

This function sets hints for the next call to glfwCreateWindow. The hints, once set, retain their values until changed by a call to this function or glfwDefaultWindowHints, or until the library is terminated.

+

Only string type hints can be set with this function. Integer value hints are set with glfwWindowHint.

+

This function does not check whether the specified hint values are valid. If you set hints to invalid values this will instead be reported by the next call to glfwCreateWindow.

+

Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.

+
Parameters
+ + + +
[in]hintThe window hint to set.
[in]valueThe new value of the window hint.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_INVALID_ENUM.
+
Pointer lifetime
The specified string is copied before this function returns.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window creation hints
+
+glfwWindowHint
+
+glfwDefaultWindowHints
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwCreateWindow()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GLFWwindow * glfwCreateWindow (int width,
int height,
const char * title,
GLFWmonitormonitor,
GLFWwindowshare 
)
+
+

This function creates a window and its associated OpenGL or OpenGL ES context. Most of the options controlling how the window and its context should be created are specified with window hints.

+

Successful creation does not change which context is current. Before you can use the newly created context, you need to make it current. For information about the share parameter, see Context object sharing.

+

The created window, framebuffer and context may differ from what you requested, as not all parameters and hints are hard constraints. This includes the size of the window, especially for full screen windows. To query the actual attributes of the created window, framebuffer and context, see glfwGetWindowAttrib, glfwGetWindowSize and glfwGetFramebufferSize.

+

To create a full screen window, you need to specify the monitor the window will cover. If no monitor is specified, the window will be windowed mode. Unless you have a way for the user to choose a specific monitor, it is recommended that you pick the primary monitor. For more information on how to query connected monitors, see Retrieving monitors.

+

For full screen windows, the specified size becomes the resolution of the window's desired video mode. As long as a full screen window is not iconified, the supported video mode most closely matching the desired video mode is set for the specified monitor. For more information about full screen windows, including the creation of so called windowed full screen or borderless full screen windows, see "Windowed full screen" windows.

+

Once you have created the window, you can switch it between windowed and full screen mode with glfwSetWindowMonitor. This will not affect its OpenGL or OpenGL ES context.

+

By default, newly created windows use the placement recommended by the window system. To create the window at a specific position, set the GLFW_POSITION_X and GLFW_POSITION_Y window hints before creation. To restore the default behavior, set either or both hints back to GLFW_ANY_POSITION.

+

As long as at least one full screen window is not iconified, the screensaver is prohibited from starting.

+

Window systems put limits on window sizes. Very large or very small window dimensions may be overridden by the window system on creation. Check the actual size after creation.

+

The swap interval is not set during window creation and the initial value may vary depending on driver settings and defaults.

+
Parameters
+ + + + + + +
[in]widthThe desired width, in screen coordinates, of the window. This must be greater than zero.
[in]heightThe desired height, in screen coordinates, of the window. This must be greater than zero.
[in]titleThe initial, UTF-8 encoded window title.
[in]monitorThe monitor to use for full screen mode, or NULL for windowed mode.
[in]shareThe window whose context to share resources with, or NULL to not share resources.
+
+
+
Returns
The handle of the created window, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM, GLFW_INVALID_VALUE, GLFW_API_UNAVAILABLE, GLFW_VERSION_UNAVAILABLE, GLFW_FORMAT_UNAVAILABLE, GLFW_NO_WINDOW_CONTEXT and GLFW_PLATFORM_ERROR.
+
Remarks
Windows: Window creation will fail if the Microsoft GDI software OpenGL implementation is the only one available.
+
+Windows: If the executable has an icon resource named GLFW_ICON, it will be set as the initial icon for the window. If no such icon is present, the IDI_APPLICATION icon will be used instead. To set a different icon, see glfwSetWindowIcon.
+
+Windows: The context to share resources with must not be current on any other thread.
+
+macOS: The OS only supports core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2 or later you must set the GLFW_OPENGL_PROFILE hint accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.
+
+macOS: The GLFW window has no icon, as it is not a document window, but the dock icon will be the same as the application bundle's icon. For more information on bundles, see the Bundle Programming Guide in the Mac Developer Library.
+
+macOS: On OS X 10.10 and later the window frame will not be rendered at full resolution on Retina displays unless the GLFW_SCALE_FRAMEBUFFER hint is GLFW_TRUE and the NSHighResolutionCapable key is enabled in the application bundle's Info.plist. For more information, see High Resolution Guidelines for OS X in the Mac Developer Library. The GLFW test and example programs use a custom Info.plist template for this, which can be found as CMake/Info.plist.in in the source tree.
+
+macOS: When activating frame autosaving with GLFW_COCOA_FRAME_NAME, the specified window size and position may be overridden by previously saved values.
+
+Wayland: GLFW uses libdecor where available to create its window decorations. This in turn uses server-side XDG decorations where available and provides high quality client-side decorations on compositors like GNOME. If both XDG decorations and libdecor are unavailable, GLFW falls back to a very simple set of window decorations that only support moving, resizing and the window manager's right-click menu.
+
+X11: Some window managers will not respect the placement of initially hidden windows.
+
+X11: Due to the asynchronous nature of X11, it may take a moment for a window to reach its requested state. This means you may not be able to query the final size, position or other attributes directly after window creation.
+
+X11: The class part of the WM_CLASS window property will by default be set to the window title passed to this function. The instance part will use the contents of the RESOURCE_NAME environment variable, if present and not empty, or fall back to the window title. Set the GLFW_X11_CLASS_NAME and GLFW_X11_INSTANCE_NAME window hints to override this.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window creation
+
+glfwDestroyWindow
+
Since
Added in version 3.0. Replaces glfwOpenWindow.
+ +
+
+ +

◆ glfwDestroyWindow()

+ +
+
+ + + + + + + + +
void glfwDestroyWindow (GLFWwindowwindow)
+
+

This function destroys the specified window and its context. On calling this function, no further callbacks will be called for that window.

+

If the context of the specified window is current on the main thread, it is detached before being destroyed.

+
Parameters
+ + +
[in]windowThe window to destroy.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Note
The context of the specified window must not be current on any other thread when this function is called.
+
Reentrancy
This function must not be called from a callback.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window creation
+
+glfwCreateWindow
+
Since
Added in version 3.0. Replaces glfwCloseWindow.
+ +
+
+ +

◆ glfwWindowShouldClose()

+ +
+
+ + + + + + + + +
int glfwWindowShouldClose (GLFWwindowwindow)
+
+

This function returns the value of the close flag of the specified window.

+
Parameters
+ + +
[in]windowThe window to query.
+
+
+
Returns
The value of the close flag.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
Window closing and close flag
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowShouldClose()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetWindowShouldClose (GLFWwindowwindow,
int value 
)
+
+

This function sets the value of the close flag of the specified window. This can be used to override the user's attempt to close the window, or to signal that it should be closed.

+
Parameters
+ + + +
[in]windowThe window whose flag to change.
[in]valueThe new value.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
Window closing and close flag
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetWindowTitle()

+ +
+
+ + + + + + + + +
const char * glfwGetWindowTitle (GLFWwindowwindow)
+
+

This function returns the window title, encoded as UTF-8, of the specified window. This is the title set previously by glfwCreateWindow or glfwSetWindowTitle.

+
Parameters
+ + +
[in]windowThe window to query.
+
+
+
Returns
The UTF-8 encoded window title, or NULL if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Remarks
The returned title is currently a copy of the title last set by glfwCreateWindow or glfwSetWindowTitle. It does not include any additional text which may be appended by the platform or another program.
+
Pointer lifetime
The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the next call to glfwGetWindowTitle or glfwSetWindowTitle, or until the library is terminated.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window title
+
+glfwSetWindowTitle
+
Since
Added in version 3.4.
+ +
+
+ +

◆ glfwSetWindowTitle()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetWindowTitle (GLFWwindowwindow,
const char * title 
)
+
+

This function sets the window title, encoded as UTF-8, of the specified window.

+
Parameters
+ + + +
[in]windowThe window whose title to change.
[in]titleThe UTF-8 encoded window title.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
macOS: The window title will not be updated until the next time you process events.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window title
+
+glfwGetWindowTitle
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwSetWindowIcon()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetWindowIcon (GLFWwindowwindow,
int count,
const GLFWimageimages 
)
+
+

This function sets the icon of the specified window. If passed an array of candidate images, those of or closest to the sizes desired by the system are selected. If no images are specified, the window reverts to its default icon.

+

The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. They are arranged canonically as packed sequential rows, starting from the top-left corner.

+

The desired image sizes varies depending on platform and system settings. The selected images will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48.

+
Parameters
+ + + + +
[in]windowThe window whose icon to set.
[in]countThe number of images in the specified array, or zero to revert to the default window icon.
[in]imagesThe images to create the icon from. This is ignored if count is zero.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_VALUE, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Pointer lifetime
The specified image data is copied before this function returns.
+
Remarks
macOS: Regular windows do not have icons on macOS. This function will emit GLFW_FEATURE_UNAVAILABLE. The dock icon will be the same as the application bundle's icon. For more information on bundles, see the Bundle Programming Guide in the Mac Developer Library.
+
+Wayland: There is no existing protocol to change an icon, the window will thus inherit the one defined in the application's desktop file. This function will emit GLFW_FEATURE_UNAVAILABLE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window icon
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetWindowPos()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetWindowPos (GLFWwindowwindow,
int * xpos,
int * ypos 
)
+
+

This function retrieves the position, in screen coordinates, of the upper-left corner of the content area of the specified window.

+

Any or all of the position arguments may be NULL. If an error occurs, all non-NULL position arguments will be set to zero.

+
Parameters
+ + + + +
[in]windowThe window to query.
[out]xposWhere to store the x-coordinate of the upper-left corner of the content area, or NULL.
[out]yposWhere to store the y-coordinate of the upper-left corner of the content area, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
Wayland: There is no way for an application to retrieve the global position of its windows. This function will emit GLFW_FEATURE_UNAVAILABLE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window position
+
+glfwSetWindowPos
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowPos()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetWindowPos (GLFWwindowwindow,
int xpos,
int ypos 
)
+
+

This function sets the position, in screen coordinates, of the upper-left corner of the content area of the specified windowed mode window. If the window is a full screen window, this function does nothing.

+

Do not use this function to move an already visible window unless you have very good reasons for doing so, as it will confuse and annoy the user.

+

The window manager may put limits on what positions are allowed. GLFW cannot and should not override these limits.

+
Parameters
+ + + + +
[in]windowThe window to query.
[in]xposThe x-coordinate of the upper-left corner of the content area.
[in]yposThe y-coordinate of the upper-left corner of the content area.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
Wayland: There is no way for an application to set the global position of its windows. This function will emit GLFW_FEATURE_UNAVAILABLE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window position
+
+glfwGetWindowPos
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwGetWindowSize()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetWindowSize (GLFWwindowwindow,
int * width,
int * height 
)
+
+

This function retrieves the size, in screen coordinates, of the content area of the specified window. If you wish to retrieve the size of the framebuffer of the window in pixels, see glfwGetFramebufferSize.

+

Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

+
Parameters
+ + + + +
[in]windowThe window whose size to retrieve.
[out]widthWhere to store the width, in screen coordinates, of the content area, or NULL.
[out]heightWhere to store the height, in screen coordinates, of the content area, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window size
+
+glfwSetWindowSize
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwSetWindowSizeLimits()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetWindowSizeLimits (GLFWwindowwindow,
int minwidth,
int minheight,
int maxwidth,
int maxheight 
)
+
+

This function sets the size limits of the content area of the specified window. If the window is full screen, the size limits only take effect once it is made windowed. If the window is not resizable, this function does nothing.

+

The size limits are applied immediately to a windowed mode window and may cause it to be resized.

+

The maximum dimensions must be greater than or equal to the minimum dimensions and all must be greater than or equal to zero.

+
Parameters
+ + + + + + +
[in]windowThe window to set limits for.
[in]minwidthThe minimum width, in screen coordinates, of the content area, or GLFW_DONT_CARE.
[in]minheightThe minimum height, in screen coordinates, of the content area, or GLFW_DONT_CARE.
[in]maxwidthThe maximum width, in screen coordinates, of the content area, or GLFW_DONT_CARE.
[in]maxheightThe maximum height, in screen coordinates, of the content area, or GLFW_DONT_CARE.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_VALUE and GLFW_PLATFORM_ERROR.
+
Remarks
If you set size limits and an aspect ratio that conflict, the results are undefined.
+
+Wayland: The size limits will not be applied until the window is actually resized, either by the user or by the compositor.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window size limits
+
+glfwSetWindowAspectRatio
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwSetWindowAspectRatio()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetWindowAspectRatio (GLFWwindowwindow,
int numer,
int denom 
)
+
+

This function sets the required aspect ratio of the content area of the specified window. If the window is full screen, the aspect ratio only takes effect once it is made windowed. If the window is not resizable, this function does nothing.

+

The aspect ratio is specified as a numerator and a denominator and both values must be greater than zero. For example, the common 16:9 aspect ratio is specified as 16 and 9, respectively.

+

If the numerator and denominator is set to GLFW_DONT_CARE then the aspect ratio limit is disabled.

+

The aspect ratio is applied immediately to a windowed mode window and may cause it to be resized.

+
Parameters
+ + + + +
[in]windowThe window to set limits for.
[in]numerThe numerator of the desired aspect ratio, or GLFW_DONT_CARE.
[in]denomThe denominator of the desired aspect ratio, or GLFW_DONT_CARE.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_VALUE and GLFW_PLATFORM_ERROR.
+
Remarks
If you set size limits and an aspect ratio that conflict, the results are undefined.
+
+Wayland: The aspect ratio will not be applied until the window is actually resized, either by the user or by the compositor.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window size limits
+
+glfwSetWindowSizeLimits
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwSetWindowSize()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetWindowSize (GLFWwindowwindow,
int width,
int height 
)
+
+

This function sets the size, in screen coordinates, of the content area of the specified window.

+

For full screen windows, this function updates the resolution of its desired video mode and switches to the video mode closest to it, without affecting the window's context. As the context is unaffected, the bit depths of the framebuffer remain unchanged.

+

If you wish to update the refresh rate of the desired video mode in addition to its resolution, see glfwSetWindowMonitor.

+

The window manager may put limits on what sizes are allowed. GLFW cannot and should not override these limits.

+
Parameters
+ + + + +
[in]windowThe window to resize.
[in]widthThe desired width, in screen coordinates, of the window content area.
[in]heightThe desired height, in screen coordinates, of the window content area.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window size
+
+glfwGetWindowSize
+
+glfwSetWindowMonitor
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwGetFramebufferSize()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetFramebufferSize (GLFWwindowwindow,
int * width,
int * height 
)
+
+

This function retrieves the size, in pixels, of the framebuffer of the specified window. If you wish to retrieve the size of the window in screen coordinates, see glfwGetWindowSize.

+

Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

+
Parameters
+ + + + +
[in]windowThe window whose framebuffer to query.
[out]widthWhere to store the width, in pixels, of the framebuffer, or NULL.
[out]heightWhere to store the height, in pixels, of the framebuffer, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Framebuffer size
+
+glfwSetFramebufferSizeCallback
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetWindowFrameSize()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetWindowFrameSize (GLFWwindowwindow,
int * left,
int * top,
int * right,
int * bottom 
)
+
+

This function retrieves the size, in screen coordinates, of each edge of the frame of the specified window. This size includes the title bar, if the window has one. The size of the frame may vary depending on the window-related hints used to create it.

+

Because this function retrieves the size of each window frame edge and not the offset along a particular coordinate axis, the retrieved values will always be zero or positive.

+

Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

+
Parameters
+ + + + + + +
[in]windowThe window whose frame size to query.
[out]leftWhere to store the size, in screen coordinates, of the left edge of the window frame, or NULL.
[out]topWhere to store the size, in screen coordinates, of the top edge of the window frame, or NULL.
[out]rightWhere to store the size, in screen coordinates, of the right edge of the window frame, or NULL.
[out]bottomWhere to store the size, in screen coordinates, of the bottom edge of the window frame, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window size
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwGetWindowContentScale()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwGetWindowContentScale (GLFWwindowwindow,
float * xscale,
float * yscale 
)
+
+

This function retrieves the content scale for the specified window. The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct.

+

On platforms where each monitors can have its own content scale, the window content scale will depend on which monitor the system considers the window to be on.

+
Parameters
+ + + + +
[in]windowThe window to query.
[out]xscaleWhere to store the x-axis content scale, or NULL.
[out]yscaleWhere to store the y-axis content scale, or NULL.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window content scale
+
+glfwSetWindowContentScaleCallback
+
+glfwGetMonitorContentScale
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetWindowOpacity()

+ +
+
+ + + + + + + + +
float glfwGetWindowOpacity (GLFWwindowwindow)
+
+

This function returns the opacity of the window, including any decorations.

+

The opacity (or alpha) value is a positive finite number between zero and one, where zero is fully transparent and one is fully opaque. If the system does not support whole window transparency, this function always returns one.

+

The initial opacity value for newly created windows is one.

+
Parameters
+ + +
[in]windowThe window to query.
+
+
+
Returns
The opacity value of the specified window.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window transparency
+
+glfwSetWindowOpacity
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetWindowOpacity()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetWindowOpacity (GLFWwindowwindow,
float opacity 
)
+
+

This function sets the opacity of the window, including any decorations.

+

The opacity (or alpha) value is a positive finite number between zero and one, where zero is fully transparent and one is fully opaque.

+

The initial opacity value for newly created windows is one.

+

A window created with framebuffer transparency may not use whole window transparency. The results of doing this are undefined.

+
Parameters
+ + + +
[in]windowThe window to set the opacity for.
[in]opacityThe desired opacity of the specified window.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
Wayland: There is no way to set an opacity factor for a window. This function will emit GLFW_FEATURE_UNAVAILABLE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window transparency
+
+glfwGetWindowOpacity
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwIconifyWindow()

+ +
+
+ + + + + + + + +
void glfwIconifyWindow (GLFWwindowwindow)
+
+

This function iconifies (minimizes) the specified window if it was previously restored. If the window is already iconified, this function does nothing.

+

If the specified window is a full screen window, GLFW restores the original video mode of the monitor. The window's desired video mode is set again when the window is restored.

+
Parameters
+ + +
[in]windowThe window to iconify.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
Wayland: Once a window is iconified, glfwRestoreWindow won’t be able to restore it. This is a design decision of the xdg-shell protocol.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window iconification
+
+glfwRestoreWindow
+
+glfwMaximizeWindow
+
Since
Added in version 2.1. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwRestoreWindow()

+ +
+
+ + + + + + + + +
void glfwRestoreWindow (GLFWwindowwindow)
+
+

This function restores the specified window if it was previously iconified (minimized) or maximized. If the window is already restored, this function does nothing.

+

If the specified window is an iconified full screen window, its desired video mode is set again for its monitor when the window is restored.

+
Parameters
+ + +
[in]windowThe window to restore.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window iconification
+
+glfwIconifyWindow
+
+glfwMaximizeWindow
+
Since
Added in version 2.1. GLFW 3: Added window handle parameter.
+ +
+
+ +

◆ glfwMaximizeWindow()

+ +
+
+ + + + + + + + +
void glfwMaximizeWindow (GLFWwindowwindow)
+
+

This function maximizes the specified window if it was previously not maximized. If the window is already maximized, this function does nothing.

+

If the specified window is a full screen window, this function does nothing.

+
Parameters
+ + +
[in]windowThe window to maximize.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread Safety
This function may only be called from the main thread.
+
See also
Window iconification
+
+glfwIconifyWindow
+
+glfwRestoreWindow
+
Since
Added in GLFW 3.2.
+ +
+
+ +

◆ glfwShowWindow()

+ +
+
+ + + + + + + + +
void glfwShowWindow (GLFWwindowwindow)
+
+

This function makes the specified window visible if it was previously hidden. If the window is already visible or is in full screen mode, this function does nothing.

+

By default, windowed mode windows are focused when shown Set the GLFW_FOCUS_ON_SHOW window hint to change this behavior for all newly created windows, or change the behavior for an existing window with glfwSetWindowAttrib.

+
Parameters
+ + +
[in]windowThe window to make visible.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
Wayland: Because Wayland wants every frame of the desktop to be complete, this function does not immediately make the window visible. Instead it will become visible the next time the window framebuffer is updated after this call.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window visibility
+
+glfwHideWindow
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwHideWindow()

+ +
+
+ + + + + + + + +
void glfwHideWindow (GLFWwindowwindow)
+
+

This function hides the specified window if it was previously visible. If the window is already hidden or is in full screen mode, this function does nothing.

+
Parameters
+ + +
[in]windowThe window to hide.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window visibility
+
+glfwShowWindow
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwFocusWindow()

+ +
+
+ + + + + + + + +
void glfwFocusWindow (GLFWwindowwindow)
+
+

This function brings the specified window to front and sets input focus. The window should already be visible and not iconified.

+

By default, both windowed and full screen mode windows are focused when initially created. Set the GLFW_FOCUSED to disable this behavior.

+

Also by default, windowed mode windows are focused when shown with glfwShowWindow. Set the GLFW_FOCUS_ON_SHOW to disable this behavior.

+

Do not use this function to steal focus from other applications unless you are certain that is what the user wants. Focus stealing can be extremely disruptive.

+

For a less disruptive way of getting the user's attention, see attention requests.

+
Parameters
+ + +
[in]windowThe window to give input focus.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
Wayland: The compositor will likely ignore focus requests unless another window created by the same application already has input focus.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window input focus
+
+Window attention request
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwRequestWindowAttention()

+ +
+
+ + + + + + + + +
void glfwRequestWindowAttention (GLFWwindowwindow)
+
+

This function requests user attention to the specified window. On platforms where this is not supported, attention is requested to the application as a whole.

+

Once the user has given attention, usually by focusing the window or application, the system will end the request automatically.

+
Parameters
+ + +
[in]windowThe window to request attention to.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
macOS: Attention is requested to the application as a whole, not the specific window.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window attention request
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwGetWindowMonitor()

+ +
+
+ + + + + + + + +
GLFWmonitor * glfwGetWindowMonitor (GLFWwindowwindow)
+
+

This function returns the handle of the monitor that the specified window is in full screen on.

+
Parameters
+ + +
[in]windowThe window to query.
+
+
+
Returns
The monitor, or NULL if the window is in windowed mode or an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window monitor
+
+glfwSetWindowMonitor
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowMonitor()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetWindowMonitor (GLFWwindowwindow,
GLFWmonitormonitor,
int xpos,
int ypos,
int width,
int height,
int refreshRate 
)
+
+

This function sets the monitor that the window uses for full screen mode or, if the monitor is NULL, makes it windowed mode.

+

When setting a monitor, this function updates the width, height and refresh rate of the desired video mode and switches to the video mode closest to it. The window position is ignored when setting a monitor.

+

When the monitor is NULL, the position, width and height are used to place the window content area. The refresh rate is ignored when no monitor is specified.

+

If you only wish to update the resolution of a full screen window or the size of a windowed mode window, see glfwSetWindowSize.

+

When a window transitions from full screen to windowed mode, this function restores any previous window settings such as whether it is decorated, floating, resizable, has size or aspect ratio limits, etc.

+
Parameters
+ + + + + + + + +
[in]windowThe window whose monitor, size or video mode to set.
[in]monitorThe desired monitor, or NULL to set windowed mode.
[in]xposThe desired x-coordinate of the upper-left corner of the content area.
[in]yposThe desired y-coordinate of the upper-left corner of the content area.
[in]widthThe desired with, in screen coordinates, of the content area or video mode.
[in]heightThe desired height, in screen coordinates, of the content area or video mode.
[in]refreshRateThe desired refresh rate, in Hz, of the video mode, or GLFW_DONT_CARE.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Remarks
The OpenGL or OpenGL ES context will not be destroyed or otherwise affected by any resizing or mode switching, although you may need to update your viewport if the framebuffer size has changed.
+
+Wayland: The desired window position is ignored, as there is no way for an application to set this property.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window monitor
+
+Full screen windows
+
+glfwGetWindowMonitor
+
+glfwSetWindowSize
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwGetWindowAttrib()

+ +
+
+ + + + + + + + + + + + + + + + + + +
int glfwGetWindowAttrib (GLFWwindowwindow,
int attrib 
)
+
+

This function returns the value of an attribute of the specified window or its OpenGL or OpenGL ES context.

+
Parameters
+ + + +
[in]windowThe window to query.
[in]attribThe window attribute whose value to return.
+
+
+
Returns
The value of the attribute, or zero if an error occurred.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM and GLFW_PLATFORM_ERROR.
+
Remarks
Framebuffer related hints are not window attributes. See Framebuffer related attributes for more information.
+
+Zero is a valid value for many window and context related attributes so you cannot use a return value of zero as an indication of errors. However, this function should not fail as long as it is passed valid arguments and the library has been initialized.
+
+Wayland: The Wayland protocol provides no way to check whether a window is iconfied, so GLFW_ICONIFIED always returns GLFW_FALSE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window attributes
+
+glfwSetWindowAttrib
+
Since
Added in version 3.0. Replaces glfwGetWindowParam and glfwGetGLVersion.
+ +
+
+ +

◆ glfwSetWindowAttrib()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void glfwSetWindowAttrib (GLFWwindowwindow,
int attrib,
int value 
)
+
+

This function sets the value of an attribute of the specified window.

+

The supported attributes are GLFW_DECORATED, GLFW_RESIZABLE, GLFW_FLOATING, GLFW_AUTO_ICONIFY and GLFW_FOCUS_ON_SHOW. GLFW_MOUSE_PASSTHROUGH

+

Some of these attributes are ignored for full screen windows. The new value will take effect if the window is later made windowed.

+

Some of these attributes are ignored for windowed mode windows. The new value will take effect if the window is later made full screen.

+
Parameters
+ + + + +
[in]windowThe window to set the attribute for.
[in]attribA supported window attribute.
[in]valueGLFW_TRUE or GLFW_FALSE.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_ENUM, GLFW_INVALID_VALUE, GLFW_PLATFORM_ERROR and GLFW_FEATURE_UNAVAILABLE (see remarks).
+
Remarks
Calling glfwGetWindowAttrib will always return the latest value, even if that value is ignored by the current mode of the window.
+
+Wayland: The GLFW_FLOATING window attribute is not supported. Setting this will emit GLFW_FEATURE_UNAVAILABLE.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window attributes
+
+glfwGetWindowAttrib
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetWindowUserPointer()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void glfwSetWindowUserPointer (GLFWwindowwindow,
void * pointer 
)
+
+

This function sets the user-defined pointer of the specified window. The current value is retained until the window is destroyed. The initial value is NULL.

+
Parameters
+ + + +
[in]windowThe window whose pointer to set.
[in]pointerThe new value.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
User pointer
+
+glfwGetWindowUserPointer
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwGetWindowUserPointer()

+ +
+
+ + + + + + + + +
void * glfwGetWindowUserPointer (GLFWwindowwindow)
+
+

This function returns the current value of the user-defined pointer of the specified window. The initial value is NULL.

+
Parameters
+ + +
[in]windowThe window whose pointer to return.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function may be called from any thread. Access is not synchronized.
+
See also
User pointer
+
+glfwSetWindowUserPointer
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowPosCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowposfun glfwSetWindowPosCallback (GLFWwindowwindow,
GLFWwindowposfun callback 
)
+
+

This function sets the position callback of the specified window, which is called when the window is moved. The callback is provided with the position, in screen coordinates, of the upper-left corner of the content area of the window.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int xpos, int ypos)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Remarks
Wayland: This callback will never be called, as there is no way for an application to know its global position.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window position
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowSizeCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowsizefun glfwSetWindowSizeCallback (GLFWwindowwindow,
GLFWwindowsizefun callback 
)
+
+

This function sets the size callback of the specified window, which is called when the window is resized. The callback is provided with the size, in screen coordinates, of the content area of the window.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int width, int height)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window size
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter and return value.
+ +
+
+ +

◆ glfwSetWindowCloseCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowclosefun glfwSetWindowCloseCallback (GLFWwindowwindow,
GLFWwindowclosefun callback 
)
+
+

This function sets the close callback of the specified window, which is called when the user attempts to close the window, for example by clicking the close widget in the title bar.

+

The close flag is set before this callback is called, but you can modify it at any time with glfwSetWindowShouldClose.

+

The close callback is not triggered by glfwDestroyWindow.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Remarks
macOS: Selecting Quit from the application menu will trigger the close callback for all windows.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window closing and close flag
+
Since
Added in version 2.5. GLFW 3: Added window handle parameter and return value.
+ +
+
+ +

◆ glfwSetWindowRefreshCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowrefreshfun glfwSetWindowRefreshCallback (GLFWwindowwindow,
GLFWwindowrefreshfun callback 
)
+
+

This function sets the refresh callback of the specified window, which is called when the content area of the window needs to be redrawn, for example if the window has been exposed after having been covered by another window.

+

On compositing window systems such as Aero, Compiz, Aqua or Wayland, where the window contents are saved off-screen, this callback may be called only very infrequently or never at all.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window);
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window damage and refresh
+
Since
Added in version 2.5. GLFW 3: Added window handle parameter and return value.
+ +
+
+ +

◆ glfwSetWindowFocusCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowfocusfun glfwSetWindowFocusCallback (GLFWwindowwindow,
GLFWwindowfocusfun callback 
)
+
+

This function sets the focus callback of the specified window, which is called when the window gains or loses input focus.

+

After the focus callback is called for a window that lost input focus, synthetic key and mouse button release events will be generated for all such that had been pressed. For more information, see glfwSetKeyCallback and glfwSetMouseButtonCallback.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int focused)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window input focus
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowIconifyCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowiconifyfun glfwSetWindowIconifyCallback (GLFWwindowwindow,
GLFWwindowiconifyfun callback 
)
+
+

This function sets the iconification callback of the specified window, which is called when the window is iconified or restored.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int iconified)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window iconification
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowMaximizeCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowmaximizefun glfwSetWindowMaximizeCallback (GLFWwindowwindow,
GLFWwindowmaximizefun callback 
)
+
+

This function sets the maximization callback of the specified window, which is called when the window is maximized or restored.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int maximized)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window maximization
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwSetFramebufferSizeCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWframebuffersizefun glfwSetFramebufferSizeCallback (GLFWwindowwindow,
GLFWframebuffersizefun callback 
)
+
+

This function sets the framebuffer resize callback of the specified window, which is called when the framebuffer of the specified window is resized.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, int width, int height)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Framebuffer size
+
Since
Added in version 3.0.
+ +
+
+ +

◆ glfwSetWindowContentScaleCallback()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback (GLFWwindowwindow,
GLFWwindowcontentscalefun callback 
)
+
+

This function sets the window content scale callback of the specified window, which is called when the content scale of the specified window changes.

+
Parameters
+ + + +
[in]windowThe window whose callback to set.
[in]callbackThe new callback, or NULL to remove the currently set callback.
+
+
+
Returns
The previously set callback, or NULL if no callback was set or the library had not been initialized.
+
Callback signature
void function_name(GLFWwindow* window, float xscale, float yscale)
+
For more information about the callback parameters, see the function pointer type.
+
Errors
Possible errors include GLFW_NOT_INITIALIZED.
+
Thread safety
This function must only be called from the main thread.
+
See also
Window content scale
+
+glfwGetWindowContentScale
+
Since
Added in version 3.3.
+ +
+
+ +

◆ glfwPollEvents()

+ +
+
+ + + + + + + + +
void glfwPollEvents (void )
+
+

This function processes only those events that are already in the event queue and then returns immediately. Processing events will cause the window and input callbacks associated with those events to be called.

+

On some platforms, a window move, resize or menu operation will cause event processing to block. This is due to how event processing is designed on those platforms. You can use the window refresh callback to redraw the contents of your window when necessary during such operations.

+

Do not assume that callbacks you set will only be called in response to event processing functions like this one. While it is necessary to poll for events, window systems that require GLFW to register callbacks of its own can pass events to GLFW in response to many window system function calls. GLFW will pass those events on to the application callbacks before returning.

+

Event processing is not required for joystick input to work.

+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Reentrancy
This function must not be called from a callback.
+
Thread safety
This function must only be called from the main thread.
+
See also
Event processing
+
+glfwWaitEvents
+
+glfwWaitEventsTimeout
+
Since
Added in version 1.0.
+ +
+
+ +

◆ glfwWaitEvents()

+ +
+
+ + + + + + + + +
void glfwWaitEvents (void )
+
+

This function puts the calling thread to sleep until at least one event is available in the event queue. Once one or more events are available, it behaves exactly like glfwPollEvents, i.e. the events in the queue are processed and the function then returns immediately. Processing events will cause the window and input callbacks associated with those events to be called.

+

Since not all events are associated with callbacks, this function may return without a callback having been called even if you are monitoring all callbacks.

+

On some platforms, a window move, resize or menu operation will cause event processing to block. This is due to how event processing is designed on those platforms. You can use the window refresh callback to redraw the contents of your window when necessary during such operations.

+

Do not assume that callbacks you set will only be called in response to event processing functions like this one. While it is necessary to poll for events, window systems that require GLFW to register callbacks of its own can pass events to GLFW in response to many window system function calls. GLFW will pass those events on to the application callbacks before returning.

+

Event processing is not required for joystick input to work.

+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Reentrancy
This function must not be called from a callback.
+
Thread safety
This function must only be called from the main thread.
+
See also
Event processing
+
+glfwPollEvents
+
+glfwWaitEventsTimeout
+
Since
Added in version 2.5.
+ +
+
+ +

◆ glfwWaitEventsTimeout()

+ +
+
+ + + + + + + + +
void glfwWaitEventsTimeout (double timeout)
+
+

This function puts the calling thread to sleep until at least one event is available in the event queue, or until the specified timeout is reached. If one or more events are available, it behaves exactly like glfwPollEvents, i.e. the events in the queue are processed and the function then returns immediately. Processing events will cause the window and input callbacks associated with those events to be called.

+

The timeout value must be a positive finite number.

+

Since not all events are associated with callbacks, this function may return without a callback having been called even if you are monitoring all callbacks.

+

On some platforms, a window move, resize or menu operation will cause event processing to block. This is due to how event processing is designed on those platforms. You can use the window refresh callback to redraw the contents of your window when necessary during such operations.

+

Do not assume that callbacks you set will only be called in response to event processing functions like this one. While it is necessary to poll for events, window systems that require GLFW to register callbacks of its own can pass events to GLFW in response to many window system function calls. GLFW will pass those events on to the application callbacks before returning.

+

Event processing is not required for joystick input to work.

+
Parameters
+ + +
[in]timeoutThe maximum amount of time, in seconds, to wait.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_INVALID_VALUE and GLFW_PLATFORM_ERROR.
+
Reentrancy
This function must not be called from a callback.
+
Thread safety
This function must only be called from the main thread.
+
See also
Event processing
+
+glfwPollEvents
+
+glfwWaitEvents
+
Since
Added in version 3.2.
+ +
+
+ +

◆ glfwPostEmptyEvent()

+ +
+
+ + + + + + + + +
void glfwPostEmptyEvent (void )
+
+

This function posts an empty event from the current thread to the event queue, causing glfwWaitEvents or glfwWaitEventsTimeout to return.

+
Errors
Possible errors include GLFW_NOT_INITIALIZED and GLFW_PLATFORM_ERROR.
+
Thread safety
This function may be called from any thread.
+
See also
Event processing
+
+glfwWaitEvents
+
+glfwWaitEventsTimeout
+
Since
Added in version 3.1.
+ +
+
+ +

◆ glfwSwapBuffers()

+ +
+
+ + + + + + + + +
void glfwSwapBuffers (GLFWwindowwindow)
+
+

This function swaps the front and back buffers of the specified window when rendering with OpenGL or OpenGL ES. If the swap interval is greater than zero, the GPU driver waits the specified number of screen updates before swapping the buffers.

+

The specified window must have an OpenGL or OpenGL ES context. Specifying a window without a context will generate a GLFW_NO_WINDOW_CONTEXT error.

+

This function does not apply to Vulkan. If you are rendering with Vulkan, see vkQueuePresentKHR instead.

+
Parameters
+ + +
[in]windowThe window whose buffers to swap.
+
+
+
Errors
Possible errors include GLFW_NOT_INITIALIZED, GLFW_NO_WINDOW_CONTEXT and GLFW_PLATFORM_ERROR.
+
Remarks
EGL: The context of the specified window must be current on the calling thread.
+
Thread safety
This function may be called from any thread.
+
See also
Buffer swapping
+
+glfwSwapInterval
+
Since
Added in version 1.0. GLFW 3: Added window handle parameter.
+ +
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/index.html b/dependencies/glfw-3.4/docs/html/index.html new file mode 100644 index 0000000..484e216 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/index.html @@ -0,0 +1,100 @@ + + + + + + + +GLFW: Introduction + + + + + + + + + + +
+ + + + + + + + +
+ +
+
+ + +
+
+
+
+
+
Loading...
+
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+
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+ +
+
Introduction
+
+
+

GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.

+

Release notes for version 3.4 list new features, caveats and deprecations.

+

Getting started is a guide for users new to GLFW. It takes you through how to write a small but complete program.

+

There are guides for each section of the API:

+ +

Once you have written a program, see Compiling GLFW and Building applications.

+

The reference documentation provides more detailed information about specific functions.

+

Moving from GLFW 2 to 3 explains what has changed and how to update existing code to use the new API.

+

There is a section on Guarantees and limitations for pointer lifetimes, reentrancy, thread safety, event order and backward and forward compatibility.

+

Finally, Standards conformance explains what APIs, standards and protocols GLFW uses and what happens when they are not present on a given machine.

+

This documentation was generated with Doxygen. The sources for it are available in both the source distribution and GitHub repository.

+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/input_8md.html b/dependencies/glfw-3.4/docs/html/input_8md.html new file mode 100644 index 0000000..21ae1dd --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/input_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: input.md File Reference + + + + + + + + + + +
+ + + + + + + + + +
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+ + +
+
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+
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+
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+
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+ +
+
+
input.md File Reference
+
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/input_guide.html b/dependencies/glfw-3.4/docs/html/input_guide.html new file mode 100644 index 0000000..d388671 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/input_guide.html @@ -0,0 +1,576 @@ + + + + + + + +GLFW: Input guide + + + + + + + + + + +
+ + + + + + + + + +
+
+ + +
+
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+
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+
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+ +
+
+
Input guide
+
+
+ +

This guide introduces the input related functions of GLFW. For details on a specific function in this category, see the Input reference. There are also guides for the other areas of GLFW.

+ +

GLFW provides many kinds of input. While some can only be polled, like time, or only received via callbacks, like scrolling, many provide both callbacks and polling. Callbacks are more work to use than polling but is less CPU intensive and guarantees that you do not miss state changes.

+

All input callbacks receive a window handle. By using the window user pointer, you can access non-global structures or objects from your callbacks.

+

To get a better feel for how the various events callbacks behave, run the events test program. It registers every callback supported by GLFW and prints out all arguments provided for every event, along with time and sequence information.

+

+Event processing

+

GLFW needs to poll the window system for events both to provide input to the application and to prove to the window system that the application hasn't locked up. Event processing is normally done each frame after buffer swapping. Even when you have no windows, event polling needs to be done in order to receive monitor and joystick connection events.

+

There are three functions for processing pending events. glfwPollEvents, processes only those events that have already been received and then returns immediately.

+
+
void glfwPollEvents(void)
Processes all pending events.
+

This is the best choice when rendering continuously, like most games do.

+

If you only need to update the contents of the window when you receive new input, glfwWaitEvents is a better choice.

+
+
void glfwWaitEvents(void)
Waits until events are queued and processes them.
+

It puts the thread to sleep until at least one event has been received and then processes all received events. This saves a great deal of CPU cycles and is useful for, for example, editing tools.

+

If you want to wait for events but have UI elements or other tasks that need periodic updates, glfwWaitEventsTimeout lets you specify a timeout.

+
+
void glfwWaitEventsTimeout(double timeout)
Waits with timeout until events are queued and processes them.
+

It puts the thread to sleep until at least one event has been received, or until the specified number of seconds have elapsed. It then processes any received events.

+

If the main thread is sleeping in glfwWaitEvents, you can wake it from another thread by posting an empty event to the event queue with glfwPostEmptyEvent.

+
+
void glfwPostEmptyEvent(void)
Posts an empty event to the event queue.
+

Do not assume that callbacks will only be called in response to the above functions. While it is necessary to process events in one or more of the ways above, window systems that require GLFW to register callbacks of its own can pass events to GLFW in response to many window system function calls. GLFW will pass those events on to the application callbacks before returning.

+

For example, on Windows the system function that glfwSetWindowSize is implemented with will send window size events directly to the event callback that every window has and that GLFW implements for its windows. If you have set a window size callback GLFW will call it in turn with the new size before everything returns back out of the glfwSetWindowSize call.

+

+Keyboard input

+

GLFW divides keyboard input into two categories; key events and character events. Key events relate to actual physical keyboard keys, whereas character events relate to the text that is generated by pressing some of them.

+

Keys and characters do not map 1:1. A single key press may produce several characters, and a single character may require several keys to produce. This may not be the case on your machine, but your users are likely not all using the same keyboard layout, input method or even operating system as you.

+

+Key input

+

If you wish to be notified when a physical key is pressed or released or when it repeats, set a key callback.

+
glfwSetKeyCallback(window, key_callback);
+
GLFWkeyfun glfwSetKeyCallback(GLFWwindow *window, GLFWkeyfun callback)
Sets the key callback.
+

The callback function receives the keyboard key, platform-specific scancode, key action and modifier bits.

+
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+
{
+
if (key == GLFW_KEY_E && action == GLFW_PRESS)
+
activate_airship();
+
}
+
#define GLFW_PRESS
The key or mouse button was pressed.
Definition glfw3.h:338
+
#define GLFW_KEY_E
Definition glfw3.h:418
+
struct GLFWwindow GLFWwindow
Opaque window object.
Definition glfw3.h:1403
+

The action is one of GLFW_PRESS, GLFW_REPEAT or GLFW_RELEASE. Events with GLFW_PRESS and GLFW_RELEASE actions are emitted for every key press. Most keys will also emit events with GLFW_REPEAT actions while a key is held down.

+

Note that many keyboards have a limit on how many keys being simultaneous held down that they can detect. This limit is called key rollover.

+

Key events with GLFW_REPEAT actions are intended for text input. They are emitted at the rate set in the user's keyboard settings. At most one key is repeated even if several keys are held down. GLFW_REPEAT actions should not be relied on to know which keys are being held down or to drive animation. Instead you should either save the state of relevant keys based on GLFW_PRESS and GLFW_RELEASE actions, or call glfwGetKey, which provides basic cached key state.

+

The key will be one of the existing key tokens, or GLFW_KEY_UNKNOWN if GLFW lacks a token for it, for example E-mail and Play keys.

+

The scancode is unique for every key, regardless of whether it has a key token. Scancodes are platform-specific but consistent over time, so keys will have different scancodes depending on the platform but they are safe to save to disk. You can query the scancode for any key token supported on the current platform with glfwGetKeyScancode.

+
const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
+
set_key_mapping(scancode, swap_weapons);
+
int glfwGetKeyScancode(int key)
Returns the platform-specific scancode of the specified key.
+
#define GLFW_KEY_X
Definition glfw3.h:437
+

The last reported state for every physical key with a key token is also saved in per-window state arrays that can be polled with glfwGetKey.

+
int state = glfwGetKey(window, GLFW_KEY_E);
+
if (state == GLFW_PRESS)
+
{
+
activate_airship();
+
}
+
int glfwGetKey(GLFWwindow *window, int key)
Returns the last reported state of a keyboard key for the specified window.
+

The returned state is one of GLFW_PRESS or GLFW_RELEASE.

+

This function only returns cached key event state. It does not poll the system for the current state of the physical key. It also does not provide any key repeat information.

+

Whenever you poll state, you risk missing the state change you are looking for. If a pressed key is released again before you poll its state, you will have missed the key press. The recommended solution for this is to use a key callback, but there is also the GLFW_STICKY_KEYS input mode.

+
+
#define GLFW_STICKY_KEYS
Definition glfw3.h:1153
+
#define GLFW_TRUE
One.
Definition glfw3.h:312
+
void glfwSetInputMode(GLFWwindow *window, int mode, int value)
Sets an input option for the specified window.
+

When sticky keys mode is enabled, the pollable state of a key will remain GLFW_PRESS until the state of that key is polled with glfwGetKey. Once it has been polled, if a key release event had been processed in the meantime, the state will reset to GLFW_RELEASE, otherwise it will remain GLFW_PRESS.

+

If you wish to know what the state of the Caps Lock and Num Lock keys was when input events were generated, set the GLFW_LOCK_KEY_MODS input mode.

+
+
#define GLFW_LOCK_KEY_MODS
Definition glfw3.h:1155
+

When this input mode is enabled, any callback that receives modifier bits will have the GLFW_MOD_CAPS_LOCK bit set if Caps Lock was on when the event occurred and the GLFW_MOD_NUM_LOCK bit set if Num Lock was on.

+

The GLFW_KEY_LAST constant holds the highest value of any key token.

+

+Text input

+

GLFW supports text input in the form of a stream of Unicode code points, as produced by the operating system text input system. Unlike key input, text input is affected by keyboard layouts and modifier keys and supports composing characters using dead keys. Once received, you can encode the code points into UTF-8 or any other encoding you prefer.

+

Because an unsigned int is 32 bits long on all platforms supported by GLFW, you can treat the code point argument as native endian UTF-32.

+

If you wish to offer regular text input, set a character callback.

+
glfwSetCharCallback(window, character_callback);
+
GLFWcharfun glfwSetCharCallback(GLFWwindow *window, GLFWcharfun callback)
Sets the Unicode character callback.
+

The callback function receives Unicode code points for key events that would have led to regular text input and generally behaves as a standard text field on that platform.

+
void character_callback(GLFWwindow* window, unsigned int codepoint)
+
{
+
}
+

+Key names

+

If you wish to refer to keys by name, you can query the keyboard layout dependent name of printable keys with glfwGetKeyName.

+
const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
+
show_tutorial_hint("Press %s to move forward", key_name);
+
const char * glfwGetKeyName(int key, int scancode)
Returns the layout-specific name of the specified printable key.
+
#define GLFW_KEY_W
Definition glfw3.h:436
+

This function can handle both keys and scancodes. If the specified key is GLFW_KEY_UNKNOWN then the scancode is used, otherwise it is ignored. This matches the behavior of the key callback, meaning the callback arguments can always be passed unmodified to this function.

+

+Mouse input

+

Mouse input comes in many forms, including mouse motion, button presses and scrolling offsets. The cursor appearance can also be changed, either to a custom image or a standard cursor shape from the system theme.

+

+Cursor position

+

If you wish to be notified when the cursor moves over the window, set a cursor position callback.

+
glfwSetCursorPosCallback(window, cursor_position_callback);
+
GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow *window, GLFWcursorposfun callback)
Sets the cursor position callback.
+

The callback functions receives the cursor position, measured in screen coordinates but relative to the top-left corner of the window content area. On platforms that provide it, the full sub-pixel cursor position is passed on.

+
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
+
{
+
}
+

The cursor position is also saved per-window and can be polled with glfwGetCursorPos.

+
double xpos, ypos;
+
glfwGetCursorPos(window, &xpos, &ypos);
+
void glfwGetCursorPos(GLFWwindow *window, double *xpos, double *ypos)
Retrieves the position of the cursor relative to the content area of the window.
+

+Cursor mode

+

The GLFW_CURSOR input mode provides several cursor modes for special forms of mouse motion input. By default, the cursor mode is GLFW_CURSOR_NORMAL, meaning the regular arrow cursor (or another cursor set with glfwSetCursor) is used and cursor motion is not limited.

+

If you wish to implement mouse motion based camera controls or other input schemes that require unlimited mouse movement, set the cursor mode to GLFW_CURSOR_DISABLED.

+
+
#define GLFW_CURSOR_DISABLED
Definition glfw3.h:1160
+
#define GLFW_CURSOR
Definition glfw3.h:1152
+

This will hide the cursor and lock it to the specified window. GLFW will then take care of all the details of cursor re-centering and offset calculation and providing the application with a virtual cursor position. This virtual position is provided normally via both the cursor position callback and through polling.

+
Note
You should not implement your own version of this functionality using other features of GLFW. It is not supported and will not work as robustly as GLFW_CURSOR_DISABLED.
+

If you only wish the cursor to become hidden when it is over a window but still want it to behave normally, set the cursor mode to GLFW_CURSOR_HIDDEN.

+
+
#define GLFW_CURSOR_HIDDEN
Definition glfw3.h:1159
+

This mode puts no limit on the motion of the cursor.

+

If you wish the cursor to be visible but confined to the content area of the window, set the cursor mode to GLFW_CURSOR_CAPTURED.

+
+
#define GLFW_CURSOR_CAPTURED
Definition glfw3.h:1161
+

The cursor will behave normally inside the content area but will not be able to leave unless the window loses focus.

+

To exit out of either of these special modes, restore the GLFW_CURSOR_NORMAL cursor mode.

+
+
#define GLFW_CURSOR_NORMAL
Definition glfw3.h:1158
+

If the cursor was disabled, this will move it back to its last visible position.

+

+

+Raw mouse motion

+

When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can be enabled if available.

+

Raw mouse motion is closer to the actual motion of the mouse across a surface. It is not affected by the scaling and acceleration applied to the motion of the desktop cursor. That processing is suitable for a cursor while raw motion is better for controlling for example a 3D camera. Because of this, raw mouse motion is only provided when the cursor is disabled.

+

Call glfwRawMouseMotionSupported to check if the current machine provides raw motion and set the GLFW_RAW_MOUSE_MOTION input mode to enable it. It is disabled by default.

+
+ +
#define GLFW_RAW_MOUSE_MOTION
Definition glfw3.h:1156
+
int glfwRawMouseMotionSupported(void)
Returns whether raw mouse motion is supported.
+

If supported, raw mouse motion can be enabled or disabled per-window and at any time but it will only be provided when the cursor is disabled.

+

+Cursor objects

+

GLFW supports creating both custom and system theme cursor images, encapsulated as GLFWcursor objects. They are created with glfwCreateCursor or glfwCreateStandardCursor and destroyed with glfwDestroyCursor, or glfwTerminate, if any remain.

+

+Custom cursor creation

+

A custom cursor is created with glfwCreateCursor, which returns a handle to the created cursor object. For example, this creates a 16x16 white square cursor with the hot-spot in the upper-left corner:

+
unsigned char pixels[16 * 16 * 4];
+
memset(pixels, 0xff, sizeof(pixels));
+
+
GLFWimage image;
+
image.width = 16;
+
image.height = 16;
+
image.pixels = pixels;
+
+
GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0);
+
GLFWcursor * glfwCreateCursor(const GLFWimage *image, int xhot, int yhot)
Creates a custom cursor.
+
struct GLFWcursor GLFWcursor
Opaque cursor object.
Definition glfw3.h:1415
+
Image data.
Definition glfw3.h:2090
+
int height
Definition glfw3.h:2096
+
unsigned char * pixels
Definition glfw3.h:2099
+
int width
Definition glfw3.h:2093
+

If cursor creation fails, NULL will be returned, so it is necessary to check the return value.

+

The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. The pixels are arranged canonically as sequential rows, starting from the top-left corner.

+

+Standard cursor creation

+

A cursor with a standard shape from the current system cursor theme can be created with glfwCreateStandardCursor.

+
+
GLFWcursor * glfwCreateStandardCursor(int shape)
Creates a cursor with a standard shape.
+
#define GLFW_POINTING_HAND_CURSOR
The pointing hand cursor shape.
Definition glfw3.h:1212
+

These cursor objects behave in the exact same way as those created with glfwCreateCursor except that the system cursor theme provides the actual image.

+

A few of these shapes are not available everywhere. If a shape is unavailable, NULL is returned. See glfwCreateStandardCursor for details.

+

+Cursor destruction

+

When a cursor is no longer needed, destroy it with glfwDestroyCursor.

+
+
void glfwDestroyCursor(GLFWcursor *cursor)
Destroys a cursor.
+

Cursor destruction always succeeds. If the cursor is current for any window, that window will revert to the default cursor. This does not affect the cursor mode. All remaining cursors are destroyed when glfwTerminate is called.

+

+Cursor setting

+

A cursor can be set as current for a window with glfwSetCursor.

+
glfwSetCursor(window, cursor);
+
void glfwSetCursor(GLFWwindow *window, GLFWcursor *cursor)
Sets the cursor for the window.
+

Once set, the cursor image will be used as long as the system cursor is over the content area of the window and the cursor mode is set to GLFW_CURSOR_NORMAL.

+

A single cursor may be set for any number of windows.

+

To revert to the default cursor, set the cursor of that window to NULL.

+
glfwSetCursor(window, NULL);
+

When a cursor is destroyed, any window that has it set will revert to the default cursor. This does not affect the cursor mode.

+

+Cursor enter/leave events

+

If you wish to be notified when the cursor enters or leaves the content area of a window, set a cursor enter/leave callback.

+
glfwSetCursorEnterCallback(window, cursor_enter_callback);
+
GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow *window, GLFWcursorenterfun callback)
Sets the cursor enter/leave callback.
+

The callback function receives the new classification of the cursor.

+
void cursor_enter_callback(GLFWwindow* window, int entered)
+
{
+
if (entered)
+
{
+
// The cursor entered the content area of the window
+
}
+
else
+
{
+
// The cursor left the content area of the window
+
}
+
}
+

You can query whether the cursor is currently inside the content area of the window with the GLFW_HOVERED window attribute.

+
+
{
+
highlight_interface();
+
}
+
#define GLFW_HOVERED
Mouse cursor hover window attribute.
Definition glfw3.h:917
+
int glfwGetWindowAttrib(GLFWwindow *window, int attrib)
Returns an attribute of the specified window.
+

+Mouse button input

+

If you wish to be notified when a mouse button is pressed or released, set a mouse button callback.

+
glfwSetMouseButtonCallback(window, mouse_button_callback);
+
GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow *window, GLFWmousebuttonfun callback)
Sets the mouse button callback.
+

The callback function receives the mouse button, button action and modifier bits.

+
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+
{
+
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
+
popup_menu();
+
}
+
#define GLFW_MOUSE_BUTTON_RIGHT
Definition glfw3.h:583
+

The action is one of GLFW_PRESS or GLFW_RELEASE.

+

The last reported state for every supported mouse button is also saved in per-window state arrays that can be polled with glfwGetMouseButton.

+
+
if (state == GLFW_PRESS)
+
{
+
upgrade_cow();
+
}
+
#define GLFW_MOUSE_BUTTON_LEFT
Definition glfw3.h:582
+
int glfwGetMouseButton(GLFWwindow *window, int button)
Returns the last reported state of a mouse button for the specified window.
+

The returned state is one of GLFW_PRESS or GLFW_RELEASE.

+

This function only returns cached mouse button event state. It does not poll the system for the current state of the mouse button.

+

Whenever you poll state, you risk missing the state change you are looking for. If a pressed mouse button is released again before you poll its state, you will have missed the button press. The recommended solution for this is to use a mouse button callback, but there is also the GLFW_STICKY_MOUSE_BUTTONS input mode.

+
+
#define GLFW_STICKY_MOUSE_BUTTONS
Definition glfw3.h:1154
+

When sticky mouse buttons mode is enabled, the pollable state of a mouse button will remain GLFW_PRESS until the state of that button is polled with glfwGetMouseButton. Once it has been polled, if a mouse button release event had been processed in the meantime, the state will reset to GLFW_RELEASE, otherwise it will remain GLFW_PRESS.

+

The GLFW_MOUSE_BUTTON_LAST constant holds the highest value of any supported mouse button.

+

+Scroll input

+

If you wish to be notified when the user scrolls, whether with a mouse wheel or touchpad gesture, set a scroll callback.

+
glfwSetScrollCallback(window, scroll_callback);
+
GLFWscrollfun glfwSetScrollCallback(GLFWwindow *window, GLFWscrollfun callback)
Sets the scroll callback.
+

The callback function receives two-dimensional scroll offsets.

+
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+
{
+
}
+

A normal mouse wheel, being vertical, provides offsets along the Y-axis.

+

+Joystick input

+

The joystick functions expose connected joysticks and controllers, with both referred to as joysticks. It supports up to sixteen joysticks, ranging from GLFW_JOYSTICK_1, GLFW_JOYSTICK_2 up to and including GLFW_JOYSTICK_16 or GLFW_JOYSTICK_LAST. You can test whether a joystick is present with glfwJoystickPresent.

+
+
int glfwJoystickPresent(int jid)
Returns whether the specified joystick is present.
+
#define GLFW_JOYSTICK_1
Definition glfw3.h:594
+

Each joystick has zero or more axes, zero or more buttons, zero or more hats, a human-readable name, a user pointer and an SDL compatible GUID.

+

Detected joysticks are added to the beginning of the array. Once a joystick is detected, it keeps its assigned ID until it is disconnected or the library is terminated, so as joysticks are connected and disconnected, there may appear gaps in the IDs.

+

Joystick axis, button and hat state is updated when polled and does not require a window to be created or events to be processed. However, if you want joystick connection and disconnection events reliably delivered to the joystick callback then you must process events.

+

To see all the properties of all connected joysticks in real-time, run the joysticks test program.

+

+Joystick axis states

+

The positions of all axes of a joystick are returned by glfwGetJoystickAxes. See the reference documentation for the lifetime of the returned array.

+
int count;
+
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
+
const float * glfwGetJoystickAxes(int jid, int *count)
Returns the values of all axes of the specified joystick.
+
#define GLFW_JOYSTICK_5
Definition glfw3.h:598
+

Each element in the returned array is a value between -1.0 and 1.0.

+

+Joystick button states

+

The states of all buttons of a joystick are returned by glfwGetJoystickButtons. See the reference documentation for the lifetime of the returned array.

+
int count;
+
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
+
const unsigned char * glfwGetJoystickButtons(int jid, int *count)
Returns the state of all buttons of the specified joystick.
+
#define GLFW_JOYSTICK_3
Definition glfw3.h:596
+

Each element in the returned array is either GLFW_PRESS or GLFW_RELEASE.

+

For backward compatibility with earlier versions that did not have glfwGetJoystickHats, the button array by default also includes all hats. See the reference documentation for glfwGetJoystickButtons for details.

+

+Joystick hat states

+

The states of all hats are returned by glfwGetJoystickHats. See the reference documentation for the lifetime of the returned array.

+
int count;
+
const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
+
const unsigned char * glfwGetJoystickHats(int jid, int *count)
Returns the state of all hats of the specified joystick.
+
#define GLFW_JOYSTICK_7
Definition glfw3.h:600
+

Each element in the returned array is one of the following:

+ + + + + + + + + + + + + + + + + + + + + +
Name Value
GLFW_HAT_CENTERED 0
GLFW_HAT_UP 1
GLFW_HAT_RIGHT 2
GLFW_HAT_DOWN 4
GLFW_HAT_LEFT 8
GLFW_HAT_RIGHT_UP GLFW_HAT_RIGHT | GLFW_HAT_UP
GLFW_HAT_RIGHT_DOWN GLFW_HAT_RIGHT | GLFW_HAT_DOWN
GLFW_HAT_LEFT_UP GLFW_HAT_LEFT | GLFW_HAT_UP
GLFW_HAT_LEFT_DOWN GLFW_HAT_LEFT | GLFW_HAT_DOWN
+

The diagonal directions are bitwise combinations of the primary (up, right, down and left) directions and you can test for these individually by ANDing it with the corresponding direction.

+
if (hats[2] & GLFW_HAT_RIGHT)
+
{
+
// State of hat 2 could be right-up, right or right-down
+
}
+
#define GLFW_HAT_RIGHT
Definition glfw3.h:357
+

For backward compatibility with earlier versions that did not have glfwGetJoystickHats, all hats are by default also included in the button array. See the reference documentation for glfwGetJoystickButtons for details.

+

+Joystick name

+

The human-readable, UTF-8 encoded name of a joystick is returned by glfwGetJoystickName. See the reference documentation for the lifetime of the returned string.

+
+
const char * glfwGetJoystickName(int jid)
Returns the name of the specified joystick.
+
#define GLFW_JOYSTICK_4
Definition glfw3.h:597
+

Joystick names are not guaranteed to be unique. Two joysticks of the same model and make may have the same name. Only the joystick ID is guaranteed to be unique, and only until that joystick is disconnected.

+

+Joystick user pointer

+

Each joystick has a user pointer that can be set with glfwSetJoystickUserPointer and queried with glfwGetJoystickUserPointer. This can be used for any purpose you need and will not be modified by GLFW. The value will be kept until the joystick is disconnected or until the library is terminated.

+

The initial value of the pointer is NULL.

+

+Joystick configuration changes

+

If you wish to be notified when a joystick is connected or disconnected, set a joystick callback.

+
glfwSetJoystickCallback(joystick_callback);
+
GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback)
Sets the joystick configuration callback.
+

The callback function receives the ID of the joystick that has been connected and disconnected and the event that occurred.

+
void joystick_callback(int jid, int event)
+
{
+
if (event == GLFW_CONNECTED)
+
{
+
// The joystick was connected
+
}
+
else if (event == GLFW_DISCONNECTED)
+
{
+
// The joystick was disconnected
+
}
+
}
+
#define GLFW_DISCONNECTED
Definition glfw3.h:1291
+
#define GLFW_CONNECTED
Definition glfw3.h:1290
+

For joystick connection and disconnection events to be delivered on all platforms, you need to call one of the event processing functions. Joystick disconnection may also be detected and the callback called by joystick functions. The function will then return whatever it returns for a disconnected joystick.

+

Only glfwGetJoystickName and glfwGetJoystickUserPointer will return useful values for a disconnected joystick and only before the monitor callback returns.

+

+Gamepad input

+

The joystick functions provide unlabeled axes, buttons and hats, with no indication of where they are located on the device. Their order may also vary between platforms even with the same device.

+

To solve this problem the SDL community crowdsourced the SDL_GameControllerDB project, a database of mappings from many different devices to an Xbox-like gamepad.

+

GLFW supports this mapping format and contains a copy of the mappings available at the time of release. See Gamepad mappings for how to update this at runtime. Mappings will be assigned to joysticks automatically any time a joystick is connected or the mappings are updated.

+

You can check whether a joystick is both present and has a gamepad mapping with glfwJoystickIsGamepad.

+
+
{
+
// Use as gamepad
+
}
+
int glfwJoystickIsGamepad(int jid)
Returns whether the specified joystick has a gamepad mapping.
+
#define GLFW_JOYSTICK_2
Definition glfw3.h:595
+

If you are only interested in gamepad input you can use this function instead of glfwJoystickPresent.

+

You can query the human-readable name provided by the gamepad mapping with glfwGetGamepadName. This may or may not be the same as the joystick name.

+
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
+
const char * glfwGetGamepadName(int jid)
Returns the human-readable gamepad name for the specified joystick.
+

To retrieve the gamepad state of a joystick, call glfwGetGamepadState.

+
+
+ +
{
+ +
{
+
input_jump();
+
}
+
+ +
}
+
#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER
Definition glfw3.h:655
+
#define GLFW_GAMEPAD_BUTTON_A
Definition glfw3.h:620
+
int glfwGetGamepadState(int jid, GLFWgamepadstate *state)
Retrieves the state of the specified joystick remapped as a gamepad.
+
Gamepad input state.
Definition glfw3.h:2114
+
unsigned char buttons[15]
Definition glfw3.h:2118
+
float axes[6]
Definition glfw3.h:2122
+

The GLFWgamepadstate struct has two arrays; one for button states and one for axis states. The values for each button and axis are the same as for the glfwGetJoystickButtons and glfwGetJoystickAxes functions, i.e. GLFW_PRESS or GLFW_RELEASE for buttons and -1.0 to 1.0 inclusive for axes.

+

The sizes of the arrays and the positions within each array are fixed.

+

The button indices are GLFW_GAMEPAD_BUTTON_A, GLFW_GAMEPAD_BUTTON_B, GLFW_GAMEPAD_BUTTON_X, GLFW_GAMEPAD_BUTTON_Y, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, GLFW_GAMEPAD_BUTTON_BACK, GLFW_GAMEPAD_BUTTON_START, GLFW_GAMEPAD_BUTTON_GUIDE, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, GLFW_GAMEPAD_BUTTON_DPAD_UP, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, GLFW_GAMEPAD_BUTTON_DPAD_DOWN and GLFW_GAMEPAD_BUTTON_DPAD_LEFT.

+

For those who prefer, there are also the GLFW_GAMEPAD_BUTTON_CROSS, GLFW_GAMEPAD_BUTTON_CIRCLE, GLFW_GAMEPAD_BUTTON_SQUARE and GLFW_GAMEPAD_BUTTON_TRIANGLE aliases for the A, B, X and Y button indices.

+

The axis indices are GLFW_GAMEPAD_AXIS_LEFT_X, GLFW_GAMEPAD_AXIS_LEFT_Y, GLFW_GAMEPAD_AXIS_RIGHT_X, GLFW_GAMEPAD_AXIS_RIGHT_Y, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER and GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER.

+

The GLFW_GAMEPAD_BUTTON_LAST and GLFW_GAMEPAD_AXIS_LAST constants equal the largest available index for each array.

+

+Gamepad mappings

+

GLFW contains a copy of the mappings available in SDL_GameControllerDB at the time of release. Newer ones can be added at runtime with glfwUpdateGamepadMappings.

+
const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
+
+ +
int glfwUpdateGamepadMappings(const char *string)
Adds the specified SDL_GameControllerDB gamepad mappings.
+

This function supports everything from single lines up to and including the unmodified contents of the whole gamecontrollerdb.txt file.

+

If you are compiling GLFW from source with CMake you can update the built-in mappings by building the update_mappings target. This runs the GenerateMappings.cmake CMake script, which downloads gamecontrollerdb.txt and regenerates the mappings.h header file.

+

Below is a description of the mapping format. Please keep in mind that this description is not authoritative. The format is defined by the SDL and SDL_GameControllerDB projects and their documentation and code takes precedence.

+

Each mapping is a single line of comma-separated values describing the GUID, name and layout of the gamepad. Lines that do not begin with a hexadecimal digit are ignored.

+

The first value is always the gamepad GUID, a 32 character long hexadecimal string that typically identifies its make, model, revision and the type of connection to the computer. When this information is not available, the GUID is generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can convert from the older formats.

+

The second value is always the human-readable name of the gamepad.

+

All subsequent values are in the form <field>:<value> and describe the layout of the mapping. These fields may not all be present and may occur in any order.

+

The button fields are a, b, x, y, back, start, guide, dpup, dpright, dpdown, dpleft, leftshoulder, rightshoulder, leftstick and rightstick.

+

The axis fields are leftx, lefty, rightx, righty, lefttrigger and righttrigger.

+

The value of an axis or button field can be a joystick button, a joystick axis, a hat bitmask or empty. Joystick buttons are specified as bN, for example b2 for the third button. Joystick axes are specified as aN, for example a7 for the eighth button. Joystick hat bit masks are specified as hN.N, for example h0.8 for left on the first hat. More than one bit may be set in the mask.

+

Before an axis there may be a + or - range modifier, for example +a3 for the positive half of the fourth axis. This restricts input to only the positive or negative halves of the joystick axis. After an axis or half-axis there may be the ~ inversion modifier, for example a2~ or -a7~. This negates the values of the gamepad axis.

+

The hat bit mask match the hat states in the joystick functions.

+

There is also the special platform field that specifies which platform the mapping is valid for. Possible values are Windows, Mac OS X and Linux.

+

Below is an example of what a gamepad mapping might look like. It is the one built into GLFW for Xbox controllers accessed via the XInput API on Windows. This example has been broken into several lines to fit on the page, but real gamepad mappings must be a single line.

+
78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,
+
b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,
+
rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,
+
righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
+
Note
GLFW does not yet support the output range and modifiers + and - that were recently added to SDL. The input modifiers +, - and ~ are supported and described above.
+

+Time input

+

GLFW provides high-resolution time input, in seconds, with glfwGetTime.

+
double seconds = glfwGetTime();
+
double glfwGetTime(void)
Returns the GLFW time.
+

It returns the number of seconds since the library was initialized with glfwInit. The platform-specific time sources used typically have micro- or nanosecond resolution.

+

You can modify the base time with glfwSetTime.

+
+
void glfwSetTime(double time)
Sets the GLFW time.
+

This sets the time to the specified time, in seconds, and it continues to count from there.

+

You can also access the raw timer used to implement the functions above, with glfwGetTimerValue.

+
uint64_t value = glfwGetTimerValue();
+
uint64_t glfwGetTimerValue(void)
Returns the current value of the raw timer.
+

This value is in 1 / frequency seconds. The frequency of the raw timer varies depending on the operating system and hardware. You can query the frequency, in Hz, with glfwGetTimerFrequency.

+
uint64_t frequency = glfwGetTimerFrequency();
+
uint64_t glfwGetTimerFrequency(void)
Returns the frequency, in Hz, of the raw timer.
+

+Clipboard input and output

+

If the system clipboard contains a UTF-8 encoded string or if it can be converted to one, you can retrieve it with glfwGetClipboardString. See the reference documentation for the lifetime of the returned string.

+
const char* text = glfwGetClipboardString(NULL);
+
if (text)
+
{
+
insert_text(text);
+
}
+
const char * glfwGetClipboardString(GLFWwindow *window)
Returns the contents of the clipboard as a string.
+

If the clipboard is empty or if its contents could not be converted, NULL is returned.

+

The contents of the system clipboard can be set to a UTF-8 encoded string with glfwSetClipboardString.

+
glfwSetClipboardString(NULL, "A string with words in it");
+
void glfwSetClipboardString(GLFWwindow *window, const char *string)
Sets the clipboard to the specified string.
+

+Path drop input

+

If you wish to receive the paths of files and/or directories dropped on a window, set a file drop callback.

+
glfwSetDropCallback(window, drop_callback);
+
GLFWdropfun glfwSetDropCallback(GLFWwindow *window, GLFWdropfun callback)
Sets the path drop callback.
+

The callback function receives an array of paths encoded as UTF-8.

+
void drop_callback(GLFWwindow* window, int count, const char** paths)
+
{
+
int i;
+
for (i = 0; i < count; i++)
+
handle_dropped_file(paths[i]);
+
}
+

The path array and its strings are only valid until the file drop callback returns, as they may have been generated specifically for that event. You need to make a deep copy of the array if you want to keep the paths.

+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/internal_8md.html b/dependencies/glfw-3.4/docs/html/internal_8md.html new file mode 100644 index 0000000..d5950fd --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/internal_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: internal.md File Reference + + + + + + + + + + +
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internal.md File Reference
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Internal structure
+
+
+ +

There are several interfaces inside GLFW. Each interface has its own area of responsibility and its own naming conventions.

+

+Public interface

+

The most well-known is the public interface, described in the glfw3.h header file. This is implemented in source files shared by all platforms and these files contain no platform-specific code. This code usually ends up calling the platform and internal interfaces to do the actual work.

+

The public interface uses the OpenGL naming conventions except with GLFW and glfw instead of GL and gl. For struct members, where OpenGL sets no precedent, it use headless camel case.

+

Examples: glfwCreateWindow, GLFWwindow, GLFW_RED_BITS

+

+Native interface

+

The native interface is a small set of publicly available but platform-specific functions, described in the glfw3native.h header file and used to gain access to the underlying window, context and (on some platforms) display handles used by the platform interface.

+

The function names of the native interface are similar to those of the public interface, but embeds the name of the interface that the returned handle is from.

+

Examples: glfwGetX11Window, glfwGetWGLContext

+

+Internal interface

+

The internal interface consists of utility functions used by all other interfaces. It is shared code implemented in the same shared source files as the public and event interfaces. The internal interface is described in the internal.h header file.

+

The internal interface is in charge of GLFW's global data, which it stores in a _GLFWlibrary struct named _glfw.

+

The internal interface uses the same style as the public interface, except all global names have a leading underscore.

+

Examples: _glfwIsValidContextConfig, _GLFWwindow, _glfw.monitorCount

+

+Platform interface

+

The platform interface implements all platform-specific operations as a service to the public interface. This includes event processing. The platform interface is never directly called by application code and never directly calls application-provided callbacks. It is also prohibited from modifying the platform-independent part of the internal structs. Instead, it calls the event interface when events interesting to GLFW are received.

+

The platform interface mostly mirrors those parts of the public interface that needs to perform platform-specific operations on some or all platforms.

+

The window system bits of the platform API is called through the _GLFWplatform struct of function pointers, to allow runtime selection of platform. This includes the window and context creation, input and event processing, monitor and Vulkan surface creation parts of GLFW. This is located in the global _glfw struct.

+

Examples: _glfw.platform.createWindow

+

The timer, threading and module loading bits of the platform API are plain functions with a _glfwPlatform prefix, as these things are independent of what window system is being used.

+

Examples: _glfwPlatformGetTimerValue

+

The platform interface also defines structs that contain platform-specific global and per-object state. Their names mirror those of the internal interface, except that an interface-specific suffix is added.

+

Examples: _GLFWwindowX11, _GLFWcontextWGL

+

These structs are incorporated as members into the internal interface structs using special macros that name them after the specific interface used. This prevents shared code from accidentally using these members.

+

Examples: window->win32.handle, _glfw.x11.display

+

+Event interface

+

The event interface is implemented in the same shared source files as the public interface and is responsible for delivering the events it receives to the application, either via callbacks, via window state changes or both.

+

The function names of the event interface use a _glfwInput prefix and the ObjectEvent pattern.

+

Examples: _glfwInputWindowFocus, _glfwInputCursorPos

+

+Static functions

+

Static functions may be used by any interface and have no prefixes or suffixes. These use headless camel case.

+

Examples: isValidElementForJoystick

+

+Configuration macros

+

GLFW uses a number of configuration macros to select at compile time which interfaces and code paths to use. They are defined in the GLFW CMake target.

+

Configuration macros the same style as tokens in the public interface, except with a leading underscore.

+

Examples: _GLFW_WIN32, _GLFW_BUILD_DLL

+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/intro_8md.html b/dependencies/glfw-3.4/docs/html/intro_8md.html new file mode 100644 index 0000000..521a643 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/intro_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: intro.md File Reference + + + + + + + + + + +
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Introduction to the API
+
+
+ +

This guide introduces the basic concepts of GLFW and describes initialization, error handling and API guarantees and limitations. For a broad but shallow tutorial, see Getting started instead. For details on a specific function in this category, see the Initialization, version and error reference.

+

There are also guides for the other areas of GLFW.

+ +

+Initialization and termination

+

Before most GLFW functions may be called, the library must be initialized. This initialization checks what features are available on the machine, enumerates monitors, initializes the timer and performs any required platform-specific initialization.

+

Only the following functions may be called before the library has been successfully initialized, and only from the main thread.

+ +

Calling any other function before successful initialization will cause a GLFW_NOT_INITIALIZED error.

+

+Initializing GLFW

+

The library is initialized with glfwInit, which returns GLFW_FALSE if an error occurred.

+
if (!glfwInit())
+
{
+
// Handle initialization failure
+
}
+
int glfwInit(void)
Initializes the GLFW library.
+

If any part of initialization fails, any parts that succeeded are terminated as if glfwTerminate had been called. The library only needs to be initialized once and additional calls to an already initialized library will return GLFW_TRUE immediately.

+

Once the library has been successfully initialized, it should be terminated before the application exits. Modern systems are very good at freeing resources allocated by programs that exit, but GLFW sometimes has to change global system settings and these might not be restored without termination.

+

macOS: When the library is initialized the main menu and dock icon are created. These are not desirable for a command-line only program. The creation of the main menu and dock icon can be disabled with the GLFW_COCOA_MENUBAR init hint.

+

+Initialization hints

+

Initialization hints are set before glfwInit and affect how the library behaves until termination. Hints are set with glfwInitHint.

+
+
void glfwInitHint(int hint, int value)
Sets the specified init hint to the desired value.
+
#define GLFW_JOYSTICK_HAT_BUTTONS
Joystick hat buttons init hint.
Definition glfw3.h:1299
+
#define GLFW_FALSE
Zero.
Definition glfw3.h:321
+

The values you set hints to are never reset by GLFW, but they only take effect during initialization. Once GLFW has been initialized, any values you set will be ignored until the library is terminated and initialized again.

+

Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.

+

+Shared init hints

+

GLFW_PLATFORM specifies the platform to use for windowing and input. Possible values are GLFW_ANY_PLATFORM, GLFW_PLATFORM_WIN32, GLFW_PLATFORM_COCOA, GLFW_PLATFORM_WAYLAND, GLFW_PLATFORM_X11 and GLFW_PLATFORM_NULL. The default value is GLFW_ANY_PLATFORM, which will choose any platform the library includes support for except for the Null backend.

+

GLFW_JOYSTICK_HAT_BUTTONS specifies whether to also expose joystick hats as buttons, for compatibility with earlier versions of GLFW that did not have glfwGetJoystickHats. Possible values are GLFW_TRUE and GLFW_FALSE.

+

GLFW_ANGLE_PLATFORM_TYPE specifies the platform type (rendering backend) to request when using OpenGL ES and EGL via ANGLE. If the requested platform type is unavailable, ANGLE will use its default. Possible values are one of GLFW_ANGLE_PLATFORM_TYPE_NONE, GLFW_ANGLE_PLATFORM_TYPE_OPENGL, GLFW_ANGLE_PLATFORM_TYPE_OPENGLES, GLFW_ANGLE_PLATFORM_TYPE_D3D9, GLFW_ANGLE_PLATFORM_TYPE_D3D11, GLFW_ANGLE_PLATFORM_TYPE_VULKAN and GLFW_ANGLE_PLATFORM_TYPE_METAL.

+

The ANGLE platform type is specified via the EGL_ANGLE_platform_angle extension. This extension is not used if this hint is GLFW_ANGLE_PLATFORM_TYPE_NONE, which is the default value.

+

+macOS specific init hints

+

GLFW_COCOA_CHDIR_RESOURCES specifies whether to set the current directory to the application to the Contents/Resources subdirectory of the application's bundle, if present. Possible values are GLFW_TRUE and GLFW_FALSE. This is ignored on other platforms.

+

GLFW_COCOA_MENUBAR specifies whether to create the menu bar and dock icon when GLFW is initialized. This applies whether the menu bar is created from a nib or manually by GLFW. Possible values are GLFW_TRUE and GLFW_FALSE. This is ignored on other platforms.

+

+Wayland specific init hints

+

GLFW_WAYLAND_LIBDECOR specifies whether to use libdecor for window decorations where available. Possible values are GLFW_WAYLAND_PREFER_LIBDECOR and GLFW_WAYLAND_DISABLE_LIBDECOR. This is ignored on other platforms.

+

+X11 specific init hints

+

GLFW_X11_XCB_VULKAN_SURFACE specifies whether to prefer the VK_KHR_xcb_surface extension for creating Vulkan surfaces, or whether to use the VK_KHR_xlib_surface extension. Possible values are GLFW_TRUE and GLFW_FALSE. This is ignored on other platforms.

+

+Supported and default values

+ + + + + + + + + + + + + + + + + +
Initialization hint Default value Supported values
GLFW_PLATFORM GLFW_ANY_PLATFORM GLFW_ANY_PLATFORM, GLFW_PLATFORM_WIN32, GLFW_PLATFORM_COCOA, GLFW_PLATFORM_WAYLAND, GLFW_PLATFORM_X11 or GLFW_PLATFORM_NULL
GLFW_JOYSTICK_HAT_BUTTONS GLFW_TRUE GLFW_TRUE or GLFW_FALSE
GLFW_ANGLE_PLATFORM_TYPE GLFW_ANGLE_PLATFORM_TYPE_NONE GLFW_ANGLE_PLATFORM_TYPE_NONE, GLFW_ANGLE_PLATFORM_TYPE_OPENGL, GLFW_ANGLE_PLATFORM_TYPE_OPENGLES, GLFW_ANGLE_PLATFORM_TYPE_D3D9, GLFW_ANGLE_PLATFORM_TYPE_D3D11, GLFW_ANGLE_PLATFORM_TYPE_VULKAN or GLFW_ANGLE_PLATFORM_TYPE_METAL
GLFW_COCOA_CHDIR_RESOURCES GLFW_TRUE GLFW_TRUE or GLFW_FALSE
GLFW_COCOA_MENUBAR GLFW_TRUE GLFW_TRUE or GLFW_FALSE
GLFW_WAYLAND_LIBDECOR GLFW_WAYLAND_PREFER_LIBDECOR GLFW_WAYLAND_PREFER_LIBDECOR or GLFW_WAYLAND_DISABLE_LIBDECOR
GLFW_X11_XCB_VULKAN_SURFACE GLFW_TRUE GLFW_TRUE or GLFW_FALSE
+

+Runtime platform selection

+

GLFW can be compiled for more than one platform (window system) at once. This lets a single library binary support both Wayland and X11 on Linux and other Unix-like systems.

+

You can control platform selection via the GLFW_PLATFORM initialization hint. By default, this is set to GLFW_ANY_PLATFORM, which will look for supported window systems in order of priority and select the first one it finds. It can also be set to any specific platform to have GLFW only look for that one.

+
+
#define GLFW_PLATFORM
Platform selection init hint.
Definition glfw3.h:1309
+
#define GLFW_PLATFORM_X11
Definition glfw3.h:1342
+

This mechanism also provides the Null platform, which is always supported but needs to be explicitly requested. This platform is effectively a stub, emulating a window system on a single 1080p monitor, but will not interact with any actual window system.

+
+
#define GLFW_PLATFORM_NULL
Definition glfw3.h:1343
+

You can test whether a library binary was compiled with support for a specific platform with glfwPlatformSupported.

+
+ +
int glfwPlatformSupported(int platform)
Returns whether the library includes support for the specified platform.
+
#define GLFW_PLATFORM_WAYLAND
Definition glfw3.h:1341
+

Once GLFW has been initialized, you can query which platform was selected with glfwGetPlatform.

+
int platform = glfwGetPlatform();
+
int glfwGetPlatform(void)
Returns the currently selected platform.
+

If you are using any native access functions, especially on Linux and other Unix-like systems, then you may need to check that you are calling the ones matching the selected platform.

+

+Custom heap memory allocator

+

The heap memory allocator can be customized before initialization with glfwInitAllocator.

+
GLFWallocator allocator;
+
allocator.allocate = my_malloc;
+
allocator.reallocate = my_realloc;
+
allocator.deallocate = my_free;
+
allocator.user = NULL;
+
+
glfwInitAllocator(&allocator);
+
void glfwInitAllocator(const GLFWallocator *allocator)
Sets the init allocator to the desired value.
+
Custom heap memory allocator.
Definition glfw3.h:2138
+
GLFWallocatefun allocate
Definition glfw3.h:2142
+
GLFWdeallocatefun deallocate
Definition glfw3.h:2150
+
GLFWreallocatefun reallocate
Definition glfw3.h:2146
+
void * user
Definition glfw3.h:2154
+

The allocator will be made active at the beginning of initialization and will be used by GLFW until the library has been fully terminated. Any allocator set after initialization will be picked up only at the next initialization.

+

The allocator will only be used for allocations that would have been made with the C standard library. Memory allocations that must be made with platform specific APIs will still use those.

+

The allocation function must have a signature matching GLFWallocatefun. It receives the desired size, in bytes, and the user pointer passed to glfwInitAllocator and returns the address to the allocated memory block.

+
void* my_malloc(size_t size, void* user)
+
{
+
...
+
}
+

The documentation for GLFWallocatefun also lists the requirements and limitations for an allocation function. If the active one does not meet all of these, GLFW may fail.

+

The reallocation function must have a function signature matching GLFWreallocatefun. It receives the memory block to be reallocated, the new desired size, in bytes, and the user pointer passed to glfwInitAllocator and returns the address to the resized memory block.

+
void* my_realloc(void* block, size_t size, void* user)
+
{
+
...
+
}
+

The documentation for GLFWreallocatefun also lists the requirements and limitations for a reallocation function. If the active one does not meet all of these, GLFW may fail.

+

The deallocation function must have a function signature matching GLFWdeallocatefun. It receives the memory block to be deallocated and the user pointer passed to glfwInitAllocator.

+
void my_free(void* block, void* user)
+
{
+
...
+
}
+

The documentation for GLFWdeallocatefun also lists the requirements and limitations for a deallocation function. If the active one does not meet all of these, GLFW may fail.

+

+Terminating GLFW

+

Before your application exits, you should terminate the GLFW library if it has been initialized. This is done with glfwTerminate.

+
+
void glfwTerminate(void)
Terminates the GLFW library.
+

This will destroy any remaining window, monitor and cursor objects, restore any modified gamma ramps, re-enable the screensaver if it had been disabled and free any other resources allocated by GLFW.

+

Once the library is terminated, it is as if it had never been initialized, therefore you will need to initialize it again before being able to use GLFW. If the library was not initialized or had already been terminated, it returns immediately.

+

+Error handling

+

Some GLFW functions have return values that indicate an error, but this is often not very helpful when trying to figure out what happened or why it occurred. Other functions have no return value reserved for errors, so error notification needs a separate channel. Finally, far from all GLFW functions have return values.

+

The last error code for the calling thread can be queried at any time with glfwGetError.

+
int code = glfwGetError(NULL);
+
+
if (code != GLFW_NO_ERROR)
+
handle_error(code);
+
#define GLFW_NO_ERROR
No error has occurred.
Definition glfw3.h:672
+
int glfwGetError(const char **description)
Returns and clears the last error for the calling thread.
+

If no error has occurred since the last call, GLFW_NO_ERROR (zero) is returned. The error is cleared before the function returns.

+

The error code indicates the general category of the error. Some error codes, such as GLFW_NOT_INITIALIZED has only a single meaning, whereas others like GLFW_PLATFORM_ERROR are used for many different errors.

+

GLFW often has more information about an error than its general category. You can retrieve a UTF-8 encoded human-readable description along with the error code. If no error has occurred since the last call, the description is set to NULL.

+
const char* description;
+
int code = glfwGetError(&description);
+
+
if (description)
+
display_error_message(code, description);
+

The retrieved description string is only valid until the next error occurs. This means you must make a copy of it if you want to keep it.

+

You can also set an error callback, which will be called each time an error occurs. It is set with glfwSetErrorCallback.

+
glfwSetErrorCallback(error_callback);
+
GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback)
Sets the error callback.
+

The error callback receives the same error code and human-readable description returned by glfwGetError.

+
void error_callback(int code, const char* description)
+
{
+
display_error_message(code, description);
+
}
+

The error callback is called after the error is stored, so calling glfwGetError from within the error callback returns the same values as the callback argument.

+

The description string passed to the callback is only valid until the error callback returns. This means you must make a copy of it if you want to keep it.

+

Reported errors are never fatal. As long as GLFW was successfully initialized, it will remain initialized and in a safe state until terminated regardless of how many errors occur. If an error occurs during initialization that causes glfwInit to fail, any part of the library that was initialized will be safely terminated.

+

Do not rely on a currently invalid call to generate a specific error, as in the future that same call may generate a different error or become valid.

+

+Coordinate systems

+

GLFW has two primary coordinate systems: the virtual screen and the window content area or content area. Both use the same unit: virtual screen coordinates, or just screen coordinates, which don't necessarily correspond to pixels.

+

+

Both the virtual screen and the content area coordinate systems have the X-axis pointing to the right and the Y-axis pointing down.

+

Window and monitor positions are specified as the position of the upper-left corners of their content areas relative to the virtual screen, while cursor positions are specified relative to a window's content area.

+

Because the origin of the window's content area coordinate system is also the point from which the window position is specified, you can translate content area coordinates to the virtual screen by adding the window position. The window frame, when present, extends out from the content area but does not affect the window position.

+

Almost all positions and sizes in GLFW are measured in screen coordinates relative to one of the two origins above. This includes cursor positions, window positions and sizes, window frame sizes, monitor positions and video mode resolutions.

+

Two exceptions are the monitor physical size, which is measured in millimetres, and framebuffer size, which is measured in pixels.

+

Pixels and screen coordinates may map 1:1 on your machine, but they won't on every other machine, for example on a Mac with a Retina display. The ratio between screen coordinates and pixels may also change at run-time depending on which monitor the window is currently considered to be on.

+

+Guarantees and limitations

+

This section describes the conditions under which GLFW can be expected to function, barring bugs in the operating system or drivers. Use of GLFW outside these limits may work on some platforms, or on some machines, or some of the time, or on some versions of GLFW, but it may break at any time and this will not be considered a bug.

+

+Pointer lifetimes

+

GLFW will never free any pointer you provide to it, and you must never free any pointer it provides to you.

+

Many GLFW functions return pointers to dynamically allocated structures, strings or arrays, and some callbacks are provided with strings or arrays. These are always managed by GLFW and should never be freed by the application. The lifetime of these pointers is documented for each GLFW function and callback. If you need to keep this data, you must copy it before its lifetime expires.

+

Many GLFW functions accept pointers to structures or strings allocated by the application. These are never freed by GLFW and are always the responsibility of the application. If GLFW needs to keep the data in these structures or strings, it is copied before the function returns.

+

Pointer lifetimes are guaranteed not to be shortened in future minor or patch releases.

+

+Reentrancy

+

GLFW event processing and object destruction are not reentrant. This means that the following functions must not be called from any callback function:

+ +

These functions may be made reentrant in future minor or patch releases, but functions not on this list will not be made non-reentrant.

+

+Thread safety

+

Most GLFW functions must only be called from the main thread (the thread that calls main), but some may be called from any thread once the library has been initialized. Before initialization the whole library is thread-unsafe.

+

The reference documentation for every GLFW function states whether it is limited to the main thread.

+

Initialization, termination, event processing and the creation and destruction of windows, cursors and OpenGL and OpenGL ES contexts are all restricted to the main thread due to limitations of one or several platforms.

+

Because event processing must be performed on the main thread, all callbacks except for the error callback will only be called on that thread. The error callback may be called on any thread, as any GLFW function may generate errors.

+

The error code and description may be queried from any thread.

+ +

Empty events may be posted from any thread.

+ +

The window user pointer and close flag may be read and written from any thread, but this is not synchronized by GLFW.

+ +

These functions for working with OpenGL and OpenGL ES contexts may be called from any thread, but the window object is not synchronized by GLFW.

+ +

The raw timer functions may be called from any thread.

+ +

The regular timer may be used from any thread, but reading and writing the timer offset is not synchronized by GLFW.

+ +

Library version information may be queried from any thread.

+ +

Platform information may be queried from any thread.

+ +

All Vulkan related functions may be called from any thread.

+ +

GLFW uses synchronization objects internally only to manage the per-thread context and error states. Additional synchronization is left to the application.

+

Functions that may currently be called from any thread will always remain so, but functions that are currently limited to the main thread may be updated to allow calls from any thread in future releases.

+

+Version compatibility

+

GLFW uses Semantic Versioning. This guarantees source and binary backward compatibility with earlier minor versions of the API. This means that you can drop in a newer version of the library and existing programs will continue to compile and existing binaries will continue to run.

+

Once a function or constant has been added, the signature of that function or value of that constant will remain unchanged until the next major version of GLFW. No compatibility of any kind is guaranteed between major versions.

+

Undocumented behavior, i.e. behavior that is not described in the documentation, may change at any time until it is documented.

+

If the reference documentation and the implementation differ, the reference documentation will almost always take precedence and the implementation will be fixed in the next release. The reference documentation will also take precedence over anything stated in a guide.

+

+Event order

+

The order of arrival of related events is not guaranteed to be consistent across platforms. The exception is synthetic key and mouse button release events, which are always delivered after the window defocus event.

+

+Version management

+

GLFW provides mechanisms for identifying what version of GLFW your application was compiled against as well as what version it is currently running against. If you are loading GLFW dynamically (not just linking dynamically), you can use this to verify that the library binary is compatible with your application.

+

+Compile-time version

+

The compile-time version of GLFW is provided by the GLFW header with the GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR and GLFW_VERSION_REVISION macros.

+
printf("Compiled against GLFW %i.%i.%i\n",
+ + + +
#define GLFW_VERSION_MAJOR
The major version number of the GLFW header.
Definition glfw3.h:287
+
#define GLFW_VERSION_REVISION
The revision number of the GLFW header.
Definition glfw3.h:301
+
#define GLFW_VERSION_MINOR
The minor version number of the GLFW header.
Definition glfw3.h:294
+

+Run-time version

+

The run-time version can be retrieved with glfwGetVersion, a function that may be called regardless of whether GLFW is initialized.

+
int major, minor, revision;
+
glfwGetVersion(&major, &minor, &revision);
+
+
printf("Running against GLFW %i.%i.%i\n", major, minor, revision);
+
void glfwGetVersion(int *major, int *minor, int *rev)
Retrieves the version of the GLFW library.
+

+Version string

+

GLFW 3 also provides a compile-time generated version string that describes the version, platform, compiler and any platform-specific compile-time options. This is primarily intended for submitting bug reports, to allow developers to see which code paths are enabled in a binary.

+

The version string is returned by glfwGetVersionString, a function that may be called regardless of whether GLFW is initialized.

+

Do not use the version string to parse the GLFW library version. The glfwGetVersion function already provides the version of the running library binary.

+

Do not use the version string to parse what platforms are supported. The glfwPlatformSupported function lets you query platform support.

+

GLFW 3.4: The format of this string was changed to support the addition of runtime platform selection.

+

The format of the string is as follows:

    +
  • The version of GLFW
  • +
  • For each supported platform:
      +
    • The name of the window system API
    • +
    • The name of the window system specific context creation API, if applicable
    • +
    +
  • +
  • The names of the always supported context creation APIs EGL and OSMesa
  • +
  • Any additional compile-time options, APIs and (on Windows) what compiler was used
  • +
+

For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string like this:

+
3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
+

Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may result in a version string like this:

+
3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/jquery.js b/dependencies/glfw-3.4/docs/html/jquery.js new file mode 100644 index 0000000..1dffb65 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/jquery.js @@ -0,0 +1,34 @@ +/*! jQuery v3.6.0 | (c) OpenJS Foundation and other contributors | jquery.org/license */ +!function(e,t){"use strict";"object"==typeof module&&"object"==typeof module.exports?module.exports=e.document?t(e,!0):function(e){if(!e.document)throw new Error("jQuery requires a window with a document");return t(e)}:t(e)}("undefined"!=typeof window?window:this,function(C,e){"use strict";var t=[],r=Object.getPrototypeOf,s=t.slice,g=t.flat?function(e){return t.flat.call(e)}:function(e){return t.concat.apply([],e)},u=t.push,i=t.indexOf,n={},o=n.toString,v=n.hasOwnProperty,a=v.toString,l=a.call(Object),y={},m=function(e){return"function"==typeof e&&"number"!=typeof e.nodeType&&"function"!=typeof e.item},x=function(e){return 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e,i,s=t.dataSM("parent-a"),o=s.closest("li"),a=o.parent(),n=t.dataSM("level"),r=this.getWidth(t),h=this.getHeight(t),u=s.offset(),l=u.left,c=u.top,d=this.getWidth(s),m=this.getHeight(s),p=$(window),f=p.scrollLeft(),v=p.scrollTop(),b=this.getViewportWidth(),S=this.getViewportHeight(),g=a.parent().is("[data-sm-horizontal-sub]")||2==n&&!a.hasClass("sm-vertical"),M=this.opts.rightToLeftSubMenus&&!o.is("[data-sm-reverse]")||!this.opts.rightToLeftSubMenus&&o.is("[data-sm-reverse]"),w=2==n?this.opts.mainMenuSubOffsetX:this.opts.subMenusSubOffsetX,T=2==n?this.opts.mainMenuSubOffsetY:this.opts.subMenusSubOffsetY;if(g?(e=M?d-r-w:w,i=this.opts.bottomToTopSubMenus?-h-T:m+T):(e=M?w-r:d-w,i=this.opts.bottomToTopSubMenus?m-T-h:T),this.opts.keepInViewport){var y=l+e,I=c+i;if(M&&f>y?e=g?f-y+e:d-w:!M&&y+r>f+b&&(e=g?f+b-r-y+e:w-r),g||(S>h&&I+h>v+S?i+=v+S-h-I:(h>=S||v>I)&&(i+=v-I)),g&&(I+h>v+S+.49||v>I)||!g&&h>S+.49){var x=this;t.dataSM("scroll-arrows")||t.dataSM("scroll-arrows",$([$('')[0],$('')[0]]).on({mouseenter:function(){t.dataSM("scroll").up=$(this).hasClass("scroll-up"),x.menuScroll(t)},mouseleave:function(e){x.menuScrollStop(t),x.menuScrollOut(t,e)},"mousewheel DOMMouseScroll":function(t){t.preventDefault()}}).insertAfter(t));var A=".smartmenus_scroll";if(t.dataSM("scroll",{y:this.cssTransforms3d?0:i-m,step:1,itemH:m,subH:h,arrowDownH:this.getHeight(t.dataSM("scroll-arrows").eq(1))}).on(getEventsNS({mouseover:function(e){x.menuScrollOver(t,e)},mouseout:function(e){x.menuScrollOut(t,e)},"mousewheel DOMMouseScroll":function(e){x.menuScrollMousewheel(t,e)}},A)).dataSM("scroll-arrows").css({top:"auto",left:"0",marginLeft:e+(parseInt(t.css("border-left-width"))||0),width:r-(parseInt(t.css("border-left-width"))||0)-(parseInt(t.css("border-right-width"))||0),zIndex:t.css("z-index")}).eq(g&&this.opts.bottomToTopSubMenus?0:1).show(),this.isFixed()){var C={};C[touchEvents?"touchstart touchmove touchend":"pointerdown pointermove pointerup MSPointerDown MSPointerMove MSPointerUp"]=function(e){x.menuScrollTouch(t,e)},t.css({"touch-action":"none","-ms-touch-action":"none"}).on(getEventsNS(C,A))}}}t.css({top:"auto",left:"0",marginLeft:e,marginTop:i-m})},menuScroll:function(t,e,i){var s,o=t.dataSM("scroll"),a=t.dataSM("scroll-arrows"),n=o.up?o.upEnd:o.downEnd;if(!e&&o.momentum){if(o.momentum*=.92,s=o.momentum,.5>s)return this.menuScrollStop(t),void 0}else s=i||(e||!this.opts.scrollAccelerate?this.opts.scrollStep:Math.floor(o.step));var r=t.dataSM("level");if(this.activatedItems[r-1]&&this.activatedItems[r-1].dataSM("sub")&&this.activatedItems[r-1].dataSM("sub").is(":visible")&&this.menuHideSubMenus(r-1),o.y=o.up&&o.y>=n||!o.up&&n>=o.y?o.y:Math.abs(n-o.y)>s?o.y+(o.up?s:-s):n,t.css(this.cssTransforms3d?{"-webkit-transform":"translate3d(0, "+o.y+"px, 0)",transform:"translate3d(0, "+o.y+"px, 0)"}:{marginTop:o.y}),mouse&&(o.up&&o.y>o.downEnd||!o.up&&o.y0;t.dataSM("scroll-arrows").eq(i?0:1).is(":visible")&&(t.dataSM("scroll").up=i,this.menuScroll(t,!0))}e.preventDefault()},menuScrollOut:function(t,e){mouse&&(/^scroll-(up|down)/.test((e.relatedTarget||"").className)||(t[0]==e.relatedTarget||$.contains(t[0],e.relatedTarget))&&this.getClosestMenu(e.relatedTarget)==t[0]||t.dataSM("scroll-arrows").css("visibility","hidden"))},menuScrollOver:function(t,e){if(mouse&&!/^scroll-(up|down)/.test(e.target.className)&&this.getClosestMenu(e.target)==t[0]){this.menuScrollRefreshData(t);var i=t.dataSM("scroll"),s=$(window).scrollTop()-t.dataSM("parent-a").offset().top-i.itemH;t.dataSM("scroll-arrows").eq(0).css("margin-top",s).end().eq(1).css("margin-top",s+this.getViewportHeight()-i.arrowDownH).end().css("visibility","visible")}},menuScrollRefreshData:function(t){var e=t.dataSM("scroll"),i=$(window).scrollTop()-t.dataSM("parent-a").offset().top-e.itemH;this.cssTransforms3d&&(i=-(parseFloat(t.css("margin-top"))-i)),$.extend(e,{upEnd:i,downEnd:i+this.getViewportHeight()-e.subH})},menuScrollStop:function(t){return this.scrollTimeout?(cancelAnimationFrame(this.scrollTimeout),this.scrollTimeout=0,t.dataSM("scroll").step=1,!0):void 0},menuScrollTouch:function(t,e){if(e=e.originalEvent,isTouchEvent(e)){var i=this.getTouchPoint(e);if(this.getClosestMenu(i.target)==t[0]){var s=t.dataSM("scroll");if(/(start|down)$/i.test(e.type))this.menuScrollStop(t)?(e.preventDefault(),this.$touchScrollingSub=t):this.$touchScrollingSub=null,this.menuScrollRefreshData(t),$.extend(s,{touchStartY:i.pageY,touchStartTime:e.timeStamp});else if(/move$/i.test(e.type)){var o=void 0!==s.touchY?s.touchY:s.touchStartY;if(void 0!==o&&o!=i.pageY){this.$touchScrollingSub=t;var a=i.pageY>o;void 0!==s.up&&s.up!=a&&$.extend(s,{touchStartY:i.pageY,touchStartTime:e.timeStamp}),$.extend(s,{up:a,touchY:i.pageY}),this.menuScroll(t,!0,Math.abs(i.pageY-o))}e.preventDefault()}else void 0!==s.touchY&&((s.momentum=15*Math.pow(Math.abs(i.pageY-s.touchStartY)/(e.timeStamp-s.touchStartTime),2))&&(this.menuScrollStop(t),this.menuScroll(t),e.preventDefault()),delete s.touchY)}}},menuShow:function(t){if((t.dataSM("beforefirstshowfired")||(t.dataSM("beforefirstshowfired",!0),this.$root.triggerHandler("beforefirstshow.smapi",t[0])!==!1))&&this.$root.triggerHandler("beforeshow.smapi",t[0])!==!1&&(t.dataSM("shown-before",!0),canAnimate&&t.stop(!0,!0),!t.is(":visible"))){var e=t.dataSM("parent-a"),i=this.isCollapsible();if((this.opts.keepHighlighted||i)&&e.addClass("highlighted"),i)t.removeClass("sm-nowrap").css({zIndex:"",width:"auto",minWidth:"",maxWidth:"",top:"",left:"",marginLeft:"",marginTop:""});else{if(t.css("z-index",this.zIndexInc=(this.zIndexInc||this.getStartZIndex())+1),(this.opts.subMenusMinWidth||this.opts.subMenusMaxWidth)&&(t.css({width:"auto",minWidth:"",maxWidth:""}).addClass("sm-nowrap"),this.opts.subMenusMinWidth&&t.css("min-width",this.opts.subMenusMinWidth),this.opts.subMenusMaxWidth)){var s=this.getWidth(t);t.css("max-width",this.opts.subMenusMaxWidth),s>this.getWidth(t)&&t.removeClass("sm-nowrap").css("width",this.opts.subMenusMaxWidth)}this.menuPosition(t)}var o=function(){t.css("overflow","")};i?canAnimate&&this.opts.collapsibleShowFunction?this.opts.collapsibleShowFunction.call(this,t,o):t.show(this.opts.collapsibleShowDuration,o):canAnimate&&this.opts.showFunction?this.opts.showFunction.call(this,t,o):t.show(this.opts.showDuration,o),e.attr("aria-expanded","true"),t.attr({"aria-expanded":"true","aria-hidden":"false"}),this.visibleSubMenus.push(t),this.$root.triggerHandler("show.smapi",t[0])}},popupHide:function(t){this.hideTimeout&&(clearTimeout(this.hideTimeout),this.hideTimeout=0);var e=this;this.hideTimeout=setTimeout(function(){e.menuHideAll()},t?1:this.opts.hideTimeout)},popupShow:function(t,e){if(!this.opts.isPopup)return alert('SmartMenus jQuery Error:\n\nIf you want to show this menu via the "popupShow" method, set the isPopup:true option.'),void 0;if(this.hideTimeout&&(clearTimeout(this.hideTimeout),this.hideTimeout=0),this.$root.dataSM("shown-before",!0),canAnimate&&this.$root.stop(!0,!0),!this.$root.is(":visible")){this.$root.css({left:t,top:e});var i=this,s=function(){i.$root.css("overflow","")};canAnimate&&this.opts.showFunction?this.opts.showFunction.call(this,this.$root,s):this.$root.show(this.opts.showDuration,s),this.visibleSubMenus[0]=this.$root}},refresh:function(){this.destroy(!0),this.init(!0)},rootKeyDown:function(t){if(this.handleEvents())switch(t.keyCode){case 27:var e=this.activatedItems[0];if(e){this.menuHideAll(),e[0].focus();var i=e.dataSM("sub");i&&this.menuHide(i)}break;case 32:var s=$(t.target);if(s.is("a")&&this.handleItemEvents(s)){var i=s.dataSM("sub");i&&!i.is(":visible")&&(this.itemClick({currentTarget:t.target}),t.preventDefault())}}},rootOut:function(t){if(this.handleEvents()&&!this.isTouchMode()&&t.target!=this.$root[0]&&(this.hideTimeout&&(clearTimeout(this.hideTimeout),this.hideTimeout=0),!this.opts.showOnClick||!this.opts.hideOnClick)){var e=this;this.hideTimeout=setTimeout(function(){e.menuHideAll()},this.opts.hideTimeout)}},rootOver:function(t){this.handleEvents()&&!this.isTouchMode()&&t.target!=this.$root[0]&&this.hideTimeout&&(clearTimeout(this.hideTimeout),this.hideTimeout=0)},winResize:function(t){if(this.handleEvents()){if(!("onorientationchange"in window)||"orientationchange"==t.type){var e=this.isCollapsible();this.wasCollapsible&&e||(this.activatedItems.length&&this.activatedItems[this.activatedItems.length-1][0].blur(),this.menuHideAll()),this.wasCollapsible=e}}else if(this.$disableOverlay){var i=this.$root.offset();this.$disableOverlay.css({top:i.top,left:i.left,width:this.$root.outerWidth(),height:this.$root.outerHeight()})}}}}),$.fn.dataSM=function(t,e){return e?this.data(t+"_smartmenus",e):this.data(t+"_smartmenus")},$.fn.removeDataSM=function(t){return this.removeData(t+"_smartmenus")},$.fn.smartmenus=function(options){if("string"==typeof options){var args=arguments,method=options;return Array.prototype.shift.call(args),this.each(function(){var t=$(this).data("smartmenus");t&&t[method]&&t[method].apply(t,args)})}return this.each(function(){var dataOpts=$(this).data("sm-options")||null;if(dataOpts)try{dataOpts=eval("("+dataOpts+")")}catch(e){dataOpts=null,alert('ERROR\n\nSmartMenus jQuery init:\nInvalid "data-sm-options" attribute value syntax.')}new $.SmartMenus(this,$.extend({},$.fn.smartmenus.defaults,options,dataOpts))})},$.fn.smartmenus.defaults={isPopup:!1,mainMenuSubOffsetX:0,mainMenuSubOffsetY:0,subMenusSubOffsetX:0,subMenusSubOffsetY:0,subMenusMinWidth:"10em",subMenusMaxWidth:"20em",subIndicators:!0,subIndicatorsPos:"append",subIndicatorsText:"",scrollStep:30,scrollAccelerate:!0,showTimeout:250,hideTimeout:500,showDuration:0,showFunction:null,hideDuration:0,hideFunction:function(t,e){t.fadeOut(200,e)},collapsibleShowDuration:0,collapsibleShowFunction:function(t,e){t.slideDown(200,e)},collapsibleHideDuration:0,collapsibleHideFunction:function(t,e){t.slideUp(200,e)},showOnClick:!1,hideOnClick:!0,noMouseOver:!1,keepInViewport:!0,keepHighlighted:!0,markCurrentItem:!1,markCurrentTree:!0,rightToLeftSubMenus:!1,bottomToTopSubMenus:!1,collapsibleBehavior:"default"},$}); \ No newline at end of file diff --git a/dependencies/glfw-3.4/docs/html/main_8md.html b/dependencies/glfw-3.4/docs/html/main_8md.html new file mode 100644 index 0000000..f399760 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/main_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: main.md File Reference + + + + + + + + + + +
+ + + + + + + + + +
+
+ + +
+
+
+
+
+
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+
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+
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+
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+ +
+
+
main.md File Reference
+
+
+
+ + + diff --git a/dependencies/glfw-3.4/docs/html/menu.js b/dependencies/glfw-3.4/docs/html/menu.js new file mode 100644 index 0000000..b0b2693 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/menu.js @@ -0,0 +1,136 @@ +/* + @licstart The following is the entire license notice for the JavaScript code in this file. + + The MIT License (MIT) + + Copyright (C) 1997-2020 by Dimitri van Heesch + + Permission is hereby granted, free of charge, to any person obtaining a copy of this software + and associated documentation files (the "Software"), to deal in the Software without restriction, + including without limitation the rights to use, copy, modify, merge, publish, distribute, + sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all copies or + substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING + BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + @licend The above is the entire license notice for the JavaScript code in this file + */ +function initMenu(relPath,searchEnabled,serverSide,searchPage,search) { + function makeTree(data,relPath) { + var result=''; + if ('children' in data) { + result+='
    '; + for (var i in data.children) { + var url; + var link; + link = data.children[i].url; + if (link.substring(0,1)=='^') { + url = link.substring(1); + } else { + url = relPath+link; + } + result+='
  • '+ + data.children[i].text+''+ + makeTree(data.children[i],relPath)+'
  • '; + } + result+='
'; + } + return result; + } + var searchBoxHtml; + if (searchEnabled) { + if (serverSide) { + searchBoxHtml='
'+ + '
'+ + '
 '+ + ''+ + '
'+ + '
'+ + '
'+ + '
'; + } else { + searchBoxHtml='
'+ + ''+ + ' '+ + ''+ + ''+ + ''+ + ''+ + ''+ + '
'; + } + } + + $('#main-nav').before('
'+ + ''+ + ''+ + '
'); + $('#main-nav').append(makeTree(menudata,relPath)); + $('#main-nav').children(':first').addClass('sm sm-dox').attr('id','main-menu'); + if (searchBoxHtml) { + $('#main-menu').append('
  • '); + } + var $mainMenuState = $('#main-menu-state'); + var prevWidth = 0; + if ($mainMenuState.length) { + function initResizableIfExists() { + if (typeof initResizable==='function') initResizable(); + } + // animate mobile menu + $mainMenuState.change(function(e) { + var $menu = $('#main-menu'); + var options = { duration: 250, step: initResizableIfExists }; + if (this.checked) { + options['complete'] = function() { $menu.css('display', 'block') }; + $menu.hide().slideDown(options); + } else { + options['complete'] = function() { $menu.css('display', 'none') }; + $menu.show().slideUp(options); + } + }); + // set default menu visibility + function resetState() { + var $menu = $('#main-menu'); + var $mainMenuState = $('#main-menu-state'); + var newWidth = $(window).outerWidth(); + if (newWidth!=prevWidth) { + if ($(window).outerWidth()<768) { + $mainMenuState.prop('checked',false); $menu.hide(); + $('#searchBoxPos1').html(searchBoxHtml); + $('#searchBoxPos2').hide(); + } else { + $menu.show(); + $('#searchBoxPos1').empty(); + $('#searchBoxPos2').html(searchBoxHtml); + $('#searchBoxPos2').show(); + } + if (typeof searchBox!=='undefined') { + searchBox.CloseResultsWindow(); + } + prevWidth = newWidth; + } + } + $(window).ready(function() { resetState(); initResizableIfExists(); }); + $(window).resize(resetState); + } + $('#main-menu').smartmenus(); +} +/* @license-end */ diff --git a/dependencies/glfw-3.4/docs/html/menudata.js b/dependencies/glfw-3.4/docs/html/menudata.js new file mode 100644 index 0000000..5f5dd18 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/menudata.js @@ -0,0 +1,30 @@ +/* + @licstart The following is the entire license notice for the JavaScript code in this file. + + The MIT License (MIT) + + Copyright (C) 1997-2020 by Dimitri van Heesch + + Permission is hereby granted, free of charge, to any person obtaining a copy of this software + and associated documentation files (the "Software"), to deal in the Software without restriction, + including without limitation the rights to use, copy, modify, merge, publish, distribute, + sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all copies or + substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING + BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + @licend The above is the entire license notice for the JavaScript code in this file +*/ +var menudata={children:[ +{text:"Introduction",url:"index.html"}, +{text:"Tutorial",url:"quick_guide.html"}, +{text:"Guides",url:"pages.html"}, +{text:"Reference",url:"topics.html"}, +{text:"Files",url:"files.html"}]} diff --git a/dependencies/glfw-3.4/docs/html/minus.svg b/dependencies/glfw-3.4/docs/html/minus.svg new file mode 100644 index 0000000..f70d0c1 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/minus.svg @@ -0,0 +1,8 @@ + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/minusd.svg b/dependencies/glfw-3.4/docs/html/minusd.svg new file mode 100644 index 0000000..5f8e879 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/minusd.svg @@ -0,0 +1,8 @@ + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/monitor_8md.html b/dependencies/glfw-3.4/docs/html/monitor_8md.html new file mode 100644 index 0000000..13cf4a4 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/monitor_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: monitor.md File Reference + + + + + + + + + + +
    + + + + + + + + + +
    +
    + + +
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    monitor.md File Reference
    +
    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/monitor_guide.html b/dependencies/glfw-3.4/docs/html/monitor_guide.html new file mode 100644 index 0000000..425e261 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/monitor_guide.html @@ -0,0 +1,228 @@ + + + + + + + +GLFW: Monitor guide + + + + + + + + + + +
    + + + + + + + + + +
    +
    + + +
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    +
    Monitor guide
    +
    +
    + +

    This guide introduces the monitor related functions of GLFW. For details on a specific function in this category, see the Monitor reference. There are also guides for the other areas of GLFW.

    + +

    +Monitor objects

    +

    A monitor object represents a currently connected monitor and is represented as a pointer to the opaque type GLFWmonitor. Monitor objects cannot be created or destroyed by the application and retain their addresses until the monitors they represent are disconnected or until the library is terminated.

    +

    Each monitor has a current video mode, a list of supported video modes, a virtual position, a human-readable name, an estimated physical size and a gamma ramp. One of the monitors is the primary monitor.

    +

    The virtual position of a monitor is in screen coordinates and, together with the current video mode, describes the viewports that the connected monitors provide into the virtual desktop that spans them.

    +

    To see how GLFW views your monitor setup and its available video modes, run the monitors test program.

    +

    +Retrieving monitors

    +

    The primary monitor is returned by glfwGetPrimaryMonitor. It is the user's preferred monitor and is usually the one with global UI elements like task bar or menu bar.

    +
    +
    struct GLFWmonitor GLFWmonitor
    Opaque monitor object.
    Definition glfw3.h:1391
    +
    GLFWmonitor * glfwGetPrimaryMonitor(void)
    Returns the primary monitor.
    +

    You can retrieve all currently connected monitors with glfwGetMonitors. See the reference documentation for the lifetime of the returned array.

    +
    int count;
    +
    GLFWmonitor** monitors = glfwGetMonitors(&count);
    +
    GLFWmonitor ** glfwGetMonitors(int *count)
    Returns the currently connected monitors.
    +

    The primary monitor is always the first monitor in the returned array, but other monitors may be moved to a different index when a monitor is connected or disconnected.

    +

    +Monitor configuration changes

    +

    If you wish to be notified when a monitor is connected or disconnected, set a monitor callback.

    +
    glfwSetMonitorCallback(monitor_callback);
    +
    GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback)
    Sets the monitor configuration callback.
    +

    The callback function receives the handle for the monitor that has been connected or disconnected and the event that occurred.

    +
    void monitor_callback(GLFWmonitor* monitor, int event)
    +
    {
    +
    if (event == GLFW_CONNECTED)
    +
    {
    +
    // The monitor was connected
    +
    }
    +
    else if (event == GLFW_DISCONNECTED)
    +
    {
    +
    // The monitor was disconnected
    +
    }
    +
    }
    +
    #define GLFW_DISCONNECTED
    Definition glfw3.h:1291
    +
    #define GLFW_CONNECTED
    Definition glfw3.h:1290
    +

    If a monitor is disconnected, all windows that are full screen on it will be switched to windowed mode before the callback is called. Only glfwGetMonitorName and glfwGetMonitorUserPointer will return useful values for a disconnected monitor and only before the monitor callback returns.

    +

    +Monitor properties

    +

    Each monitor has a current video mode, a list of supported video modes, a virtual position, a content scale, a human-readable name, a user pointer, an estimated physical size and a gamma ramp.

    +

    +Video modes

    +

    GLFW generally does a good job selecting a suitable video mode when you create a full screen window, change its video mode or make a windowed one full screen, but it is sometimes useful to know exactly which video modes are supported.

    +

    Video modes are represented as GLFWvidmode structures. You can get an array of the video modes supported by a monitor with glfwGetVideoModes. See the reference documentation for the lifetime of the returned array.

    +
    int count;
    +
    GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
    +
    const GLFWvidmode * glfwGetVideoModes(GLFWmonitor *monitor, int *count)
    Returns the available video modes for the specified monitor.
    +
    Video mode type.
    Definition glfw3.h:2027
    +

    To get the current video mode of a monitor call glfwGetVideoMode. See the reference documentation for the lifetime of the returned pointer.

    +
    const GLFWvidmode* mode = glfwGetVideoMode(monitor);
    +
    const GLFWvidmode * glfwGetVideoMode(GLFWmonitor *monitor)
    Returns the current mode of the specified monitor.
    +

    The resolution of a video mode is specified in screen coordinates, not pixels.

    +

    +Physical size

    +

    The physical size of a monitor in millimetres, or an estimation of it, can be retrieved with glfwGetMonitorPhysicalSize. This has no relation to its current resolution, i.e. the width and height of its current video mode.

    +
    int width_mm, height_mm;
    +
    glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
    +
    void glfwGetMonitorPhysicalSize(GLFWmonitor *monitor, int *widthMM, int *heightMM)
    Returns the physical size of the monitor.
    +

    While this can be used to calculate the raw DPI of a monitor, this is often not useful. Instead, use the monitor content scale and window content scale to scale your content.

    +

    +Content scale

    +

    The content scale for a monitor can be retrieved with glfwGetMonitorContentScale.

    +
    float xscale, yscale;
    +
    glfwGetMonitorContentScale(monitor, &xscale, &yscale);
    +
    void glfwGetMonitorContentScale(GLFWmonitor *monitor, float *xscale, float *yscale)
    Retrieves the content scale for the specified monitor.
    +

    For more information on what the content scale is and how to use it, see window content scale.

    +

    +Virtual position

    +

    The position of the monitor on the virtual desktop, in screen coordinates, can be retrieved with glfwGetMonitorPos.

    +
    int xpos, ypos;
    +
    glfwGetMonitorPos(monitor, &xpos, &ypos);
    +
    void glfwGetMonitorPos(GLFWmonitor *monitor, int *xpos, int *ypos)
    Returns the position of the monitor's viewport on the virtual screen.
    +

    +Work area

    +

    The area of a monitor not occupied by global task bars or menu bars is the work area. This is specified in screen coordinates and can be retrieved with glfwGetMonitorWorkarea.

    +
    int xpos, ypos, width, height;
    +
    glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
    +
    void glfwGetMonitorWorkarea(GLFWmonitor *monitor, int *xpos, int *ypos, int *width, int *height)
    Retrieves the work area of the monitor.
    +

    +Human-readable name

    +

    The human-readable, UTF-8 encoded name of a monitor is returned by glfwGetMonitorName. See the reference documentation for the lifetime of the returned string.

    +
    const char* name = glfwGetMonitorName(monitor);
    +
    const char * glfwGetMonitorName(GLFWmonitor *monitor)
    Returns the name of the specified monitor.
    +

    Monitor names are not guaranteed to be unique. Two monitors of the same model and make may have the same name. Only the monitor handle is guaranteed to be unique, and only until that monitor is disconnected.

    +

    +User pointer

    +

    Each monitor has a user pointer that can be set with glfwSetMonitorUserPointer and queried with glfwGetMonitorUserPointer. This can be used for any purpose you need and will not be modified by GLFW. The value will be kept until the monitor is disconnected or until the library is terminated.

    +

    The initial value of the pointer is NULL.

    +

    +Gamma ramp

    +

    The gamma ramp of a monitor can be set with glfwSetGammaRamp, which accepts a monitor handle and a pointer to a GLFWgammaramp structure.

    +
    +
    unsigned short red[256], green[256], blue[256];
    +
    +
    ramp.size = 256;
    +
    ramp.red = red;
    +
    ramp.green = green;
    +
    ramp.blue = blue;
    +
    +
    for (i = 0; i < ramp.size; i++)
    +
    {
    +
    // Fill out gamma ramp arrays as desired
    +
    }
    +
    +
    glfwSetGammaRamp(monitor, &ramp);
    +
    void glfwSetGammaRamp(GLFWmonitor *monitor, const GLFWgammaramp *ramp)
    Sets the current gamma ramp for the specified monitor.
    +
    Gamma ramp.
    Definition glfw3.h:2061
    +
    unsigned short * red
    Definition glfw3.h:2064
    +
    unsigned short * blue
    Definition glfw3.h:2070
    +
    unsigned int size
    Definition glfw3.h:2073
    +
    unsigned short * green
    Definition glfw3.h:2067
    +

    The gamma ramp data is copied before the function returns, so there is no need to keep it around once the ramp has been set.

    +

    It is recommended that your gamma ramp have the same size as the current gamma ramp for that monitor.

    +

    The current gamma ramp for a monitor is returned by glfwGetGammaRamp. See the reference documentation for the lifetime of the returned structure.

    +
    const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
    +
    const GLFWgammaramp * glfwGetGammaRamp(GLFWmonitor *monitor)
    Returns the current gamma ramp for the specified monitor.
    +

    If you wish to set a regular gamma ramp, you can have GLFW calculate it for you from the desired exponent with glfwSetGamma, which in turn calls glfwSetGammaRamp with the resulting ramp.

    +
    glfwSetGamma(monitor, 1.0);
    +
    void glfwSetGamma(GLFWmonitor *monitor, float gamma)
    Generates a gamma ramp and sets it for the specified monitor.
    +

    To experiment with gamma correction via the glfwSetGamma function, run the gamma test program.

    +
    Note
    The software controlled gamma ramp is applied in addition to the hardware gamma correction, which today is typically an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior.
    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/moving_8md.html b/dependencies/glfw-3.4/docs/html/moving_8md.html new file mode 100644 index 0000000..f8ec12f --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/moving_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: moving.md File Reference + + + + + + + + + + +
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    moving.md File Reference
    +
    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/moving_guide.html b/dependencies/glfw-3.4/docs/html/moving_guide.html new file mode 100644 index 0000000..9f3b2b7 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/moving_guide.html @@ -0,0 +1,360 @@ + + + + + + + +GLFW: Moving from GLFW 2 to 3 + + + + + + + + + + +
    + + + + + + + + + +
    +
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    Moving from GLFW 2 to 3
    +
    +
    + +

    This is a transition guide for moving from GLFW 2 to 3. It describes what has changed or been removed, but does not include new features unless they are required when moving an existing code base onto the new API. For example, the new multi-monitor functions are required to create full screen windows with GLFW 3.

    +

    +Changed and removed features

    +

    +Renamed library and header file

    +

    The GLFW 3 header is named glfw3.h and moved to the GLFW directory, to avoid collisions with the headers of other major versions. Similarly, the GLFW 3 library is named glfw3, except when it's installed as a shared library on Unix-like systems, where it uses the soname libglfw.so.3.

    +

    Old syntax

    #include <GL/glfw.h>
    +

    New syntax

    #include <GLFW/glfw3.h>
    +
    The header of the GLFW 3 API.
    +

    +Removal of threading functions

    +

    The threading functions have been removed, including the per-thread sleep function. They were fairly primitive, under-used, poorly integrated and took time away from the focus of GLFW (i.e. context, input and window). There are better threading libraries available and native threading support is available in both C++11 and C11, both of which are gaining traction.

    +

    If you wish to use the C++11 or C11 facilities but your compiler doesn't yet support them, see the TinyThread++ and TinyCThread projects created by the original author of GLFW. These libraries implement a usable subset of the threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use TinyCThread.

    +

    However, GLFW 3 has better support for use from multiple threads than GLFW 2 had. Contexts can be made current on any thread, although only a single thread at a time, and the documentation explicitly states which functions may be used from any thread and which must only be used from the main thread.

    +

    Removed functions

    +

    glfwSleep, glfwCreateThread, glfwDestroyThread, glfwWaitThread, glfwGetThreadID, glfwCreateMutex, glfwDestroyMutex, glfwLockMutex, glfwUnlockMutex, glfwCreateCond, glfwDestroyCond, glfwWaitCond, glfwSignalCond, glfwBroadcastCond and glfwGetNumberOfProcessors.

    +
    +

    Removed types

    +

    GLFWthreadfun

    +
    +

    +Removal of image and texture loading

    +

    The image and texture loading functions have been removed. They only supported the Targa image format, making them mostly useful for beginner level examples. To become of sufficiently high quality to warrant keeping them in GLFW 3, they would need not only to support other formats, but also modern extensions to OpenGL texturing. This would either add a number of external dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions of these libraries.

    +

    As there already are libraries doing this, it is unnecessary both to duplicate the work and to tie the duplicate to GLFW. The resulting library would also be platform-independent, as both OpenGL and stdio are available wherever GLFW is.

    +

    Removed functions

    +

    glfwReadImage, glfwReadMemoryImage, glfwFreeImage, glfwLoadTexture2D, glfwLoadMemoryTexture2D and glfwLoadTextureImage2D.

    +
    +

    +Removal of GLFWCALL macro

    +

    The GLFWCALL macro, which made callback functions use __stdcall on Windows, has been removed. GLFW is written in C, not Pascal. Removing this macro means there's one less thing for application programmers to remember, i.e. the requirement to mark all callback functions with GLFWCALL. It also simplifies the creation of DLLs and DLL link libraries, as there's no need to explicitly disable @n entry point suffixes.

    +

    Old syntax

    void GLFWCALL callback_function(...);
    +

    New syntax

    void callback_function(...);
    +

    +Window handle parameters

    +

    Because GLFW 3 supports multiple windows, window handle parameters have been added to all window-related GLFW functions and callbacks. The handle of a newly created window is returned by glfwCreateWindow (formerly glfwOpenWindow). Window handles are pointers to the opaque type GLFWwindow.

    +

    Old syntax

    glfwSetWindowTitle("New Window Title");
    +
    void glfwSetWindowTitle(GLFWwindow *window, const char *title)
    Sets the title of the specified window.
    +

    New syntax

    glfwSetWindowTitle(window, "New Window Title");
    +

    +Explicit monitor selection

    +

    GLFW 3 provides support for multiple monitors. To request a full screen mode window, instead of passing GLFW_FULLSCREEN you specify which monitor you wish the window to use. The glfwGetPrimaryMonitor function returns the monitor that GLFW 2 would have selected, but there are many other monitor functions. Monitor handles are pointers to the opaque type GLFWmonitor.

    +

    Old basic full screen

    glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
    +

    New basic full screen

    window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
    +
    GLFWmonitor * glfwGetPrimaryMonitor(void)
    Returns the primary monitor.
    +
    GLFWwindow * glfwCreateWindow(int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
    Creates a window and its associated context.
    +
    Note
    The framebuffer bit depth parameters of glfwOpenWindow have been turned into window hints, but as they have been given sane defaults you rarely need to set these hints.
    +

    +Removal of automatic event polling

    +

    GLFW 3 does not automatically poll for events in glfwSwapBuffers, meaning you need to call glfwPollEvents or glfwWaitEvents yourself. Unlike buffer swap, which acts on a single window, the event processing functions act on all windows at once.

    +

    Old basic main loop

    while (...)
    +
    {
    +
    // Process input
    +
    // Render output
    + +
    }
    +
    void glfwSwapBuffers(GLFWwindow *window)
    Swaps the front and back buffers of the specified window.
    +

    New basic main loop

    while (...)
    +
    {
    +
    // Process input
    +
    // Render output
    +
    glfwSwapBuffers(window);
    + +
    }
    +
    void glfwPollEvents(void)
    Processes all pending events.
    +

    +Explicit context management

    +

    Each GLFW 3 window has its own OpenGL context and only you, the application programmer, can know which context should be current on which thread at any given time. Therefore, GLFW 3 leaves that decision to you.

    +

    This means that you need to call glfwMakeContextCurrent after creating a window before you can call any OpenGL functions.

    +

    +Separation of window and framebuffer sizes

    +

    Window positions and sizes now use screen coordinates, which may not be the same as pixels on machines with high-DPI monitors. This is important as OpenGL uses pixels, not screen coordinates. For example, the rectangle specified with glViewport needs to use pixels. Therefore, framebuffer size functions have been added. You can retrieve the size of the framebuffer of a window with glfwGetFramebufferSize function. A framebuffer size callback has also been added, which can be set with glfwSetFramebufferSizeCallback.

    +

    Old basic viewport setup

    glfwGetWindowSize(&width, &height);
    +
    glViewport(0, 0, width, height);
    +
    void glfwGetWindowSize(GLFWwindow *window, int *width, int *height)
    Retrieves the size of the content area of the specified window.
    +

    New basic viewport setup

    glfwGetFramebufferSize(window, &width, &height);
    +
    glViewport(0, 0, width, height);
    +
    void glfwGetFramebufferSize(GLFWwindow *window, int *width, int *height)
    Retrieves the size of the framebuffer of the specified window.
    +

    +Window closing changes

    +

    The GLFW_OPENED window parameter has been removed. As long as the window has not been destroyed, whether through glfwDestroyWindow or glfwTerminate, the window is "open".

    +

    A user attempting to close a window is now just an event like any other. Unlike GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless you choose them to be. Each window now has a close flag that is set to GLFW_TRUE when the user attempts to close that window. By default, nothing else happens and the window stays visible. It is then up to you to either destroy the window, take some other action or ignore the request.

    +

    You can query the close flag at any time with glfwWindowShouldClose and set it at any time with glfwSetWindowShouldClose.

    +

    Old basic main loop

    while (glfwGetWindowParam(GLFW_OPENED))
    +
    {
    +
    ...
    +
    }
    +

    New basic main loop

    while (!glfwWindowShouldClose(window))
    +
    {
    +
    ...
    +
    }
    +
    int glfwWindowShouldClose(GLFWwindow *window)
    Checks the close flag of the specified window.
    +

    The close callback no longer returns a value. Instead, it is called after the close flag has been set, so it can optionally override its value, before event processing completes. You may however not call glfwDestroyWindow from the close callback (or any other window related callback).

    +

    Old syntax

    int GLFWCALL window_close_callback(void);
    +

    New syntax

    void window_close_callback(GLFWwindow* window);
    +
    struct GLFWwindow GLFWwindow
    Opaque window object.
    Definition glfw3.h:1403
    +
    Note
    GLFW never clears the close flag to GLFW_FALSE, meaning you can use it for other reasons to close the window as well, for example the user choosing Quit from an in-game menu.
    +

    +Persistent window hints

    +

    The glfwOpenWindowHint function has been renamed to glfwWindowHint.

    +

    Window hints are no longer reset to their default values on window creation, but instead retain their values until modified by glfwWindowHint or glfwDefaultWindowHints, or until the library is terminated and re-initialized.

    +

    +Video mode enumeration

    +

    Video mode enumeration is now per-monitor. The glfwGetVideoModes function now returns all available modes for a specific monitor instead of requiring you to guess how large an array you need. The glfwGetDesktopMode function, which had poorly defined behavior, has been replaced by glfwGetVideoMode, which returns the current mode of a monitor.

    +

    +Removal of character actions

    +

    The action parameter of the character callback has been removed. This was an artefact of the origin of GLFW, i.e. being developed in English by a Swede. However, many keyboard layouts require more than one key to produce characters with diacritical marks. Even the Swedish keyboard layout requires this for uncommon cases like ü.

    +

    Old syntax

    void GLFWCALL character_callback(int character, int action);
    +

    New syntax

    void character_callback(GLFWwindow* window, int character);
    +

    +Cursor position changes

    +

    The glfwGetMousePos function has been renamed to glfwGetCursorPos, glfwSetMousePos to glfwSetCursorPos and glfwSetMousePosCallback to glfwSetCursorPosCallback.

    +

    The cursor position is now double instead of int, both for the direct functions and for the callback. Some platforms can provide sub-pixel cursor movement and this data is now passed on to the application where available. On platforms where this is not provided, the decimal part is zero.

    +

    GLFW 3 only allows you to position the cursor within a window using glfwSetCursorPos (formerly glfwSetMousePos) when that window is active. Unless the window is active, the function fails silently.

    +

    +Wheel position replaced by scroll offsets

    +

    The glfwGetMouseWheel function has been removed. Scrolling is the input of offsets and has no absolute position. The mouse wheel callback has been replaced by a scroll callback that receives two-dimensional floating point scroll offsets. This allows you to receive precise scroll data from for example modern touchpads.

    +

    Old syntax

    void GLFWCALL mouse_wheel_callback(int position);
    +

    New syntax

    void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
    +

    Removed functions

    +

    glfwGetMouseWheel

    +
    +

    +Key repeat action

    +

    The GLFW_KEY_REPEAT enable has been removed and key repeat is always enabled for both keys and characters. A new key action, GLFW_REPEAT, has been added to allow the key callback to distinguish an initial key press from a repeat. Note that glfwGetKey still returns only GLFW_PRESS or GLFW_RELEASE.

    +

    +Physical key input

    +

    GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to the values generated by the current keyboard layout. The tokens are named according to the values they would have in the standard US layout, but this is only a convenience, as most programmers are assumed to know that layout. This means that (for example) GLFW_KEY_LEFT_BRACKET is always a single key and is the same key in the same place regardless of what keyboard layouts the users of your program have.

    +

    The key input facility was never meant for text input, although using it that way worked slightly better in GLFW 2. If you were using it to input text, you should be using the character callback instead, on both GLFW 2 and 3. This will give you the characters being input, as opposed to the keys being pressed.

    +

    GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of having to remember whether to check for a or A, you now check for GLFW_KEY_A.

    +

    +Joystick function changes

    +

    The glfwGetJoystickPos function has been renamed to glfwGetJoystickAxes.

    +

    The glfwGetJoystickParam function and the GLFW_PRESENT, GLFW_AXES and GLFW_BUTTONS tokens have been replaced by the glfwJoystickPresent function as well as axis and button counts returned by the glfwGetJoystickAxes and glfwGetJoystickButtons functions.

    +

    +Win32 MBCS support

    +

    The Win32 port of GLFW 3 will not compile in MBCS mode. However, because the use of the Unicode version of the Win32 API doesn't affect the process as a whole, but only those windows created using it, it's perfectly possible to call MBCS functions from other parts of the same application. Therefore, even if an application using GLFW has MBCS mode code, there's no need for GLFW itself to support it.

    +

    +Support for versions of Windows older than XP

    +

    All explicit support for version of Windows older than XP has been removed. There is no code that actively prevents GLFW 3 from running on these earlier versions, but it uses Win32 functions that those versions lack.

    +

    Windows XP was released in 2001, and by now (January 2015) it has not only replaced almost all earlier versions of Windows, but is itself rapidly being replaced by Windows 7 and 8. The MSDN library doesn't even provide documentation for version older than Windows 2000, making it difficult to maintain compatibility with these versions even if it was deemed worth the effort.

    +

    The Win32 API has also not stood still, and GLFW 3 uses many functions only present on Windows XP or later. Even supporting an OS as new as XP (new from the perspective of GLFW 2, which still supports Windows 95) requires runtime checking for a number of functions that are present only on modern version of Windows.

    +

    +Capture of system-wide hotkeys

    +

    The ability to disable and capture system-wide hotkeys like Alt+Tab has been removed. Modern applications, whether they're games, scientific visualisations or something else, are nowadays expected to be good desktop citizens and allow these hotkeys to function even when running in full screen mode.

    +

    +Automatic termination

    +

    GLFW 3 does not register glfwTerminate with atexit at initialization, because exit calls registered functions from the calling thread and while it is permitted to call exit from any thread, glfwTerminate must only be called from the main thread.

    +

    To release all resources allocated by GLFW, you should call glfwTerminate yourself, from the main thread, before the program terminates. Note that this destroys all windows not already destroyed with glfwDestroyWindow, invalidating any window handles you may still have.

    +

    +GLU header inclusion

    +

    GLFW 3 does not by default include the GLU header and GLU itself has been deprecated by Khronos. New projects should not use GLU, but if you need it for legacy code that has been moved to GLFW 3, you can request that the GLFW header includes it by defining GLFW_INCLUDE_GLU before the inclusion of the GLFW header.

    +

    Old syntax

    #include <GL/glfw.h>
    +

    New syntax

    #define GLFW_INCLUDE_GLU
    +
    #include <GLFW/glfw3.h>
    +

    There are many libraries that offer replacements for the functionality offered by GLU. For the matrix helper functions, see math libraries like GLM (for C++), linmath.h (for C) and others. For the tessellation functions, see for example libtess2.

    +

    +Name change tables

    +

    +Renamed functions

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    GLFW 2 GLFW 3 Notes
    glfwOpenWindow glfwCreateWindow All channel bit depths are now hints
    glfwCloseWindow glfwDestroyWindow
    glfwOpenWindowHint glfwWindowHint Now accepts all GLFW_*_BITS tokens
    glfwEnable glfwSetInputMode
    glfwDisable glfwSetInputMode
    glfwGetMousePos glfwGetCursorPos
    glfwSetMousePos glfwSetCursorPos
    glfwSetMousePosCallback glfwSetCursorPosCallback
    glfwSetMouseWheelCallback glfwSetScrollCallback Accepts two-dimensional scroll offsets as doubles
    glfwGetJoystickPos glfwGetJoystickAxes
    glfwGetWindowParam glfwGetWindowAttrib
    glfwGetGLVersion glfwGetWindowAttrib Use GLFW_CONTEXT_VERSION_MAJOR, GLFW_CONTEXT_VERSION_MINOR and GLFW_CONTEXT_REVISION
    glfwGetDesktopMode glfwGetVideoMode Returns the current mode of a monitor
    glfwGetJoystickParam glfwJoystickPresent The axis and button counts are provided by glfwGetJoystickAxes and glfwGetJoystickButtons
    +

    +Renamed types

    + + + + + + + +
    GLFW 2 GLFW 3 Notes
    GLFWmousewheelfun GLFWscrollfun
    GLFWmouseposfun GLFWcursorposfun
    +

    +Renamed tokens

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    GLFW 2 GLFW 3 Notes
    GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR Renamed as it applies to OpenGL ES as well
    GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR Renamed as it applies to OpenGL ES as well
    GLFW_FSAA_SAMPLES GLFW_SAMPLES Renamed to match the OpenGL API
    GLFW_ACTIVE GLFW_FOCUSED Renamed to match the window focus callback
    GLFW_WINDOW_NO_RESIZE GLFW_RESIZABLE The default has been inverted
    GLFW_MOUSE_CURSOR GLFW_CURSOR Used with glfwSetInputMode
    GLFW_KEY_ESC GLFW_KEY_ESCAPE
    GLFW_KEY_DEL GLFW_KEY_DELETE
    GLFW_KEY_PAGEUP GLFW_KEY_PAGE_UP
    GLFW_KEY_PAGEDOWN GLFW_KEY_PAGE_DOWN
    GLFW_KEY_KP_NUM_LOCK GLFW_KEY_NUM_LOCK
    GLFW_KEY_LCTRL GLFW_KEY_LEFT_CONTROL
    GLFW_KEY_LSHIFT GLFW_KEY_LEFT_SHIFT
    GLFW_KEY_LALT GLFW_KEY_LEFT_ALT
    GLFW_KEY_LSUPER GLFW_KEY_LEFT_SUPER
    GLFW_KEY_RCTRL GLFW_KEY_RIGHT_CONTROL
    GLFW_KEY_RSHIFT GLFW_KEY_RIGHT_SHIFT
    GLFW_KEY_RALT GLFW_KEY_RIGHT_ALT
    GLFW_KEY_RSUPER GLFW_KEY_RIGHT_SUPER
    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/nav_f.png b/dependencies/glfw-3.4/docs/html/nav_f.png new file mode 100644 index 0000000000000000000000000000000000000000..72a58a529ed3a9ed6aa0c51a79cf207e026deee2 GIT binary patch literal 153 zcmeAS@N?(olHy`uVBq!ia0vp^j6iI`!2~2XGqLUlQVE_ejv*C{Z|{2ZH7M}7UYxc) zn!W8uqtnIQ>_z8U literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/nav_fd.png b/dependencies/glfw-3.4/docs/html/nav_fd.png new file mode 100644 index 0000000000000000000000000000000000000000..032fbdd4c54f54fa9a2e6423b94ef4b2ebdfaceb GIT binary patch literal 169 zcmeAS@N?(olHy`uVBq!ia0vp^j6iI`!2~2XGqLUlQU#tajv*C{Z|C~*H7f|XvG1G8 zt7aS*L7xwMeS}!z6R#{C5tIw-s~AJ==F^i}x3XyJseHR@yF& zerFf(Zf;Dd{+(0lDIROL@Sj-Ju2JQ8&-n%4%q?>|^bShc&lR?}7HeMo@BDl5N(aHY Uj$gdr1MOz;boFyt=akR{0D!zeaR2}S literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/nav_g.png b/dependencies/glfw-3.4/docs/html/nav_g.png new file mode 100644 index 0000000000000000000000000000000000000000..2093a237a94f6c83e19ec6e5fd42f7ddabdafa81 GIT binary patch literal 95 zcmeAS@N?(olHy`uVBq!ia0vp^j6lrB!3HFm1ilyoDK$?Q$B+ufw|5PB85lU25BhtE tr?otc=hd~V+ws&_A@j8Fiv!KF$B+ufw|5=67#uj90@pIL wZ=Q8~_Ju`#59=RjDrmm`tMD@M=!-l18IR?&vFVdQ&MBb@0HFXL6W-eg#Jd_@e6*DPn)w;=|1H}Zvm9l6xXXB%>yL=NQU;mg M>FVdQ&MBb@0Bdt1Qvd(} literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/news.html b/dependencies/glfw-3.4/docs/html/news.html new file mode 100644 index 0000000..0232e15 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/news.html @@ -0,0 +1,336 @@ + + + + + + + +GLFW: Release notes for version 3.4 + + + + + + + + + + +
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    Release notes for version 3.4
    +
    +
    +

    Table of Contents

    + +
    +

    +New features

    +

    +Runtime platform selection

    +

    GLFW now supports being compiled for multiple backends and selecting between them at runtime with the GLFW_PLATFORM init hint. After initialization the selected platform can be queried with glfwGetPlatform. You can check if support for a given platform is compiled in with glfwPlatformSupported.

    +

    For more information see Runtime platform selection.

    +

    +More standard cursor shapes

    +

    GLFW now provides the standard cursor shapes GLFW_RESIZE_NWSE_CURSOR and GLFW_RESIZE_NESW_CURSOR for diagonal resizing, GLFW_RESIZE_ALL_CURSOR for omnidirectional resizing and GLFW_NOT_ALLOWED_CURSOR for showing an action is not allowed.

    +

    Unlike the original set, these shapes may not be available everywhere and creation will then fail with the new GLFW_CURSOR_UNAVAILABLE error.

    +

    The cursors for horizontal and vertical resizing are now referred to as GLFW_RESIZE_EW_CURSOR and GLFW_RESIZE_NS_CURSOR, and the pointing hand cursor is now referred to as GLFW_POINTING_HAND_CURSOR. The older names are still available.

    +

    For more information see Standard cursor creation.

    +

    +Mouse event passthrough

    +

    GLFW now provides the GLFW_MOUSE_PASSTHROUGH window hint for making a window transparent to mouse input, lettings events pass to whatever window is behind it. This can also be changed after window creation with the matching window attribute.

    +

    +Ability to get window title

    +

    GLFW now supports querying the title of a window with the glfwGetWindowTitle function.

    +

    For more information see Window title.

    +

    +Captured cursor mode

    +

    GLFW now supports confining the cursor to the window content area with the GLFW_CURSOR_CAPTURED cursor mode.

    +

    For more information see Cursor mode.

    +

    +Support for custom heap memory allocator

    +

    GLFW now supports plugging a custom heap memory allocator at initialization with glfwInitAllocator. The allocator is a struct of type GLFWallocator with function pointers corresponding to the standard library functions malloc, realloc and free.

    +

    For more information see Custom heap memory allocator.

    +

    +Window hint for framebuffer scaling

    +

    GLFW now allows provides the GLFW_SCALE_FRAMEBUFFER window hint for controlling framebuffer scaling on platforms that handle scaling by keeping the window size the same while resizing the framebuffer. The default value is to allow framebuffer scaling.

    +

    This was already possible on macOS via the GLFW_COCOA_RETINA_FRAMEBUFFER window hint. This is now another name for the same hint value.

    +

    For more information see Window content scale.

    +

    +Window hints for initial window position

    +

    GLFW now provides the GLFW_POSITION_X and GLFW_POSITION_Y window hints for specifying the initial position of the window. This removes the need to create a hidden window, move it and then show it. The default value of these hints is GLFW_ANY_POSITION, which selects the previous behavior.

    +

    For more information see Window position.

    +

    +ANGLE rendering backend hint

    +

    GLFW now provides the GLFW_ANGLE_PLATFORM_TYPE init hint for requesting a specific rendering backend when using ANGLE to create OpenGL ES contexts.

    +

    +Windows window menu keyboard access hint

    +

    GLFW now provides the GLFW_WIN32_KEYBOARD_MENU window hint for enabling keyboard access to the window menu via the Alt+Space and Alt-and-then-Space shortcuts. This may be useful for more GUI-oriented applications.

    +

    +Windows STARTUPINFO show command hint

    +

    GLFW now provides the GLFW_WIN32_SHOWDEFAULT window hint for applying the show command in the program's STARTUPINFO when showing the window for the first time. This may be useful for the main window of a windowed-mode tool.

    +

    +Cocoa NSView native access function

    +

    GLFW now provides the glfwGetCocoaView native access function for returning the Cocoa NSView.

    +

    +Wayland libdecor decorations

    +

    GLFW now supports improved client-side window decorations via libdecor. This provides fully featured window decorations on desktop environments like GNOME.

    +

    Support for libdecor can be toggled before GLFW is initialized with the GLFW_WAYLAND_LIBDECOR init hint. It is enabled by default.

    +

    This feature has also been available in GLFW 3.3 since 3.3.9.

    +

    +Wayland surface app_id hint

    +

    GLFW now supports specifying the app_id for a Wayland window using the GLFW_WAYLAND_APP_ID window hint string.

    +

    +X11 Vulkan window surface hint

    +

    GLFW now supports disabling the use of VK_KHR_xcb_surface over VK_KHR_xlib_surface where available, with the GLFW_X11_XCB_VULKAN_SURFACE init hint. This affects glfwGetRequiredInstanceExtensions and glfwCreateWindowSurface.

    +

    +Caveats

    +

    +Multiple sets of native access functions

    +

    Because GLFW now supports runtime selection of platform (window system), a library binary may export native access functions for multiple platforms. Starting with version 3.4 you must not assume that GLFW is running on a platform just because it exports native access functions for it. After initialization, you can query the selected platform with glfwGetPlatform.

    +

    +Version string format has been changed

    +

    Because GLFW now supports runtime selection of platform (window system), the version string returned by glfwGetVersionString has been expanded. It now contains the names of all APIs for all the platforms that the library binary supports.

    +

    The version string is intended for bug reporting and should not be parsed. See glfwGetVersion and glfwPlatformSupported instead.

    +

    +Joystick support is initialized on demand

    +

    The joystick part of GLFW is now initialized when first used, primarily to work around faulty Windows drivers that cause DirectInput to take up to several seconds to enumerate devices.

    +

    This change is mostly not observable. However, if your application waits for events without having first called any joystick function or created any visible windows, the wait may never unblock as GLFW may not yet have subscribed to joystick related OS events.

    +

    To work around this, call any joystick function before waiting for events, for example by setting a joystick callback.

    +

    +Tests and examples are disabled when built as a subproject

    +

    GLFW now by default does not build the tests or examples when it is added as a subdirectory of another CMake project. If you were setting GLFW_BUILD_TESTS or GLFW_BUILD_EXAMPLES to false in your CMake files, you can now remove this.

    +

    If you do want these to be built, set GLFW_BUILD_TESTS and GLFW_BUILD_EXAMPLES in your CMake files before adding the GLFW subdirectory.

    +
    set(GLFW_BUILD_EXAMPLES ON CACHE BOOL "" FORCE)
    +
    set(GLFW_BUILD_TESTS ON CACHE BOOL "" FORCE)
    +
    add_subdirectory(path/to/glfw)
    +

    +Configuration header is no longer generated

    +

    The glfw_config.h configuration header is no longer generated by CMake and the platform selection macros are now part of the GLFW CMake target. The _GLFW_USE_CONFIG_H macro is still supported in case you are generating a configuration header in a custom build setup.

    +

    +Documentation generation requires Doxygen 1.9.8 or later

    +

    Doxygen 1.9.8 or later is now required for the docs CMake target to be generated. This is because the documentation now uses more of the Markdown support in Doxygen and this support has until recently been relatively unstable.

    +

    +Windows 7 framebuffer transparency requires DWM transparency

    +

    GLFW no longer supports per-pixel framebuffer transparency via GLFW_TRANSPARENT_FRAMEBUFFER on Windows 7 if DWM transparency is off (the Transparency setting under Personalization > Window Color).

    +

    +macOS main menu now created at initialization

    +

    GLFW now creates the main menu and completes the initialization of NSApplication during initialization. Programs that do not want a main menu can disable it with the GLFW_COCOA_MENUBAR init hint.

    +

    +macOS CoreVideo dependency has been removed

    +

    GLFW no longer depends on the CoreVideo framework on macOS and it no longer needs to be specified during compilation or linking.

    +

    +Wayland framebuffer may lack alpha channel on older systems

    +

    On Wayland, when creating an EGL context on a machine lacking the new EGL_EXT_present_opaque extension, the GLFW_ALPHA_BITS window hint will be ignored and the framebuffer will not have an alpha channel. This is because some Wayland compositors treat any buffer with an alpha channel as per-pixel transparent.

    +

    If you want a per-pixel transparent window, see the GLFW_TRANSPARENT_FRAMEBUFFER window hint.

    +

    +X11 empty events no longer round-trip to server

    +

    Events posted with glfwPostEmptyEvent now use a separate unnamed pipe instead of sending an X11 client event to the helper window.

    +

    +Deprecations

    +

    +Windows XP and Vista support is deprecated

    +

    Support for Windows XP and Vista has been deprecated and will be removed in a future release. Windows XP has been out of extended support since 2014.

    +

    +Original MinGW support is deprecated

    +

    Support for the now unmaintained original MinGW distribution has been deprecated and will be removed in a future release.

    +

    This does not apply to the much more capable MinGW-w64, which remains fully supported, actively maintained and available on many platforms.

    +

    +OS X Yosemite support is deprecated

    +

    Support for OS X 10.10 Yosemite and earlier has been deprecated and will be removed in a future release. OS X 10.10 has been out of support since 2017.

    +

    +Removals

    +

    +GLFW_VULKAN_STATIC CMake option has been removed

    +

    This option was used to compile GLFW directly linked with the Vulkan loader, instead of using dynamic loading to get hold of vkGetInstanceProcAddr at initialization. This is now done by calling the glfwInitVulkanLoader function before initialization.

    +

    If you need backward compatibility, this macro can still be defined for GLFW 3.4 and will have no effect. The call to glfwInitVulkanLoader can be conditionally enabled in your code by checking the GLFW_VERSION_MAJOR and GLFW_VERSION_MINOR macros.

    +

    +GLFW_USE_WAYLAND CMake option has been removed

    +

    This option was used to compile GLFW for Wayland instead of X11. GLFW now supports selecting the platform at run-time. By default GLFW is compiled for both Wayland and X11 on Linux and other Unix-like systems.

    +

    To disable Wayland or X11 or both, set the GLFW_BUILD_WAYLAND and GLFW_BUILD_X11 CMake options.

    +

    The GLFW_USE_WAYLAND CMake variable must not be present in the CMake cache at all, or GLFW will fail to configure. If you are getting this error, delete the CMake cache for GLFW and configure again.

    +

    +GLFW_USE_OSMESA CMake option has been removed

    +

    This option was used to compile GLFW for the Null platform. The Null platform is now always available. To produce a library binary that only supports this platform, the way this CMake option used to do, you will instead need to disable the default platforms for the target OS. This means setting the GLFW_BUILD_WIN32, GLFW_BUILD_COCOA or GLFW_BUILD_WAYLAND and GLFW_BUILD_X11 CMake options to false.

    +

    You can set all of them to false and the ones that don't apply for the target OS will be ignored.

    +

    +wl_shell protocol support has been removed

    +

    Support for the deprecated wl_shell protocol has been removed and GLFW now only supports the XDG-Shell protocol. If your Wayland compositor does not support XDG-Shell then GLFW will fail to initialize.

    +

    +New symbols

    +

    +New functions

    + +

    +New types

    + +

    +New constants

    + +

    +Release notes for earlier versions

    + +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/news_8md.html b/dependencies/glfw-3.4/docs/html/news_8md.html new file mode 100644 index 0000000..51fec5b --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/news_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: news.md File Reference + + + + + + + + + + +
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    + + + + diff --git a/dependencies/glfw-3.4/docs/html/plus.svg b/dependencies/glfw-3.4/docs/html/plus.svg new file mode 100644 index 0000000..0752016 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/plus.svg @@ -0,0 +1,9 @@ + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/plusd.svg b/dependencies/glfw-3.4/docs/html/plusd.svg new file mode 100644 index 0000000..0c65bfe --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/plusd.svg @@ -0,0 +1,9 @@ + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/quick_8md.html b/dependencies/glfw-3.4/docs/html/quick_8md.html new file mode 100644 index 0000000..697e7c3 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/quick_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: quick.md File Reference + + + + + + + + + + +
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    Getting started
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    +
    + +

    This guide takes you through writing a small application using GLFW 3. The application will create a window and OpenGL context, render a rotating triangle and exit when the user closes the window or presses Escape. This guide will introduce a few of the most commonly used functions, but there are many more.

    +

    This guide assumes no experience with earlier versions of GLFW. If you have used GLFW 2 in the past, read Moving from GLFW 2 to 3, as some functions behave differently in GLFW 3.

    +

    +Step by step

    +

    +Including the GLFW header

    +

    In the source files of your application where you use GLFW, you need to include its header file.

    +
    #include <GLFW/glfw3.h>
    +
    The header of the GLFW 3 API.
    +

    This header provides all the constants, types and function prototypes of the GLFW API.

    +

    By default it also includes the OpenGL header from your development environment. On some platforms this header only supports older versions of OpenGL. The most extreme case is Windows, where it typically only supports OpenGL 1.2.

    +

    Most programs will instead use an extension loader library and include its header. This example uses files generated by glad. The GLFW header can detect most such headers if they are included first and will then not include the one from your development environment.

    +
    #include <glad/gl.h>
    +
    #include <GLFW/glfw3.h>
    +

    To make sure there will be no header conflicts, you can define GLFW_INCLUDE_NONE before the GLFW header to explicitly disable inclusion of the development environment header. This also allows the two headers to be included in any order.

    +
    #define GLFW_INCLUDE_NONE
    +
    #include <GLFW/glfw3.h>
    +
    #include <glad/gl.h>
    +

    +Initializing and terminating GLFW

    +

    Before you can use most GLFW functions, the library must be initialized. On successful initialization, GLFW_TRUE is returned. If an error occurred, GLFW_FALSE is returned.

    +
    if (!glfwInit())
    +
    {
    +
    // Initialization failed
    +
    }
    +
    int glfwInit(void)
    Initializes the GLFW library.
    +

    Note that GLFW_TRUE and GLFW_FALSE are and will always be one and zero.

    +

    When you are done using GLFW, typically just before the application exits, you need to terminate GLFW.

    +
    +
    void glfwTerminate(void)
    Terminates the GLFW library.
    +

    This destroys any remaining windows and releases any other resources allocated by GLFW. After this call, you must initialize GLFW again before using any GLFW functions that require it.

    +

    +Setting an error callback

    +

    Most events are reported through callbacks, whether it's a key being pressed, a GLFW window being moved, or an error occurring. Callbacks are C functions (or C++ static methods) that are called by GLFW with arguments describing the event.

    +

    In case a GLFW function fails, an error is reported to the GLFW error callback. You can receive these reports with an error callback. This function must have the signature below but may do anything permitted in other callbacks.

    +
    void error_callback(int error, const char* description)
    +
    {
    +
    fprintf(stderr, "Error: %s\n", description);
    +
    }
    +

    Callback functions must be set, so GLFW knows to call them. The function to set the error callback is one of the few GLFW functions that may be called before initialization, which lets you be notified of errors both during and after initialization.

    +
    glfwSetErrorCallback(error_callback);
    +
    GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback)
    Sets the error callback.
    +

    +Creating a window and context

    +

    The window and its OpenGL context are created with a single call to glfwCreateWindow, which returns a handle to the created combined window and context object

    +
    GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
    +
    if (!window)
    +
    {
    +
    // Window or OpenGL context creation failed
    +
    }
    +
    GLFWwindow * glfwCreateWindow(int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
    Creates a window and its associated context.
    +
    struct GLFWwindow GLFWwindow
    Opaque window object.
    Definition glfw3.h:1403
    +

    This creates a 640 by 480 windowed mode window with an OpenGL context. If window or OpenGL context creation fails, NULL will be returned. You should always check the return value. While window creation rarely fails, context creation depends on properly installed drivers and may fail even on machines with the necessary hardware.

    +

    By default, the OpenGL context GLFW creates may have any version. You can require a minimum OpenGL version by setting the GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR hints before creation. If the required minimum version is not supported on the machine, context (and window) creation fails.

    +

    You can select the OpenGL profile by setting the GLFW_OPENGL_PROFILE hint. This program uses the core profile as that is the only profile macOS supports for OpenGL 3.x and 4.x.

    +
    + + +
    GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
    +
    if (!window)
    +
    {
    +
    // Window or context creation failed
    +
    }
    +
    #define GLFW_OPENGL_CORE_PROFILE
    Definition glfw3.h:1149
    +
    #define GLFW_CONTEXT_VERSION_MINOR
    Context client API minor version hint and attribute.
    Definition glfw3.h:1043
    +
    #define GLFW_OPENGL_PROFILE
    OpenGL profile hint and attribute.
    Definition glfw3.h:1078
    +
    void glfwWindowHint(int hint, int value)
    Sets the specified window hint to the desired value.
    +
    #define GLFW_CONTEXT_VERSION_MAJOR
    Context client API major version hint and attribute.
    Definition glfw3.h:1037
    +

    When a window and context is no longer needed, destroy it.

    +
    +
    void glfwDestroyWindow(GLFWwindow *window)
    Destroys the specified window and its context.
    +

    Once this function is called, no more events will be delivered for that window and its handle becomes invalid.

    +

    +Making the OpenGL context current

    +

    Before you can use the OpenGL API, you must have a current OpenGL context.

    +
    +
    void glfwMakeContextCurrent(GLFWwindow *window)
    Makes the context of the specified window current for the calling thread.
    +

    The context will remain current until you make another context current or until the window owning the current context is destroyed.

    +

    If you are using an extension loader library to access modern OpenGL then this is when to initialize it, as the loader needs a current context to load from. This example uses glad, but the same rule applies to all such libraries.

    +
    gladLoadGL(glfwGetProcAddress);
    +
    GLFWglproc glfwGetProcAddress(const char *procname)
    Returns the address of the specified function for the current context.
    +

    +Checking the window close flag

    +

    Each window has a flag indicating whether the window should be closed.

    +

    When the user attempts to close the window, either by pressing the close widget in the title bar or using a key combination like Alt+F4, this flag is set to 1. Note that the window isn't actually closed, so you are expected to monitor this flag and either destroy the window or give some kind of feedback to the user.

    +
    while (!glfwWindowShouldClose(window))
    +
    {
    +
    // Keep running
    +
    }
    +
    int glfwWindowShouldClose(GLFWwindow *window)
    Checks the close flag of the specified window.
    +

    You can be notified when the user is attempting to close the window by setting a close callback with glfwSetWindowCloseCallback. The callback will be called immediately after the close flag has been set.

    +

    You can also set it yourself with glfwSetWindowShouldClose. This can be useful if you want to interpret other kinds of input as closing the window, like for example pressing the Escape key.

    +

    +Receiving input events

    +

    Each window has a large number of callbacks that can be set to receive all the various kinds of events. To receive key press and release events, create a key callback function.

    +
    static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
    +
    {
    +
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
    + +
    }
    +
    #define GLFW_TRUE
    One.
    Definition glfw3.h:312
    +
    #define GLFW_PRESS
    The key or mouse button was pressed.
    Definition glfw3.h:338
    +
    #define GLFW_KEY_ESCAPE
    Definition glfw3.h:448
    +
    void glfwSetWindowShouldClose(GLFWwindow *window, int value)
    Sets the close flag of the specified window.
    +

    The key callback, like other window related callbacks, are set per-window.

    +
    glfwSetKeyCallback(window, key_callback);
    +
    GLFWkeyfun glfwSetKeyCallback(GLFWwindow *window, GLFWkeyfun callback)
    Sets the key callback.
    +

    In order for event callbacks to be called when events occur, you need to process events as described below.

    +

    +Rendering with OpenGL

    +

    Once you have a current OpenGL context, you can use OpenGL normally. In this tutorial, a multicolored rotating triangle will be rendered. The framebuffer size needs to be retrieved for glViewport.

    +
    int width, height;
    +
    glfwGetFramebufferSize(window, &width, &height);
    +
    glViewport(0, 0, width, height);
    +
    void glfwGetFramebufferSize(GLFWwindow *window, int *width, int *height)
    Retrieves the size of the framebuffer of the specified window.
    +

    You can also set a framebuffer size callback using glfwSetFramebufferSizeCallback and be notified when the size changes.

    +

    The details of how to render with OpenGL is outside the scope of this tutorial, but there are many excellent resources for learning modern OpenGL. Here are a few of them:

    + +

    These all happen to use GLFW, but OpenGL itself works the same whatever API you use to create the window and context.

    +

    +Reading the timer

    +

    To create smooth animation, a time source is needed. GLFW provides a timer that returns the number of seconds since initialization. The time source used is the most accurate on each platform and generally has micro- or nanosecond resolution.

    +
    double time = glfwGetTime();
    +
    double glfwGetTime(void)
    Returns the GLFW time.
    +

    +Swapping buffers

    +

    GLFW windows by default use double buffering. That means that each window has two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.

    +

    When the entire frame has been rendered, the buffers need to be swapped with one another, so the back buffer becomes the front buffer and vice versa.

    +
    +
    void glfwSwapBuffers(GLFWwindow *window)
    Swaps the front and back buffers of the specified window.
    +

    The swap interval indicates how many frames to wait until swapping the buffers, commonly known as vsync. By default, the swap interval is zero, meaning buffer swapping will occur immediately. On fast machines, many of those frames will never be seen, as the screen is still only updated typically 60-75 times per second, so this wastes a lot of CPU and GPU cycles.

    +

    Also, because the buffers will be swapped in the middle the screen update, leading to screen tearing.

    +

    For these reasons, applications will typically want to set the swap interval to one. It can be set to higher values, but this is usually not recommended, because of the input latency it leads to.

    +
    +
    void glfwSwapInterval(int interval)
    Sets the swap interval for the current context.
    +

    This function acts on the current context and will fail unless a context is current.

    +

    +Processing events

    +

    GLFW needs to communicate regularly with the window system both in order to receive events and to show that the application hasn't locked up. Event processing must be done regularly while you have visible windows and is normally done each frame after buffer swapping.

    +

    There are two methods for processing pending events; polling and waiting. This example will use event polling, which processes only those events that have already been received and then returns immediately.

    +
    +
    void glfwPollEvents(void)
    Processes all pending events.
    +

    This is the best choice when rendering continually, like most games do. If instead you only need to update your rendering once you have received new input, glfwWaitEvents is a better choice. It waits until at least one event has been received, putting the thread to sleep in the meantime, and then processes all received events. This saves a great deal of CPU cycles and is useful for, for example, many kinds of editing tools.

    +

    +Putting it together

    +

    Now that you know how to initialize GLFW, create a window and poll for keyboard input, it's possible to create a small program.

    +

    This program creates a 640 by 480 windowed mode window and starts a loop that clears the screen, renders a triangle and processes events until the user either presses Escape or closes the window.

    +
    +
    #define GLAD_GL_IMPLEMENTATION
    +
    #include <glad/gl.h>
    +
    #define GLFW_INCLUDE_NONE
    +
    #include <GLFW/glfw3.h>
    +
    +
    #include "linmath.h"
    +
    +
    #include <stdlib.h>
    +
    #include <stddef.h>
    +
    #include <stdio.h>
    +
    +
    typedef struct Vertex
    +
    {
    +
    vec2 pos;
    +
    vec3 col;
    +
    } Vertex;
    +
    +
    static const Vertex vertices[3] =
    +
    {
    +
    { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
    +
    { { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
    +
    { { 0.f, 0.6f }, { 0.f, 0.f, 1.f } }
    +
    };
    +
    +
    static const char* vertex_shader_text =
    +
    "#version 330\n"
    +
    "uniform mat4 MVP;\n"
    +
    "in vec3 vCol;\n"
    +
    "in vec2 vPos;\n"
    +
    "out vec3 color;\n"
    +
    "void main()\n"
    +
    "{\n"
    +
    " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
    +
    " color = vCol;\n"
    +
    "}\n";
    +
    +
    static const char* fragment_shader_text =
    +
    "#version 330\n"
    +
    "in vec3 color;\n"
    +
    "out vec4 fragment;\n"
    +
    "void main()\n"
    +
    "{\n"
    +
    " fragment = vec4(color, 1.0);\n"
    +
    "}\n";
    +
    +
    static void error_callback(int error, const char* description)
    +
    {
    +
    fprintf(stderr, "Error: %s\n", description);
    +
    }
    +
    +
    static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
    +
    {
    +
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
    + +
    }
    +
    +
    int main(void)
    +
    {
    +
    glfwSetErrorCallback(error_callback);
    +
    +
    if (!glfwInit())
    +
    exit(EXIT_FAILURE);
    +
    + + + +
    +
    GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
    +
    if (!window)
    +
    {
    + +
    exit(EXIT_FAILURE);
    +
    }
    +
    +
    glfwSetKeyCallback(window, key_callback);
    +
    + +
    gladLoadGL(glfwGetProcAddress);
    + +
    +
    // NOTE: OpenGL error checks have been omitted for brevity
    +
    +
    GLuint vertex_buffer;
    +
    glGenBuffers(1, &vertex_buffer);
    +
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    +
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    +
    +
    const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    +
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    +
    glCompileShader(vertex_shader);
    +
    +
    const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    +
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    +
    glCompileShader(fragment_shader);
    +
    +
    const GLuint program = glCreateProgram();
    +
    glAttachShader(program, vertex_shader);
    +
    glAttachShader(program, fragment_shader);
    +
    glLinkProgram(program);
    +
    +
    const GLint mvp_location = glGetUniformLocation(program, "MVP");
    +
    const GLint vpos_location = glGetAttribLocation(program, "vPos");
    +
    const GLint vcol_location = glGetAttribLocation(program, "vCol");
    +
    +
    GLuint vertex_array;
    +
    glGenVertexArrays(1, &vertex_array);
    +
    glBindVertexArray(vertex_array);
    +
    glEnableVertexAttribArray(vpos_location);
    +
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
    +
    sizeof(Vertex), (void*) offsetof(Vertex, pos));
    +
    glEnableVertexAttribArray(vcol_location);
    +
    glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
    +
    sizeof(Vertex), (void*) offsetof(Vertex, col));
    +
    +
    while (!glfwWindowShouldClose(window))
    +
    {
    +
    int width, height;
    +
    glfwGetFramebufferSize(window, &width, &height);
    +
    const float ratio = width / (float) height;
    +
    +
    glViewport(0, 0, width, height);
    +
    glClear(GL_COLOR_BUFFER_BIT);
    +
    +
    mat4x4 m, p, mvp;
    +
    mat4x4_identity(m);
    +
    mat4x4_rotate_Z(m, m, (float) glfwGetTime());
    +
    mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
    +
    mat4x4_mul(mvp, p, m);
    +
    +
    glUseProgram(program);
    +
    glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
    +
    glBindVertexArray(vertex_array);
    +
    glDrawArrays(GL_TRIANGLES, 0, 3);
    +
    +
    glfwSwapBuffers(window);
    + +
    }
    +
    + +
    + +
    exit(EXIT_SUCCESS);
    +
    }
    +
    +

    The program above can be found in the source package as examples/triangle-opengl.c and is compiled along with all other examples when you build GLFW. If you built GLFW from the source package then you already have this as triangle-opengl.exe on Windows, triangle-opengl on Linux or triangle-opengl.app on macOS.

    +

    This tutorial used only a few of the many functions GLFW provides. There are guides for each of the areas covered by GLFW. Each guide will introduce all the functions for that category.

    + +

    You can access reference documentation for any GLFW function by clicking it and the reference for each function links to related functions and guide sections.

    +

    The tutorial ends here. Once you have written a program that uses GLFW, you will need to compile and link it. How to do that depends on the development environment you are using and is best explained by the documentation for that environment. To learn about the details that are specific to GLFW, see Building applications.

    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/search/all_0.js b/dependencies/glfw-3.4/docs/html/search/all_0.js new file mode 100644 index 0000000..90bc96f --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/all_0.js @@ -0,0 +1,4 @@ +var searchData= +[ + ['1_209_208_20or_20later_0',['Documentation generation requires Doxygen 1.9.8 or later',['../news.html#docs_target_caveat',1,'']]] +]; diff --git a/dependencies/glfw-3.4/docs/html/search/all_1.js b/dependencies/glfw-3.4/docs/html/search/all_1.js new file mode 100644 index 0000000..ccae2b5 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/all_1.js @@ -0,0 +1,4 @@ +var searchData= +[ + ['2_20to_203_0',['Moving from GLFW 2 to 3',['../moving_guide.html',1,'']]] +]; diff --git a/dependencies/glfw-3.4/docs/html/search/all_10.js b/dependencies/glfw-3.4/docs/html/search/all_10.js new file mode 100644 index 0000000..2fd24d1 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/all_10.js @@ -0,0 +1,13 @@ +var searchData= +[ + ['joystick_20axis_20states_0',['Joystick axis states',['../input_guide.html#joystick_axis',1,'']]], + ['joystick_20button_20states_1',['Joystick button states',['../input_guide.html#joystick_button',1,'']]], + ['joystick_20configuration_20changes_2',['Joystick configuration changes',['../input_guide.html#joystick_event',1,'']]], + ['joystick_20function_20changes_3',['Joystick function changes',['../moving_guide.html#moving_joystick',1,'']]], + ['joystick_20hat_20states_4',['joystick hat states',['../group__hat__state.html',1,'Joystick hat states'],['../input_guide.html#joystick_hat',1,'Joystick hat states']]], + ['joystick_20input_5',['Joystick input',['../input_guide.html#joystick',1,'']]], + ['joystick_20name_6',['Joystick name',['../input_guide.html#joystick_name',1,'']]], + ['joystick_20support_20is_20initialized_20on_20demand_7',['Joystick support is initialized on demand',['../news.html#joystick_init_caveat',1,'']]], + ['joystick_20user_20pointer_8',['Joystick user pointer',['../input_guide.html#joystick_userptr',1,'']]], + ['joysticks_9',['Joysticks',['../group__joysticks.html',1,'']]] +]; diff --git a/dependencies/glfw-3.4/docs/html/search/all_11.js b/dependencies/glfw-3.4/docs/html/search/all_11.js new file mode 100644 index 0000000..6b48248 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/all_11.js @@ -0,0 +1,11 @@ +var searchData= +[ + ['key_20flags_0',['Modifier key flags',['../group__mods.html',1,'']]], + ['key_20input_1',['key input',['../input_guide.html#input_key',1,'Key input'],['../moving_guide.html#moving_keys',1,'Physical key input']]], + ['key_20names_2',['Key names',['../input_guide.html#input_key_name',1,'']]], + ['key_20repeat_20action_3',['Key repeat action',['../moving_guide.html#moving_repeat',1,'']]], + ['key_20tokens_4',['Keyboard key tokens',['../group__keys.html',1,'']]], + ['keyboard_20access_20hint_5',['Windows window menu keyboard access hint',['../news.html#win32_keymenu_hint',1,'']]], + ['keyboard_20input_6',['Keyboard input',['../input_guide.html#input_keyboard',1,'']]], + ['keyboard_20key_20tokens_7',['Keyboard key tokens',['../group__keys.html',1,'']]] +]; diff --git a/dependencies/glfw-3.4/docs/html/search/all_12.js b/dependencies/glfw-3.4/docs/html/search/all_12.js new file mode 100644 index 0000000..1f30073 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/all_12.js @@ -0,0 +1,26 @@ +var searchData= +[ + ['lack_20alpha_20channel_20on_20older_20systems_0',['Wayland framebuffer may lack alpha channel on older systems',['../news.html#wayland_alpha_caveat',1,'']]], + ['later_1',['Documentation generation requires Doxygen 1.9.8 or later',['../news.html#docs_target_caveat',1,'']]], + ['leave_20events_2',['Cursor enter/leave events',['../input_guide.html#cursor_enter',1,'']]], + ['libdecor_20decorations_3',['Wayland libdecor decorations',['../news.html#wayland_libdecor_decorations',1,'']]], + ['libraries_4',['Link with the right libraries',['../build_guide.html#build_link',1,'']]], + ['library_5',['library',['../compile_guide.html#compile_compile',1,'Compiling the library'],['../context_guide.html#context_glext_auto',1,'Loading extension with a loader library']]], + ['library_20and_20header_20file_6',['Renamed library and header file',['../moving_guide.html#moving_renamed_files',1,'']]], + ['lifetimes_7',['Pointer lifetimes',['../intro_guide.html#lifetime',1,'']]], + ['like_20system_20specific_20cmake_20options_8',['Unix-like system specific CMake options',['../compile_guide.html#compile_options_unix',1,'']]], + ['limitations_9',['Guarantees and limitations',['../intro_guide.html#guarantees_limitations',1,'']]], + ['limits_10',['Window size limits',['../window_guide.html#window_sizelimits',1,'']]], + ['line_20cmake_11',['Generating with command-line CMake',['../compile_guide.html#compile_generate_cli',1,'']]], + ['line_20or_20makefile_20on_20macos_12',['With command-line or makefile on macOS',['../build_guide.html#build_link_osx',1,'']]], + ['link_20with_20the_20right_20libraries_13',['Link with the right libraries',['../build_guide.html#build_link',1,'']]], + ['list_14',['Deprecated List',['../deprecated.html',1,'']]], + ['loader_15',['Finding the Vulkan loader',['../vulkan_guide.html#vulkan_loader',1,'']]], + ['loader_20and_20api_16',['Vulkan loader and API',['../compat_guide.html#compat_vulkan',1,'']]], + ['loader_20library_17',['Loading extension with a loader library',['../context_guide.html#context_glext_auto',1,'']]], + ['loading_18',['Removal of image and texture loading',['../moving_guide.html#moving_image',1,'']]], + ['loading_20extension_20with_20a_20loader_20library_19',['Loading extension with a loader library',['../context_guide.html#context_glext_auto',1,'']]], + ['loading_20extensions_20manually_20',['Loading extensions manually',['../context_guide.html#context_glext_manual',1,'']]], + ['longer_20generated_21',['Configuration header is no longer generated',['../news.html#config_header_caveat',1,'']]], + ['longer_20round_20trip_20to_20server_22',['X11 empty events no longer round-trip to server',['../news.html#x11_emptyevent_caveat',1,'']]] +]; diff --git a/dependencies/glfw-3.4/docs/html/search/all_13.js b/dependencies/glfw-3.4/docs/html/search/all_13.js new file mode 100644 index 0000000..2804d16 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/all_13.js @@ -0,0 +1,51 @@ +var searchData= +[ + ['macos_0',['macos',['../compat_guide.html#compat_osx',1,'OpenGL on macOS'],['../build_guide.html#build_link_osx',1,'With command-line or makefile on macOS'],['../build_guide.html#build_link_xcode',1,'With Xcode on macOS']]], + ['macos_20corevideo_20dependency_20has_20been_20removed_1',['macOS CoreVideo dependency has been removed',['../news.html#corevideo_caveat',1,'']]], + ['macos_20main_20menu_20now_20created_20at_20initialization_2',['macOS main menu now created at initialization',['../news.html#macos_menu_caveat',1,'']]], + ['macos_20specific_20cmake_20options_3',['macOS specific CMake options',['../compile_guide.html#compile_options_macos',1,'']]], + ['macos_20specific_20hints_4',['macOS specific hints',['../window_guide.html#window_hints_osx',1,'']]], + ['macos_20specific_20init_20hints_5',['macOS specific init hints',['../intro_guide.html#init_hints_osx',1,'']]], + ['macro_6',['Removal of GLFWCALL macro',['../moving_guide.html#moving_stdcall',1,'']]], + ['macros_7',['macros',['../internals_guide.html#internals_config',1,'Configuration macros'],['../build_guide.html#build_macros',1,'GLFW header option macros']]], + ['main_20menu_20now_20created_20at_20initialization_8',['macOS main menu now created at initialization',['../news.html#macos_menu_caveat',1,'']]], + ['main_2emd_9',['main.md',['../main_8md.html',1,'']]], + ['makefile_20on_20macos_10',['With command-line or makefile on macOS',['../build_guide.html#build_link_osx',1,'']]], + ['making_20the_20opengl_20context_20current_11',['Making the OpenGL 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['monitors_37',['Retrieving monitors',['../monitor_guide.html#monitor_monitors',1,'']]], + ['more_20standard_20cursor_20shapes_38',['More standard cursor shapes',['../news.html#more_cursor_shapes',1,'']]], + ['motion_39',['Raw mouse motion',['../input_guide.html#raw_mouse_motion',1,'']]], + ['mouse_20button_20input_40',['Mouse button input',['../input_guide.html#input_mouse_button',1,'']]], + ['mouse_20buttons_41',['Mouse buttons',['../group__buttons.html',1,'']]], + ['mouse_20event_20passthrough_42',['Mouse event passthrough',['../news.html#mouse_input_passthrough',1,'']]], + ['mouse_20input_43',['Mouse input',['../input_guide.html#input_mouse',1,'']]], + ['mouse_20motion_44',['Raw mouse motion',['../input_guide.html#raw_mouse_motion',1,'']]], + ['moving_20from_20glfw_202_20to_203_45',['Moving from GLFW 2 to 3',['../moving_guide.html',1,'']]], + ['moving_2emd_46',['moving.md',['../moving_8md.html',1,'']]], + ['multiple_20sets_20of_20native_20access_20functions_47',['Multiple sets of 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b/dependencies/glfw-3.4/docs/html/search/pages_e.js @@ -0,0 +1,6 @@ +var searchData= +[ + ['standards_20conformance_0',['Standards conformance',['../compat_guide.html',1,'']]], + ['started_1',['Getting started',['../quick_guide.html',1,'']]], + ['structure_2',['Internal structure',['../internals_guide.html',1,'']]] +]; diff --git a/dependencies/glfw-3.4/docs/html/search/pages_f.js b/dependencies/glfw-3.4/docs/html/search/pages_f.js new file mode 100644 index 0000000..c66bc52 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/pages_f.js @@ -0,0 +1,6 @@ +var searchData= +[ + ['the_20api_0',['Introduction to the API',['../intro_guide.html',1,'']]], + ['to_203_1',['Moving from GLFW 2 to 3',['../moving_guide.html',1,'']]], + ['to_20the_20api_2',['Introduction to the API',['../intro_guide.html',1,'']]] +]; diff --git a/dependencies/glfw-3.4/docs/html/search/search.css b/dependencies/glfw-3.4/docs/html/search/search.css new file mode 100644 index 0000000..d7b0f90 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/search.css @@ -0,0 +1,291 @@ +/*---------------- Search Box positioning */ + +#main-menu > li:last-child { + /* This
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+ vertical-align: middle; + width: 7.5em; + height: 19px; + margin: 0 0.15em; + padding: 0; + line-height: 1em; + border:none; + color: #909090; + outline: none; + font-family: Arial,Verdana,sans-serif; + -webkit-border-radius: 0px; + border-radius: 0px; + background: none; +} + +@media(hover: none) { + /* to avoid zooming on iOS */ + #MSearchField { + font-size: 16px; + } +} + +#MSearchBox .right { + display: inline-block; + vertical-align: middle; + width: 1.4em; + height: 1.4em; +} + +#MSearchClose { + display: none; + font-size: inherit; + background : none; + border: none; + margin: 0; + padding: 0; + outline: none; + +} + +#MSearchCloseImg { + padding: 0.3em; + margin: 0; +} + +.MSearchBoxActive #MSearchField { + color: black; +} + + + +/*---------------- Search filter selection */ + +#MSearchSelectWindow { + display: none; + position: absolute; + left: 0; top: 0; + border: 1px solid #90A5CE; + background-color: #F9FAFC; + z-index: 10001; + padding-top: 4px; + padding-bottom: 4px; + -moz-border-radius: 4px; + -webkit-border-top-left-radius: 4px; + -webkit-border-top-right-radius: 4px; + -webkit-border-bottom-left-radius: 4px; + -webkit-border-bottom-right-radius: 4px; + -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); +} + +.SelectItem { + font: 8pt Arial,Verdana,sans-serif; + padding-left: 2px; + padding-right: 12px; + border: 0px; +} + +span.SelectionMark { + margin-right: 4px; + font-family: 'JetBrains Mono',Consolas,Monaco,'Andale Mono','Ubuntu Mono',monospace,fixed; + outline-style: none; + text-decoration: none; +} + +a.SelectItem { + display: block; + outline-style: none; + color: black; + text-decoration: none; + padding-left: 6px; + padding-right: 12px; +} + +a.SelectItem:focus, +a.SelectItem:active { + color: black; + outline-style: none; + text-decoration: none; +} + +a.SelectItem:hover { + color: white; + background-color: #3D578C; + outline-style: none; + text-decoration: none; + cursor: pointer; + display: block; +} + +/*---------------- Search results window */ + +iframe#MSearchResults { + /*width: 60ex;*/ + height: 15em; +} + +#MSearchResultsWindow { + display: none; + position: absolute; + left: 0; top: 0; + border: 1px solid black; + background-color: #EEF1F7; + z-index:10000; + width: 300px; + height: 400px; + overflow: auto; +} + +/* ----------------------------------- */ + + +#SRIndex { + clear:both; +} + +.SREntry { + font-size: 10pt; + padding-left: 1ex; +} + +.SRPage .SREntry { + font-size: 8pt; + padding: 1px 5px; +} + +div.SRPage { + margin: 5px 2px; + background-color: #EEF1F7; +} + +.SRChildren { + padding-left: 3ex; padding-bottom: .5em +} + +.SRPage .SRChildren { + display: none; +} + +.SRSymbol { + font-weight: bold; + color: #425E97; + font-family: Arial,Verdana,sans-serif; + text-decoration: none; + outline: none; +} + +a.SRScope { + display: block; + color: #425E97; + font-family: Arial,Verdana,sans-serif; + font-size: 8pt; + text-decoration: none; + outline: none; +} + +a.SRSymbol:focus, a.SRSymbol:active, +a.SRScope:focus, a.SRScope:active { + text-decoration: underline; +} + +span.SRScope { + padding-left: 4px; + font-family: Arial,Verdana,sans-serif; +} + +.SRPage .SRStatus { + padding: 2px 5px; + font-size: 8pt; + font-style: italic; + font-family: Arial,Verdana,sans-serif; +} + +.SRResult { + display: none; +} + +div.searchresults { + margin-left: 10px; + margin-right: 10px; +} + +/*---------------- External search page results */ + +.pages b { + color: white; + padding: 5px 5px 3px 5px; + background-image: url("../tab_a.png"); + background-repeat: repeat-x; + text-shadow: 0 1px 1px #000000; +} + +.pages { + line-height: 17px; + margin-left: 4px; + text-decoration: none; +} + +.hl { + font-weight: bold; +} + +#searchresults { + margin-bottom: 20px; +} + +.searchpages { + margin-top: 10px; +} + diff --git a/dependencies/glfw-3.4/docs/html/search/search.js b/dependencies/glfw-3.4/docs/html/search/search.js new file mode 100644 index 0000000..6fd40c6 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/search/search.js @@ -0,0 +1,840 @@ +/* + @licstart The following is the entire license notice for the JavaScript code in this file. + + The MIT License (MIT) + + Copyright (C) 1997-2020 by Dimitri van Heesch + + Permission is hereby granted, free of charge, to any person obtaining a copy of this software + and associated documentation files (the "Software"), to deal in the Software without restriction, + including without limitation the rights to use, copy, modify, merge, publish, distribute, + sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all copies or + substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING + BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + @licend The above is the entire license notice for the JavaScript code in this file + */ +function convertToId(search) +{ + var result = ''; + for (i=0;i do a search + { + this.Search(); + } + } + + this.OnSearchSelectKey = function(evt) + { + var e = (evt) ? evt : window.event; // for IE + if (e.keyCode==40 && this.searchIndex0) // Up + { + this.searchIndex--; + this.OnSelectItem(this.searchIndex); + } + else if (e.keyCode==13 || e.keyCode==27) + { + e.stopPropagation(); + this.OnSelectItem(this.searchIndex); + this.CloseSelectionWindow(); + this.DOMSearchField().focus(); + } + return false; + } + + // --------- Actions + + // Closes the results window. + this.CloseResultsWindow = function() + { + this.DOMPopupSearchResultsWindow().style.display = 'none'; + this.DOMSearchClose().style.display = 'none'; + this.Activate(false); + } + + this.CloseSelectionWindow = function() + { + this.DOMSearchSelectWindow().style.display = 'none'; + } + + // Performs a search. + this.Search = function() + { + this.keyTimeout = 0; + + // strip leading whitespace + var searchValue = this.DOMSearchField().value.replace(/^ +/, ""); + + var code = searchValue.toLowerCase().charCodeAt(0); + var idxChar = searchValue.substr(0, 1).toLowerCase(); + if ( 0xD800 <= code && code <= 0xDBFF && searchValue > 1) // surrogate pair + { + idxChar = searchValue.substr(0, 2); + } + + var jsFile; + + var idx = indexSectionsWithContent[this.searchIndex].indexOf(idxChar); + if (idx!=-1) + { + var hexCode=idx.toString(16); + jsFile = this.resultsPath + indexSectionNames[this.searchIndex] + '_' + hexCode + '.js'; + } + + var loadJS = function(url, impl, loc){ + var scriptTag = document.createElement('script'); + scriptTag.src = url; + scriptTag.onload = impl; + scriptTag.onreadystatechange = impl; + loc.appendChild(scriptTag); + } + + var domPopupSearchResultsWindow = this.DOMPopupSearchResultsWindow(); + var domSearchBox = this.DOMSearchBox(); + var domPopupSearchResults = this.DOMPopupSearchResults(); + var domSearchClose = this.DOMSearchClose(); + var resultsPath = this.resultsPath; + + var handleResults = function() { + document.getElementById("Loading").style.display="none"; + if (typeof searchData !== 'undefined') { + createResults(resultsPath); + document.getElementById("NoMatches").style.display="none"; + } + + if (idx!=-1) { + searchResults.Search(searchValue); + } else { // no file with search results => force empty search results + searchResults.Search('===='); + } + + if (domPopupSearchResultsWindow.style.display!='block') + { + domSearchClose.style.display = 'inline-block'; + var left = getXPos(domSearchBox) + 150; + var top = getYPos(domSearchBox) + 20; + domPopupSearchResultsWindow.style.display = 'block'; + left -= domPopupSearchResults.offsetWidth; + var maxWidth = document.body.clientWidth; + var maxHeight = document.body.clientHeight; + var width = 300; + if (left<10) left=10; + if (width+left+8>maxWidth) width=maxWidth-left-8; + var height = 400; + if (height+top+8>maxHeight) height=maxHeight-top-8; + domPopupSearchResultsWindow.style.top = top + 'px'; + domPopupSearchResultsWindow.style.left = left + 'px'; + domPopupSearchResultsWindow.style.width = width + 'px'; + domPopupSearchResultsWindow.style.height = height + 'px'; + } + } + + if (jsFile) { + loadJS(jsFile, handleResults, this.DOMPopupSearchResultsWindow()); + } else { + handleResults(); + } + + this.lastSearchValue = searchValue; + } + + // -------- Activation Functions + + // Activates or deactivates the search panel, resetting things to + // their default values if necessary. + this.Activate = function(isActive) + { + if (isActive || // open it + this.DOMPopupSearchResultsWindow().style.display == 'block' + ) + { + this.DOMSearchBox().className = 'MSearchBoxActive'; + this.searchActive = true; + } + else if (!isActive) // directly remove the panel + { + this.DOMSearchBox().className = 'MSearchBoxInactive'; + this.searchActive = false; + this.lastSearchValue = '' + this.lastResultsPage = ''; + this.DOMSearchField().value = ''; + } + } +} + +// ----------------------------------------------------------------------- + +// The class that handles everything on the search results page. +function SearchResults(name) +{ + // The number of matches from the last run of . + this.lastMatchCount = 0; + this.lastKey = 0; + this.repeatOn = false; + + // Toggles the visibility of the passed element ID. + this.FindChildElement = function(id) + { + var parentElement = document.getElementById(id); + var element = parentElement.firstChild; + + while (element && element!=parentElement) + { + if (element.nodeName.toLowerCase() == 'div' && element.className == 'SRChildren') + { + return element; + } + + if (element.nodeName.toLowerCase() == 'div' && element.hasChildNodes()) + { + element = element.firstChild; + } + else if (element.nextSibling) + { + element = element.nextSibling; + } + else + { + do + { + element = element.parentNode; + } + while (element && element!=parentElement && !element.nextSibling); + + if (element && element!=parentElement) + { + element = element.nextSibling; + } + } + } + } + + this.Toggle = function(id) + { + var element = this.FindChildElement(id); + if (element) + { + if (element.style.display == 'block') + { + element.style.display = 'none'; + } + else + { + element.style.display = 'block'; + } + } + } + + // Searches for the passed string. If there is no parameter, + // it takes it from the URL query. + // + // Always returns true, since other documents may try to call it + // and that may or may not be possible. + this.Search = function(search) + { + if (!search) // get search word from URL + { + search = window.location.search; + search = search.substring(1); // Remove the leading '?' + search = unescape(search); + } + + search = search.replace(/^ +/, ""); // strip leading spaces + search = search.replace(/ +$/, ""); // strip trailing spaces + search = search.toLowerCase(); + search = convertToId(search); + + var resultRows = document.getElementsByTagName("div"); + var matches = 0; + + var i = 0; + while (i < resultRows.length) + { + var row = resultRows.item(i); + if (row.className == "SRResult") + { + var rowMatchName = row.id.toLowerCase(); + rowMatchName = rowMatchName.replace(/^sr\d*_/, ''); // strip 'sr123_' + + if (search.length<=rowMatchName.length && + rowMatchName.substr(0, search.length)==search) + { + row.style.display = 'block'; + matches++; + } + else + { + row.style.display = 'none'; + } + } + i++; + } + document.getElementById("Searching").style.display='none'; + if (matches == 0) // no results + { + document.getElementById("NoMatches").style.display='block'; + } + else // at least one result + { + document.getElementById("NoMatches").style.display='none'; + } + this.lastMatchCount = matches; + return true; + } + + // return the first item with index index or higher that is visible + this.NavNext = function(index) + { + var focusItem; + while (1) + { + var focusName = 'Item'+index; + focusItem = document.getElementById(focusName); + if (focusItem && focusItem.parentNode.parentNode.style.display=='block') + { + break; + } + else if (!focusItem) // last element + { + break; + } + focusItem=null; + index++; + } + return focusItem; + } + + this.NavPrev = function(index) + { + var focusItem; + while (1) + { + var focusName = 'Item'+index; + focusItem = document.getElementById(focusName); + if (focusItem && focusItem.parentNode.parentNode.style.display=='block') + { + break; + } + else if (!focusItem) // last element + { + break; + } + focusItem=null; + index--; + } + return focusItem; + } + + this.ProcessKeys = function(e) + { + if (e.type == "keydown") + { + this.repeatOn = false; + this.lastKey = e.keyCode; + } + else if (e.type == "keypress") + { + if (!this.repeatOn) + { + if (this.lastKey) this.repeatOn = true; + return false; // ignore first keypress after keydown + } + } + else if (e.type == "keyup") + { + this.lastKey = 0; + this.repeatOn = false; + } + return this.lastKey!=0; + } + + this.Nav = function(evt,itemIndex) + { + var e = (evt) ? evt : window.event; // for IE + if (e.keyCode==13) return true; + if (!this.ProcessKeys(e)) return false; + + if (this.lastKey==38) // Up + { + var newIndex = itemIndex-1; + var focusItem = this.NavPrev(newIndex); + if (focusItem) + { + var child = this.FindChildElement(focusItem.parentNode.parentNode.id); + if (child && child.style.display == 'block') // children visible + { + var n=0; + var tmpElem; + while (1) // search for last child + { + tmpElem = document.getElementById('Item'+newIndex+'_c'+n); + if (tmpElem) + { + focusItem = tmpElem; + } + else // found it! + { + break; + } + n++; + } + } + } + if (focusItem) + { + focusItem.focus(); + } + else // return focus to search field + { + document.getElementById("MSearchField").focus(); + } + } + else if (this.lastKey==40) // Down + { + var newIndex = itemIndex+1; + var focusItem; + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem && elem.style.display == 'block') // children visible + { + focusItem = document.getElementById('Item'+itemIndex+'_c0'); + } + if (!focusItem) focusItem = this.NavNext(newIndex); + if (focusItem) focusItem.focus(); + } + else if (this.lastKey==39) // Right + { + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem) elem.style.display = 'block'; + } + else if (this.lastKey==37) // Left + { + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem) elem.style.display = 'none'; + } + else if (this.lastKey==27) // Escape + { + e.stopPropagation(); + searchBox.CloseResultsWindow(); + document.getElementById("MSearchField").focus(); + } + else if (this.lastKey==13) // Enter + { + return true; + } + return false; + } + + this.NavChild = function(evt,itemIndex,childIndex) + { + var e = (evt) ? evt : window.event; // for IE + if (e.keyCode==13) return true; + if (!this.ProcessKeys(e)) return false; + + if (this.lastKey==38) // Up + { + if (childIndex>0) + { + var newIndex = childIndex-1; + document.getElementById('Item'+itemIndex+'_c'+newIndex).focus(); + } + else // already at first child, jump to parent + { + document.getElementById('Item'+itemIndex).focus(); + } + } + else if (this.lastKey==40) // Down + { + var newIndex = childIndex+1; + var elem = document.getElementById('Item'+itemIndex+'_c'+newIndex); + if (!elem) // last child, jump to parent next parent + { + elem = this.NavNext(itemIndex+1); + } + if (elem) + { + elem.focus(); + } + } + else if (this.lastKey==27) // Escape + { + e.stopPropagation(); + searchBox.CloseResultsWindow(); + document.getElementById("MSearchField").focus(); + } + else if (this.lastKey==13) // Enter + { + return true; + } + return false; + } +} + +function setKeyActions(elem,action) +{ + elem.setAttribute('onkeydown',action); + elem.setAttribute('onkeypress',action); + elem.setAttribute('onkeyup',action); +} + +function setClassAttr(elem,attr) +{ + elem.setAttribute('class',attr); + elem.setAttribute('className',attr); +} + +function createResults(resultsPath) +{ + var results = document.getElementById("SRResults"); + results.innerHTML = ''; + for (var e=0; e + + + + + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/html/splitbar.png b/dependencies/glfw-3.4/docs/html/splitbar.png new file mode 100644 index 0000000000000000000000000000000000000000..fe895f2c58179b471a22d8320b39a4bd7312ec8e GIT binary patch literal 314 zcmeAS@N?(olHy`uVBq!ia0vp^Yzz!63>-{AmhX=Jf(#6djGiuzAr*{o?=JLmPLyc> z_*`QK&+BH@jWrYJ7>r6%keRM@)Qyv8R=enp0jiI>aWlGyB58O zFVR20d+y`K7vDw(hJF3;>dD*3-?v=<8M)@x|EEGLnJsniYK!2U1 Y!`|5biEc?d1`HDhPgg&ebxsLQ02F6;9RL6T literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/splitbard.png b/dependencies/glfw-3.4/docs/html/splitbard.png new file mode 100644 index 0000000000000000000000000000000000000000..8367416d757fd7b6dc4272b6432dc75a75abd068 GIT binary patch literal 282 zcmeAS@N?(olHy`uVBq!ia0vp^Yzz!63>-{AmhX=Jf@VhhFKy35^fiT zT~&lUj3=cDh^%3HDY9k5CEku}PHXNoNC(_$U3XPb&Q*ME25pT;2(*BOgAf<+R$lzakPG`kF31()Fx{L5Wrac|GQzjeE= zueY1`Ze{#x<8=S|`~MgGetGce)#vN&|J{Cd^tS%;tBYTo?+^d68<#n_Y_xx`J||4O V@QB{^CqU0Kc)I$ztaD0e0svEzbJzd? literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/docs/html/struct_g_l_f_wallocator.html b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wallocator.html new file mode 100644 index 0000000..c37faab --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wallocator.html @@ -0,0 +1,168 @@ + + + + + + + +GLFW: GLFWallocator Struct Reference + + + + + + + + + + +
    + + + + + + + + + +
    +
    + + +
    +
    +
    +
    +
    +
    Loading...
    +
    Searching...
    +
    No Matches
    +
    +
    +
    +
    + +
    +
    + +
    GLFWallocator Struct Reference
    +
    +
    + +

    Custom heap memory allocator. + More...

    + + + + + + + + + + +

    +Data Fields

    GLFWallocatefun allocate
     
    GLFWreallocatefun reallocate
     
    GLFWdeallocatefun deallocate
     
    void * user
     
    +

    Detailed Description

    +

    This describes a custom heap memory allocator for GLFW. To set an allocator, pass it to glfwInitAllocator before initializing the library.

    +
    See also
    Custom heap memory allocator
    +
    +glfwInitAllocator
    +
    Since
    Added in version 3.4.
    +

    Field Documentation

    + +

    ◆ allocate

    + +
    +
    + + + + +
    GLFWallocatefun GLFWallocator::allocate
    +
    +

    The memory allocation function. See GLFWallocatefun for details about allocation function.

    + +
    +
    + +

    ◆ reallocate

    + +
    +
    + + + + +
    GLFWreallocatefun GLFWallocator::reallocate
    +
    +

    The memory reallocation function. See GLFWreallocatefun for details about reallocation function.

    + +
    +
    + +

    ◆ deallocate

    + +
    +
    + + + + +
    GLFWdeallocatefun GLFWallocator::deallocate
    +
    +

    The memory deallocation function. See GLFWdeallocatefun for details about deallocation function.

    + +
    +
    + +

    ◆ user

    + +
    +
    + + + + +
    void* GLFWallocator::user
    +
    +

    The user pointer for this custom allocator. This value will be passed to the allocator functions.

    + +
    +
    +
    The documentation for this struct was generated from the following file: +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/struct_g_l_f_wgamepadstate.html b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wgamepadstate.html new file mode 100644 index 0000000..b5b4f28 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wgamepadstate.html @@ -0,0 +1,134 @@ + + + + + + + +GLFW: GLFWgamepadstate Struct Reference + + + + + + + + + + +
    + + + + + + + + + +
    +
    + + +
    +
    +
    +
    +
    +
    Loading...
    +
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    +
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    +
    +
    + +
    +
    + +
    GLFWgamepadstate Struct Reference
    +
    +
    + +

    Gamepad input state. + More...

    + + + + + + +

    +Data Fields

    unsigned char buttons [15]
     
    float axes [6]
     
    +

    Detailed Description

    +

    This describes the input state of a gamepad.

    +
    See also
    Gamepad input
    +
    +glfwGetGamepadState
    +
    Since
    Added in version 3.3.
    +

    Field Documentation

    + +

    ◆ buttons

    + +
    +
    + + + + +
    unsigned char GLFWgamepadstate::buttons[15]
    +
    +

    The states of each gamepad button, GLFW_PRESS or GLFW_RELEASE.

    + +
    +
    + +

    ◆ axes

    + +
    +
    + + + + +
    float GLFWgamepadstate::axes[6]
    +
    +

    The states of each gamepad axis, in the range -1.0 to 1.0 inclusive.

    + +
    +
    +
    The documentation for this struct was generated from the following file: +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/struct_g_l_f_wgammaramp.html b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wgammaramp.html new file mode 100644 index 0000000..778a222 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wgammaramp.html @@ -0,0 +1,170 @@ + + + + + + + +GLFW: GLFWgammaramp Struct Reference + + + + + + + + + + +
    + + + + + + + + + +
    +
    + + +
    +
    +
    +
    +
    +
    Loading...
    +
    Searching...
    +
    No Matches
    +
    +
    +
    +
    + +
    +
    + +
    GLFWgammaramp Struct Reference
    +
    +
    + +

    Gamma ramp. + More...

    + + + + + + + + + + +

    +Data Fields

    unsigned short * red
     
    unsigned short * green
     
    unsigned short * blue
     
    unsigned int size
     
    +

    Detailed Description

    +

    This describes the gamma ramp for a monitor.

    +
    See also
    Gamma ramp
    +
    +glfwGetGammaRamp
    +
    +glfwSetGammaRamp
    +
    Since
    Added in version 3.0.
    +

    Field Documentation

    + +

    ◆ red

    + +
    +
    + + + + +
    unsigned short* GLFWgammaramp::red
    +
    +

    An array of value describing the response of the red channel.

    + +
    +
    + +

    ◆ green

    + +
    +
    + + + + +
    unsigned short* GLFWgammaramp::green
    +
    +

    An array of value describing the response of the green channel.

    + +
    +
    + +

    ◆ blue

    + +
    +
    + + + + +
    unsigned short* GLFWgammaramp::blue
    +
    +

    An array of value describing the response of the blue channel.

    + +
    +
    + +

    ◆ size

    + +
    +
    + + + + +
    unsigned int GLFWgammaramp::size
    +
    +

    The number of elements in each array.

    + +
    +
    +
    The documentation for this struct was generated from the following file: +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/struct_g_l_f_wimage.html b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wimage.html new file mode 100644 index 0000000..d3d3225 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wimage.html @@ -0,0 +1,151 @@ + + + + + + + +GLFW: GLFWimage Struct Reference + + + + + + + + + + +
    + + + + + + + + + +
    +
    + + +
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    +
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    + +
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    + +
    GLFWimage Struct Reference
    +
    +
    + +

    Image data. + More...

    + + + + + + + + +

    +Data Fields

    int width
     
    int height
     
    unsigned char * pixels
     
    +

    Detailed Description

    +

    This describes a single 2D image. See the documentation for each related function what the expected pixel format is.

    +
    See also
    Custom cursor creation
    +
    +Window icon
    +
    Since
    Added in version 2.1. GLFW 3: Removed format and bytes-per-pixel members.
    +

    Field Documentation

    + +

    ◆ width

    + +
    +
    + + + + +
    int GLFWimage::width
    +
    +

    The width, in pixels, of this image.

    + +
    +
    + +

    ◆ height

    + +
    +
    + + + + +
    int GLFWimage::height
    +
    +

    The height, in pixels, of this image.

    + +
    +
    + +

    ◆ pixels

    + +
    +
    + + + + +
    unsigned char* GLFWimage::pixels
    +
    +

    The pixel data of this image, arranged left-to-right, top-to-bottom.

    + +
    +
    +
    The documentation for this struct was generated from the following file: +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/struct_g_l_f_wvidmode.html b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wvidmode.html new file mode 100644 index 0000000..57fe5f8 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/struct_g_l_f_wvidmode.html @@ -0,0 +1,204 @@ + + + + + + + +GLFW: GLFWvidmode Struct Reference + + + + + + + + + + +
    + + + + + + + + + +
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    + +
    +
    + +
    GLFWvidmode Struct Reference
    +
    +
    + +

    Video mode type. + More...

    + + + + + + + + + + + + + + +

    +Data Fields

    int width
     
    int height
     
    int redBits
     
    int greenBits
     
    int blueBits
     
    int refreshRate
     
    +

    Detailed Description

    +

    This describes a single video mode.

    +
    See also
    Video modes
    +
    +glfwGetVideoMode
    +
    +glfwGetVideoModes
    +
    Since
    Added in version 1.0. GLFW 3: Added refresh rate member.
    +

    Field Documentation

    + +

    ◆ width

    + +
    +
    + + + + +
    int GLFWvidmode::width
    +
    +

    The width, in screen coordinates, of the video mode.

    + +
    +
    + +

    ◆ height

    + +
    +
    + + + + +
    int GLFWvidmode::height
    +
    +

    The height, in screen coordinates, of the video mode.

    + +
    +
    + +

    ◆ redBits

    + +
    +
    + + + + +
    int GLFWvidmode::redBits
    +
    +

    The bit depth of the red channel of the video mode.

    + +
    +
    + +

    ◆ greenBits

    + +
    +
    + + + + +
    int GLFWvidmode::greenBits
    +
    +

    The bit depth of the green channel of the video mode.

    + +
    +
    + +

    ◆ blueBits

    + +
    +
    + + + + +
    int GLFWvidmode::blueBits
    +
    +

    The bit depth of the blue channel of the video mode.

    + +
    +
    + +

    ◆ refreshRate

    + +
    +
    + + + + +
    int GLFWvidmode::refreshRate
    +
    +

    The refresh rate, in Hz, of the video mode.

    + +
    +
    +
    The documentation for this struct was generated from the following file: +
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    Reference
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    +
    Here is a list of all topics with brief descriptions:
    +
    [detail level 12]
    + + + + + + + + + + + + + + + + +
     Context referenceFunctions and types related to OpenGL and OpenGL ES contexts
     Initialization, version and error referenceFunctions and types related to initialization and error handling
     Error codesError codes
     Input referenceFunctions and types related to input handling
     Gamepad axesGamepad axes
     Gamepad buttonsGamepad buttons
     Joystick hat statesJoystick hat states
     JoysticksJoystick IDs
     Keyboard key tokensKeyboard key tokens
     Modifier key flagsModifier key flags
     Mouse buttonsMouse button IDs
     Standard cursor shapesStandard system cursor shapes
     Monitor referenceFunctions and types related to monitors
     Native accessFunctions related to accessing native handles
     Vulkan support referenceFunctions and types related to Vulkan
     Window referenceFunctions and types related to windows
    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/vulkan_8md.html b/dependencies/glfw-3.4/docs/html/vulkan_8md.html new file mode 100644 index 0000000..2088e13 --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/vulkan_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: vulkan.md File Reference + + + + + + + + + + +
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    vulkan.md File Reference
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    + + + diff --git a/dependencies/glfw-3.4/docs/html/vulkan_guide.html b/dependencies/glfw-3.4/docs/html/vulkan_guide.html new file mode 100644 index 0000000..5da2d0f --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/vulkan_guide.html @@ -0,0 +1,206 @@ + + + + + + + +GLFW: Vulkan guide + + + + + + + + + + +
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    Vulkan guide
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    +
    + +

    This guide is intended to fill the gaps between the official Vulkan resources and the rest of the GLFW documentation and is not a replacement for either. It assumes some familiarity with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to the Vulkan documentation to explain the details of Vulkan functions.

    +

    To develop for Vulkan you should download the LunarG Vulkan SDK for your platform. Apart from headers and link libraries, they also provide the validation layers necessary for development.

    +

    The Vulkan Tutorial has more information on how to use GLFW and Vulkan. The Khronos Vulkan Samples also use GLFW, although with a small framework in between.

    +

    For details on a specific Vulkan support function, see the Vulkan support reference. There are also guides for the other areas of the GLFW API.

    + +

    +Finding the Vulkan loader

    +

    GLFW itself does not ever need to be linked against the Vulkan loader.

    +

    By default, GLFW will load the Vulkan loader dynamically at runtime via its standard name: vulkan-1.dll on Windows, libvulkan.so.1 on Linux and other Unix-like systems and libvulkan.1.dylib on macOS.

    +

    macOS: GLFW will also look up and search the Frameworks subdirectory of your application bundle.

    +

    If your code is using a Vulkan loader with a different name or in a non-standard location you will need to direct GLFW to it. Pass your version of vkGetInstanceProcAddr to glfwInitVulkanLoader before initializing GLFW and it will use that function for all Vulkan entry point retrieval. This prevents GLFW from dynamically loading the Vulkan loader.

    +
    glfwInitVulkanLoader(vkGetInstanceProcAddr);
    +
    void glfwInitVulkanLoader(PFN_vkGetInstanceProcAddr loader)
    Sets the desired Vulkan vkGetInstanceProcAddr function.
    +

    macOS: To make your application be redistributable you will need to set up the application bundle according to the LunarG SDK documentation. This is explained in more detail in the SDK documentation for macOS.

    +

    +Including the Vulkan header file

    +

    To have GLFW include the Vulkan header, define GLFW_INCLUDE_VULKAN before including the GLFW header.

    +
    #define GLFW_INCLUDE_VULKAN
    +
    #include <GLFW/glfw3.h>
    +
    The header of the GLFW 3 API.
    +

    If you instead want to include the Vulkan header from a custom location or use your own custom Vulkan header then do this before the GLFW header.

    +
    #include <path/to/vulkan.h>
    +
    #include <GLFW/glfw3.h>
    +

    Unless a Vulkan header is included, either by the GLFW header or above it, the following GLFW functions will not be declared, as depend on Vulkan types.

    + +

    The VK_USE_PLATFORM_*_KHR macros do not need to be defined for the Vulkan part of GLFW to work. Define them only if you are using these extensions directly.

    +

    +Querying for Vulkan support

    +

    If you are linking directly against the Vulkan loader then you can skip this section. The canonical desktop loader library exports all Vulkan core and Khronos extension functions, allowing them to be called directly.

    +

    If you are loading the Vulkan loader dynamically instead of linking directly against it, you can check for the availability of a loader and ICD with glfwVulkanSupported.

    +
    +
    {
    +
    // Vulkan is available, at least for compute
    +
    }
    +
    int glfwVulkanSupported(void)
    Returns whether the Vulkan loader and an ICD have been found.
    +

    This function returns GLFW_TRUE if the Vulkan loader and any minimally functional ICD was found.

    +

    If one or both were not found, calling any other Vulkan related GLFW function will generate a GLFW_API_UNAVAILABLE error.

    +

    +Querying Vulkan function pointers

    +

    To load any Vulkan core or extension function from the found loader, call glfwGetInstanceProcAddress. To load functions needed for instance creation, pass NULL as the instance.

    +
    PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
    +
    glfwGetInstanceProcAddress(NULL, "vkCreateInstance");
    +
    GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char *procname)
    Returns the address of the specified Vulkan instance function.
    +

    Once you have created an instance, you can load from it all other Vulkan core functions and functions from any instance extensions you enabled.

    +
    PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice)
    +
    glfwGetInstanceProcAddress(instance, "vkCreateDevice");
    +

    This function in turn calls vkGetInstanceProcAddr. If that fails, the function falls back to a platform-specific query of the Vulkan loader (i.e. dlsym or GetProcAddress). If that also fails, the function returns NULL. For more information about vkGetInstanceProcAddr, see the Vulkan documentation.

    +

    Vulkan also provides vkGetDeviceProcAddr for loading device-specific versions of Vulkan function. This function can be retrieved from an instance with glfwGetInstanceProcAddress.

    +
    PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
    +
    glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
    +

    Device-specific functions may execute a little faster, due to not having to dispatch internally based on the device passed to them. For more information about vkGetDeviceProcAddr, see the Vulkan documentation.

    +

    +Querying required Vulkan extensions

    +

    To do anything useful with Vulkan you need to create an instance. If you want to use Vulkan to render to a window, you must enable the instance extensions GLFW requires to create Vulkan surfaces.

    +

    To query the instance extensions required, call glfwGetRequiredInstanceExtensions.

    +
    uint32_t count;
    +
    const char** extensions = glfwGetRequiredInstanceExtensions(&count);
    +
    const char ** glfwGetRequiredInstanceExtensions(uint32_t *count)
    Returns the Vulkan instance extensions required by GLFW.
    +

    These extensions must all be enabled when creating instances that are going to be passed to glfwGetPhysicalDevicePresentationSupport and glfwCreateWindowSurface. The set of extensions will vary depending on platform and may also vary depending on graphics drivers and other factors.

    +

    If it fails it will return NULL and GLFW will not be able to create Vulkan window surfaces. You can still use Vulkan for off-screen rendering and compute work.

    +

    If successful the returned array will always include VK_KHR_surface, so if you don't require any additional extensions you can pass this list directly to the VkInstanceCreateInfo struct.

    +
    VkInstanceCreateInfo ici;
    +
    +
    memset(&ici, 0, sizeof(ici));
    +
    ici.enabledExtensionCount = count;
    +
    ici.ppEnabledExtensionNames = extensions;
    +
    ...
    +

    Additional extensions may be required by future versions of GLFW. You should check whether any extensions you wish to enable are already in the returned array, as it is an error to specify an extension more than once in the VkInstanceCreateInfo struct.

    +

    macOS: MoltenVK is (as of July 2022) not yet a fully conformant implementation of Vulkan. As of Vulkan SDK 1.3.216.0, this means you must also enable the VK_KHR_portability_enumeration instance extension and set the VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR bit in the instance creation info flags for MoltenVK to show up in the list of physical devices. For more information, see the Vulkan and MoltenVK documentation.

    +

    +Querying for Vulkan presentation support

    +

    Not every queue family of every Vulkan device can present images to surfaces. To check whether a specific queue family of a physical device supports image presentation without first having to create a window and surface, call glfwGetPhysicalDevicePresentationSupport.

    +
    if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index))
    +
    {
    +
    // Queue family supports image presentation
    +
    }
    +
    int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily)
    Returns whether the specified queue family can present images.
    +

    The VK_KHR_surface extension additionally provides the vkGetPhysicalDeviceSurfaceSupportKHR function, which performs the same test on an existing Vulkan surface.

    +

    +Creating the window

    +

    Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan, there is no need to create a context. You can disable context creation with the GLFW_CLIENT_API hint.

    +
    +
    GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
    +
    #define GLFW_NO_API
    Definition glfw3.h:1140
    +
    GLFWwindow * glfwCreateWindow(int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
    Creates a window and its associated context.
    +
    struct GLFWwindow GLFWwindow
    Opaque window object.
    Definition glfw3.h:1403
    +
    #define GLFW_CLIENT_API
    Context client API hint and attribute.
    Definition glfw3.h:1031
    +
    void glfwWindowHint(int hint, int value)
    Sets the specified window hint to the desired value.
    +

    See Windows without contexts for more information.

    +

    +Creating a Vulkan window surface

    +

    You can create a Vulkan surface (as defined by the VK_KHR_surface extension) for a GLFW window with glfwCreateWindowSurface.

    +
    VkSurfaceKHR surface;
    +
    VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface);
    +
    if (err)
    +
    {
    +
    // Window surface creation failed
    +
    }
    +
    VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow *window, const VkAllocationCallbacks *allocator, VkSurfaceKHR *surface)
    Creates a Vulkan surface for the specified window.
    +

    If an OpenGL or OpenGL ES context was created on the window, the context has ownership of the presentation on the window and a Vulkan surface cannot be created.

    +

    It is your responsibility to destroy the surface. GLFW does not destroy it for you. Call vkDestroySurfaceKHR function from the same extension to destroy it.

    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/window_8md.html b/dependencies/glfw-3.4/docs/html/window_8md.html new file mode 100644 index 0000000..da40f2d --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/window_8md.html @@ -0,0 +1,81 @@ + + + + + + + +GLFW: window.md File Reference + + + + + + + + + + +
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    window.md File Reference
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    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/html/window_guide.html b/dependencies/glfw-3.4/docs/html/window_guide.html new file mode 100644 index 0000000..d94d9df --- /dev/null +++ b/dependencies/glfw-3.4/docs/html/window_guide.html @@ -0,0 +1,806 @@ + + + + + + + +GLFW: Window guide + + + + + + + + + + +
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    Window guide
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    +
    + +

    This guide introduces the window related functions of GLFW. For details on a specific function in this category, see the Window reference. There are also guides for the other areas of GLFW.

    + +

    +Window objects

    +

    The GLFWwindow object encapsulates both a window and a context. They are created with glfwCreateWindow and destroyed with glfwDestroyWindow, or glfwTerminate, if any remain. As the window and context are inseparably linked, the object pointer is used as both a context and window handle.

    +

    To see the event stream provided to the various window related callbacks, run the events test program.

    +

    +Window creation

    +

    A window and its OpenGL or OpenGL ES context are created with glfwCreateWindow, which returns a handle to the created window object. For example, this creates a 640 by 480 windowed mode window:

    +
    GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
    +
    GLFWwindow * glfwCreateWindow(int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
    Creates a window and its associated context.
    +
    struct GLFWwindow GLFWwindow
    Opaque window object.
    Definition glfw3.h:1403
    +

    If window creation fails, NULL will be returned, so it is necessary to check the return value.

    +

    The window handle is passed to all window related functions and is provided to along with all input events, so event handlers can tell which window received the event.

    +

    +Full screen windows

    +

    To create a full screen window, you need to specify which monitor the window should use. In most cases, the user's primary monitor is a good choice. For more information about retrieving monitors, see Retrieving monitors.

    +
    GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
    +
    GLFWmonitor * glfwGetPrimaryMonitor(void)
    Returns the primary monitor.
    +

    Full screen windows cover the entire display area of a monitor, have no border or decorations.

    +

    Windowed mode windows can be made full screen by setting a monitor with glfwSetWindowMonitor, and full screen ones can be made windowed by unsetting it with the same function.

    +

    Each field of the GLFWvidmode structure corresponds to a function parameter or window hint and combine to form the desired video mode for that window. The supported video mode most closely matching the desired video mode will be set for the chosen monitor as long as the window has input focus. For more information about retrieving video modes, see Video modes.

    + + + + + + + + + + + + + + + +
    Video mode field Corresponds to
    GLFWvidmode.width width parameter of glfwCreateWindow
    GLFWvidmode.height height parameter of glfwCreateWindow
    GLFWvidmode.redBits GLFW_RED_BITS hint
    GLFWvidmode.greenBits GLFW_GREEN_BITS hint
    GLFWvidmode.blueBits GLFW_BLUE_BITS hint
    GLFWvidmode.refreshRate GLFW_REFRESH_RATE hint
    +

    Once you have a full screen window, you can change its resolution, refresh rate and monitor with glfwSetWindowMonitor. If you only need change its resolution you can also call glfwSetWindowSize. In all cases, the new video mode will be selected the same way as the video mode chosen by glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be unaffected.

    +

    By default, the original video mode of the monitor will be restored and the window iconified if it loses input focus, to allow the user to switch back to the desktop. This behavior can be disabled with the GLFW_AUTO_ICONIFY window hint, for example if you wish to simultaneously cover multiple monitors with full screen windows.

    +

    If a monitor is disconnected, all windows that are full screen on that monitor will be switched to windowed mode. See Monitor configuration changes for more information.

    +

    +"Windowed full screen" windows

    +

    If the closest match for the desired video mode is the current one, the video mode will not be changed, making window creation faster and application switching much smoother. This is sometimes called windowed full screen or borderless full screen window and counts as a full screen window. To create such a window, request the current video mode.

    +
    const GLFWvidmode* mode = glfwGetVideoMode(monitor);
    +
    + + + + +
    +
    GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL);
    +
    const GLFWvidmode * glfwGetVideoMode(GLFWmonitor *monitor)
    Returns the current mode of the specified monitor.
    +
    #define GLFW_REFRESH_RATE
    Monitor refresh rate hint.
    Definition glfw3.h:1018
    +
    void glfwWindowHint(int hint, int value)
    Sets the specified window hint to the desired value.
    +
    #define GLFW_BLUE_BITS
    Framebuffer bit depth hint.
    Definition glfw3.h:958
    +
    #define GLFW_RED_BITS
    Framebuffer bit depth hint.
    Definition glfw3.h:948
    +
    #define GLFW_GREEN_BITS
    Framebuffer bit depth hint.
    Definition glfw3.h:953
    +
    Video mode type.
    Definition glfw3.h:2027
    +
    int greenBits
    Definition glfw3.h:2039
    +
    int redBits
    Definition glfw3.h:2036
    +
    int width
    Definition glfw3.h:2030
    +
    int refreshRate
    Definition glfw3.h:2045
    +
    int height
    Definition glfw3.h:2033
    +
    int blueBits
    Definition glfw3.h:2042
    +

    This also works for windowed mode windows that are made full screen.

    +
    const GLFWvidmode* mode = glfwGetVideoMode(monitor);
    +
    +
    glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
    +
    void glfwSetWindowMonitor(GLFWwindow *window, GLFWmonitor *monitor, int xpos, int ypos, int width, int height, int refreshRate)
    Sets the mode, monitor, video mode and placement of a window.
    +

    Note that glfwGetVideoMode returns the current video mode of a monitor, so if you already have a full screen window on that monitor that you want to make windowed full screen, you need to have saved the desktop resolution before.

    +

    +Window destruction

    +

    When a window is no longer needed, destroy it with glfwDestroyWindow.

    +
    +
    void glfwDestroyWindow(GLFWwindow *window)
    Destroys the specified window and its context.
    +

    Window destruction always succeeds. Before the actual destruction, all callbacks are removed so no further events will be delivered for the window. All windows remaining when glfwTerminate is called are destroyed as well.

    +

    When a full screen window is destroyed, the original video mode of its monitor is restored, but the gamma ramp is left untouched.

    +

    +Window creation hints

    +

    There are a number of hints that can be set before the creation of a window and context. Some affect the window itself, others affect the framebuffer or context. These hints are set to their default values each time the library is initialized with glfwInit. Integer value hints can be set individually with glfwWindowHint and string value hints with glfwWindowHintString. You can reset all at once to their defaults with glfwDefaultWindowHints.

    +

    Some hints are platform specific. These are always valid to set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or calls.

    +
    Note
    Window hints need to be set before the creation of the window and context you wish to have the specified attributes. They function as additional arguments to glfwCreateWindow.
    +

    +Hard and soft constraints

    +

    Some window hints are hard constraints. These must match the available capabilities exactly for window and context creation to succeed. Hints that are not hard constraints are matched as closely as possible, but the resulting context and framebuffer may differ from what these hints requested.

    +

    The following hints are always hard constraints:

    +

    The following additional hints are hard constraints when requesting an OpenGL context, but are ignored when requesting an OpenGL ES context:

    +

    +Window related hints

    +

    GLFW_RESIZABLE specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the glfwSetWindowSize function. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen and undecorated windows.

    +

    GLFW_VISIBLE specifies whether the windowed mode window will be initially visible. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

    +

    GLFW_DECORATED specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window will not be resizable by the user but will still allow the user to generate close events on some platforms. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

    +

    GLFW_FOCUSED specifies whether the windowed mode window will be given input focus when created. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen and initially hidden windows.

    +

    GLFW_AUTO_ICONIFY specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for windowed mode windows.

    +

    GLFW_FLOATING specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

    +

    GLFW_MAXIMIZED specifies whether the windowed mode window will be maximized when created. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

    +

    GLFW_CENTER_CURSOR specifies whether the cursor should be centered over newly created full screen windows. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for windowed mode windows.

    +

    GLFW_TRANSPARENT_FRAMEBUFFER specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations. Possible values are GLFW_TRUE and GLFW_FALSE.

    +

    GLFW_FOCUS_ON_SHOW specifies whether the window will be given input focus when glfwShowWindow is called. Possible values are GLFW_TRUE and GLFW_FALSE.

    +

    GLFW_SCALE_TO_MONITOR specified whether the window content area should be resized based on content scale changes. This can be because of a global user settings change or because the window was moved to a monitor with different scale settings.

    +

    This hint only has an effect on platforms where screen coordinates and pixels always map 1:1, such as Windows and X11. On platforms like macOS the resolution of the framebuffer can change independently of the window size.

    +

    GLFW_SCALE_FRAMEBUFFER specifies whether the framebuffer should be resized based on content scale changes. This can be because of a global user settings change or because the window was moved to a monitor with different scale settings.

    +

    This hint only has an effect on platforms where screen coordinates can be scaled relative to pixel coordinates, such as macOS and Wayland. On platforms like Windows and X11 the framebuffer and window content area sizes always map 1:1.

    +

    This is the new name, introduced in GLFW 3.4. The older GLFW_COCOA_RETINA_FRAMEBUFFER name is also available for compatibility. Both names modify the same hint value.

    +

    GLFW_MOUSE_PASSTHROUGH specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms. Possible values are GLFW_TRUE and GLFW_FALSE.

    +

    GLFW_POSITION_X and GLFW_POSITION_Y specify the desired initial position of the window. The window manager may modify or ignore these coordinates. If either or both of these hints are set to GLFW_ANY_POSITION then the window manager will position the window where it thinks the user will prefer it. Possible values are any valid screen coordinates and GLFW_ANY_POSITION.

    +

    +Framebuffer related hints

    +

    GLFW_RED_BITS, GLFW_GREEN_BITS, GLFW_BLUE_BITS, GLFW_ALPHA_BITS, GLFW_DEPTH_BITS and GLFW_STENCIL_BITS specify the desired bit depths of the various components of the default framebuffer. A value of GLFW_DONT_CARE means the application has no preference.

    +

    GLFW_ACCUM_RED_BITS, GLFW_ACCUM_GREEN_BITS, GLFW_ACCUM_BLUE_BITS and GLFW_ACCUM_ALPHA_BITS specify the desired bit depths of the various components of the accumulation buffer. A value of GLFW_DONT_CARE means the application has no preference.

    +

    Accumulation buffers are a legacy OpenGL feature and should not be used in new code.

    +

    GLFW_AUX_BUFFERS specifies the desired number of auxiliary buffers. A value of GLFW_DONT_CARE means the application has no preference.

    +

    Auxiliary buffers are a legacy OpenGL feature and should not be used in new code.

    +

    GLFW_STEREO specifies whether to use OpenGL stereoscopic rendering. Possible values are GLFW_TRUE and GLFW_FALSE. This is a hard constraint.

    +

    GLFW_SAMPLES specifies the desired number of samples to use for multisampling. Zero disables multisampling. A value of GLFW_DONT_CARE means the application has no preference.

    +

    GLFW_SRGB_CAPABLE specifies whether the framebuffer should be sRGB capable. Possible values are GLFW_TRUE and GLFW_FALSE.

    +
    Note
    OpenGL: If enabled and supported by the system, the GL_FRAMEBUFFER_SRGB enable will control sRGB rendering. By default, sRGB rendering will be disabled.
    +
    +OpenGL ES: If enabled and supported by the system, the context will always have sRGB rendering enabled.
    +

    GLFW_DOUBLEBUFFER specifies whether the framebuffer should be double buffered. You nearly always want to use double buffering. This is a hard constraint. Possible values are GLFW_TRUE and GLFW_FALSE.

    +

    +Monitor related hints

    +

    GLFW_REFRESH_RATE specifies the desired refresh rate for full screen windows. A value of GLFW_DONT_CARE means the highest available refresh rate will be used. This hint is ignored for windowed mode windows.

    +

    +Context related hints

    +

    GLFW_CLIENT_API specifies which client API to create the context for. Possible values are GLFW_OPENGL_API, GLFW_OPENGL_ES_API and GLFW_NO_API. This is a hard constraint.

    +

    GLFW_CONTEXT_CREATION_API specifies which context creation API to use to create the context. Possible values are GLFW_NATIVE_CONTEXT_API, GLFW_EGL_CONTEXT_API and GLFW_OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.

    +

    An extension loader library that assumes it knows which API was used to create the current context may fail if you change this hint. This can be resolved by having it load functions via glfwGetProcAddress.

    +
    Note
    Wayland: The EGL API is the native context creation API, so this hint will have no effect.
    +
    +X11: On some Linux systems, creating contexts via both the native and EGL APIs in a single process will cause the application to segfault. Stick to one API or the other on Linux for now.
    +
    +OSMesa: As its name implies, an OpenGL context created with OSMesa does not update the window contents when its buffers are swapped. Use OpenGL functions or the OSMesa native access functions glfwGetOSMesaColorBuffer and glfwGetOSMesaDepthBuffer to retrieve the framebuffer contents.
    +

    GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR specify the client API version that the created context must be compatible with. The exact behavior of these hints depend on the requested client API.

    +

    While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.

    +

    Do not confuse these hints with GLFW_VERSION_MAJOR and GLFW_VERSION_MINOR, which provide the API version of the GLFW header.

    +
    Note
    OpenGL: These hints are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
    +
    +OpenGL ES: These hints are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.
    +
    +macOS: The OS only supports core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2 or later you must set the GLFW_OPENGL_PROFILE hint accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.
    +

    GLFW_OPENGL_FORWARD_COMPAT specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

    +

    Forward-compatibility is described in detail in the OpenGL Reference Manual.

    +

    GLFW_CONTEXT_DEBUG specifies whether the context should be created in debug mode, which may provide additional error and diagnostic reporting functionality. Possible values are GLFW_TRUE and GLFW_FALSE.

    +

    Debug contexts for OpenGL and OpenGL ES are described in detail by the GL_KHR_debug extension.

    +
    Note
    GLFW_CONTEXT_DEBUG is the new name introduced in GLFW 3.4. The older GLFW_OPENGL_DEBUG_CONTEXT name is also available for compatibility.
    +

    GLFW_OPENGL_PROFILE specifies which OpenGL profile to create the context for. Possible values are one of GLFW_OPENGL_CORE_PROFILE or GLFW_OPENGL_COMPAT_PROFILE, or GLFW_OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, GLFW_OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

    +

    OpenGL profiles are described in detail in the OpenGL Reference Manual.

    +

    GLFW_CONTEXT_ROBUSTNESS specifies the robustness strategy to be used by the context. This can be one of GLFW_NO_RESET_NOTIFICATION or GLFW_LOSE_CONTEXT_ON_RESET, or GLFW_NO_ROBUSTNESS to not request a robustness strategy.

    +

    GLFW_CONTEXT_RELEASE_BEHAVIOR specifies the release behavior to be used by the context. Possible values are one of GLFW_ANY_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH or GLFW_RELEASE_BEHAVIOR_NONE. If the behavior is GLFW_ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is GLFW_RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is GLFW_RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.

    +

    Context release behaviors are described in detail by the GL_KHR_context_flush_control extension.

    +

    GLFW_CONTEXT_NO_ERROR specifies whether errors should be generated by the context. Possible values are GLFW_TRUE and GLFW_FALSE. If enabled, situations that would have generated errors instead cause undefined behavior.

    +

    The no error mode for OpenGL and OpenGL ES is described in detail by the GL_KHR_no_error extension.

    +

    +Win32 specific hints

    +

    GLFW_WIN32_KEYBOARD_MENU specifies whether to allow access to the window menu via the Alt+Space and Alt-and-then-Space keyboard shortcuts. This is ignored on other platforms.

    +

    GLFW_WIN32_SHOWDEFAULT specifies whether to show the window the way specified in the program's STARTUPINFO when it is shown for the first time. This is the same information as the Run option in the shortcut properties window. If this information was not specified when the program was started, GLFW behaves as if this hint was set to GLFW_FALSE. Possible values are GLFW_TRUE and GLFW_FALSE. This is ignored on other platforms.

    +

    +macOS specific hints

    +

    GLFW_COCOA_FRAME_NAME specifies the UTF-8 encoded name to use for autosaving the window frame, or if empty disables frame autosaving for the window. This is ignored on other platforms. This is set with glfwWindowHintString.

    +

    GLFW_COCOA_GRAPHICS_SWITCHING specifies whether to in Automatic Graphics Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL context and move it between GPUs if necessary or whether to force it to always run on the discrete GPU. This only affects systems with both integrated and discrete GPUs. Possible values are GLFW_TRUE and GLFW_FALSE. This is ignored on other platforms.

    +

    Simpler programs and tools may want to enable this to save power, while games and other applications performing advanced rendering will want to leave it disabled.

    +

    A bundled application that wishes to participate in Automatic Graphics Switching should also declare this in its Info.plist by setting the NSSupportsAutomaticGraphicsSwitching key to true.

    +

    +Wayland specific window hints

    +

    GLFW_WAYLAND_APP_ID specifies the Wayland app_id for a window, used by window managers to identify types of windows. This is set with glfwWindowHintString.

    +

    +X11 specific window hints

    +

    GLFW_X11_CLASS_NAME and GLFW_X11_INSTANCE_NAME specifies the desired ASCII encoded class and instance parts of the ICCCM WM_CLASS window property. Both hints need to be set to something other than an empty string for them to take effect. These are set with glfwWindowHintString.

    +

    +Supported and default values

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Window hint Default value Supported values
    GLFW_RESIZABLE GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_VISIBLE GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_DECORATED GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_FOCUSED GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_AUTO_ICONIFY GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_FLOATING GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_MAXIMIZED GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_CENTER_CURSOR GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_TRANSPARENT_FRAMEBUFFER GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_FOCUS_ON_SHOW GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_SCALE_TO_MONITOR GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_SCALE_FRAMEBUFFER GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_MOUSE_PASSTHROUGH GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_POSITION_X GLFW_ANY_POSITION Any valid screen x-coordinate or GLFW_ANY_POSITION
    GLFW_POSITION_Y GLFW_ANY_POSITION Any valid screen y-coordinate or GLFW_ANY_POSITION
    GLFW_RED_BITS 8 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_GREEN_BITS 8 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_BLUE_BITS 8 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_ALPHA_BITS 8 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_DEPTH_BITS 24 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_STENCIL_BITS 8 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_ACCUM_RED_BITS 0 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_ACCUM_GREEN_BITS 0 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_ACCUM_BLUE_BITS 0 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_ACCUM_ALPHA_BITS 0 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_AUX_BUFFERS 0 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_SAMPLES 0 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_REFRESH_RATE GLFW_DONT_CARE 0 to INT_MAX or GLFW_DONT_CARE
    GLFW_STEREO GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_SRGB_CAPABLE GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_DOUBLEBUFFER GLFW_TRUE GLFW_TRUE or GLFW_FALSE
    GLFW_CLIENT_API GLFW_OPENGL_API GLFW_OPENGL_API, GLFW_OPENGL_ES_API or GLFW_NO_API
    GLFW_CONTEXT_CREATION_API GLFW_NATIVE_CONTEXT_API GLFW_NATIVE_CONTEXT_API, GLFW_EGL_CONTEXT_API or GLFW_OSMESA_CONTEXT_API
    GLFW_CONTEXT_VERSION_MAJOR 1 Any valid major version number of the chosen client API
    GLFW_CONTEXT_VERSION_MINOR 0 Any valid minor version number of the chosen client API
    GLFW_CONTEXT_ROBUSTNESS GLFW_NO_ROBUSTNESS GLFW_NO_ROBUSTNESS, GLFW_NO_RESET_NOTIFICATION or GLFW_LOSE_CONTEXT_ON_RESET
    GLFW_CONTEXT_RELEASE_BEHAVIOR GLFW_ANY_RELEASE_BEHAVIOR GLFW_ANY_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH or GLFW_RELEASE_BEHAVIOR_NONE
    GLFW_OPENGL_FORWARD_COMPAT GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_CONTEXT_DEBUG GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_OPENGL_PROFILE GLFW_OPENGL_ANY_PROFILE GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE or GLFW_OPENGL_CORE_PROFILE
    GLFW_WIN32_KEYBOARD_MENU GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_WIN32_SHOWDEFAULT GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_COCOA_FRAME_NAME "" A UTF-8 encoded frame autosave name
    GLFW_COCOA_GRAPHICS_SWITCHING GLFW_FALSE GLFW_TRUE or GLFW_FALSE
    GLFW_WAYLAND_APP_ID "" An ASCII encoded Wayland app_id name
    GLFW_X11_CLASS_NAME "" An ASCII encoded WM_CLASS class name
    GLFW_X11_INSTANCE_NAME "" An ASCII encoded WM_CLASS instance name
    +

    +Window event processing

    +

    See Event processing.

    +

    +Window properties and events

    +

    +User pointer

    +

    Each window has a user pointer that can be set with glfwSetWindowUserPointer and queried with glfwGetWindowUserPointer. This can be used for any purpose you need and will not be modified by GLFW throughout the life-time of the window.

    +

    The initial value of the pointer is NULL.

    +

    +Window closing and close flag

    +

    When the user attempts to close the window, for example by clicking the close widget or using a key chord like Alt+F4, the close flag of the window is set. The window is however not actually destroyed and, unless you watch for this state change, nothing further happens.

    +

    The current state of the close flag is returned by glfwWindowShouldClose and can be set or cleared directly with glfwSetWindowShouldClose. A common pattern is to use the close flag as a main loop condition.

    +
    while (!glfwWindowShouldClose(window))
    +
    {
    +
    render(window);
    +
    +
    glfwSwapBuffers(window);
    + +
    }
    +
    void glfwSwapBuffers(GLFWwindow *window)
    Swaps the front and back buffers of the specified window.
    +
    int glfwWindowShouldClose(GLFWwindow *window)
    Checks the close flag of the specified window.
    +
    void glfwPollEvents(void)
    Processes all pending events.
    +

    If you wish to be notified when the user attempts to close a window, set a close callback.

    +
    glfwSetWindowCloseCallback(window, window_close_callback);
    +
    GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow *window, GLFWwindowclosefun callback)
    Sets the close callback for the specified window.
    +

    The callback function is called directly after the close flag has been set. It can be used for example to filter close requests and clear the close flag again unless certain conditions are met.

    +
    void window_close_callback(GLFWwindow* window)
    +
    {
    +
    if (!time_to_close)
    + +
    }
    +
    #define GLFW_FALSE
    Zero.
    Definition glfw3.h:321
    +
    void glfwSetWindowShouldClose(GLFWwindow *window, int value)
    Sets the close flag of the specified window.
    +

    +Window size

    +

    The size of a window can be changed with glfwSetWindowSize. For windowed mode windows, this sets the size, in screen coordinates of the content area or content area of the window. The window system may impose limits on window size.

    +
    glfwSetWindowSize(window, 640, 480);
    +
    void glfwSetWindowSize(GLFWwindow *window, int width, int height)
    Sets the size of the content area of the specified window.
    +

    For full screen windows, the specified size becomes the new resolution of the window's desired video mode. The video mode most closely matching the new desired video mode is set immediately. The window is resized to fit the resolution of the set video mode.

    +

    If you wish to be notified when a window is resized, whether by the user, the system or your own code, set a size callback.

    +
    glfwSetWindowSizeCallback(window, window_size_callback);
    +
    GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow *window, GLFWwindowsizefun callback)
    Sets the size callback for the specified window.
    +

    The callback function receives the new size, in screen coordinates, of the content area of the window when the window is resized.

    +
    void window_size_callback(GLFWwindow* window, int width, int height)
    +
    {
    +
    }
    +

    There is also glfwGetWindowSize for directly retrieving the current size of a window.

    +
    int width, height;
    +
    glfwGetWindowSize(window, &width, &height);
    +
    void glfwGetWindowSize(GLFWwindow *window, int *width, int *height)
    Retrieves the size of the content area of the specified window.
    +
    Note
    Do not pass the window size to glViewport or other pixel-based OpenGL calls. The window size is in screen coordinates, not pixels. Use the framebuffer size, which is in pixels, for pixel-based calls.
    +

    The above functions work with the size of the content area, but decorated windows typically have title bars and window frames around this rectangle. You can retrieve the extents of these with glfwGetWindowFrameSize.

    +
    int left, top, right, bottom;
    +
    glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);
    +
    void glfwGetWindowFrameSize(GLFWwindow *window, int *left, int *top, int *right, int *bottom)
    Retrieves the size of the frame of the window.
    +

    The returned values are the distances, in screen coordinates, from the edges of the content area to the corresponding edges of the full window. As they are distances and not coordinates, they are always zero or positive.

    +

    +Framebuffer size

    +

    While the size of a window is measured in screen coordinates, OpenGL works with pixels. The size you pass into glViewport, for example, should be in pixels. On some machines screen coordinates and pixels are the same, but on others they will not be. There is a second set of functions to retrieve the size, in pixels, of the framebuffer of a window.

    +

    If you wish to be notified when the framebuffer of a window is resized, whether by the user or the system, set a size callback.

    +
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    +
    GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow *window, GLFWframebuffersizefun callback)
    Sets the framebuffer resize callback for the specified window.
    +

    The callback function receives the new size of the framebuffer when it is resized, which can for example be used to update the OpenGL viewport.

    +
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    +
    {
    +
    glViewport(0, 0, width, height);
    +
    }
    +

    There is also glfwGetFramebufferSize for directly retrieving the current size of the framebuffer of a window.

    +
    int width, height;
    +
    glfwGetFramebufferSize(window, &width, &height);
    +
    glViewport(0, 0, width, height);
    +
    void glfwGetFramebufferSize(GLFWwindow *window, int *width, int *height)
    Retrieves the size of the framebuffer of the specified window.
    +

    The size of a framebuffer may change independently of the size of a window, for example if the window is dragged between a regular monitor and a high-DPI one.

    +

    +Window content scale

    +

    The content scale for a window can be retrieved with glfwGetWindowContentScale.

    +
    float xscale, yscale;
    +
    glfwGetWindowContentScale(window, &xscale, &yscale);
    +
    void glfwGetWindowContentScale(GLFWwindow *window, float *xscale, float *yscale)
    Retrieves the content scale for the specified window.
    +

    The content scale can be thought of as the ratio between the current DPI and the platform's default DPI. It is intended to be a scaling factor to apply to the pixel dimensions of text and other UI elements. If the dimensions scaled by this factor looks appropriate on your machine then it should appear at a reasonable size on other machines with different DPI and scaling settings.

    +

    This relies on the DPI and scaling settings on both machines being appropriate.

    +

    The content scale may depend on both the monitor resolution and pixel density and on user settings like DPI or a scaling percentage. It may be very different from the raw DPI calculated from the physical size and current resolution.

    +

    On systems where each monitors can have its own content scale, the window content scale will depend on which monitor or monitors the system considers the window to be "on".

    +

    If you wish to be notified when the content scale of a window changes, whether because of a system setting change or because it was moved to a monitor with a different scale, set a content scale callback.

    +
    glfwSetWindowContentScaleCallback(window, window_content_scale_callback);
    +
    GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow *window, GLFWwindowcontentscalefun callback)
    Sets the window content scale callback for the specified window.
    +

    The callback function receives the new content scale of the window.

    +
    void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale)
    +
    {
    +
    set_interface_scale(xscale, yscale);
    +
    }
    +

    On platforms where pixels and screen coordinates always map 1:1, the window will need to be resized to appear the same size when it is moved to a monitor with a different content scale. To have this done automatically both when the window is created and when its content scale later changes, set the GLFW_SCALE_TO_MONITOR window hint.

    +

    On platforms where pixels do not necessarily equal screen coordinates, the framebuffer will instead need to be sized to provide a full resolution image for the window. When the window moves between monitors with different content scales, the window size will remain the same but the framebuffer size will change. This is done automatically by default. To disable this resizing, set the GLFW_SCALE_FRAMEBUFFER window hint.

    +

    Both of these hints also apply when the window is created. Every window starts out with a content scale of one. A window with one or both of these hints set will adapt to the appropriate scale in the process of being created, set up and shown.

    +

    +Window size limits

    +

    The minimum and maximum size of the content area of a windowed mode window can be enforced with glfwSetWindowSizeLimits. The user may resize the window to any size and aspect ratio within the specified limits, unless the aspect ratio is also set.

    +
    glfwSetWindowSizeLimits(window, 200, 200, 400, 400);
    +
    void glfwSetWindowSizeLimits(GLFWwindow *window, int minwidth, int minheight, int maxwidth, int maxheight)
    Sets the size limits of the specified window.
    +

    To specify only a minimum size or only a maximum one, set the other pair to GLFW_DONT_CARE.

    +
    +
    #define GLFW_DONT_CARE
    Definition glfw3.h:1346
    +

    To disable size limits for a window, set them all to GLFW_DONT_CARE.

    +

    The aspect ratio of the content area of a windowed mode window can be enforced with glfwSetWindowAspectRatio. The user may resize the window freely unless size limits are also set, but the size will be constrained to maintain the aspect ratio.

    +
    glfwSetWindowAspectRatio(window, 16, 9);
    +
    void glfwSetWindowAspectRatio(GLFWwindow *window, int numer, int denom)
    Sets the aspect ratio of the specified window.
    +

    The aspect ratio is specified as a numerator and denominator, corresponding to the width and height, respectively. If you want a window to maintain its current aspect ratio, use its current size as the ratio.

    +
    int width, height;
    +
    glfwGetWindowSize(window, &width, &height);
    +
    glfwSetWindowAspectRatio(window, width, height);
    +

    To disable the aspect ratio limit for a window, set both terms to GLFW_DONT_CARE.

    +

    You can have both size limits and aspect ratio set for a window, but the results are undefined if they conflict.

    +

    +Window position

    +

    By default, the window manager chooses the position of new windowed mode windows, based on its size and which monitor the user appears to be working on. This is most often the right choice. If you need to create a window at a specific position, you can set the desired position with the GLFW_POSITION_X and GLFW_POSITION_Y window hints.

    +
    + +
    #define GLFW_POSITION_Y
    Initial position y-coordinate window hint.
    Definition glfw3.h:942
    +
    #define GLFW_POSITION_X
    Initial position x-coordinate window hint.
    Definition glfw3.h:936
    +

    To restore the previous behavior, set these hints to GLFW_ANY_POSITION.

    +

    The position of a windowed mode window can be changed with glfwSetWindowPos. This moves the window so that the upper-left corner of its content area has the specified screen coordinates. The window system may put limitations on window placement.

    +
    glfwSetWindowPos(window, 100, 100);
    +
    void glfwSetWindowPos(GLFWwindow *window, int xpos, int ypos)
    Sets the position of the content area of the specified window.
    +

    If you wish to be notified when a window is moved, whether by the user, the system or your own code, set a position callback.

    +
    glfwSetWindowPosCallback(window, window_pos_callback);
    +
    GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow *window, GLFWwindowposfun callback)
    Sets the position callback for the specified window.
    +

    The callback function receives the new position, in screen coordinates, of the upper-left corner of the content area when the window is moved.

    +
    void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
    +
    {
    +
    }
    +

    There is also glfwGetWindowPos for directly retrieving the current position of the content area of the window.

    +
    int xpos, ypos;
    +
    glfwGetWindowPos(window, &xpos, &ypos);
    +
    void glfwGetWindowPos(GLFWwindow *window, int *xpos, int *ypos)
    Retrieves the position of the content area of the specified window.
    +

    +Window title

    +

    All GLFW windows have a title, although undecorated or full screen windows may not display it or only display it in a task bar or similar interface. You can set a new UTF-8 encoded window title with glfwSetWindowTitle.

    +
    glfwSetWindowTitle(window, "My Window");
    +
    void glfwSetWindowTitle(GLFWwindow *window, const char *title)
    Sets the title of the specified window.
    +

    The specified string is copied before the function returns, so there is no need to keep it around.

    +

    As long as your source file is encoded as UTF-8, you can use any Unicode characters directly in the source.

    +
    glfwSetWindowTitle(window, "ラストエグザイル");
    +

    If you are using C++11 or C11, you can use a UTF-8 string literal.

    +
    glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
    +

    The current window title can be queried with glfwGetWindowTitle.

    +
    const char* title = glfwGetWindowTitle(window);
    +
    const char * glfwGetWindowTitle(GLFWwindow *window)
    Returns the title of the specified window.
    +

    +Window icon

    +

    Decorated windows have icons on some platforms. You can set this icon by specifying a list of candidate images with glfwSetWindowIcon.

    +
    GLFWimage images[2];
    +
    images[0] = load_icon("my_icon.png");
    +
    images[1] = load_icon("my_icon_small.png");
    +
    +
    glfwSetWindowIcon(window, 2, images);
    +
    void glfwSetWindowIcon(GLFWwindow *window, int count, const GLFWimage *images)
    Sets the icon for the specified window.
    +
    Image data.
    Definition glfw3.h:2090
    +

    The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. The pixels are arranged canonically as sequential rows, starting from the top-left corner.

    +

    To revert to the default window icon, pass in an empty image array.

    +
    glfwSetWindowIcon(window, 0, NULL);
    +

    +Window monitor

    +

    Full screen windows are associated with a specific monitor. You can get the handle for this monitor with glfwGetWindowMonitor.

    +
    GLFWmonitor* monitor = glfwGetWindowMonitor(window);
    +
    struct GLFWmonitor GLFWmonitor
    Opaque monitor object.
    Definition glfw3.h:1391
    +
    GLFWmonitor * glfwGetWindowMonitor(GLFWwindow *window)
    Returns the monitor that the window uses for full screen mode.
    +

    This monitor handle is one of those returned by glfwGetMonitors.

    +

    For windowed mode windows, this function returns NULL. This is how to tell full screen windows from windowed mode windows.

    +

    You can move windows between monitors or between full screen and windowed mode with glfwSetWindowMonitor. When making a window full screen on the same or on a different monitor, specify the desired monitor, resolution and refresh rate. The position arguments are ignored.

    +
    const GLFWvidmode* mode = glfwGetVideoMode(monitor);
    +
    +
    glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
    +

    When making the window windowed, specify the desired position and size. The refresh rate argument is ignored.

    +
    glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0);
    +

    This restores any previous window settings such as whether it is decorated, floating, resizable, has size or aspect ratio limits, etc.. To restore a window that was originally windowed to its original size and position, save these before making it full screen and then pass them in as above.

    +

    +Window iconification

    +

    Windows can be iconified (i.e. minimized) with glfwIconifyWindow.

    +
    +
    void glfwIconifyWindow(GLFWwindow *window)
    Iconifies the specified window.
    +

    When a full screen window is iconified, the original video mode of its monitor is restored until the user or application restores the window.

    +

    Iconified windows can be restored with glfwRestoreWindow. This function also restores windows from maximization.

    +
    +
    void glfwRestoreWindow(GLFWwindow *window)
    Restores the specified window.
    +

    When a full screen window is restored, the desired video mode is restored to its monitor as well.

    +

    If you wish to be notified when a window is iconified or restored, whether by the user, system or your own code, set an iconify callback.

    +
    glfwSetWindowIconifyCallback(window, window_iconify_callback);
    +
    GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow *window, GLFWwindowiconifyfun callback)
    Sets the iconify callback for the specified window.
    +

    The callback function receives changes in the iconification state of the window.

    +
    void window_iconify_callback(GLFWwindow* window, int iconified)
    +
    {
    +
    if (iconified)
    +
    {
    +
    // The window was iconified
    +
    }
    +
    else
    +
    {
    +
    // The window was restored
    +
    }
    +
    }
    +

    You can also get the current iconification state with glfwGetWindowAttrib.

    +
    int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
    +
    #define GLFW_ICONIFIED
    Window iconification window attribute.
    Definition glfw3.h:864
    +
    int glfwGetWindowAttrib(GLFWwindow *window, int attrib)
    Returns an attribute of the specified window.
    +

    +Window maximization

    +

    Windows can be maximized (i.e. zoomed) with glfwMaximizeWindow.

    +
    +
    void glfwMaximizeWindow(GLFWwindow *window)
    Maximizes the specified window.
    +

    Full screen windows cannot be maximized and passing a full screen window to this function does nothing.

    +

    Maximized windows can be restored with glfwRestoreWindow. This function also restores windows from iconification.

    +

    If you wish to be notified when a window is maximized or restored, whether by the user, system or your own code, set a maximize callback.

    +
    glfwSetWindowMaximizeCallback(window, window_maximize_callback);
    +
    GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow *window, GLFWwindowmaximizefun callback)
    Sets the maximize callback for the specified window.
    +

    The callback function receives changes in the maximization state of the window.

    +
    void window_maximize_callback(GLFWwindow* window, int maximized)
    +
    {
    +
    if (maximized)
    +
    {
    +
    // The window was maximized
    +
    }
    +
    else
    +
    {
    +
    // The window was restored
    +
    }
    +
    }
    +

    You can also get the current maximization state with glfwGetWindowAttrib.

    +
    int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED);
    +
    #define GLFW_MAXIMIZED
    Window maximization window hint and attribute.
    Definition glfw3.h:900
    +

    By default, newly created windows are not maximized. You can change this behavior by setting the GLFW_MAXIMIZED window hint before creating the window.

    +
    +
    #define GLFW_TRUE
    One.
    Definition glfw3.h:312
    +

    +Window visibility

    +

    Windowed mode windows can be hidden with glfwHideWindow.

    +
    +
    void glfwHideWindow(GLFWwindow *window)
    Hides the specified window.
    +

    This makes the window completely invisible to the user, including removing it from the task bar, dock or window list. Full screen windows cannot be hidden and calling glfwHideWindow on a full screen window does nothing.

    +

    Hidden windows can be shown with glfwShowWindow.

    +
    +
    void glfwShowWindow(GLFWwindow *window)
    Makes the specified window visible.
    +

    By default, this function will also set the input focus to that window. Set the GLFW_FOCUS_ON_SHOW window hint to change this behavior for all newly created windows, or change the behavior for an existing window with glfwSetWindowAttrib.

    +

    You can also get the current visibility state with glfwGetWindowAttrib.

    +
    int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
    +
    #define GLFW_VISIBLE
    Window visibility window hint and attribute.
    Definition glfw3.h:876
    +

    By default, newly created windows are visible. You can change this behavior by setting the GLFW_VISIBLE window hint before creating the window.

    +

    Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

    +

    +Window input focus

    +

    Windows can be given input focus and brought to the front with glfwFocusWindow.

    +
    +
    void glfwFocusWindow(GLFWwindow *window)
    Brings the specified window to front and sets input focus.
    +

    Keep in mind that it can be very disruptive to the user when a window is forced to the top. For a less disruptive way of getting the user's attention, see attention requests.

    +

    If you wish to be notified when a window gains or loses input focus, whether by the user, system or your own code, set a focus callback.

    +
    glfwSetWindowFocusCallback(window, window_focus_callback);
    +
    GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow *window, GLFWwindowfocusfun callback)
    Sets the focus callback for the specified window.
    +

    The callback function receives changes in the input focus state of the window.

    +
    void window_focus_callback(GLFWwindow* window, int focused)
    +
    {
    +
    if (focused)
    +
    {
    +
    // The window gained input focus
    +
    }
    +
    else
    +
    {
    +
    // The window lost input focus
    +
    }
    +
    }
    +

    You can also get the current input focus state with glfwGetWindowAttrib.

    +
    int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);
    +
    #define GLFW_FOCUSED
    Input focus window hint and attribute.
    Definition glfw3.h:859
    +

    By default, newly created windows are given input focus. You can change this behavior by setting the GLFW_FOCUSED window hint before creating the window.

    +

    +Window attention request

    +

    If you wish to notify the user of an event without interrupting, you can request attention with glfwRequestWindowAttention.

    +
    +
    void glfwRequestWindowAttention(GLFWwindow *window)
    Requests user attention to the specified window.
    +

    The system will highlight the specified window, or on platforms where this is not supported, the application as a whole. Once the user has given it attention, the system will automatically end the request.

    +

    +Window damage and refresh

    +

    If you wish to be notified when the contents of a window is damaged and needs to be refreshed, set a window refresh callback.

    +
    glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);
    +
    GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow *window, GLFWwindowrefreshfun callback)
    Sets the refresh callback for the specified window.
    +

    The callback function is called when the contents of the window needs to be refreshed.

    +
    void window_refresh_callback(GLFWwindow* window)
    +
    {
    +
    draw_editor_ui(window);
    +
    glfwSwapBuffers(window);
    +
    }
    +
    Note
    On compositing window systems such as Aero, Compiz or Aqua, where the window contents are saved off-screen, this callback might only be called when the window or framebuffer is resized.
    +

    +Window transparency

    +

    GLFW supports two kinds of transparency for windows; framebuffer transparency and whole window transparency. A single window may not use both methods. The results of doing this are undefined.

    +

    Both methods require the platform to support it and not every version of every platform GLFW supports does this, so there are mechanisms to check whether the window really is transparent.

    +

    Window framebuffers can be made transparent on a per-pixel per-frame basis with the GLFW_TRANSPARENT_FRAMEBUFFER window hint.

    +
    +
    #define GLFW_TRANSPARENT_FRAMEBUFFER
    Window framebuffer transparency hint and attribute.
    Definition glfw3.h:912
    +

    If supported by the system, the window content area will be composited with the background using the framebuffer per-pixel alpha channel. This requires desktop compositing to be enabled on the system. It does not affect window decorations.

    +

    You can check whether the window framebuffer was successfully made transparent with the GLFW_TRANSPARENT_FRAMEBUFFER window attribute.

    +
    +
    {
    +
    // window framebuffer is currently transparent
    +
    }
    +

    GLFW comes with an example that enabled framebuffer transparency called gears.

    +

    The opacity of the whole window, including any decorations, can be set with glfwSetWindowOpacity.

    +
    glfwSetWindowOpacity(window, 0.5f);
    +
    void glfwSetWindowOpacity(GLFWwindow *window, float opacity)
    Sets the opacity of the whole window.
    +

    The opacity (or alpha) value is a positive finite number between zero and one, where 0 (zero) is fully transparent and 1 (one) is fully opaque. The initial opacity value for newly created windows is 1.

    +

    The current opacity of a window can be queried with glfwGetWindowOpacity.

    +
    float opacity = glfwGetWindowOpacity(window);
    +
    float glfwGetWindowOpacity(GLFWwindow *window)
    Returns the opacity of the whole window.
    +

    If the system does not support whole window transparency, this function always returns one.

    +

    GLFW comes with a test program that lets you control whole window transparency at run-time called window.

    +

    If you want to use either of these transparency methods to display a temporary overlay like for example a notification, the GLFW_FLOATING and GLFW_MOUSE_PASSTHROUGH window hints and attributes may be useful.

    +

    +Window attributes

    +

    Windows have a number of attributes that can be returned using glfwGetWindowAttrib. Some reflect state that may change as a result of user interaction, (e.g. whether it has input focus), while others reflect inherent properties of the window (e.g. what kind of border it has). Some are related to the window and others to its OpenGL or OpenGL ES context.

    +
    +
    {
    +
    // window has input focus
    +
    }
    +

    The GLFW_DECORATED, GLFW_RESIZABLE, GLFW_FLOATING, GLFW_AUTO_ICONIFY and GLFW_FOCUS_ON_SHOW window attributes can be changed with glfwSetWindowAttrib.

    +
    +
    void glfwSetWindowAttrib(GLFWwindow *window, int attrib, int value)
    Sets an attribute of the specified window.
    +
    #define GLFW_RESIZABLE
    Window resize-ability window hint and attribute.
    Definition glfw3.h:870
    +

    +Window related attributes

    +

    GLFW_FOCUSED indicates whether the specified window has input focus. See Window input focus for details.

    +

    GLFW_ICONIFIED indicates whether the specified window is iconified. See Window iconification for details.

    +

    GLFW_MAXIMIZED indicates whether the specified window is maximized. See Window maximization for details.

    +

    GLFW_HOVERED indicates whether the cursor is currently directly over the content area of the window, with no other windows between. See Cursor enter/leave events for details.

    +

    GLFW_VISIBLE indicates whether the specified window is visible. See Window visibility for details.

    +

    GLFW_RESIZABLE indicates whether the specified window is resizable by the user. This can be set before creation with the GLFW_RESIZABLE window hint or after with glfwSetWindowAttrib.

    +

    GLFW_DECORATED indicates whether the specified window has decorations such as a border, a close widget, etc. This can be set before creation with the GLFW_DECORATED window hint or after with glfwSetWindowAttrib.

    +

    GLFW_AUTO_ICONIFY indicates whether the specified full screen window is iconified on focus loss, a close widget, etc. This can be set before creation with the GLFW_AUTO_ICONIFY window hint or after with glfwSetWindowAttrib.

    +

    GLFW_FLOATING indicates whether the specified window is floating, also called topmost or always-on-top. This can be set before creation with the GLFW_FLOATING window hint or after with glfwSetWindowAttrib.

    +

    GLFW_TRANSPARENT_FRAMEBUFFER indicates whether the specified window has a transparent framebuffer, i.e. the window contents is composited with the background using the window framebuffer alpha channel. See Window transparency for details.

    +

    GLFW_FOCUS_ON_SHOW specifies whether the window will be given input focus when glfwShowWindow is called. This can be set before creation with the GLFW_FOCUS_ON_SHOW window hint or after with glfwSetWindowAttrib.

    +

    GLFW_MOUSE_PASSTHROUGH specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This can be set before creation with the GLFW_MOUSE_PASSTHROUGH window hint or after with glfwSetWindowAttrib. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

    +

    +Context related attributes

    +

    GLFW_CLIENT_API indicates the client API provided by the window's context; either GLFW_OPENGL_API, GLFW_OPENGL_ES_API or GLFW_NO_API.

    +

    GLFW_CONTEXT_CREATION_API indicates the context creation API used to create the window's context; either GLFW_NATIVE_CONTEXT_API, GLFW_EGL_CONTEXT_API or GLFW_OSMESA_CONTEXT_API.

    +

    GLFW_CONTEXT_VERSION_MAJOR, GLFW_CONTEXT_VERSION_MINOR and GLFW_CONTEXT_REVISION indicate the client API version of the window's context.

    +
    Note
    Do not confuse these attributes with GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR and GLFW_VERSION_REVISION which provide the API version of the GLFW header.
    +

    GLFW_OPENGL_FORWARD_COMPAT is GLFW_TRUE if the window's context is an OpenGL forward-compatible one, or GLFW_FALSE otherwise.

    +

    GLFW_CONTEXT_DEBUG is GLFW_TRUE if the window's context is in debug mode, or GLFW_FALSE otherwise.

    +

    This is the new name, introduced in GLFW 3.4. The older GLFW_OPENGL_DEBUG_CONTEXT name is also available for compatibility.

    +

    GLFW_OPENGL_PROFILE indicates the OpenGL profile used by the context. This is GLFW_OPENGL_CORE_PROFILE or GLFW_OPENGL_COMPAT_PROFILE if the context uses a known profile, or GLFW_OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

    +

    GLFW_CONTEXT_RELEASE_BEHAVIOR indicates the release used by the context. Possible values are one of GLFW_ANY_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH or GLFW_RELEASE_BEHAVIOR_NONE. If the behavior is GLFW_ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is GLFW_RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is GLFW_RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.

    +

    GLFW_CONTEXT_NO_ERROR indicates whether errors are generated by the context. Possible values are GLFW_TRUE and GLFW_FALSE. If enabled, situations that would have generated errors instead cause undefined behavior.

    +

    GLFW_CONTEXT_ROBUSTNESS indicates the robustness strategy used by the context. This is GLFW_LOSE_CONTEXT_ON_RESET or GLFW_NO_RESET_NOTIFICATION if the window's context supports robustness, or GLFW_NO_ROBUSTNESS otherwise.

    +

    +Framebuffer related attributes

    +

    GLFW does not expose most attributes of the default framebuffer (i.e. the framebuffer attached to the window) as these can be queried directly with either OpenGL, OpenGL ES or Vulkan. The one exception is GLFW_DOUBLEBUFFER, as this is not provided by OpenGL ES.

    +

    If you are using version 3.0 or later of OpenGL or OpenGL ES, the glGetFramebufferAttachmentParameteriv function can be used to retrieve the number of bits for the red, green, blue, alpha, depth and stencil buffer channels. Otherwise, the glGetIntegerv function can be used.

    +

    The number of MSAA samples are always retrieved with glGetIntegerv. For contexts supporting framebuffer objects, the number of samples of the currently bound framebuffer is returned.

    + + + + + + + + + + + + + + + + + +
    Attribute glGetIntegerv glGetFramebufferAttachmentParameteriv
    Red bits GL_RED_BITS GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
    Green bits GL_GREEN_BITS GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
    Blue bits GL_BLUE_BITS GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
    Alpha bits GL_ALPHA_BITS GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
    Depth bits GL_DEPTH_BITS GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
    Stencil bits GL_STENCIL_BITS GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
    MSAA samples GL_SAMPLES Not provided by this function
    +

    When calling glGetFramebufferAttachmentParameteriv, the red, green, blue and alpha sizes are queried from the GL_BACK_LEFT, while the depth and stencil sizes are queried from the GL_DEPTH and GL_STENCIL attachments, respectively.

    +

    GLFW_DOUBLEBUFFER indicates whether the specified window is double-buffered when rendering with OpenGL or OpenGL ES. This can be set before creation with the GLFW_DOUBLEBUFFER window hint.

    +

    +Buffer swapping

    +

    GLFW windows are by default double buffered. That means that you have two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.

    +

    When the entire frame has been rendered, it is time to swap the back and the front buffers in order to display what has been rendered and begin rendering a new frame. This is done with glfwSwapBuffers.

    +
    +

    Sometimes it can be useful to select when the buffer swap will occur. With the function glfwSwapInterval it is possible to select the minimum number of monitor refreshes the driver should wait from the time glfwSwapBuffers was called before swapping the buffers:

    +
    +
    void glfwSwapInterval(int interval)
    Sets the swap interval for the current context.
    +

    If the interval is zero, the swap will take place immediately when glfwSwapBuffers is called without waiting for a refresh. Otherwise at least interval retraces will pass between each buffer swap. Using a swap interval of zero can be useful for benchmarking purposes, when it is not desirable to measure the time it takes to wait for the vertical retrace. However, a swap interval of one lets you avoid tearing.

    +

    Note that this may not work on all machines, as some drivers have user-controlled settings that override any swap interval the application requests.

    +

    A context that supports either the WGL_EXT_swap_control_tear or the GLX_EXT_swap_control_tear extension also accepts negative swap intervals, which allows the driver to swap immediately even if a frame arrives a little bit late. This trades the risk of visible tears for greater framerate stability. You can check for these extensions with glfwExtensionSupported.

    +
    +
    + + + diff --git a/dependencies/glfw-3.4/docs/input.md b/dependencies/glfw-3.4/docs/input.md new file mode 100644 index 0000000..56983b0 --- /dev/null +++ b/dependencies/glfw-3.4/docs/input.md @@ -0,0 +1,981 @@ +# Input guide {#input_guide} + +[TOC] + +This guide introduces the input related functions of GLFW. For details on +a specific function in this category, see the @ref input. There are also guides +for the other areas of GLFW. + + - @ref intro_guide + - @ref window_guide + - @ref context_guide + - @ref vulkan_guide + - @ref monitor_guide + +GLFW provides many kinds of input. While some can only be polled, like time, or +only received via callbacks, like scrolling, many provide both callbacks and +polling. Callbacks are more work to use than polling but is less CPU intensive +and guarantees that you do not miss state changes. + +All input callbacks receive a window handle. By using the +[window user pointer](@ref window_userptr), you can access non-global structures +or objects from your callbacks. + +To get a better feel for how the various events callbacks behave, run the +`events` test program. It registers every callback supported by GLFW and prints +out all arguments provided for every event, along with time and sequence +information. + + +## Event processing {#events} + +GLFW needs to poll the window system for events both to provide input to the +application and to prove to the window system that the application hasn't locked +up. Event processing is normally done each frame after +[buffer swapping](@ref buffer_swap). Even when you have no windows, event +polling needs to be done in order to receive monitor and joystick connection +events. + +There are three functions for processing pending events. @ref glfwPollEvents, +processes only those events that have already been received and then returns +immediately. + +```c +glfwPollEvents(); +``` + +This is the best choice when rendering continuously, like most games do. + +If you only need to update the contents of the window when you receive new +input, @ref glfwWaitEvents is a better choice. + +```c +glfwWaitEvents(); +``` + +It puts the thread to sleep until at least one event has been received and then +processes all received events. This saves a great deal of CPU cycles and is +useful for, for example, editing tools. + +If you want to wait for events but have UI elements or other tasks that need +periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout. + +```c +glfwWaitEventsTimeout(0.7); +``` + +It puts the thread to sleep until at least one event has been received, or until +the specified number of seconds have elapsed. It then processes any received +events. + +If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from +another thread by posting an empty event to the event queue with @ref +glfwPostEmptyEvent. + +```c +glfwPostEmptyEvent(); +``` + +Do not assume that callbacks will _only_ be called in response to the above +functions. While it is necessary to process events in one or more of the ways +above, window systems that require GLFW to register callbacks of its own can +pass events to GLFW in response to many window system function calls. GLFW will +pass those events on to the application callbacks before returning. + +For example, on Windows the system function that @ref glfwSetWindowSize is +implemented with will send window size events directly to the event callback +that every window has and that GLFW implements for its windows. If you have set +a [window size callback](@ref window_size) GLFW will call it in turn with the +new size before everything returns back out of the @ref glfwSetWindowSize call. + + +## Keyboard input {#input_keyboard} + +GLFW divides keyboard input into two categories; key events and character +events. Key events relate to actual physical keyboard keys, whereas character +events relate to the text that is generated by pressing some of them. + +Keys and characters do not map 1:1. A single key press may produce several +characters, and a single character may require several keys to produce. This +may not be the case on your machine, but your users are likely not all using the +same keyboard layout, input method or even operating system as you. + + +### Key input {#input_key} + +If you wish to be notified when a physical key is pressed or released or when it +repeats, set a key callback. + +```c +glfwSetKeyCallback(window, key_callback); +``` + +The callback function receives the [keyboard key](@ref keys), platform-specific +scancode, key action and [modifier bits](@ref mods). + +```c +void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_E && action == GLFW_PRESS) + activate_airship(); +} +``` + +The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with +`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most +keys will also emit events with `GLFW_REPEAT` actions while a key is held down. + +Note that many keyboards have a limit on how many keys being simultaneous held +down that they can detect. This limit is called +[key rollover](https://en.wikipedia.org/wiki/Key_rollover). + +Key events with `GLFW_REPEAT` actions are intended for text input. They are +emitted at the rate set in the user's keyboard settings. At most one key is +repeated even if several keys are held down. `GLFW_REPEAT` actions should not +be relied on to know which keys are being held down or to drive animation. +Instead you should either save the state of relevant keys based on `GLFW_PRESS` +and `GLFW_RELEASE` actions, or call @ref glfwGetKey, which provides basic cached +key state. + +The key will be one of the existing [key tokens](@ref keys), or +`GLFW_KEY_UNKNOWN` if GLFW lacks a token for it, for example _E-mail_ and _Play_ +keys. + +The scancode is unique for every key, regardless of whether it has a key token. +Scancodes are platform-specific but consistent over time, so keys will have +different scancodes depending on the platform but they are safe to save to disk. +You can query the scancode for any [key token](@ref keys) supported on the +current platform with @ref glfwGetKeyScancode. + +```c +const int scancode = glfwGetKeyScancode(GLFW_KEY_X); +set_key_mapping(scancode, swap_weapons); +``` + +The last reported state for every physical key with a [key token](@ref keys) is +also saved in per-window state arrays that can be polled with @ref glfwGetKey. + +```c +int state = glfwGetKey(window, GLFW_KEY_E); +if (state == GLFW_PRESS) +{ + activate_airship(); +} +``` + +The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. + +This function only returns cached key event state. It does not poll the +system for the current state of the physical key. It also does not provide any +key repeat information. + +@anchor GLFW_STICKY_KEYS +Whenever you poll state, you risk missing the state change you are looking for. +If a pressed key is released again before you poll its state, you will have +missed the key press. The recommended solution for this is to use a +key callback, but there is also the `GLFW_STICKY_KEYS` input mode. + +```c +glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE); +``` + +When sticky keys mode is enabled, the pollable state of a key will remain +`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once +it has been polled, if a key release event had been processed in the meantime, +the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`. + +@anchor GLFW_LOCK_KEY_MODS +If you wish to know what the state of the Caps Lock and Num Lock keys was when +input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode. + +```c +glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE); +``` + +When this input mode is enabled, any callback that receives +[modifier bits](@ref mods) will have the @ref GLFW_MOD_CAPS_LOCK bit set if Caps +Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if +Num Lock was on. + +The `GLFW_KEY_LAST` constant holds the highest value of any +[key token](@ref keys). + + +### Text input {#input_char} + +GLFW supports text input in the form of a stream of +[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the +operating system text input system. Unlike key input, text input is affected by +keyboard layouts and modifier keys and supports composing characters using +[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can +encode the code points into UTF-8 or any other encoding you prefer. + +Because an `unsigned int` is 32 bits long on all platforms supported by GLFW, +you can treat the code point argument as native endian UTF-32. + +If you wish to offer regular text input, set a character callback. + +```c +glfwSetCharCallback(window, character_callback); +``` + +The callback function receives Unicode code points for key events that would +have led to regular text input and generally behaves as a standard text field on +that platform. + +```c +void character_callback(GLFWwindow* window, unsigned int codepoint) +{ +} +``` + + +### Key names {#input_key_name} + +If you wish to refer to keys by name, you can query the keyboard layout +dependent name of printable keys with @ref glfwGetKeyName. + +```c +const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0); +show_tutorial_hint("Press %s to move forward", key_name); +``` + +This function can handle both [keys and scancodes](@ref input_key). If the +specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is +ignored. This matches the behavior of the key callback, meaning the callback +arguments can always be passed unmodified to this function. + + +## Mouse input {#input_mouse} + +Mouse input comes in many forms, including mouse motion, button presses and +scrolling offsets. The cursor appearance can also be changed, either to +a custom image or a standard cursor shape from the system theme. + + +### Cursor position {#cursor_pos} + +If you wish to be notified when the cursor moves over the window, set a cursor +position callback. + +```c +glfwSetCursorPosCallback(window, cursor_position_callback); +``` + +The callback functions receives the cursor position, measured in screen +coordinates but relative to the top-left corner of the window content area. On +platforms that provide it, the full sub-pixel cursor position is passed on. + +```c +static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) +{ +} +``` + +The cursor position is also saved per-window and can be polled with @ref +glfwGetCursorPos. + +```c +double xpos, ypos; +glfwGetCursorPos(window, &xpos, &ypos); +``` + + +### Cursor mode {#cursor_mode} + +@anchor GLFW_CURSOR +The `GLFW_CURSOR` input mode provides several cursor modes for special forms of +mouse motion input. By default, the cursor mode is `GLFW_CURSOR_NORMAL`, +meaning the regular arrow cursor (or another cursor set with @ref glfwSetCursor) +is used and cursor motion is not limited. + +If you wish to implement mouse motion based camera controls or other input +schemes that require unlimited mouse movement, set the cursor mode to +`GLFW_CURSOR_DISABLED`. + +```c +glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); +``` + +This will hide the cursor and lock it to the specified window. GLFW will then +take care of all the details of cursor re-centering and offset calculation and +providing the application with a virtual cursor position. This virtual position +is provided normally via both the cursor position callback and through polling. + +@note You should not implement your own version of this functionality using +other features of GLFW. It is not supported and will not work as robustly as +`GLFW_CURSOR_DISABLED`. + +If you only wish the cursor to become hidden when it is over a window but still +want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`. + +```c +glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); +``` + +This mode puts no limit on the motion of the cursor. + +If you wish the cursor to be visible but confined to the content area of the +window, set the cursor mode to `GLFW_CURSOR_CAPTURED`. + +```c +glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED); +``` + +The cursor will behave normally inside the content area but will not be able to +leave unless the window loses focus. + +To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL` +cursor mode. + +```c +glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); +``` + +If the cursor was disabled, this will move it back to its last visible position. + + +@anchor GLFW_RAW_MOUSE_MOTION +### Raw mouse motion {#raw_mouse_motion} + +When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can +be enabled if available. + +Raw mouse motion is closer to the actual motion of the mouse across a surface. +It is not affected by the scaling and acceleration applied to the motion of the +desktop cursor. That processing is suitable for a cursor while raw motion is +better for controlling for example a 3D camera. Because of this, raw mouse +motion is only provided when the cursor is disabled. + +Call @ref glfwRawMouseMotionSupported to check if the current machine provides +raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it. It is +disabled by default. + +```c +if (glfwRawMouseMotionSupported()) + glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); +``` + +If supported, raw mouse motion can be enabled or disabled per-window and at any +time but it will only be provided when the cursor is disabled. + + +### Cursor objects {#cursor_object} + +GLFW supports creating both custom and system theme cursor images, encapsulated +as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref +glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref +glfwTerminate, if any remain. + + +#### Custom cursor creation {#cursor_custom} + +A custom cursor is created with @ref glfwCreateCursor, which returns a handle to +the created cursor object. For example, this creates a 16x16 white square +cursor with the hot-spot in the upper-left corner: + +```c +unsigned char pixels[16 * 16 * 4]; +memset(pixels, 0xff, sizeof(pixels)); + +GLFWimage image; +image.width = 16; +image.height = 16; +image.pixels = pixels; + +GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0); +``` + +If cursor creation fails, `NULL` will be returned, so it is necessary to check +the return value. + +The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits +per channel with the red channel first. The pixels are arranged canonically as +sequential rows, starting from the top-left corner. + + +#### Standard cursor creation {#cursor_standard} + +A cursor with a [standard shape](@ref shapes) from the current system cursor +theme can be created with @ref glfwCreateStandardCursor. + +```c +GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR); +``` + +These cursor objects behave in the exact same way as those created with @ref +glfwCreateCursor except that the system cursor theme provides the actual image. + +A few of these shapes are not available everywhere. If a shape is unavailable, +`NULL` is returned. See @ref glfwCreateStandardCursor for details. + + +#### Cursor destruction {#cursor_destruction} + +When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor. + +```c +glfwDestroyCursor(cursor); +``` + +Cursor destruction always succeeds. If the cursor is current for any window, +that window will revert to the default cursor. This does not affect the cursor +mode. All remaining cursors are destroyed when @ref glfwTerminate is called. + + +#### Cursor setting {#cursor_set} + +A cursor can be set as current for a window with @ref glfwSetCursor. + +```c +glfwSetCursor(window, cursor); +``` + +Once set, the cursor image will be used as long as the system cursor is over the +content area of the window and the [cursor mode](@ref cursor_mode) is set +to `GLFW_CURSOR_NORMAL`. + +A single cursor may be set for any number of windows. + +To revert to the default cursor, set the cursor of that window to `NULL`. + +```c +glfwSetCursor(window, NULL); +``` + +When a cursor is destroyed, any window that has it set will revert to the +default cursor. This does not affect the cursor mode. + + +### Cursor enter/leave events {#cursor_enter} + +If you wish to be notified when the cursor enters or leaves the content area of +a window, set a cursor enter/leave callback. + +```c +glfwSetCursorEnterCallback(window, cursor_enter_callback); +``` + +The callback function receives the new classification of the cursor. + +```c +void cursor_enter_callback(GLFWwindow* window, int entered) +{ + if (entered) + { + // The cursor entered the content area of the window + } + else + { + // The cursor left the content area of the window + } +} +``` + +You can query whether the cursor is currently inside the content area of the +window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute. + +```c +if (glfwGetWindowAttrib(window, GLFW_HOVERED)) +{ + highlight_interface(); +} +``` + + +### Mouse button input {#input_mouse_button} + +If you wish to be notified when a mouse button is pressed or released, set +a mouse button callback. + +```c +glfwSetMouseButtonCallback(window, mouse_button_callback); +``` + +The callback function receives the [mouse button](@ref buttons), button action +and [modifier bits](@ref mods). + +```c +void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) +{ + if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) + popup_menu(); +} +``` + +The action is one of `GLFW_PRESS` or `GLFW_RELEASE`. + +The last reported state for every [supported mouse button](@ref buttons) is also +saved in per-window state arrays that can be polled with @ref +glfwGetMouseButton. + +```c +int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT); +if (state == GLFW_PRESS) +{ + upgrade_cow(); +} +``` + +The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. + +This function only returns cached mouse button event state. It does not poll +the system for the current state of the mouse button. + +@anchor GLFW_STICKY_MOUSE_BUTTONS +Whenever you poll state, you risk missing the state change you are looking for. +If a pressed mouse button is released again before you poll its state, you will have +missed the button press. The recommended solution for this is to use a +mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS` +input mode. + +```c +glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE); +``` + +When sticky mouse buttons mode is enabled, the pollable state of a mouse button +will remain `GLFW_PRESS` until the state of that button is polled with @ref +glfwGetMouseButton. Once it has been polled, if a mouse button release event +had been processed in the meantime, the state will reset to `GLFW_RELEASE`, +otherwise it will remain `GLFW_PRESS`. + +The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any +[supported mouse button](@ref buttons). + + +### Scroll input {#scrolling} + +If you wish to be notified when the user scrolls, whether with a mouse wheel or +touchpad gesture, set a scroll callback. + +```c +glfwSetScrollCallback(window, scroll_callback); +``` + +The callback function receives two-dimensional scroll offsets. + +```c +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) +{ +} +``` + +A normal mouse wheel, being vertical, provides offsets along the Y-axis. + + +## Joystick input {#joystick} + +The joystick functions expose connected joysticks and controllers, with both +referred to as joysticks. It supports up to sixteen joysticks, ranging from +`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to and including `GLFW_JOYSTICK_16` or +`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is +present with @ref glfwJoystickPresent. + +```c +int present = glfwJoystickPresent(GLFW_JOYSTICK_1); +``` + +Each joystick has zero or more axes, zero or more buttons, zero or more hats, +a human-readable name, a user pointer and an SDL compatible GUID. + +Detected joysticks are added to the beginning of the array. Once a joystick is +detected, it keeps its assigned ID until it is disconnected or the library is +terminated, so as joysticks are connected and disconnected, there may appear +gaps in the IDs. + +Joystick axis, button and hat state is updated when polled and does not require +a window to be created or events to be processed. However, if you want joystick +connection and disconnection events reliably delivered to the +[joystick callback](@ref joystick_event) then you must +[process events](@ref events). + +To see all the properties of all connected joysticks in real-time, run the +`joysticks` test program. + + +### Joystick axis states {#joystick_axis} + +The positions of all axes of a joystick are returned by @ref +glfwGetJoystickAxes. See the reference documentation for the lifetime of the +returned array. + +```c +int count; +const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count); +``` + +Each element in the returned array is a value between -1.0 and 1.0. + + +### Joystick button states {#joystick_button} + +The states of all buttons of a joystick are returned by @ref +glfwGetJoystickButtons. See the reference documentation for the lifetime of the +returned array. + +```c +int count; +const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count); +``` + +Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`. + +For backward compatibility with earlier versions that did not have @ref +glfwGetJoystickHats, the button array by default also includes all hats. See +the reference documentation for @ref glfwGetJoystickButtons for details. + + +### Joystick hat states {#joystick_hat} + +The states of all hats are returned by @ref glfwGetJoystickHats. See the +reference documentation for the lifetime of the returned array. + +```c +int count; +const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count); +``` + +Each element in the returned array is one of the following: + +Name | Value +---- | ----- +`GLFW_HAT_CENTERED` | 0 +`GLFW_HAT_UP` | 1 +`GLFW_HAT_RIGHT` | 2 +`GLFW_HAT_DOWN` | 4 +`GLFW_HAT_LEFT` | 8 +`GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP` +`GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN` +`GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP` +`GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN` + +The diagonal directions are bitwise combinations of the primary (up, right, down +and left) directions and you can test for these individually by ANDing it with +the corresponding direction. + +```c +if (hats[2] & GLFW_HAT_RIGHT) +{ + // State of hat 2 could be right-up, right or right-down +} +``` + +For backward compatibility with earlier versions that did not have @ref +glfwGetJoystickHats, all hats are by default also included in the button array. +See the reference documentation for @ref glfwGetJoystickButtons for details. + + +### Joystick name {#joystick_name} + +The human-readable, UTF-8 encoded name of a joystick is returned by @ref +glfwGetJoystickName. See the reference documentation for the lifetime of the +returned string. + +```c +const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4); +``` + +Joystick names are not guaranteed to be unique. Two joysticks of the same model +and make may have the same name. Only the [joystick ID](@ref joysticks) is +guaranteed to be unique, and only until that joystick is disconnected. + + +### Joystick user pointer {#joystick_userptr} + +Each joystick has a user pointer that can be set with @ref +glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer. +This can be used for any purpose you need and will not be modified by GLFW. The +value will be kept until the joystick is disconnected or until the library is +terminated. + +The initial value of the pointer is `NULL`. + + +### Joystick configuration changes {#joystick_event} + +If you wish to be notified when a joystick is connected or disconnected, set +a joystick callback. + +```c +glfwSetJoystickCallback(joystick_callback); +``` + +The callback function receives the ID of the joystick that has been connected +and disconnected and the event that occurred. + +```c +void joystick_callback(int jid, int event) +{ + if (event == GLFW_CONNECTED) + { + // The joystick was connected + } + else if (event == GLFW_DISCONNECTED) + { + // The joystick was disconnected + } +} +``` + +For joystick connection and disconnection events to be delivered on all +platforms, you need to call one of the [event processing](@ref events) +functions. Joystick disconnection may also be detected and the callback +called by joystick functions. The function will then return whatever it +returns for a disconnected joystick. + +Only @ref glfwGetJoystickName and @ref glfwGetJoystickUserPointer will return +useful values for a disconnected joystick and only before the monitor callback +returns. + + +### Gamepad input {#gamepad} + +The joystick functions provide unlabeled axes, buttons and hats, with no +indication of where they are located on the device. Their order may also vary +between platforms even with the same device. + +To solve this problem the SDL community crowdsourced the +[SDL_GameControllerDB][] project, a database of mappings from many different +devices to an Xbox-like gamepad. + +[SDL_GameControllerDB]: https://github.com/gabomdq/SDL_GameControllerDB + +GLFW supports this mapping format and contains a copy of the mappings +available at the time of release. See @ref gamepad_mapping for how to update +this at runtime. Mappings will be assigned to joysticks automatically any time +a joystick is connected or the mappings are updated. + +You can check whether a joystick is both present and has a gamepad mapping with +@ref glfwJoystickIsGamepad. + +```c +if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2)) +{ + // Use as gamepad +} +``` + +If you are only interested in gamepad input you can use this function instead of +@ref glfwJoystickPresent. + +You can query the human-readable name provided by the gamepad mapping with @ref +glfwGetGamepadName. This may or may not be the same as the +[joystick name](@ref joystick_name). + +```c +const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7); +``` + +To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState. + +```c +GLFWgamepadstate state; + +if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state)) +{ + if (state.buttons[GLFW_GAMEPAD_BUTTON_A]) + { + input_jump(); + } + + input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]); +} +``` + +The @ref GLFWgamepadstate struct has two arrays; one for button states and one +for axis states. The values for each button and axis are the same as for the +@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e. +`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes. + +The sizes of the arrays and the positions within each array are fixed. + +The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`, +`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`, +`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`, +`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`, +`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`, +`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`, +`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and +`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`. + +For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`, +`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and +`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices. + +The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`, +`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`, +`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and +`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`. + +The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal +the largest available index for each array. + + +### Gamepad mappings {#gamepad_mapping} + +GLFW contains a copy of the mappings available in [SDL_GameControllerDB][] at +the time of release. Newer ones can be added at runtime with @ref +glfwUpdateGamepadMappings. + +```c +const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt"); + +glfwUpdateGamepadMappings(mappings); +``` + +This function supports everything from single lines up to and including the +unmodified contents of the whole `gamecontrollerdb.txt` file. + +If you are compiling GLFW from source with CMake you can update the built-in mappings by +building the _update_mappings_ target. This runs the `GenerateMappings.cmake` CMake +script, which downloads `gamecontrollerdb.txt` and regenerates the `mappings.h` header +file. + +Below is a description of the mapping format. Please keep in mind that __this +description is not authoritative__. The format is defined by the SDL and +SDL_GameControllerDB projects and their documentation and code takes precedence. + +Each mapping is a single line of comma-separated values describing the GUID, +name and layout of the gamepad. Lines that do not begin with a hexadecimal +digit are ignored. + +The first value is always the gamepad GUID, a 32 character long hexadecimal +string that typically identifies its make, model, revision and the type of +connection to the computer. When this information is not available, the GUID is +generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can +convert from the older formats. + +The second value is always the human-readable name of the gamepad. + +All subsequent values are in the form `:` and describe the layout +of the mapping. These fields may not all be present and may occur in any order. + +The button fields are `a`, `b`, `x`, `y`, `back`, `start`, `guide`, `dpup`, +`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and +`rightstick`. + +The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and +`righttrigger`. + +The value of an axis or button field can be a joystick button, a joystick axis, +a hat bitmask or empty. Joystick buttons are specified as `bN`, for example +`b2` for the third button. Joystick axes are specified as `aN`, for example +`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for +example `h0.8` for left on the first hat. More than one bit may be set in the +mask. + +Before an axis there may be a `+` or `-` range modifier, for example `+a3` for +the positive half of the fourth axis. This restricts input to only the positive +or negative halves of the joystick axis. After an axis or half-axis there may +be the `~` inversion modifier, for example `a2~` or `-a7~`. This negates the +values of the gamepad axis. + +The hat bit mask match the [hat states](@ref hat_state) in the joystick +functions. + +There is also the special `platform` field that specifies which platform the +mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`. + +Below is an example of what a gamepad mapping might look like. It is the +one built into GLFW for Xbox controllers accessed via the XInput API on Windows. +This example has been broken into several lines to fit on the page, but real +gamepad mappings must be a single line. + +``` +78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0, +b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8, +rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4, +righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8, +``` + +@note GLFW does not yet support the output range and modifiers `+` and `-` that +were recently added to SDL. The input modifiers `+`, `-` and `~` are supported +and described above. + + +## Time input {#time} + +GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime. + +```c +double seconds = glfwGetTime(); +``` + +It returns the number of seconds since the library was initialized with @ref +glfwInit. The platform-specific time sources used typically have micro- or +nanosecond resolution. + +You can modify the base time with @ref glfwSetTime. + +```c +glfwSetTime(4.0); +``` + +This sets the time to the specified time, in seconds, and it continues to count +from there. + +You can also access the raw timer used to implement the functions above, +with @ref glfwGetTimerValue. + +```c +uint64_t value = glfwGetTimerValue(); +``` + +This value is in 1 / frequency seconds. The frequency of the raw +timer varies depending on the operating system and hardware. You can query the +frequency, in Hz, with @ref glfwGetTimerFrequency. + +```c +uint64_t frequency = glfwGetTimerFrequency(); +``` + + +## Clipboard input and output {#clipboard} + +If the system clipboard contains a UTF-8 encoded string or if it can be +converted to one, you can retrieve it with @ref glfwGetClipboardString. See the +reference documentation for the lifetime of the returned string. + +```c +const char* text = glfwGetClipboardString(NULL); +if (text) +{ + insert_text(text); +} +``` + +If the clipboard is empty or if its contents could not be converted, `NULL` is +returned. + +The contents of the system clipboard can be set to a UTF-8 encoded string with +@ref glfwSetClipboardString. + +```c +glfwSetClipboardString(NULL, "A string with words in it"); +``` + + +## Path drop input {#path_drop} + +If you wish to receive the paths of files and/or directories dropped on +a window, set a file drop callback. + +```c +glfwSetDropCallback(window, drop_callback); +``` + +The callback function receives an array of paths encoded as UTF-8. + +```c +void drop_callback(GLFWwindow* window, int count, const char** paths) +{ + int i; + for (i = 0; i < count; i++) + handle_dropped_file(paths[i]); +} +``` + +The path array and its strings are only valid until the file drop callback +returns, as they may have been generated specifically for that event. You need +to make a deep copy of the array if you want to keep the paths. + diff --git a/dependencies/glfw-3.4/docs/internal.md b/dependencies/glfw-3.4/docs/internal.md new file mode 100644 index 0000000..b658d77 --- /dev/null +++ b/dependencies/glfw-3.4/docs/internal.md @@ -0,0 +1,120 @@ +# Internal structure {#internals_guide} + +[TOC] + +There are several interfaces inside GLFW. Each interface has its own area of +responsibility and its own naming conventions. + + +## Public interface {#internals_public} + +The most well-known is the public interface, described in the glfw3.h header +file. This is implemented in source files shared by all platforms and these +files contain no platform-specific code. This code usually ends up calling the +platform and internal interfaces to do the actual work. + +The public interface uses the OpenGL naming conventions except with GLFW and +glfw instead of GL and gl. For struct members, where OpenGL sets no precedent, +it use headless camel case. + +Examples: `glfwCreateWindow`, `GLFWwindow`, `GLFW_RED_BITS` + + +## Native interface {#internals_native} + +The [native interface](@ref native) is a small set of publicly available +but platform-specific functions, described in the glfw3native.h header file and +used to gain access to the underlying window, context and (on some platforms) +display handles used by the platform interface. + +The function names of the native interface are similar to those of the public +interface, but embeds the name of the interface that the returned handle is +from. + +Examples: `glfwGetX11Window`, `glfwGetWGLContext` + + +## Internal interface {#internals_internal} + +The internal interface consists of utility functions used by all other +interfaces. It is shared code implemented in the same shared source files as +the public and event interfaces. The internal interface is described in the +internal.h header file. + +The internal interface is in charge of GLFW's global data, which it stores in +a `_GLFWlibrary` struct named `_glfw`. + +The internal interface uses the same style as the public interface, except all +global names have a leading underscore. + +Examples: `_glfwIsValidContextConfig`, `_GLFWwindow`, `_glfw.monitorCount` + + +## Platform interface {#internals_platform} + +The platform interface implements all platform-specific operations as a service +to the public interface. This includes event processing. The platform +interface is never directly called by application code and never directly calls +application-provided callbacks. It is also prohibited from modifying the +platform-independent part of the internal structs. Instead, it calls the event +interface when events interesting to GLFW are received. + +The platform interface mostly mirrors those parts of the public interface that needs to +perform platform-specific operations on some or all platforms. + +The window system bits of the platform API is called through the `_GLFWplatform` struct of +function pointers, to allow runtime selection of platform. This includes the window and +context creation, input and event processing, monitor and Vulkan surface creation parts of +GLFW. This is located in the global `_glfw` struct. + +Examples: `_glfw.platform.createWindow` + +The timer, threading and module loading bits of the platform API are plain functions with +a `_glfwPlatform` prefix, as these things are independent of what window system is being +used. + +Examples: `_glfwPlatformGetTimerValue` + +The platform interface also defines structs that contain platform-specific +global and per-object state. Their names mirror those of the internal +interface, except that an interface-specific suffix is added. + +Examples: `_GLFWwindowX11`, `_GLFWcontextWGL` + +These structs are incorporated as members into the internal interface structs +using special macros that name them after the specific interface used. This +prevents shared code from accidentally using these members. + +Examples: `window->win32.handle`, `_glfw.x11.display` + + +## Event interface {#internals_event} + +The event interface is implemented in the same shared source files as the public +interface and is responsible for delivering the events it receives to the +application, either via callbacks, via window state changes or both. + +The function names of the event interface use a `_glfwInput` prefix and the +ObjectEvent pattern. + +Examples: `_glfwInputWindowFocus`, `_glfwInputCursorPos` + + +## Static functions {#internals_static} + +Static functions may be used by any interface and have no prefixes or suffixes. +These use headless camel case. + +Examples: `isValidElementForJoystick` + + +## Configuration macros {#internals_config} + +GLFW uses a number of configuration macros to select at compile time which +interfaces and code paths to use. They are defined in the GLFW CMake target. + +Configuration macros the same style as tokens in the public interface, except +with a leading underscore. + +Examples: `_GLFW_WIN32`, `_GLFW_BUILD_DLL` + diff --git a/dependencies/glfw-3.4/docs/intro.md b/dependencies/glfw-3.4/docs/intro.md new file mode 100644 index 0000000..0610202 --- /dev/null +++ b/dependencies/glfw-3.4/docs/intro.md @@ -0,0 +1,637 @@ +# Introduction to the API {#intro_guide} + +[TOC] + +This guide introduces the basic concepts of GLFW and describes initialization, +error handling and API guarantees and limitations. For a broad but shallow +tutorial, see @ref quick_guide instead. For details on a specific function in +this category, see the @ref init. + +There are also guides for the other areas of GLFW. + + - @ref window_guide + - @ref context_guide + - @ref vulkan_guide + - @ref monitor_guide + - @ref input_guide + + +## Initialization and termination {#intro_init} + +Before most GLFW functions may be called, the library must be initialized. +This initialization checks what features are available on the machine, +enumerates monitors, initializes the timer and performs any required +platform-specific initialization. + +Only the following functions may be called before the library has been +successfully initialized, and only from the main thread. + + - @ref glfwGetVersion + - @ref glfwGetVersionString + - @ref glfwPlatformSupported + - @ref glfwGetError + - @ref glfwSetErrorCallback + - @ref glfwInitHint + - @ref glfwInitAllocator + - @ref glfwInitVulkanLoader + - @ref glfwInit + - @ref glfwTerminate + +Calling any other function before successful initialization will cause a @ref +GLFW_NOT_INITIALIZED error. + + +### Initializing GLFW {#intro_init_init} + +The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an +error occurred. + +```c +if (!glfwInit()) +{ + // Handle initialization failure +} +``` + +If any part of initialization fails, any parts that succeeded are terminated as +if @ref glfwTerminate had been called. The library only needs to be initialized +once and additional calls to an already initialized library will return +`GLFW_TRUE` immediately. + +Once the library has been successfully initialized, it should be terminated +before the application exits. Modern systems are very good at freeing resources +allocated by programs that exit, but GLFW sometimes has to change global system +settings and these might not be restored without termination. + +@macos When the library is initialized the main menu and dock icon are created. +These are not desirable for a command-line only program. The creation of the +main menu and dock icon can be disabled with the @ref GLFW_COCOA_MENUBAR init +hint. + + +### Initialization hints {#init_hints} + +Initialization hints are set before @ref glfwInit and affect how the library +behaves until termination. Hints are set with @ref glfwInitHint. + +```c +glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE); +``` + +The values you set hints to are never reset by GLFW, but they only take effect +during initialization. Once GLFW has been initialized, any values you set will +be ignored until the library is terminated and initialized again. + +Some hints are platform specific. These may be set on any platform but they +will only affect their specific platform. Other platforms will ignore them. +Setting these hints requires no platform specific headers or functions. + + +#### Shared init hints {#init_hints_shared} + +@anchor GLFW_PLATFORM +__GLFW_PLATFORM__ specifies the platform to use for windowing and input. +Possible values are `GLFW_ANY_PLATFORM`, `GLFW_PLATFORM_WIN32`, +`GLFW_PLATFORM_COCOA`, `GLFW_PLATFORM_WAYLAND`, `GLFW_PLATFORM_X11` and +`GLFW_PLATFORM_NULL`. The default value is `GLFW_ANY_PLATFORM`, which will +choose any platform the library includes support for except for the Null +backend. + + +@anchor GLFW_JOYSTICK_HAT_BUTTONS +__GLFW_JOYSTICK_HAT_BUTTONS__ specifies whether to also expose joystick hats as +buttons, for compatibility with earlier versions of GLFW that did not have @ref +glfwGetJoystickHats. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + +@anchor GLFW_ANGLE_PLATFORM_TYPE_hint +__GLFW_ANGLE_PLATFORM_TYPE__ specifies the platform type (rendering backend) to +request when using OpenGL ES and EGL via [ANGLE][]. If the requested platform +type is unavailable, ANGLE will use its default. Possible values are one of +`GLFW_ANGLE_PLATFORM_TYPE_NONE`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGL`, +`GLFW_ANGLE_PLATFORM_TYPE_OPENGLES`, `GLFW_ANGLE_PLATFORM_TYPE_D3D9`, +`GLFW_ANGLE_PLATFORM_TYPE_D3D11`, `GLFW_ANGLE_PLATFORM_TYPE_VULKAN` and +`GLFW_ANGLE_PLATFORM_TYPE_METAL`. + +[ANGLE]: https://chromium.googlesource.com/angle/angle/ + +The ANGLE platform type is specified via the `EGL_ANGLE_platform_angle` +extension. This extension is not used if this hint is +`GLFW_ANGLE_PLATFORM_TYPE_NONE`, which is the default value. + + +#### macOS specific init hints {#init_hints_osx} + +@anchor GLFW_COCOA_CHDIR_RESOURCES_hint +__GLFW_COCOA_CHDIR_RESOURCES__ specifies whether to set the current directory to +the application to the `Contents/Resources` subdirectory of the application's +bundle, if present. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is +ignored on other platforms. + +@anchor GLFW_COCOA_MENUBAR_hint +__GLFW_COCOA_MENUBAR__ specifies whether to create the menu bar and dock icon +when GLFW is initialized. This applies whether the menu bar is created from +a nib or manually by GLFW. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. +This is ignored on other platforms. + + +#### Wayland specific init hints {#init_hints_wayland} + +@anchor GLFW_WAYLAND_LIBDECOR_hint +__GLFW_WAYLAND_LIBDECOR__ specifies whether to use [libdecor][] for window +decorations where available. Possible values are `GLFW_WAYLAND_PREFER_LIBDECOR` +and `GLFW_WAYLAND_DISABLE_LIBDECOR`. This is ignored on other platforms. + +[libdecor]: https://gitlab.freedesktop.org/libdecor/libdecor + + +#### X11 specific init hints {#init_hints_x11} + +@anchor GLFW_X11_XCB_VULKAN_SURFACE_hint +__GLFW_X11_XCB_VULKAN_SURFACE__ specifies whether to prefer the +`VK_KHR_xcb_surface` extension for creating Vulkan surfaces, or whether to use +the `VK_KHR_xlib_surface` extension. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. This is ignored on other platforms. + + +#### Supported and default values {#init_hints_values} + +Initialization hint | Default value | Supported values +-------------------------------- | ------------------------------- | ---------------- +@ref GLFW_PLATFORM | `GLFW_ANY_PLATFORM` | `GLFW_ANY_PLATFORM`, `GLFW_PLATFORM_WIN32`, `GLFW_PLATFORM_COCOA`, `GLFW_PLATFORM_WAYLAND`, `GLFW_PLATFORM_X11` or `GLFW_PLATFORM_NULL` +@ref GLFW_JOYSTICK_HAT_BUTTONS | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +@ref GLFW_ANGLE_PLATFORM_TYPE | `GLFW_ANGLE_PLATFORM_TYPE_NONE` | `GLFW_ANGLE_PLATFORM_TYPE_NONE`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGL`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGLES`, `GLFW_ANGLE_PLATFORM_TYPE_D3D9`, `GLFW_ANGLE_PLATFORM_TYPE_D3D11`, `GLFW_ANGLE_PLATFORM_TYPE_VULKAN` or `GLFW_ANGLE_PLATFORM_TYPE_METAL` +@ref GLFW_COCOA_CHDIR_RESOURCES | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +@ref GLFW_COCOA_MENUBAR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +@ref GLFW_WAYLAND_LIBDECOR | `GLFW_WAYLAND_PREFER_LIBDECOR` | `GLFW_WAYLAND_PREFER_LIBDECOR` or `GLFW_WAYLAND_DISABLE_LIBDECOR` +@ref GLFW_X11_XCB_VULKAN_SURFACE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` + + +### Runtime platform selection {#platform} + +GLFW can be compiled for more than one platform (window system) at once. This lets +a single library binary support both Wayland and X11 on Linux and other Unix-like systems. + +You can control platform selection via the @ref GLFW_PLATFORM initialization hint. By +default, this is set to @ref GLFW_ANY_PLATFORM, which will look for supported window +systems in order of priority and select the first one it finds. It can also be set to any +specific platform to have GLFW only look for that one. + +```c +glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11); +``` + +This mechanism also provides the Null platform, which is always supported but needs to be +explicitly requested. This platform is effectively a stub, emulating a window system on +a single 1080p monitor, but will not interact with any actual window system. + +```c +glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_NULL); +``` + +You can test whether a library binary was compiled with support for a specific platform +with @ref glfwPlatformSupported. + +```c +if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND)) + glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND); +``` + +Once GLFW has been initialized, you can query which platform was selected with @ref +glfwGetPlatform. + +```c +int platform = glfwGetPlatform(); +``` + +If you are using any [native access functions](@ref native), especially on Linux and other +Unix-like systems, then you may need to check that you are calling the ones matching the +selected platform. + + +### Custom heap memory allocator {#init_allocator} + +The heap memory allocator can be customized before initialization with @ref +glfwInitAllocator. + +```c +GLFWallocator allocator; +allocator.allocate = my_malloc; +allocator.reallocate = my_realloc; +allocator.deallocate = my_free; +allocator.user = NULL; + +glfwInitAllocator(&allocator); +``` + +The allocator will be made active at the beginning of initialization and will be used by +GLFW until the library has been fully terminated. Any allocator set after initialization +will be picked up only at the next initialization. + +The allocator will only be used for allocations that would have been made with +the C standard library. Memory allocations that must be made with platform +specific APIs will still use those. + +The allocation function must have a signature matching @ref GLFWallocatefun. It receives +the desired size, in bytes, and the user pointer passed to @ref glfwInitAllocator and +returns the address to the allocated memory block. + +```c +void* my_malloc(size_t size, void* user) +{ + ... +} +``` + +The documentation for @ref GLFWallocatefun also lists the requirements and limitations for +an allocation function. If the active one does not meet all of these, GLFW may fail. + +The reallocation function must have a function signature matching @ref GLFWreallocatefun. +It receives the memory block to be reallocated, the new desired size, in bytes, and the user +pointer passed to @ref glfwInitAllocator and returns the address to the resized memory +block. + +```c +void* my_realloc(void* block, size_t size, void* user) +{ + ... +} +``` + +The documentation for @ref GLFWreallocatefun also lists the requirements and limitations +for a reallocation function. If the active one does not meet all of these, GLFW may fail. + +The deallocation function must have a function signature matching @ref GLFWdeallocatefun. +It receives the memory block to be deallocated and the user pointer passed to @ref +glfwInitAllocator. + +```c +void my_free(void* block, void* user) +{ + ... +} +``` + +The documentation for @ref GLFWdeallocatefun also lists the requirements and limitations +for a deallocation function. If the active one does not meet all of these, GLFW may fail. + + +### Terminating GLFW {#intro_init_terminate} + +Before your application exits, you should terminate the GLFW library if it has +been initialized. This is done with @ref glfwTerminate. + +```c +glfwTerminate(); +``` + +This will destroy any remaining window, monitor and cursor objects, restore any +modified gamma ramps, re-enable the screensaver if it had been disabled and free +any other resources allocated by GLFW. + +Once the library is terminated, it is as if it had never been initialized, therefore +you will need to initialize it again before being able to use GLFW. If the +library was not initialized or had already been terminated, it returns +immediately. + + +## Error handling {#error_handling} + +Some GLFW functions have return values that indicate an error, but this is often +not very helpful when trying to figure out what happened or why it occurred. +Other functions have no return value reserved for errors, so error notification +needs a separate channel. Finally, far from all GLFW functions have return +values. + +The last [error code](@ref errors) for the calling thread can be queried at any +time with @ref glfwGetError. + +```c +int code = glfwGetError(NULL); + +if (code != GLFW_NO_ERROR) + handle_error(code); +``` + +If no error has occurred since the last call, @ref GLFW_NO_ERROR (zero) is +returned. The error is cleared before the function returns. + +The error code indicates the general category of the error. Some error codes, +such as @ref GLFW_NOT_INITIALIZED has only a single meaning, whereas others like +@ref GLFW_PLATFORM_ERROR are used for many different errors. + +GLFW often has more information about an error than its general category. You +can retrieve a UTF-8 encoded human-readable description along with the error +code. If no error has occurred since the last call, the description is set to +`NULL`. + +```c +const char* description; +int code = glfwGetError(&description); + +if (description) + display_error_message(code, description); +``` + +The retrieved description string is only valid until the next error occurs. +This means you must make a copy of it if you want to keep it. + +You can also set an error callback, which will be called each time an error +occurs. It is set with @ref glfwSetErrorCallback. + +```c +glfwSetErrorCallback(error_callback); +``` + +The error callback receives the same error code and human-readable description +returned by @ref glfwGetError. + +```c +void error_callback(int code, const char* description) +{ + display_error_message(code, description); +} +``` + +The error callback is called after the error is stored, so calling @ref +glfwGetError from within the error callback returns the same values as the +callback argument. + +The description string passed to the callback is only valid until the error +callback returns. This means you must make a copy of it if you want to keep it. + +__Reported errors are never fatal.__ As long as GLFW was successfully +initialized, it will remain initialized and in a safe state until terminated +regardless of how many errors occur. If an error occurs during initialization +that causes @ref glfwInit to fail, any part of the library that was initialized +will be safely terminated. + +Do not rely on a currently invalid call to generate a specific error, as in the +future that same call may generate a different error or become valid. + + +## Coordinate systems {#coordinate_systems} + +GLFW has two primary coordinate systems: the _virtual screen_ and the window +_content area_ or _content area_. Both use the same unit: _virtual screen +coordinates_, or just _screen coordinates_, which don't necessarily correspond +to pixels. + + + +Both the virtual screen and the content area coordinate systems have the X-axis +pointing to the right and the Y-axis pointing down. + +Window and monitor positions are specified as the position of the upper-left +corners of their content areas relative to the virtual screen, while cursor +positions are specified relative to a window's content area. + +Because the origin of the window's content area coordinate system is also the +point from which the window position is specified, you can translate content +area coordinates to the virtual screen by adding the window position. The +window frame, when present, extends out from the content area but does not +affect the window position. + +Almost all positions and sizes in GLFW are measured in screen coordinates +relative to one of the two origins above. This includes cursor positions, +window positions and sizes, window frame sizes, monitor positions and video mode +resolutions. + +Two exceptions are the [monitor physical size](@ref monitor_size), which is +measured in millimetres, and [framebuffer size](@ref window_fbsize), which is +measured in pixels. + +Pixels and screen coordinates may map 1:1 on your machine, but they won't on +every other machine, for example on a Mac with a Retina display. The ratio +between screen coordinates and pixels may also change at run-time depending on +which monitor the window is currently considered to be on. + + +## Guarantees and limitations {#guarantees_limitations} + +This section describes the conditions under which GLFW can be expected to +function, barring bugs in the operating system or drivers. Use of GLFW outside +these limits may work on some platforms, or on some machines, or some of the +time, or on some versions of GLFW, but it may break at any time and this will +not be considered a bug. + + +### Pointer lifetimes {#lifetime} + +GLFW will never free any pointer you provide to it, and you must never free any +pointer it provides to you. + +Many GLFW functions return pointers to dynamically allocated structures, strings +or arrays, and some callbacks are provided with strings or arrays. These are +always managed by GLFW and should never be freed by the application. The +lifetime of these pointers is documented for each GLFW function and callback. +If you need to keep this data, you must copy it before its lifetime expires. + +Many GLFW functions accept pointers to structures or strings allocated by the +application. These are never freed by GLFW and are always the responsibility of +the application. If GLFW needs to keep the data in these structures or strings, +it is copied before the function returns. + +Pointer lifetimes are guaranteed not to be shortened in future minor or patch +releases. + + +### Reentrancy {#reentrancy} + +GLFW event processing and object destruction are not reentrant. This means that +the following functions must not be called from any callback function: + + - @ref glfwDestroyWindow + - @ref glfwDestroyCursor + - @ref glfwPollEvents + - @ref glfwWaitEvents + - @ref glfwWaitEventsTimeout + - @ref glfwTerminate + +These functions may be made reentrant in future minor or patch releases, but +functions not on this list will not be made non-reentrant. + + +### Thread safety {#thread_safety} + +Most GLFW functions must only be called from the main thread (the thread that +calls main), but some may be called from any thread once the library has been +initialized. Before initialization the whole library is thread-unsafe. + +The reference documentation for every GLFW function states whether it is limited +to the main thread. + +Initialization, termination, event processing and the creation and +destruction of windows, cursors and OpenGL and OpenGL ES contexts are all +restricted to the main thread due to limitations of one or several platforms. + +Because event processing must be performed on the main thread, all callbacks +except for the error callback will only be called on that thread. The error +callback may be called on any thread, as any GLFW function may generate errors. + +The error code and description may be queried from any thread. + + - @ref glfwGetError + +Empty events may be posted from any thread. + + - @ref glfwPostEmptyEvent + +The window user pointer and close flag may be read and written from any thread, +but this is not synchronized by GLFW. + + - @ref glfwGetWindowUserPointer + - @ref glfwSetWindowUserPointer + - @ref glfwWindowShouldClose + - @ref glfwSetWindowShouldClose + +These functions for working with OpenGL and OpenGL ES contexts may be called +from any thread, but the window object is not synchronized by GLFW. + + - @ref glfwMakeContextCurrent + - @ref glfwGetCurrentContext + - @ref glfwSwapBuffers + - @ref glfwSwapInterval + - @ref glfwExtensionSupported + - @ref glfwGetProcAddress + +The raw timer functions may be called from any thread. + + - @ref glfwGetTimerFrequency + - @ref glfwGetTimerValue + +The regular timer may be used from any thread, but reading and writing the timer +offset is not synchronized by GLFW. + + - @ref glfwGetTime + - @ref glfwSetTime + +Library version information may be queried from any thread. + + - @ref glfwGetVersion + - @ref glfwGetVersionString + +Platform information may be queried from any thread. + + - @ref glfwPlatformSupported + - @ref glfwGetPlatform + +All Vulkan related functions may be called from any thread. + + - @ref glfwVulkanSupported + - @ref glfwGetRequiredInstanceExtensions + - @ref glfwGetInstanceProcAddress + - @ref glfwGetPhysicalDevicePresentationSupport + - @ref glfwCreateWindowSurface + +GLFW uses synchronization objects internally only to manage the per-thread +context and error states. Additional synchronization is left to the +application. + +Functions that may currently be called from any thread will always remain so, +but functions that are currently limited to the main thread may be updated to +allow calls from any thread in future releases. + + +### Version compatibility {#compatibility} + +GLFW uses [Semantic Versioning](https://semver.org/). This guarantees source +and binary backward compatibility with earlier minor versions of the API. This +means that you can drop in a newer version of the library and existing programs +will continue to compile and existing binaries will continue to run. + +Once a function or constant has been added, the signature of that function or +value of that constant will remain unchanged until the next major version of +GLFW. No compatibility of any kind is guaranteed between major versions. + +Undocumented behavior, i.e. behavior that is not described in the documentation, +may change at any time until it is documented. + +If the reference documentation and the implementation differ, the reference +documentation will almost always take precedence and the implementation will be +fixed in the next release. The reference documentation will also take +precedence over anything stated in a guide. + + +### Event order {#event_order} + +The order of arrival of related events is not guaranteed to be consistent +across platforms. The exception is synthetic key and mouse button release +events, which are always delivered after the window defocus event. + + +## Version management {#intro_version} + +GLFW provides mechanisms for identifying what version of GLFW your application +was compiled against as well as what version it is currently running against. +If you are loading GLFW dynamically (not just linking dynamically), you can use +this to verify that the library binary is compatible with your application. + + +### Compile-time version {#intro_version_compile} + +The compile-time version of GLFW is provided by the GLFW header with the +`GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros. + +```c +printf("Compiled against GLFW %i.%i.%i\n", + GLFW_VERSION_MAJOR, + GLFW_VERSION_MINOR, + GLFW_VERSION_REVISION); +``` + + +### Run-time version {#intro_version_runtime} + +The run-time version can be retrieved with @ref glfwGetVersion, a function that +may be called regardless of whether GLFW is initialized. + +```c +int major, minor, revision; +glfwGetVersion(&major, &minor, &revision); + +printf("Running against GLFW %i.%i.%i\n", major, minor, revision); +``` + + +### Version string {#intro_version_string} + +GLFW 3 also provides a compile-time generated version string that describes the +version, platform, compiler and any platform-specific compile-time options. +This is primarily intended for submitting bug reports, to allow developers to +see which code paths are enabled in a binary. + +The version string is returned by @ref glfwGetVersionString, a function that may +be called regardless of whether GLFW is initialized. + +__Do not use the version string__ to parse the GLFW library version. The @ref +glfwGetVersion function already provides the version of the running library +binary. + +__Do not use the version string__ to parse what platforms are supported. The @ref +glfwPlatformSupported function lets you query platform support. + +__GLFW 3.4:__ The format of this string was changed to support the addition of +[runtime platform selection](@ref platform). + +The format of the string is as follows: + - The version of GLFW + - For each supported platform: + - The name of the window system API + - The name of the window system specific context creation API, if applicable + - The names of the always supported context creation APIs EGL and OSMesa + - Any additional compile-time options, APIs and (on Windows) what compiler was used + +For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string +like this: + +```c +3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL +``` + +Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may +result in a version string like this: + +```c +3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic +``` + diff --git a/dependencies/glfw-3.4/docs/main.md b/dependencies/glfw-3.4/docs/main.md new file mode 100644 index 0000000..c70f735 --- /dev/null +++ b/dependencies/glfw-3.4/docs/main.md @@ -0,0 +1,38 @@ +# Introduction {#mainpage} + +GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and +Vulkan application development. It provides a simple, platform-independent API +for creating windows, contexts and surfaces, reading input, handling events, etc. + +@ref news list new features, caveats and deprecations. + +@ref quick_guide is a guide for users new to GLFW. It takes you through how to +write a small but complete program. + +There are guides for each section of the API: + + - @ref intro_guide – initialization, error handling and high-level design + - @ref window_guide – creating and working with windows and framebuffers + - @ref context_guide – working with OpenGL and OpenGL ES contexts + - @ref vulkan_guide - working with Vulkan objects and extensions + - @ref monitor_guide – enumerating and working with monitors and video modes + - @ref input_guide – receiving events, polling and processing input + +Once you have written a program, see @ref compile_guide and @ref build_guide. + +The [reference documentation](modules.html) provides more detailed information +about specific functions. + +@ref moving_guide explains what has changed and how to update existing code to +use the new API. + +There is a section on @ref guarantees_limitations for pointer lifetimes, +reentrancy, thread safety, event order and backward and forward compatibility. + +Finally, @ref compat_guide explains what APIs, standards and protocols GLFW uses +and what happens when they are not present on a given machine. + +This documentation was generated with Doxygen. The sources for it are available +in both the [source distribution](https://www.glfw.org/download.html) and +[GitHub repository](https://github.com/glfw/glfw). + diff --git a/dependencies/glfw-3.4/docs/monitor.md b/dependencies/glfw-3.4/docs/monitor.md new file mode 100644 index 0000000..12d9854 --- /dev/null +++ b/dependencies/glfw-3.4/docs/monitor.md @@ -0,0 +1,257 @@ +# Monitor guide {#monitor_guide} + +[TOC] + +This guide introduces the monitor related functions of GLFW. For details on +a specific function in this category, see the @ref monitor. There are also +guides for the other areas of GLFW. + + - @ref intro_guide + - @ref window_guide + - @ref context_guide + - @ref vulkan_guide + - @ref input_guide + + +## Monitor objects {#monitor_object} + +A monitor object represents a currently connected monitor and is represented as +a pointer to the [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type +@ref GLFWmonitor. Monitor objects cannot be created or destroyed by the +application and retain their addresses until the monitors they represent are +disconnected or until the library is [terminated](@ref intro_init_terminate). + +Each monitor has a current video mode, a list of supported video modes, +a virtual position, a human-readable name, an estimated physical size and +a gamma ramp. One of the monitors is the primary monitor. + +The virtual position of a monitor is in +[screen coordinates](@ref coordinate_systems) and, together with the current +video mode, describes the viewports that the connected monitors provide into the +virtual desktop that spans them. + +To see how GLFW views your monitor setup and its available video modes, run the +`monitors` test program. + + +### Retrieving monitors {#monitor_monitors} + +The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is the user's +preferred monitor and is usually the one with global UI elements like task bar +or menu bar. + +```c +GLFWmonitor* primary = glfwGetPrimaryMonitor(); +``` + +You can retrieve all currently connected monitors with @ref glfwGetMonitors. +See the reference documentation for the lifetime of the returned array. + +```c +int count; +GLFWmonitor** monitors = glfwGetMonitors(&count); +``` + +The primary monitor is always the first monitor in the returned array, but other +monitors may be moved to a different index when a monitor is connected or +disconnected. + + +### Monitor configuration changes {#monitor_event} + +If you wish to be notified when a monitor is connected or disconnected, set +a monitor callback. + +```c +glfwSetMonitorCallback(monitor_callback); +``` + +The callback function receives the handle for the monitor that has been +connected or disconnected and the event that occurred. + +```c +void monitor_callback(GLFWmonitor* monitor, int event) +{ + if (event == GLFW_CONNECTED) + { + // The monitor was connected + } + else if (event == GLFW_DISCONNECTED) + { + // The monitor was disconnected + } +} +``` + +If a monitor is disconnected, all windows that are full screen on it will be +switched to windowed mode before the callback is called. Only @ref +glfwGetMonitorName and @ref glfwGetMonitorUserPointer will return useful values +for a disconnected monitor and only before the monitor callback returns. + + +## Monitor properties {#monitor_properties} + +Each monitor has a current video mode, a list of supported video modes, +a virtual position, a content scale, a human-readable name, a user pointer, an +estimated physical size and a gamma ramp. + + +### Video modes {#monitor_modes} + +GLFW generally does a good job selecting a suitable video mode when you create +a full screen window, change its video mode or make a windowed one full +screen, but it is sometimes useful to know exactly which video modes are +supported. + +Video modes are represented as @ref GLFWvidmode structures. You can get an +array of the video modes supported by a monitor with @ref glfwGetVideoModes. +See the reference documentation for the lifetime of the returned array. + +```c +int count; +GLFWvidmode* modes = glfwGetVideoModes(monitor, &count); +``` + +To get the current video mode of a monitor call @ref glfwGetVideoMode. See the +reference documentation for the lifetime of the returned pointer. + +```c +const GLFWvidmode* mode = glfwGetVideoMode(monitor); +``` + +The resolution of a video mode is specified in +[screen coordinates](@ref coordinate_systems), not pixels. + + +### Physical size {#monitor_size} + +The physical size of a monitor in millimetres, or an estimation of it, can be +retrieved with @ref glfwGetMonitorPhysicalSize. This has no relation to its +current _resolution_, i.e. the width and height of its current +[video mode](@ref monitor_modes). + +```c +int width_mm, height_mm; +glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm); +``` + +While this can be used to calculate the raw DPI of a monitor, this is often not +useful. Instead, use the [monitor content scale](@ref monitor_scale) and +[window content scale](@ref window_scale) to scale your content. + + +### Content scale {#monitor_scale} + +The content scale for a monitor can be retrieved with @ref +glfwGetMonitorContentScale. + +```c +float xscale, yscale; +glfwGetMonitorContentScale(monitor, &xscale, &yscale); +``` + +For more information on what the content scale is and how to use it, see +[window content scale](@ref window_scale). + + +### Virtual position {#monitor_pos} + +The position of the monitor on the virtual desktop, in +[screen coordinates](@ref coordinate_systems), can be retrieved with @ref +glfwGetMonitorPos. + +```c +int xpos, ypos; +glfwGetMonitorPos(monitor, &xpos, &ypos); +``` + + +### Work area {#monitor_workarea} + +The area of a monitor not occupied by global task bars or menu bars is the work +area. This is specified in [screen coordinates](@ref coordinate_systems) and +can be retrieved with @ref glfwGetMonitorWorkarea. + +```c +int xpos, ypos, width, height; +glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height); +``` + + +### Human-readable name {#monitor_name} + +The human-readable, UTF-8 encoded name of a monitor is returned by @ref +glfwGetMonitorName. See the reference documentation for the lifetime of the +returned string. + +```c +const char* name = glfwGetMonitorName(monitor); +``` + +Monitor names are not guaranteed to be unique. Two monitors of the same model +and make may have the same name. Only the monitor handle is guaranteed to be +unique, and only until that monitor is disconnected. + + +### User pointer {#monitor_userptr} + +Each monitor has a user pointer that can be set with @ref +glfwSetMonitorUserPointer and queried with @ref glfwGetMonitorUserPointer. This +can be used for any purpose you need and will not be modified by GLFW. The +value will be kept until the monitor is disconnected or until the library is +terminated. + +The initial value of the pointer is `NULL`. + + +### Gamma ramp {#monitor_gamma} + +The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts +a monitor handle and a pointer to a @ref GLFWgammaramp structure. + +```c +GLFWgammaramp ramp; +unsigned short red[256], green[256], blue[256]; + +ramp.size = 256; +ramp.red = red; +ramp.green = green; +ramp.blue = blue; + +for (i = 0; i < ramp.size; i++) +{ + // Fill out gamma ramp arrays as desired +} + +glfwSetGammaRamp(monitor, &ramp); +``` + +The gamma ramp data is copied before the function returns, so there is no need +to keep it around once the ramp has been set. + +It is recommended that your gamma ramp have the same size as the current gamma +ramp for that monitor. + +The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp. See +the reference documentation for the lifetime of the returned structure. + +```c +const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor); +``` + +If you wish to set a regular gamma ramp, you can have GLFW calculate it for you +from the desired exponent with @ref glfwSetGamma, which in turn calls @ref +glfwSetGammaRamp with the resulting ramp. + +```c +glfwSetGamma(monitor, 1.0); +``` + +To experiment with gamma correction via the @ref glfwSetGamma function, run the +`gamma` test program. + +@note The software controlled gamma ramp is applied _in addition_ to the +hardware gamma correction, which today is typically an approximation of sRGB +gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will +produce the default (usually sRGB-like) behavior. + diff --git a/dependencies/glfw-3.4/docs/moving.md b/dependencies/glfw-3.4/docs/moving.md new file mode 100644 index 0000000..7c1e2f5 --- /dev/null +++ b/dependencies/glfw-3.4/docs/moving.md @@ -0,0 +1,521 @@ +# Moving from GLFW 2 to 3 {#moving_guide} + +[TOC] + +This is a transition guide for moving from GLFW 2 to 3. It describes what has +changed or been removed, but does _not_ include +[new features](@ref news) unless they are required when moving an existing code +base onto the new API. For example, the new multi-monitor functions are +required to create full screen windows with GLFW 3. + + +## Changed and removed features {#moving_removed} + +### Renamed library and header file {#moving_renamed_files} + +The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to +avoid collisions with the headers of other major versions. Similarly, the GLFW +3 library is named `glfw3,` except when it's installed as a shared library on +Unix-like systems, where it uses the [soname][] `libglfw.so.3`. + +[soname]: https://en.wikipedia.org/wiki/soname + +__Old syntax__ +```c +#include +``` + +__New syntax__ +```c +#include +``` + + +### Removal of threading functions {#moving_threads} + +The threading functions have been removed, including the per-thread sleep +function. They were fairly primitive, under-used, poorly integrated and took +time away from the focus of GLFW (i.e. context, input and window). There are +better threading libraries available and native threading support is available +in both [C++11][] and [C11][], both of which are gaining traction. + +[C++11]: https://en.cppreference.com/w/cpp/thread +[C11]: https://en.cppreference.com/w/c/thread + +If you wish to use the C++11 or C11 facilities but your compiler doesn't yet +support them, see the [TinyThread++][] and [TinyCThread][] projects created by +the original author of GLFW. These libraries implement a usable subset of the +threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use +TinyCThread. + +[TinyThread++]: https://gitorious.org/tinythread/tinythreadpp +[TinyCThread]: https://github.com/tinycthread/tinycthread + +However, GLFW 3 has better support for _use from multiple threads_ than GLFW +2 had. Contexts can be made current on any thread, although only a single +thread at a time, and the documentation explicitly states which functions may be +used from any thread and which must only be used from the main thread. + +__Removed functions__ +> `glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`, +> `glfwGetThreadID`, `glfwCreateMutex`, `glfwDestroyMutex`, `glfwLockMutex`, +> `glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`, +> `glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`. + +__Removed types__ +> `GLFWthreadfun` + + +### Removal of image and texture loading {#moving_image} + +The image and texture loading functions have been removed. They only supported +the Targa image format, making them mostly useful for beginner level examples. +To become of sufficiently high quality to warrant keeping them in GLFW 3, they +would need not only to support other formats, but also modern extensions to +OpenGL texturing. This would either add a number of external +dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions +of these libraries. + +As there already are libraries doing this, it is unnecessary both to duplicate +the work and to tie the duplicate to GLFW. The resulting library would also be +platform-independent, as both OpenGL and stdio are available wherever GLFW is. + +__Removed functions__ +> `glfwReadImage`, `glfwReadMemoryImage`, `glfwFreeImage`, `glfwLoadTexture2D`, +> `glfwLoadMemoryTexture2D` and `glfwLoadTextureImage2D`. + + +### Removal of GLFWCALL macro {#moving_stdcall} + +The `GLFWCALL` macro, which made callback functions use [\_\_stdcall][stdcall] +on Windows, has been removed. GLFW is written in C, not Pascal. Removing this +macro means there's one less thing for application programmers to remember, i.e. +the requirement to mark all callback functions with `GLFWCALL`. It also +simplifies the creation of DLLs and DLL link libraries, as there's no need to +explicitly disable `@n` entry point suffixes. + +[stdcall]: https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx + +__Old syntax__ +```c +void GLFWCALL callback_function(...); +``` + +__New syntax__ +```c +void callback_function(...); +``` + + +### Window handle parameters {#moving_window_handles} + +Because GLFW 3 supports multiple windows, window handle parameters have been +added to all window-related GLFW functions and callbacks. The handle of +a newly created window is returned by @ref glfwCreateWindow (formerly +`glfwOpenWindow`). Window handles are pointers to the +[opaque][opaque-type] type @ref GLFWwindow. + +[opaque-type]: https://en.wikipedia.org/wiki/Opaque_data_type + +__Old syntax__ +```c +glfwSetWindowTitle("New Window Title"); +``` + +__New syntax__ +```c +glfwSetWindowTitle(window, "New Window Title"); +``` + + +### Explicit monitor selection {#moving_monitor} + +GLFW 3 provides support for multiple monitors. To request a full screen mode window, +instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the +window to use. The @ref glfwGetPrimaryMonitor function returns the monitor that +GLFW 2 would have selected, but there are many other +[monitor functions](@ref monitor_guide). Monitor handles are pointers to the +[opaque][opaque-type] type @ref GLFWmonitor. + +__Old basic full screen__ +```c +glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN); +``` + +__New basic full screen__ +```c +window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL); +``` + +@note The framebuffer bit depth parameters of `glfwOpenWindow` have been turned +into [window hints](@ref window_hints), but as they have been given +[sane defaults](@ref window_hints_values) you rarely need to set these hints. + + +### Removal of automatic event polling {#moving_autopoll} + +GLFW 3 does not automatically poll for events in @ref glfwSwapBuffers, meaning +you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself. Unlike +buffer swap, which acts on a single window, the event processing functions act +on all windows at once. + +__Old basic main loop__ +```c +while (...) +{ + // Process input + // Render output + glfwSwapBuffers(); +} +``` + +__New basic main loop__ +```c +while (...) +{ + // Process input + // Render output + glfwSwapBuffers(window); + glfwPollEvents(); +} +``` + + +### Explicit context management {#moving_context} + +Each GLFW 3 window has its own OpenGL context and only you, the application +programmer, can know which context should be current on which thread at any +given time. Therefore, GLFW 3 leaves that decision to you. + +This means that you need to call @ref glfwMakeContextCurrent after creating +a window before you can call any OpenGL functions. + + +### Separation of window and framebuffer sizes {#moving_hidpi} + +Window positions and sizes now use screen coordinates, which may not be the same +as pixels on machines with high-DPI monitors. This is important as OpenGL uses +pixels, not screen coordinates. For example, the rectangle specified with +`glViewport` needs to use pixels. Therefore, framebuffer size functions have +been added. You can retrieve the size of the framebuffer of a window with @ref +glfwGetFramebufferSize function. A framebuffer size callback has also been +added, which can be set with @ref glfwSetFramebufferSizeCallback. + +__Old basic viewport setup__ +```c +glfwGetWindowSize(&width, &height); +glViewport(0, 0, width, height); +``` + +__New basic viewport setup__ +```c +glfwGetFramebufferSize(window, &width, &height); +glViewport(0, 0, width, height); +``` + + +### Window closing changes {#moving_window_close} + +The `GLFW_OPENED` window parameter has been removed. As long as the window has +not been destroyed, whether through @ref glfwDestroyWindow or @ref +glfwTerminate, the window is "open". + +A user attempting to close a window is now just an event like any other. Unlike +GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless +you choose them to be. Each window now has a close flag that is set to +`GLFW_TRUE` when the user attempts to close that window. By default, nothing else +happens and the window stays visible. It is then up to you to either destroy +the window, take some other action or ignore the request. + +You can query the close flag at any time with @ref glfwWindowShouldClose and set +it at any time with @ref glfwSetWindowShouldClose. + +__Old basic main loop__ +```c +while (glfwGetWindowParam(GLFW_OPENED)) +{ + ... +} +``` + +__New basic main loop__ +```c +while (!glfwWindowShouldClose(window)) +{ + ... +} +``` + +The close callback no longer returns a value. Instead, it is called after the +close flag has been set, so it can optionally override its value, before +event processing completes. You may however not call @ref glfwDestroyWindow +from the close callback (or any other window related callback). + +__Old syntax__ +```c +int GLFWCALL window_close_callback(void); +``` + +__New syntax__ +```c +void window_close_callback(GLFWwindow* window); +``` + +@note GLFW never clears the close flag to `GLFW_FALSE`, meaning you can use it +for other reasons to close the window as well, for example the user choosing +Quit from an in-game menu. + + +### Persistent window hints {#moving_hints} + +The `glfwOpenWindowHint` function has been renamed to @ref glfwWindowHint. + +Window hints are no longer reset to their default values on window creation, but +instead retain their values until modified by @ref glfwWindowHint or @ref +glfwDefaultWindowHints, or until the library is terminated and re-initialized. + + +### Video mode enumeration {#moving_video_modes} + +Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function +now returns all available modes for a specific monitor instead of requiring you +to guess how large an array you need. The `glfwGetDesktopMode` function, which +had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which +returns the current mode of a monitor. + + +### Removal of character actions {#moving_char_up} + +The action parameter of the [character callback](@ref GLFWcharfun) has been +removed. This was an artefact of the origin of GLFW, i.e. being developed in +English by a Swede. However, many keyboard layouts require more than one key to +produce characters with diacritical marks. Even the Swedish keyboard layout +requires this for uncommon cases like ü. + +__Old syntax__ +```c +void GLFWCALL character_callback(int character, int action); +``` + +__New syntax__ +```c +void character_callback(GLFWwindow* window, int character); +``` + + +### Cursor position changes {#moving_cursorpos} + +The `glfwGetMousePos` function has been renamed to @ref glfwGetCursorPos, +`glfwSetMousePos` to @ref glfwSetCursorPos and `glfwSetMousePosCallback` to @ref +glfwSetCursorPosCallback. + +The cursor position is now `double` instead of `int`, both for the direct +functions and for the callback. Some platforms can provide sub-pixel cursor +movement and this data is now passed on to the application where available. On +platforms where this is not provided, the decimal part is zero. + +GLFW 3 only allows you to position the cursor within a window using @ref +glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active. +Unless the window is active, the function fails silently. + + +### Wheel position replaced by scroll offsets {#moving_wheel} + +The `glfwGetMouseWheel` function has been removed. Scrolling is the input of +offsets and has no absolute position. The mouse wheel callback has been +replaced by a [scroll callback](@ref GLFWscrollfun) that receives +two-dimensional floating point scroll offsets. This allows you to receive +precise scroll data from for example modern touchpads. + +__Old syntax__ +```c +void GLFWCALL mouse_wheel_callback(int position); +``` + +__New syntax__ +```c +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); +``` + +__Removed functions__ +> `glfwGetMouseWheel` + + +### Key repeat action {#moving_repeat} + +The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled +for both keys and characters. A new key action, `GLFW_REPEAT`, has been added +to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press +from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or +`GLFW_RELEASE`. + + +### Physical key input {#moving_keys} + +GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to +the values generated by the current keyboard layout. The tokens are named +according to the values they would have in the standard US layout, but this +is only a convenience, as most programmers are assumed to know that layout. +This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and +is the same key in the same place regardless of what keyboard layouts the users +of your program have. + +The key input facility was never meant for text input, although using it that +way worked slightly better in GLFW 2. If you were using it to input text, you +should be using the character callback instead, on both GLFW 2 and 3. This will +give you the characters being input, as opposed to the keys being pressed. + +GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of +having to remember whether to check for `a` or `A`, you now check for +@ref GLFW_KEY_A. + + +### Joystick function changes {#moving_joystick} + +The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes. + +The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and +`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent +function as well as axis and button counts returned by the @ref +glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions. + + +### Win32 MBCS support {#moving_mbcs} + +The Win32 port of GLFW 3 will not compile in [MBCS mode][MBCS]. However, +because the use of the Unicode version of the Win32 API doesn't affect the +process as a whole, but only those windows created using it, it's perfectly +possible to call MBCS functions from other parts of the same application. +Therefore, even if an application using GLFW has MBCS mode code, there's no need +for GLFW itself to support it. + +[MBCS]: https://msdn.microsoft.com/en-us/library/5z097dxa.aspx + + +### Support for versions of Windows older than XP {#moving_windows} + +All explicit support for version of Windows older than XP has been removed. +There is no code that actively prevents GLFW 3 from running on these earlier +versions, but it uses Win32 functions that those versions lack. + +Windows XP was released in 2001, and by now (January 2015) it has not only +replaced almost all earlier versions of Windows, but is itself rapidly being +replaced by Windows 7 and 8. The MSDN library doesn't even provide +documentation for version older than Windows 2000, making it difficult to +maintain compatibility with these versions even if it was deemed worth the +effort. + +The Win32 API has also not stood still, and GLFW 3 uses many functions only +present on Windows XP or later. Even supporting an OS as new as XP (new +from the perspective of GLFW 2, which still supports Windows 95) requires +runtime checking for a number of functions that are present only on modern +version of Windows. + + +### Capture of system-wide hotkeys {#moving_syskeys} + +The ability to disable and capture system-wide hotkeys like Alt+Tab has been +removed. Modern applications, whether they're games, scientific visualisations +or something else, are nowadays expected to be good desktop citizens and allow +these hotkeys to function even when running in full screen mode. + + +### Automatic termination {#moving_terminate} + +GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization, +because `exit` calls registered functions from the calling thread and while it +is permitted to call `exit` from any thread, @ref glfwTerminate must only be +called from the main thread. + +To release all resources allocated by GLFW, you should call @ref glfwTerminate +yourself, from the main thread, before the program terminates. Note that this +destroys all windows not already destroyed with @ref glfwDestroyWindow, +invalidating any window handles you may still have. + + +### GLU header inclusion {#moving_glu} + +GLFW 3 does not by default include the GLU header and GLU itself has been +deprecated by [Khronos][]. __New projects should not use GLU__, but if you need +it for legacy code that has been moved to GLFW 3, you can request that the GLFW +header includes it by defining @ref GLFW_INCLUDE_GLU before the inclusion of the +GLFW header. + +[Khronos]: https://en.wikipedia.org/wiki/Khronos_Group + +__Old syntax__ +```c +#include +``` + +__New syntax__ +```c +#define GLFW_INCLUDE_GLU +#include +``` + +There are many libraries that offer replacements for the functionality offered +by GLU. For the matrix helper functions, see math libraries like [GLM][] (for +C++), [linmath.h][] (for C) and others. For the tessellation functions, see for +example [libtess2][]. + +[GLM]: https://github.com/g-truc/glm +[linmath.h]: https://github.com/datenwolf/linmath.h +[libtess2]: https://github.com/memononen/libtess2 + + +## Name change tables {#moving_tables} + + +### Renamed functions {#moving_renamed_functions} + +| GLFW 2 | GLFW 3 | Notes | +| --------------------------- | ----------------------------- | ----- | +| `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints +| `glfwCloseWindow` | @ref glfwDestroyWindow | | +| `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens | +| `glfwEnable` | @ref glfwSetInputMode | | +| `glfwDisable` | @ref glfwSetInputMode | | +| `glfwGetMousePos` | @ref glfwGetCursorPos | | +| `glfwSetMousePos` | @ref glfwSetCursorPos | | +| `glfwSetMousePosCallback` | @ref glfwSetCursorPosCallback | | +| `glfwSetMouseWheelCallback` | @ref glfwSetScrollCallback | Accepts two-dimensional scroll offsets as doubles | +| `glfwGetJoystickPos` | @ref glfwGetJoystickAxes | | +| `glfwGetWindowParam` | @ref glfwGetWindowAttrib | | +| `glfwGetGLVersion` | @ref glfwGetWindowAttrib | Use `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and `GLFW_CONTEXT_REVISION` | +| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor | +| `glfwGetJoystickParam` | @ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons | + + +### Renamed types {#moving_renamed_types} + +| GLFW 2 | GLFW 3 | Notes | +| ------------------- | --------------------- | | +| `GLFWmousewheelfun` | @ref GLFWscrollfun | | +| `GLFWmouseposfun` | @ref GLFWcursorposfun | | + + +### Renamed tokens {#moving_renamed_tokens} + +| GLFW 2 | GLFW 3 | Notes | +| --------------------------- | ---------------------------- | ----- | +| `GLFW_OPENGL_VERSION_MAJOR` | `GLFW_CONTEXT_VERSION_MAJOR` | Renamed as it applies to OpenGL ES as well | +| `GLFW_OPENGL_VERSION_MINOR` | `GLFW_CONTEXT_VERSION_MINOR` | Renamed as it applies to OpenGL ES as well | +| `GLFW_FSAA_SAMPLES` | `GLFW_SAMPLES` | Renamed to match the OpenGL API | +| `GLFW_ACTIVE` | `GLFW_FOCUSED` | Renamed to match the window focus callback | +| `GLFW_WINDOW_NO_RESIZE` | `GLFW_RESIZABLE` | The default has been inverted | +| `GLFW_MOUSE_CURSOR` | `GLFW_CURSOR` | Used with @ref glfwSetInputMode | +| `GLFW_KEY_ESC` | `GLFW_KEY_ESCAPE` | | +| `GLFW_KEY_DEL` | `GLFW_KEY_DELETE` | | +| `GLFW_KEY_PAGEUP` | `GLFW_KEY_PAGE_UP` | | +| `GLFW_KEY_PAGEDOWN` | `GLFW_KEY_PAGE_DOWN` | | +| `GLFW_KEY_KP_NUM_LOCK` | `GLFW_KEY_NUM_LOCK` | | +| `GLFW_KEY_LCTRL` | `GLFW_KEY_LEFT_CONTROL` | | +| `GLFW_KEY_LSHIFT` | `GLFW_KEY_LEFT_SHIFT` | | +| `GLFW_KEY_LALT` | `GLFW_KEY_LEFT_ALT` | | +| `GLFW_KEY_LSUPER` | `GLFW_KEY_LEFT_SUPER` | | +| `GLFW_KEY_RCTRL` | `GLFW_KEY_RIGHT_CONTROL` | | +| `GLFW_KEY_RSHIFT` | `GLFW_KEY_RIGHT_SHIFT` | | +| `GLFW_KEY_RALT` | `GLFW_KEY_RIGHT_ALT` | | +| `GLFW_KEY_RSUPER` | `GLFW_KEY_RIGHT_SUPER` | | + diff --git a/dependencies/glfw-3.4/docs/news.md b/dependencies/glfw-3.4/docs/news.md new file mode 100644 index 0000000..3be9548 --- /dev/null +++ b/dependencies/glfw-3.4/docs/news.md @@ -0,0 +1,402 @@ +# Release notes for version 3.4 {#news} + +[TOC] + + +## New features {#features} + +### Runtime platform selection {#runtime_platform_selection} + +GLFW now supports being compiled for multiple backends and selecting between +them at runtime with the @ref GLFW_PLATFORM init hint. After initialization the +selected platform can be queried with @ref glfwGetPlatform. You can check if +support for a given platform is compiled in with @ref glfwPlatformSupported. + +For more information see @ref platform. + + +### More standard cursor shapes {#more_cursor_shapes} + +GLFW now provides the standard cursor shapes @ref GLFW_RESIZE_NWSE_CURSOR and +@ref GLFW_RESIZE_NESW_CURSOR for diagonal resizing, @ref GLFW_RESIZE_ALL_CURSOR +for omnidirectional resizing and @ref GLFW_NOT_ALLOWED_CURSOR for showing an +action is not allowed. + +Unlike the original set, these shapes may not be available everywhere and +creation will then fail with the new @ref GLFW_CURSOR_UNAVAILABLE error. + +The cursors for horizontal and vertical resizing are now referred to as @ref +GLFW_RESIZE_EW_CURSOR and @ref GLFW_RESIZE_NS_CURSOR, and the pointing hand +cursor is now referred to as @ref GLFW_POINTING_HAND_CURSOR. The older names +are still available. + +For more information see @ref cursor_standard. + + +### Mouse event passthrough {#mouse_input_passthrough} + +GLFW now provides the [GLFW_MOUSE_PASSTHROUGH](@ref GLFW_MOUSE_PASSTHROUGH_hint) +window hint for making a window transparent to mouse input, lettings events pass +to whatever window is behind it. This can also be changed after window +creation with the matching [window attribute](@ref GLFW_MOUSE_PASSTHROUGH_attrib). + + +### Ability to get window title {#window_title_function} + +GLFW now supports querying the title of a window with the @ref glfwGetWindowTitle +function. + +For more information see @ref window_title. + + +### Captured cursor mode {#captured_cursor_mode} + +GLFW now supports confining the cursor to the window content area with the @ref +GLFW_CURSOR_CAPTURED cursor mode. + +For more information see @ref cursor_mode. + + +### Support for custom heap memory allocator {#custom_heap_allocator} + +GLFW now supports plugging a custom heap memory allocator at initialization with +@ref glfwInitAllocator. The allocator is a struct of type @ref GLFWallocator +with function pointers corresponding to the standard library functions `malloc`, +`realloc` and `free`. + +For more information see @ref init_allocator. + + +### Window hint for framebuffer scaling {#scale_framebuffer_hint} + +GLFW now allows provides the +[GLFW_SCALE_FRAMEBUFFER](@ref GLFW_SCALE_FRAMEBUFFER_hint) window hint for +controlling framebuffer scaling on platforms that handle scaling by keeping the +window size the same while resizing the framebuffer. The default value is to +allow framebuffer scaling. + +This was already possible on macOS via the +[GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint) window +hint. This is now another name for the same hint value. + +For more information see @ref window_scale. + + +### Window hints for initial window position {#window_position_hint} + +GLFW now provides the @ref GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints for +specifying the initial position of the window. This removes the need to create a hidden +window, move it and then show it. The default value of these hints is +`GLFW_ANY_POSITION`, which selects the previous behavior. + +For more information see @ref window_pos. + + +### ANGLE rendering backend hint {#angle_renderer_hint} + +GLFW now provides the +[GLFW_ANGLE_PLATFORM_TYPE](@ref GLFW_ANGLE_PLATFORM_TYPE_hint) init hint for +requesting a specific rendering backend when using [ANGLE][] to create OpenGL ES +contexts. + +[ANGLE]: https://chromium.googlesource.com/angle/angle/ + + +### Windows window menu keyboard access hint {#win32_keymenu_hint} + +GLFW now provides the +[GLFW_WIN32_KEYBOARD_MENU](@ref GLFW_WIN32_KEYBOARD_MENU_hint) window hint for +enabling keyboard access to the window menu via the Alt+Space and +Alt-and-then-Space shortcuts. This may be useful for more GUI-oriented +applications. + + +### Windows STARTUPINFO show command hint {#win32_showdefault_hint} + +GLFW now provides the [GLFW_WIN32_SHOWDEFAULT](@ref GLFW_WIN32_SHOWDEFAULT_hint) window +hint for applying the show command in the program's `STARTUPINFO` when showing the window +for the first time. This may be useful for the main window of a windowed-mode tool. + + +### Cocoa NSView native access function {#cocoa_nsview_function} + +GLFW now provides the @ref glfwGetCocoaView native access function +for returning the Cocoa NSView. + + +### Wayland libdecor decorations {#wayland_libdecor_decorations} + +GLFW now supports improved client-side window decorations via +[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor). This provides +fully featured window decorations on desktop environments like GNOME. + +Support for libdecor can be toggled before GLFW is initialized with the +[GLFW_WAYLAND_LIBDECOR](@ref GLFW_WAYLAND_LIBDECOR_hint) init hint. It is +enabled by default. + +This feature has also been available in GLFW 3.3 since 3.3.9. + + +### Wayland surface app_id hint {#wayland_app_id_hint} + +GLFW now supports specifying the app_id for a Wayland window using the +[GLFW_WAYLAND_APP_ID](@ref GLFW_WAYLAND_APP_ID_hint) window hint string. + + +### X11 Vulkan window surface hint {#x11_xcb_vulkan_surface} + +GLFW now supports disabling the use of `VK_KHR_xcb_surface` over +`VK_KHR_xlib_surface` where available, with the +[GLFW_X11_XCB_VULKAN_SURFACE](@ref GLFW_X11_XCB_VULKAN_SURFACE_hint) init hint. +This affects @ref glfwGetRequiredInstanceExtensions and @ref +glfwCreateWindowSurface. + + +## Caveats {#caveats} + +### Multiple sets of native access functions {#multiplatform_caveat} + +Because GLFW now supports runtime selection of platform (window system), a library binary +may export native access functions for multiple platforms. Starting with version 3.4 you +must not assume that GLFW is running on a platform just because it exports native access +functions for it. After initialization, you can query the selected platform with @ref +glfwGetPlatform. + + +### Version string format has been changed {#version_string_caveat} + +Because GLFW now supports runtime selection of platform (window system), the version +string returned by @ref glfwGetVersionString has been expanded. It now contains the names +of all APIs for all the platforms that the library binary supports. + +The version string is intended for bug reporting and should not be parsed. See +@ref glfwGetVersion and @ref glfwPlatformSupported instead. + + +### Joystick support is initialized on demand {#joystick_init_caveat} + +The joystick part of GLFW is now initialized when first used, primarily to work +around faulty Windows drivers that cause DirectInput to take up to several +seconds to enumerate devices. + +This change is mostly not observable. However, if your application waits for +events without having first called any joystick function or created any visible +windows, the wait may never unblock as GLFW may not yet have subscribed to +joystick related OS events. + +To work around this, call any joystick function before waiting for events, for +example by setting a [joystick callback](@ref joystick_event). + + +### Tests and examples are disabled when built as a subproject {#standalone_caveat} + +GLFW now by default does not build the tests or examples when it is added as +a subdirectory of another CMake project. If you were setting @ref +GLFW_BUILD_TESTS or @ref GLFW_BUILD_EXAMPLES to false in your CMake files, you +can now remove this. + +If you do want these to be built, set @ref GLFW_BUILD_TESTS and @ref +GLFW_BUILD_EXAMPLES in your CMake files before adding the GLFW subdirectory. + +```cmake +set(GLFW_BUILD_EXAMPLES ON CACHE BOOL "" FORCE) +set(GLFW_BUILD_TESTS ON CACHE BOOL "" FORCE) +add_subdirectory(path/to/glfw) +``` + + +### Configuration header is no longer generated {#config_header_caveat} + +The `glfw_config.h` configuration header is no longer generated by CMake and the +platform selection macros are now part of the GLFW CMake target. The +`_GLFW_USE_CONFIG_H` macro is still supported in case you are generating +a configuration header in a custom build setup. + + +### Documentation generation requires Doxygen 1.9.8 or later {#docs_target_caveat} + +Doxygen 1.9.8 or later is now required for the `docs` CMake target to be +generated. This is because the documentation now uses more of the Markdown +support in Doxygen and this support has until recently been relatively unstable. + + +### Windows 7 framebuffer transparency requires DWM transparency {#win7_framebuffer_caveat} + +GLFW no longer supports per-pixel framebuffer transparency via @ref +GLFW_TRANSPARENT_FRAMEBUFFER on Windows 7 if DWM transparency is off +(the Transparency setting under Personalization > Window Color). + + +### macOS main menu now created at initialization {#macos_menu_caveat} + +GLFW now creates the main menu and completes the initialization of NSApplication +during initialization. Programs that do not want a main menu can disable it +with the [GLFW_COCOA_MENUBAR](@ref GLFW_COCOA_MENUBAR_hint) init hint. + + +### macOS CoreVideo dependency has been removed {#corevideo_caveat} + +GLFW no longer depends on the CoreVideo framework on macOS and it no longer +needs to be specified during compilation or linking. + + +### Wayland framebuffer may lack alpha channel on older systems {#wayland_alpha_caveat} + +On Wayland, when creating an EGL context on a machine lacking the new +`EGL_EXT_present_opaque` extension, the @ref GLFW_ALPHA_BITS window hint will be +ignored and the framebuffer will not have an alpha channel. This is because +some Wayland compositors treat any buffer with an alpha channel as per-pixel +transparent. + +If you want a per-pixel transparent window, see the +[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) window +hint. + + +### X11 empty events no longer round-trip to server {#x11_emptyevent_caveat} + +Events posted with @ref glfwPostEmptyEvent now use a separate unnamed pipe +instead of sending an X11 client event to the helper window. + + +## Deprecations {#deprecations} + +### Windows XP and Vista support is deprecated {#winxp_deprecated} + +Support for Windows XP and Vista has been deprecated and will be removed in +a future release. Windows XP has been out of extended support since 2014. + + +### Original MinGW support is deprecated {#mingw_deprecated} + +Support for the now unmaintained original MinGW distribution has been deprecated +and will be removed in a future release. + +This does not apply to the much more capable MinGW-w64, which remains fully +supported, actively maintained and available on many platforms. + + +### OS X Yosemite support is deprecated {#yosemite_deprecated} + +Support for OS X 10.10 Yosemite and earlier has been deprecated and will be +removed in a future release. OS X 10.10 has been out of support since 2017. + + +## Removals {#removals} + +### GLFW_VULKAN_STATIC CMake option has been removed {#vulkan_static_removed} + +This option was used to compile GLFW directly linked with the Vulkan loader, instead of +using dynamic loading to get hold of `vkGetInstanceProcAddr` at initialization. This is +now done by calling the @ref glfwInitVulkanLoader function before initialization. + +If you need backward compatibility, this macro can still be defined for GLFW 3.4 and will +have no effect. The call to @ref glfwInitVulkanLoader can be conditionally enabled in +your code by checking the @ref GLFW_VERSION_MAJOR and @ref GLFW_VERSION_MINOR macros. + + +### GLFW_USE_WAYLAND CMake option has been removed {#use_wayland_removed} + +This option was used to compile GLFW for Wayland instead of X11. GLFW now +supports selecting the platform at run-time. By default GLFW is compiled for +both Wayland and X11 on Linux and other Unix-like systems. + +To disable Wayland or X11 or both, set the @ref GLFW_BUILD_WAYLAND and @ref +GLFW_BUILD_X11 CMake options. + +The `GLFW_USE_WAYLAND` CMake variable must not be present in the CMake cache at +all, or GLFW will fail to configure. If you are getting this error, delete the +CMake cache for GLFW and configure again. + + +### GLFW_USE_OSMESA CMake option has been removed {#use_osmesa_removed} + +This option was used to compile GLFW for the Null platform. The Null platform +is now always available. To produce a library binary that only supports this +platform, the way this CMake option used to do, you will instead need to disable +the default platforms for the target OS. This means setting the @ref +GLFW_BUILD_WIN32, @ref GLFW_BUILD_COCOA or @ref GLFW_BUILD_WAYLAND and @ref +GLFW_BUILD_X11 CMake options to false. + +You can set all of them to false and the ones that don't apply for the target OS +will be ignored. + + +### wl_shell protocol support has been removed {#wl_shell_removed} + +Support for the deprecated wl_shell protocol has been removed and GLFW now only +supports the XDG-Shell protocol. If your Wayland compositor does not support +XDG-Shell then GLFW will fail to initialize. + + +## New symbols {#new_symbols} + +### New functions {#new_functions} + + - @ref glfwInitAllocator + - @ref glfwGetPlatform + - @ref glfwPlatformSupported + - @ref glfwInitVulkanLoader + - @ref glfwGetWindowTitle + - @ref glfwGetCocoaView + + +### New types {#new_types} + + - @ref GLFWallocator + - @ref GLFWallocatefun + - @ref GLFWreallocatefun + - @ref GLFWdeallocatefun + + +### New constants {#new_constants} + + - @ref GLFW_PLATFORM + - @ref GLFW_ANY_PLATFORM + - @ref GLFW_PLATFORM_WIN32 + - @ref GLFW_PLATFORM_COCOA + - @ref GLFW_PLATFORM_WAYLAND + - @ref GLFW_PLATFORM_X11 + - @ref GLFW_PLATFORM_NULL + - @ref GLFW_PLATFORM_UNAVAILABLE + - @ref GLFW_POINTING_HAND_CURSOR + - @ref GLFW_RESIZE_EW_CURSOR + - @ref GLFW_RESIZE_NS_CURSOR + - @ref GLFW_RESIZE_NWSE_CURSOR + - @ref GLFW_RESIZE_NESW_CURSOR + - @ref GLFW_RESIZE_ALL_CURSOR + - @ref GLFW_MOUSE_PASSTHROUGH + - @ref GLFW_NOT_ALLOWED_CURSOR + - @ref GLFW_CURSOR_UNAVAILABLE + - @ref GLFW_WIN32_KEYBOARD_MENU + - @ref GLFW_WIN32_SHOWDEFAULT + - @ref GLFW_CONTEXT_DEBUG + - @ref GLFW_FEATURE_UNAVAILABLE + - @ref GLFW_FEATURE_UNIMPLEMENTED + - @ref GLFW_ANGLE_PLATFORM_TYPE + - @ref GLFW_ANGLE_PLATFORM_TYPE_NONE + - @ref GLFW_ANGLE_PLATFORM_TYPE_OPENGL + - @ref GLFW_ANGLE_PLATFORM_TYPE_OPENGLES + - @ref GLFW_ANGLE_PLATFORM_TYPE_D3D9 + - @ref GLFW_ANGLE_PLATFORM_TYPE_D3D11 + - @ref GLFW_ANGLE_PLATFORM_TYPE_VULKAN + - @ref GLFW_ANGLE_PLATFORM_TYPE_METAL + - @ref GLFW_X11_XCB_VULKAN_SURFACE + - @ref GLFW_CURSOR_CAPTURED + - @ref GLFW_POSITION_X + - @ref GLFW_POSITION_Y + - @ref GLFW_ANY_POSITION + - @ref GLFW_WAYLAND_APP_ID + - @ref GLFW_WAYLAND_LIBDECOR + - @ref GLFW_WAYLAND_PREFER_LIBDECOR + - @ref GLFW_WAYLAND_DISABLE_LIBDECOR + - @ref GLFW_SCALE_FRAMEBUFFER + + +## Release notes for earlier versions {#news_archive} + +- [Release notes for 3.3](https://www.glfw.org/docs/3.3/news.html) +- [Release notes for 3.2](https://www.glfw.org/docs/3.2/news.html) +- [Release notes for 3.1](https://www.glfw.org/docs/3.1/news.html) +- [Release notes for 3.0](https://www.glfw.org/docs/3.0/news.html) + diff --git a/dependencies/glfw-3.4/docs/quick.md b/dependencies/glfw-3.4/docs/quick.md new file mode 100644 index 0000000..6f487fc --- /dev/null +++ b/dependencies/glfw-3.4/docs/quick.md @@ -0,0 +1,365 @@ +# Getting started {#quick_guide} + +[TOC] + +This guide takes you through writing a small application using GLFW 3. The +application will create a window and OpenGL context, render a rotating triangle +and exit when the user closes the window or presses _Escape_. This guide will +introduce a few of the most commonly used functions, but there are many more. + +This guide assumes no experience with earlier versions of GLFW. If you +have used GLFW 2 in the past, read @ref moving_guide, as some functions +behave differently in GLFW 3. + + +## Step by step {#quick_steps} + +### Including the GLFW header {#quick_include} + +In the source files of your application where you use GLFW, you need to include +its header file. + +```c +#include +``` + +This header provides all the constants, types and function prototypes of the +GLFW API. + +By default it also includes the OpenGL header from your development environment. +On some platforms this header only supports older versions of OpenGL. The most +extreme case is Windows, where it typically only supports OpenGL 1.2. + +Most programs will instead use an +[extension loader library](@ref context_glext_auto) and include its header. +This example uses files generated by [glad](https://gen.glad.sh/). The GLFW +header can detect most such headers if they are included first and will then not +include the one from your development environment. + +```c +#include +#include +``` + +To make sure there will be no header conflicts, you can define @ref +GLFW_INCLUDE_NONE before the GLFW header to explicitly disable inclusion of the +development environment header. This also allows the two headers to be included +in any order. + +```c +#define GLFW_INCLUDE_NONE +#include +#include +``` + + +### Initializing and terminating GLFW {#quick_init_term} + +Before you can use most GLFW functions, the library must be initialized. On +successful initialization, `GLFW_TRUE` is returned. If an error occurred, +`GLFW_FALSE` is returned. + +```c +if (!glfwInit()) +{ + // Initialization failed +} +``` + +Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be one and zero. + +When you are done using GLFW, typically just before the application exits, you +need to terminate GLFW. + +```c +glfwTerminate(); +``` + +This destroys any remaining windows and releases any other resources allocated by +GLFW. After this call, you must initialize GLFW again before using any GLFW +functions that require it. + + +### Setting an error callback {#quick_capture_error} + +Most events are reported through callbacks, whether it's a key being pressed, +a GLFW window being moved, or an error occurring. Callbacks are C functions (or +C++ static methods) that are called by GLFW with arguments describing the event. + +In case a GLFW function fails, an error is reported to the GLFW error callback. +You can receive these reports with an error callback. This function must have +the signature below but may do anything permitted in other callbacks. + +```c +void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} +``` + +Callback functions must be set, so GLFW knows to call them. The function to set +the error callback is one of the few GLFW functions that may be called before +initialization, which lets you be notified of errors both during and after +initialization. + +```c +glfwSetErrorCallback(error_callback); +``` + + +### Creating a window and context {#quick_create_window} + +The window and its OpenGL context are created with a single call to @ref +glfwCreateWindow, which returns a handle to the created combined window and +context object + +```c +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); +if (!window) +{ + // Window or OpenGL context creation failed +} +``` + +This creates a 640 by 480 windowed mode window with an OpenGL context. If +window or OpenGL context creation fails, `NULL` will be returned. You should +always check the return value. While window creation rarely fails, context +creation depends on properly installed drivers and may fail even on machines +with the necessary hardware. + +By default, the OpenGL context GLFW creates may have any version. You can +require a minimum OpenGL version by setting the `GLFW_CONTEXT_VERSION_MAJOR` and +`GLFW_CONTEXT_VERSION_MINOR` hints _before_ creation. If the required minimum +version is not supported on the machine, context (and window) creation fails. + +You can select the OpenGL profile by setting the `GLFW_OPENGL_PROFILE` hint. +This program uses the core profile as that is the only profile macOS supports +for OpenGL 3.x and 4.x. + +```c +glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); +glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); +glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); +if (!window) +{ + // Window or context creation failed +} +``` + +When a window and context is no longer needed, destroy it. + +```c +glfwDestroyWindow(window); +``` + +Once this function is called, no more events will be delivered for that window +and its handle becomes invalid. + + +### Making the OpenGL context current {#quick_context_current} + +Before you can use the OpenGL API, you must have a current OpenGL context. + +```c +glfwMakeContextCurrent(window); +``` + +The context will remain current until you make another context current or until +the window owning the current context is destroyed. + +If you are using an [extension loader library](@ref context_glext_auto) to +access modern OpenGL then this is when to initialize it, as the loader needs +a current context to load from. This example uses +[glad](https://github.com/Dav1dde/glad), but the same rule applies to all such +libraries. + +```c +gladLoadGL(glfwGetProcAddress); +``` + + +### Checking the window close flag {#quick_window_close} + +Each window has a flag indicating whether the window should be closed. + +When the user attempts to close the window, either by pressing the close widget +in the title bar or using a key combination like Alt+F4, this flag is set to 1. +Note that __the window isn't actually closed__, so you are expected to monitor +this flag and either destroy the window or give some kind of feedback to the +user. + +```c +while (!glfwWindowShouldClose(window)) +{ + // Keep running +} +``` + +You can be notified when the user is attempting to close the window by setting +a close callback with @ref glfwSetWindowCloseCallback. The callback will be +called immediately after the close flag has been set. + +You can also set it yourself with @ref glfwSetWindowShouldClose. This can be +useful if you want to interpret other kinds of input as closing the window, like +for example pressing the _Escape_ key. + + +### Receiving input events {#quick_key_input} + +Each window has a large number of callbacks that can be set to receive all the +various kinds of events. To receive key press and release events, create a key +callback function. + +```c +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} +``` + +The key callback, like other window related callbacks, are set per-window. + +```c +glfwSetKeyCallback(window, key_callback); +``` + +In order for event callbacks to be called when events occur, you need to process +events as described below. + + +### Rendering with OpenGL {#quick_render} + +Once you have a current OpenGL context, you can use OpenGL normally. In this +tutorial, a multicolored rotating triangle will be rendered. The framebuffer +size needs to be retrieved for `glViewport`. + +```c +int width, height; +glfwGetFramebufferSize(window, &width, &height); +glViewport(0, 0, width, height); +``` + +You can also set a framebuffer size callback using @ref +glfwSetFramebufferSizeCallback and be notified when the size changes. + +The details of how to render with OpenGL is outside the scope of this tutorial, +but there are many excellent resources for learning modern OpenGL. Here are +a few of them: + + - [Anton's OpenGL 4 Tutorials](https://antongerdelan.net/opengl/) + - [Learn OpenGL](https://learnopengl.com/) + - [Open.GL](https://open.gl/) + +These all happen to use GLFW, but OpenGL itself works the same whatever API you +use to create the window and context. + + +### Reading the timer {#quick_timer} + +To create smooth animation, a time source is needed. GLFW provides a timer that +returns the number of seconds since initialization. The time source used is the +most accurate on each platform and generally has micro- or nanosecond +resolution. + +```c +double time = glfwGetTime(); +``` + + +### Swapping buffers {#quick_swap_buffers} + +GLFW windows by default use double buffering. That means that each window has +two rendering buffers; a front buffer and a back buffer. The front buffer is +the one being displayed and the back buffer the one you render to. + +When the entire frame has been rendered, the buffers need to be swapped with one +another, so the back buffer becomes the front buffer and vice versa. + +```c +glfwSwapBuffers(window); +``` + +The swap interval indicates how many frames to wait until swapping the buffers, +commonly known as _vsync_. By default, the swap interval is zero, meaning +buffer swapping will occur immediately. On fast machines, many of those frames +will never be seen, as the screen is still only updated typically 60-75 times +per second, so this wastes a lot of CPU and GPU cycles. + +Also, because the buffers will be swapped in the middle the screen update, +leading to [screen tearing](https://en.wikipedia.org/wiki/Screen_tearing). + +For these reasons, applications will typically want to set the swap interval to +one. It can be set to higher values, but this is usually not recommended, +because of the input latency it leads to. + +```c +glfwSwapInterval(1); +``` + +This function acts on the current context and will fail unless a context is +current. + + +### Processing events {#quick_process_events} + +GLFW needs to communicate regularly with the window system both in order to +receive events and to show that the application hasn't locked up. Event +processing must be done regularly while you have visible windows and is normally +done each frame after buffer swapping. + +There are two methods for processing pending events; polling and waiting. This +example will use event polling, which processes only those events that have +already been received and then returns immediately. + +```c +glfwPollEvents(); +``` + +This is the best choice when rendering continually, like most games do. If +instead you only need to update your rendering once you have received new input, +@ref glfwWaitEvents is a better choice. It waits until at least one event has +been received, putting the thread to sleep in the meantime, and then processes +all received events. This saves a great deal of CPU cycles and is useful for, +for example, many kinds of editing tools. + + +## Putting it together {#quick_example} + +Now that you know how to initialize GLFW, create a window and poll for +keyboard input, it's possible to create a small program. + +This program creates a 640 by 480 windowed mode window and starts a loop that +clears the screen, renders a triangle and processes events until the user either +presses _Escape_ or closes the window. + +@snippet triangle-opengl.c code + +The program above can be found in the [source package][download] as +`examples/triangle-opengl.c` and is compiled along with all other examples when +you build GLFW. If you built GLFW from the source package then you already have +this as `triangle-opengl.exe` on Windows, `triangle-opengl` on Linux or +`triangle-opengl.app` on macOS. + +[download]: https://www.glfw.org/download.html + +This tutorial used only a few of the many functions GLFW provides. There are +guides for each of the areas covered by GLFW. Each guide will introduce all the +functions for that category. + + - @ref intro_guide + - @ref window_guide + - @ref context_guide + - @ref monitor_guide + - @ref input_guide + +You can access reference documentation for any GLFW function by clicking it and +the reference for each function links to related functions and guide sections. + +The tutorial ends here. Once you have written a program that uses GLFW, you +will need to compile and link it. How to do that depends on the development +environment you are using and is best explained by the documentation for that +environment. To learn about the details that are specific to GLFW, see +@ref build_guide. + diff --git a/dependencies/glfw-3.4/docs/spaces.svg b/dependencies/glfw-3.4/docs/spaces.svg new file mode 100644 index 0000000..5b32646 --- /dev/null +++ b/dependencies/glfw-3.4/docs/spaces.svg @@ -0,0 +1,877 @@ + + + + + + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/dependencies/glfw-3.4/docs/vulkan.md b/dependencies/glfw-3.4/docs/vulkan.md new file mode 100644 index 0000000..cb67302 --- /dev/null +++ b/dependencies/glfw-3.4/docs/vulkan.md @@ -0,0 +1,250 @@ +# Vulkan guide {#vulkan_guide} + +[TOC] + +This guide is intended to fill the gaps between the official [Vulkan +resources](https://www.khronos.org/vulkan/) and the rest of the GLFW +documentation and is not a replacement for either. It assumes some familiarity +with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to +the Vulkan documentation to explain the details of Vulkan functions. + +To develop for Vulkan you should download the [LunarG Vulkan +SDK](https://vulkan.lunarg.com/) for your platform. Apart from headers and link +libraries, they also provide the validation layers necessary for development. + +The [Vulkan Tutorial](https://vulkan-tutorial.com/) has more information on how +to use GLFW and Vulkan. The [Khronos Vulkan +Samples](https://github.com/KhronosGroup/Vulkan-Samples) also use GLFW, although +with a small framework in between. + +For details on a specific Vulkan support function, see the @ref vulkan. There +are also guides for the other areas of the GLFW API. + + - @ref intro_guide + - @ref window_guide + - @ref context_guide + - @ref monitor_guide + - @ref input_guide + + +## Finding the Vulkan loader {#vulkan_loader} + +GLFW itself does not ever need to be linked against the Vulkan loader. + +By default, GLFW will load the Vulkan loader dynamically at runtime via its standard name: +`vulkan-1.dll` on Windows, `libvulkan.so.1` on Linux and other Unix-like systems and +`libvulkan.1.dylib` on macOS. + +@macos GLFW will also look up and search the `Frameworks` subdirectory of your +application bundle. + +If your code is using a Vulkan loader with a different name or in a non-standard location +you will need to direct GLFW to it. Pass your version of `vkGetInstanceProcAddr` to @ref +glfwInitVulkanLoader before initializing GLFW and it will use that function for all Vulkan +entry point retrieval. This prevents GLFW from dynamically loading the Vulkan loader. + +```c +glfwInitVulkanLoader(vkGetInstanceProcAddr); +``` + +@macos To make your application be redistributable you will need to set up the application +bundle according to the LunarG SDK documentation. This is explained in more detail in the +[SDK documentation for macOS](https://vulkan.lunarg.com/doc/sdk/latest/mac/getting_started.html). + + +## Including the Vulkan header file {#vulkan_include} + +To have GLFW include the Vulkan header, define @ref GLFW_INCLUDE_VULKAN before including +the GLFW header. + +```c +#define GLFW_INCLUDE_VULKAN +#include +``` + +If you instead want to include the Vulkan header from a custom location or use +your own custom Vulkan header then do this before the GLFW header. + +```c +#include +#include +``` + +Unless a Vulkan header is included, either by the GLFW header or above it, the following +GLFW functions will not be declared, as depend on Vulkan types. + + - @ref glfwInitVulkanLoader + - @ref glfwGetInstanceProcAddress + - @ref glfwGetPhysicalDevicePresentationSupport + - @ref glfwCreateWindowSurface + +The `VK_USE_PLATFORM_*_KHR` macros do not need to be defined for the Vulkan part +of GLFW to work. Define them only if you are using these extensions directly. + + +## Querying for Vulkan support {#vulkan_support} + +If you are linking directly against the Vulkan loader then you can skip this +section. The canonical desktop loader library exports all Vulkan core and +Khronos extension functions, allowing them to be called directly. + +If you are loading the Vulkan loader dynamically instead of linking directly +against it, you can check for the availability of a loader and ICD with @ref +glfwVulkanSupported. + +```c +if (glfwVulkanSupported()) +{ + // Vulkan is available, at least for compute +} +``` + +This function returns `GLFW_TRUE` if the Vulkan loader and any minimally +functional ICD was found. + +If one or both were not found, calling any other Vulkan related GLFW function +will generate a @ref GLFW_API_UNAVAILABLE error. + + +### Querying Vulkan function pointers {#vulkan_proc} + +To load any Vulkan core or extension function from the found loader, call @ref +glfwGetInstanceProcAddress. To load functions needed for instance creation, +pass `NULL` as the instance. + +```c +PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance) + glfwGetInstanceProcAddress(NULL, "vkCreateInstance"); +``` + +Once you have created an instance, you can load from it all other Vulkan core +functions and functions from any instance extensions you enabled. + +```c +PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice) + glfwGetInstanceProcAddress(instance, "vkCreateDevice"); +``` + +This function in turn calls `vkGetInstanceProcAddr`. If that fails, the +function falls back to a platform-specific query of the Vulkan loader (i.e. +`dlsym` or `GetProcAddress`). If that also fails, the function returns `NULL`. +For more information about `vkGetInstanceProcAddr`, see the Vulkan +documentation. + +Vulkan also provides `vkGetDeviceProcAddr` for loading device-specific versions +of Vulkan function. This function can be retrieved from an instance with @ref +glfwGetInstanceProcAddress. + +```c +PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr) + glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr"); +``` + +Device-specific functions may execute a little faster, due to not having to +dispatch internally based on the device passed to them. For more information +about `vkGetDeviceProcAddr`, see the Vulkan documentation. + + +## Querying required Vulkan extensions {#vulkan_ext} + +To do anything useful with Vulkan you need to create an instance. If you want +to use Vulkan to render to a window, you must enable the instance extensions +GLFW requires to create Vulkan surfaces. + +To query the instance extensions required, call @ref +glfwGetRequiredInstanceExtensions. + +```c +uint32_t count; +const char** extensions = glfwGetRequiredInstanceExtensions(&count); +``` + +These extensions must all be enabled when creating instances that are going to +be passed to @ref glfwGetPhysicalDevicePresentationSupport and @ref +glfwCreateWindowSurface. The set of extensions will vary depending on platform +and may also vary depending on graphics drivers and other factors. + +If it fails it will return `NULL` and GLFW will not be able to create Vulkan +window surfaces. You can still use Vulkan for off-screen rendering and compute +work. + +If successful the returned array will always include `VK_KHR_surface`, so if +you don't require any additional extensions you can pass this list directly to +the `VkInstanceCreateInfo` struct. + +```c +VkInstanceCreateInfo ici; + +memset(&ici, 0, sizeof(ici)); +ici.enabledExtensionCount = count; +ici.ppEnabledExtensionNames = extensions; +... +``` + +Additional extensions may be required by future versions of GLFW. You should +check whether any extensions you wish to enable are already in the returned +array, as it is an error to specify an extension more than once in the +`VkInstanceCreateInfo` struct. + +@macos MoltenVK is (as of July 2022) not yet a fully conformant implementation +of Vulkan. As of Vulkan SDK 1.3.216.0, this means you must also enable the +`VK_KHR_portability_enumeration` instance extension and set the +`VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR` bit in the instance creation +info flags for MoltenVK to show up in the list of physical devices. For more +information, see the Vulkan and MoltenVK documentation. + + +## Querying for Vulkan presentation support {#vulkan_present} + +Not every queue family of every Vulkan device can present images to surfaces. +To check whether a specific queue family of a physical device supports image +presentation without first having to create a window and surface, call @ref +glfwGetPhysicalDevicePresentationSupport. + +```c +if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index)) +{ + // Queue family supports image presentation +} +``` + +The `VK_KHR_surface` extension additionally provides the +`vkGetPhysicalDeviceSurfaceSupportKHR` function, which performs the same test on +an existing Vulkan surface. + + +## Creating the window {#vulkan_window} + +Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan, +there is no need to create a context. You can disable context creation with the +[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint. + +```c +glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); +GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL); +``` + +See @ref context_less for more information. + + +## Creating a Vulkan window surface {#vulkan_surface} + +You can create a Vulkan surface (as defined by the `VK_KHR_surface` extension) +for a GLFW window with @ref glfwCreateWindowSurface. + +```c +VkSurfaceKHR surface; +VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface); +if (err) +{ + // Window surface creation failed +} +``` + +If an OpenGL or OpenGL ES context was created on the window, the context has +ownership of the presentation on the window and a Vulkan surface cannot be +created. + +It is your responsibility to destroy the surface. GLFW does not destroy it for +you. Call `vkDestroySurfaceKHR` function from the same extension to destroy it. + diff --git a/dependencies/glfw-3.4/docs/window.md b/dependencies/glfw-3.4/docs/window.md new file mode 100644 index 0000000..371baa5 --- /dev/null +++ b/dependencies/glfw-3.4/docs/window.md @@ -0,0 +1,1530 @@ +# Window guide {#window_guide} + +[TOC] + +This guide introduces the window related functions of GLFW. For details on +a specific function in this category, see the @ref window. There are also +guides for the other areas of GLFW. + + - @ref intro_guide + - @ref context_guide + - @ref vulkan_guide + - @ref monitor_guide + - @ref input_guide + + +## Window objects {#window_object} + +The @ref GLFWwindow object encapsulates both a window and a context. They are +created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow, or +@ref glfwTerminate, if any remain. As the window and context are inseparably +linked, the object pointer is used as both a context and window handle. + +To see the event stream provided to the various window related callbacks, run +the `events` test program. + + +### Window creation {#window_creation} + +A window and its OpenGL or OpenGL ES context are created with @ref +glfwCreateWindow, which returns a handle to the created window object. For +example, this creates a 640 by 480 windowed mode window: + +```c +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); +``` + +If window creation fails, `NULL` will be returned, so it is necessary to check +the return value. + +The window handle is passed to all window related functions and is provided to +along with all input events, so event handlers can tell which window received +the event. + + +#### Full screen windows {#window_full_screen} + +To create a full screen window, you need to specify which monitor the window +should use. In most cases, the user's primary monitor is a good choice. +For more information about retrieving monitors, see @ref monitor_monitors. + +```c +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL); +``` + +Full screen windows cover the entire display area of a monitor, have no border +or decorations. + +Windowed mode windows can be made full screen by setting a monitor with @ref +glfwSetWindowMonitor, and full screen ones can be made windowed by unsetting it +with the same function. + +Each field of the @ref GLFWvidmode structure corresponds to a function parameter +or window hint and combine to form the _desired video mode_ for that window. +The supported video mode most closely matching the desired video mode will be +set for the chosen monitor as long as the window has input focus. For more +information about retrieving video modes, see @ref monitor_modes. + +Video mode field | Corresponds to +---------------- | -------------- +GLFWvidmode.width | `width` parameter of @ref glfwCreateWindow +GLFWvidmode.height | `height` parameter of @ref glfwCreateWindow +GLFWvidmode.redBits | @ref GLFW_RED_BITS hint +GLFWvidmode.greenBits | @ref GLFW_GREEN_BITS hint +GLFWvidmode.blueBits | @ref GLFW_BLUE_BITS hint +GLFWvidmode.refreshRate | @ref GLFW_REFRESH_RATE hint + +Once you have a full screen window, you can change its resolution, refresh rate +and monitor with @ref glfwSetWindowMonitor. If you only need change its +resolution you can also call @ref glfwSetWindowSize. In all cases, the new +video mode will be selected the same way as the video mode chosen by @ref +glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be +unaffected. + +By default, the original video mode of the monitor will be restored and the +window iconified if it loses input focus, to allow the user to switch back to +the desktop. This behavior can be disabled with the +[GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint, for example if you +wish to simultaneously cover multiple monitors with full screen windows. + +If a monitor is disconnected, all windows that are full screen on that monitor +will be switched to windowed mode. See @ref monitor_event for more information. + + +#### "Windowed full screen" windows {#window_windowed_full_screen} + +If the closest match for the desired video mode is the current one, the video +mode will not be changed, making window creation faster and application +switching much smoother. This is sometimes called _windowed full screen_ or +_borderless full screen_ window and counts as a full screen window. To create +such a window, request the current video mode. + +```c +const GLFWvidmode* mode = glfwGetVideoMode(monitor); + +glfwWindowHint(GLFW_RED_BITS, mode->redBits); +glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); +glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); +glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); + +GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL); +``` + +This also works for windowed mode windows that are made full screen. + +```c +const GLFWvidmode* mode = glfwGetVideoMode(monitor); + +glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); +``` + +Note that @ref glfwGetVideoMode returns the _current_ video mode of a monitor, +so if you already have a full screen window on that monitor that you want to +make windowed full screen, you need to have saved the desktop resolution before. + + +### Window destruction {#window_destruction} + +When a window is no longer needed, destroy it with @ref glfwDestroyWindow. + +```c +glfwDestroyWindow(window); +``` + +Window destruction always succeeds. Before the actual destruction, all +callbacks are removed so no further events will be delivered for the window. +All windows remaining when @ref glfwTerminate is called are destroyed as well. + +When a full screen window is destroyed, the original video mode of its monitor +is restored, but the gamma ramp is left untouched. + + +### Window creation hints {#window_hints} + +There are a number of hints that can be set before the creation of a window and +context. Some affect the window itself, others affect the framebuffer or +context. These hints are set to their default values each time the library is +initialized with @ref glfwInit. Integer value hints can be set individually +with @ref glfwWindowHint and string value hints with @ref glfwWindowHintString. +You can reset all at once to their defaults with @ref glfwDefaultWindowHints. + +Some hints are platform specific. These are always valid to set on any +platform but they will only affect their specific platform. Other platforms +will ignore them. Setting these hints requires no platform specific headers or +calls. + +@note Window hints need to be set before the creation of the window and context +you wish to have the specified attributes. They function as additional +arguments to @ref glfwCreateWindow. + + +#### Hard and soft constraints {#window_hints_hard} + +Some window hints are hard constraints. These must match the available +capabilities _exactly_ for window and context creation to succeed. Hints +that are not hard constraints are matched as closely as possible, but the +resulting context and framebuffer may differ from what these hints requested. + +The following hints are always hard constraints: +- @ref GLFW_STEREO +- @ref GLFW_DOUBLEBUFFER +- [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) +- [GLFW_CONTEXT_CREATION_API](@ref GLFW_CONTEXT_CREATION_API_hint) + +The following additional hints are hard constraints when requesting an OpenGL +context, but are ignored when requesting an OpenGL ES context: +- [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) +- [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) + + +#### Window related hints {#window_hints_wnd} + +@anchor GLFW_RESIZABLE_hint +__GLFW_RESIZABLE__ specifies whether the windowed mode window will be resizable +_by the user_. The window will still be resizable using the @ref +glfwSetWindowSize function. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. +This hint is ignored for full screen and undecorated windows. + +@anchor GLFW_VISIBLE_hint +__GLFW_VISIBLE__ specifies whether the windowed mode window will be initially +visible. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is +ignored for full screen windows. + +@anchor GLFW_DECORATED_hint +__GLFW_DECORATED__ specifies whether the windowed mode window will have window +decorations such as a border, a close widget, etc. An undecorated window will +not be resizable by the user but will still allow the user to generate close +events on some platforms. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. +This hint is ignored for full screen windows. + +@anchor GLFW_FOCUSED_hint +__GLFW_FOCUSED__ specifies whether the windowed mode window will be given input +focus when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This +hint is ignored for full screen and initially hidden windows. + +@anchor GLFW_AUTO_ICONIFY_hint +__GLFW_AUTO_ICONIFY__ specifies whether the full screen window will +automatically iconify and restore the previous video mode on input focus loss. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for +windowed mode windows. + +@anchor GLFW_FLOATING_hint +__GLFW_FLOATING__ specifies whether the windowed mode window will be floating +above other regular windows, also called topmost or always-on-top. This is +intended primarily for debugging purposes and cannot be used to implement proper +full screen windows. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This +hint is ignored for full screen windows. + +@anchor GLFW_MAXIMIZED_hint +__GLFW_MAXIMIZED__ specifies whether the windowed mode window will be maximized +when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is +ignored for full screen windows. + +@anchor GLFW_CENTER_CURSOR_hint +__GLFW_CENTER_CURSOR__ specifies whether the cursor should be centered over +newly created full screen windows. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. This hint is ignored for windowed mode windows. + +@anchor GLFW_TRANSPARENT_FRAMEBUFFER_hint +__GLFW_TRANSPARENT_FRAMEBUFFER__ specifies whether the window framebuffer will +be transparent. If enabled and supported by the system, the window framebuffer +alpha channel will be used to combine the framebuffer with the background. This +does not affect window decorations. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. + +@anchor GLFW_FOCUS_ON_SHOW_hint +__GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input +focus when @ref glfwShowWindow is called. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. + +@anchor GLFW_SCALE_TO_MONITOR +__GLFW_SCALE_TO_MONITOR__ specified whether the window content area should be +resized based on [content scale](@ref window_scale) changes. This can be +because of a global user settings change or because the window was moved to +a monitor with different scale settings. + +This hint only has an effect on platforms where screen coordinates and pixels +always map 1:1, such as Windows and X11. On platforms like macOS the resolution +of the framebuffer can change independently of the window size. + +@anchor GLFW_SCALE_FRAMEBUFFER_hint +@anchor GLFW_COCOA_RETINA_FRAMEBUFFER_hint +__GLFW_SCALE_FRAMEBUFFER__ specifies whether the framebuffer should be resized +based on [content scale](@ref window_scale) changes. This can be +because of a global user settings change or because the window was moved to +a monitor with different scale settings. + +This hint only has an effect on platforms where screen coordinates can be scaled +relative to pixel coordinates, such as macOS and Wayland. On platforms like +Windows and X11 the framebuffer and window content area sizes always map 1:1. + +This is the new name, introduced in GLFW 3.4. The older +`GLFW_COCOA_RETINA_FRAMEBUFFER` name is also available for compatibility. Both +names modify the same hint value. + +@anchor GLFW_MOUSE_PASSTHROUGH_hint +__GLFW_MOUSE_PASSTHROUGH__ specifies whether the window is transparent to mouse +input, letting any mouse events pass through to whatever window is behind it. +This is only supported for undecorated windows. Decorated windows with this +enabled will behave differently between platforms. Possible values are +`GLFW_TRUE` and `GLFW_FALSE`. + +@anchor GLFW_POSITION_X +@anchor GLFW_POSITION_Y +__GLFW_POSITION_X__ and __GLFW_POSITION_Y__ specify the desired initial position +of the window. The window manager may modify or ignore these coordinates. If +either or both of these hints are set to `GLFW_ANY_POSITION` then the window +manager will position the window where it thinks the user will prefer it. +Possible values are any valid screen coordinates and `GLFW_ANY_POSITION`. + + +#### Framebuffer related hints {#window_hints_fb} + +@anchor GLFW_RED_BITS +@anchor GLFW_GREEN_BITS +@anchor GLFW_BLUE_BITS +@anchor GLFW_ALPHA_BITS +@anchor GLFW_DEPTH_BITS +@anchor GLFW_STENCIL_BITS +__GLFW_RED_BITS__, __GLFW_GREEN_BITS__, __GLFW_BLUE_BITS__, __GLFW_ALPHA_BITS__, +__GLFW_DEPTH_BITS__ and __GLFW_STENCIL_BITS__ specify the desired bit depths of +the various components of the default framebuffer. A value of `GLFW_DONT_CARE` +means the application has no preference. + +@anchor GLFW_ACCUM_RED_BITS +@anchor GLFW_ACCUM_GREEN_BITS +@anchor GLFW_ACCUM_BLUE_BITS +@anchor GLFW_ACCUM_ALPHA_BITS +__GLFW_ACCUM_RED_BITS__, __GLFW_ACCUM_GREEN_BITS__, __GLFW_ACCUM_BLUE_BITS__ and +__GLFW_ACCUM_ALPHA_BITS__ specify the desired bit depths of the various +components of the accumulation buffer. A value of `GLFW_DONT_CARE` means the +application has no preference. + +Accumulation buffers are a legacy OpenGL feature and should not be used in new +code. + +@anchor GLFW_AUX_BUFFERS +__GLFW_AUX_BUFFERS__ specifies the desired number of auxiliary buffers. A value +of `GLFW_DONT_CARE` means the application has no preference. + +Auxiliary buffers are a legacy OpenGL feature and should not be used in new +code. + +@anchor GLFW_STEREO +__GLFW_STEREO__ specifies whether to use OpenGL stereoscopic rendering. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is a hard constraint. + +@anchor GLFW_SAMPLES +__GLFW_SAMPLES__ specifies the desired number of samples to use for +multisampling. Zero disables multisampling. A value of `GLFW_DONT_CARE` means +the application has no preference. + +@anchor GLFW_SRGB_CAPABLE +__GLFW_SRGB_CAPABLE__ specifies whether the framebuffer should be sRGB capable. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + +@note __OpenGL:__ If enabled and supported by the system, the +`GL_FRAMEBUFFER_SRGB` enable will control sRGB rendering. By default, sRGB +rendering will be disabled. + +@note __OpenGL ES:__ If enabled and supported by the system, the context will +always have sRGB rendering enabled. + +@anchor GLFW_DOUBLEBUFFER +@anchor GLFW_DOUBLEBUFFER_hint +__GLFW_DOUBLEBUFFER__ specifies whether the framebuffer should be double +buffered. You nearly always want to use double buffering. This is a hard +constraint. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + + +#### Monitor related hints {#window_hints_mtr} + +@anchor GLFW_REFRESH_RATE +__GLFW_REFRESH_RATE__ specifies the desired refresh rate for full screen +windows. A value of `GLFW_DONT_CARE` means the highest available refresh rate +will be used. This hint is ignored for windowed mode windows. + + +#### Context related hints {#window_hints_ctx} + +@anchor GLFW_CLIENT_API_hint +__GLFW_CLIENT_API__ specifies which client API to create the context for. +Possible values are `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` and `GLFW_NO_API`. +This is a hard constraint. + +@anchor GLFW_CONTEXT_CREATION_API_hint +__GLFW_CONTEXT_CREATION_API__ specifies which context creation API to use to +create the context. Possible values are `GLFW_NATIVE_CONTEXT_API`, +`GLFW_EGL_CONTEXT_API` and `GLFW_OSMESA_CONTEXT_API`. This is a hard +constraint. If no client API is requested, this hint is ignored. + +An [extension loader library](@ref context_glext_auto) that assumes it knows +which API was used to create the current context may fail if you change this +hint. This can be resolved by having it load functions via @ref +glfwGetProcAddress. + +@note @wayland The EGL API _is_ the native context creation API, so this hint +will have no effect. + +@note @x11 On some Linux systems, creating contexts via both the native and EGL +APIs in a single process will cause the application to segfault. Stick to one +API or the other on Linux for now. + +@note __OSMesa:__ As its name implies, an OpenGL context created with OSMesa +does not update the window contents when its buffers are swapped. Use OpenGL +functions or the OSMesa native access functions @ref glfwGetOSMesaColorBuffer +and @ref glfwGetOSMesaDepthBuffer to retrieve the framebuffer contents. + +@anchor GLFW_CONTEXT_VERSION_MAJOR_hint +@anchor GLFW_CONTEXT_VERSION_MINOR_hint +__GLFW_CONTEXT_VERSION_MAJOR__ and __GLFW_CONTEXT_VERSION_MINOR__ specify the +client API version that the created context must be compatible with. The exact +behavior of these hints depend on the requested client API. + +While there is no way to ask the driver for a context of the highest supported +version, GLFW will attempt to provide this when you ask for a version 1.0 +context, which is the default for these hints. + +Do not confuse these hints with @ref GLFW_VERSION_MAJOR and @ref +GLFW_VERSION_MINOR, which provide the API version of the GLFW header. + +@note __OpenGL:__ These hints are not hard constraints, but creation will fail +if the OpenGL version of the created context is less than the one requested. It +is therefore perfectly safe to use the default of version 1.0 for legacy code +and you will still get backwards-compatible contexts of version 3.0 and above +when available. + +@note __OpenGL ES:__ These hints are not hard constraints, but creation will +fail if the OpenGL ES version of the created context is less than the one +requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was +requested, and vice versa. This is because OpenGL ES 3.x is backward compatible +with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x. + +@note @macos The OS only supports core profile contexts for OpenGL versions 3.2 +and later. Before creating an OpenGL context of version 3.2 or later you must +set the [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hint accordingly. +OpenGL 3.0 and 3.1 contexts are not supported at all on macOS. + +@anchor GLFW_OPENGL_FORWARD_COMPAT_hint +__GLFW_OPENGL_FORWARD_COMPAT__ specifies whether the OpenGL context should be +forward-compatible, i.e. one where all functionality deprecated in the requested +version of OpenGL is removed. This must only be used if the requested OpenGL +version is 3.0 or above. If OpenGL ES is requested, this hint is ignored. + +Forward-compatibility is described in detail in the +[OpenGL Reference Manual](https://www.opengl.org/registry/). + +@anchor GLFW_CONTEXT_DEBUG_hint +@anchor GLFW_OPENGL_DEBUG_CONTEXT_hint +__GLFW_CONTEXT_DEBUG__ specifies whether the context should be created in debug +mode, which may provide additional error and diagnostic reporting functionality. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + +Debug contexts for OpenGL and OpenGL ES are described in detail by the +[GL_KHR_debug][] extension. + +[GL_KHR_debug]: https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_debug.txt + +@note `GLFW_CONTEXT_DEBUG` is the new name introduced in GLFW 3.4. The older +`GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility. + +@anchor GLFW_OPENGL_PROFILE_hint +__GLFW_OPENGL_PROFILE__ specifies which OpenGL profile to create the context +for. Possible values are one of `GLFW_OPENGL_CORE_PROFILE` or +`GLFW_OPENGL_COMPAT_PROFILE`, or `GLFW_OPENGL_ANY_PROFILE` to not request +a specific profile. If requesting an OpenGL version below 3.2, +`GLFW_OPENGL_ANY_PROFILE` must be used. If OpenGL ES is requested, this hint +is ignored. + +OpenGL profiles are described in detail in the +[OpenGL Reference Manual](https://www.opengl.org/registry/). + +@anchor GLFW_CONTEXT_ROBUSTNESS_hint +__GLFW_CONTEXT_ROBUSTNESS__ specifies the robustness strategy to be used by the +context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or +`GLFW_LOSE_CONTEXT_ON_RESET`, or `GLFW_NO_ROBUSTNESS` to not request +a robustness strategy. + +@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_hint +__GLFW_CONTEXT_RELEASE_BEHAVIOR__ specifies the release behavior to be +used by the context. Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`, +`GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the +behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context +creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`, +the pipeline will be flushed whenever the context is released from being the +current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will +not be flushed on release. + +Context release behaviors are described in detail by the +[GL_KHR_context_flush_control][] extension. + +[GL_KHR_context_flush_control]: https://www.opengl.org/registry/specs/KHR/context_flush_control.txt + +@anchor GLFW_CONTEXT_NO_ERROR_hint +__GLFW_CONTEXT_NO_ERROR__ specifies whether errors should be generated by the +context. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, +situations that would have generated errors instead cause undefined behavior. + +The no error mode for OpenGL and OpenGL ES is described in detail by the +[GL_KHR_no_error][] extension. + +[GL_KHR_no_error]: https://www.opengl.org/registry/specs/KHR/no_error.txt + + +#### Win32 specific hints {#window_hints_win32} + +@anchor GLFW_WIN32_KEYBOARD_MENU_hint +__GLFW_WIN32_KEYBOARD_MENU__ specifies whether to allow access to the window +menu via the Alt+Space and Alt-and-then-Space keyboard shortcuts. This is +ignored on other platforms. + +@anchor GLFW_WIN32_SHOWDEFAULT_hint +__GLFW_WIN32_SHOWDEFAULT__ specifies whether to show the window the way +specified in the program's `STARTUPINFO` when it is shown for the first time. +This is the same information as the `Run` option in the shortcut properties +window. If this information was not specified when the program was started, +GLFW behaves as if this hint was set to `GLFW_FALSE`. Possible values are +`GLFW_TRUE` and `GLFW_FALSE`. This is ignored on other platforms. + + +#### macOS specific hints {#window_hints_osx} + +@anchor GLFW_COCOA_FRAME_NAME_hint +__GLFW_COCOA_FRAME_NAME__ specifies the UTF-8 encoded name to use for autosaving +the window frame, or if empty disables frame autosaving for the window. This is +ignored on other platforms. This is set with @ref glfwWindowHintString. + +@anchor GLFW_COCOA_GRAPHICS_SWITCHING_hint +__GLFW_COCOA_GRAPHICS_SWITCHING__ specifies whether to in Automatic Graphics +Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL +context and move it between GPUs if necessary or whether to force it to always +run on the discrete GPU. This only affects systems with both integrated and +discrete GPUs. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is +ignored on other platforms. + +Simpler programs and tools may want to enable this to save power, while games +and other applications performing advanced rendering will want to leave it +disabled. + +A bundled application that wishes to participate in Automatic Graphics Switching +should also declare this in its `Info.plist` by setting the +`NSSupportsAutomaticGraphicsSwitching` key to `true`. + + +#### Wayland specific window hints {#window_hints_wayland} + +@anchor GLFW_WAYLAND_APP_ID_hint +__GLFW_WAYLAND_APP_ID__ specifies the Wayland app_id for a window, used +by window managers to identify types of windows. This is set with +@ref glfwWindowHintString. + + +#### X11 specific window hints {#window_hints_x11} + +@anchor GLFW_X11_CLASS_NAME_hint +@anchor GLFW_X11_INSTANCE_NAME_hint +__GLFW_X11_CLASS_NAME__ and __GLFW_X11_INSTANCE_NAME__ specifies the desired +ASCII encoded class and instance parts of the ICCCM `WM_CLASS` window property. Both +hints need to be set to something other than an empty string for them to take effect. +These are set with @ref glfwWindowHintString. + + +#### Supported and default values {#window_hints_values} + +Window hint | Default value | Supported values +----------------------------- | --------------------------- | ---------------- +GLFW_RESIZABLE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_VISIBLE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_DECORATED | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_FOCUSED | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_AUTO_ICONIFY | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_FLOATING | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_MAXIMIZED | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_CENTER_CURSOR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_TRANSPARENT_FRAMEBUFFER | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_FOCUS_ON_SHOW | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_SCALE_TO_MONITOR | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_SCALE_FRAMEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_MOUSE_PASSTHROUGH | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_POSITION_X | `GLFW_ANY_POSITION` | Any valid screen x-coordinate or `GLFW_ANY_POSITION` +GLFW_POSITION_Y | `GLFW_ANY_POSITION` | Any valid screen y-coordinate or `GLFW_ANY_POSITION` +GLFW_RED_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_GREEN_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_BLUE_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ALPHA_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_DEPTH_BITS | 24 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_STENCIL_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_RED_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_GREEN_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_BLUE_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_ALPHA_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_AUX_BUFFERS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_SAMPLES | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_REFRESH_RATE | `GLFW_DONT_CARE` | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_STEREO | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_SRGB_CAPABLE | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_DOUBLEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_CLIENT_API | `GLFW_OPENGL_API` | `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API` +GLFW_CONTEXT_CREATION_API | `GLFW_NATIVE_CONTEXT_API` | `GLFW_NATIVE_CONTEXT_API`, `GLFW_EGL_CONTEXT_API` or `GLFW_OSMESA_CONTEXT_API` +GLFW_CONTEXT_VERSION_MAJOR | 1 | Any valid major version number of the chosen client API +GLFW_CONTEXT_VERSION_MINOR | 0 | Any valid minor version number of the chosen client API +GLFW_CONTEXT_ROBUSTNESS | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET` +GLFW_CONTEXT_RELEASE_BEHAVIOR | `GLFW_ANY_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_BEHAVIOR`, `GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE` +GLFW_OPENGL_FORWARD_COMPAT | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_CONTEXT_DEBUG | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_OPENGL_PROFILE | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` +GLFW_WIN32_KEYBOARD_MENU | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_WIN32_SHOWDEFAULT | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_COCOA_FRAME_NAME | `""` | A UTF-8 encoded frame autosave name +GLFW_COCOA_GRAPHICS_SWITCHING | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_WAYLAND_APP_ID | `""` | An ASCII encoded Wayland `app_id` name +GLFW_X11_CLASS_NAME | `""` | An ASCII encoded `WM_CLASS` class name +GLFW_X11_INSTANCE_NAME | `""` | An ASCII encoded `WM_CLASS` instance name + + +## Window event processing {#window_events} + +See @ref events. + + +## Window properties and events {#window_properties} + +### User pointer {#window_userptr} + +Each window has a user pointer that can be set with @ref +glfwSetWindowUserPointer and queried with @ref glfwGetWindowUserPointer. This +can be used for any purpose you need and will not be modified by GLFW throughout +the life-time of the window. + +The initial value of the pointer is `NULL`. + + +### Window closing and close flag {#window_close} + +When the user attempts to close the window, for example by clicking the close +widget or using a key chord like Alt+F4, the _close flag_ of the window is set. +The window is however not actually destroyed and, unless you watch for this +state change, nothing further happens. + +The current state of the close flag is returned by @ref glfwWindowShouldClose +and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common +pattern is to use the close flag as a main loop condition. + +```c +while (!glfwWindowShouldClose(window)) +{ + render(window); + + glfwSwapBuffers(window); + glfwPollEvents(); +} +``` + +If you wish to be notified when the user attempts to close a window, set a close +callback. + +```c +glfwSetWindowCloseCallback(window, window_close_callback); +``` + +The callback function is called directly _after_ the close flag has been set. +It can be used for example to filter close requests and clear the close flag +again unless certain conditions are met. + +```c +void window_close_callback(GLFWwindow* window) +{ + if (!time_to_close) + glfwSetWindowShouldClose(window, GLFW_FALSE); +} +``` + + +### Window size {#window_size} + +The size of a window can be changed with @ref glfwSetWindowSize. For windowed +mode windows, this sets the size, in +[screen coordinates](@ref coordinate_systems) of the _content area_ or _content +area_ of the window. The window system may impose limits on window size. + +```c +glfwSetWindowSize(window, 640, 480); +``` + +For full screen windows, the specified size becomes the new resolution of the +window's desired video mode. The video mode most closely matching the new +desired video mode is set immediately. The window is resized to fit the +resolution of the set video mode. + +If you wish to be notified when a window is resized, whether by the user, the +system or your own code, set a size callback. + +```c +glfwSetWindowSizeCallback(window, window_size_callback); +``` + +The callback function receives the new size, in screen coordinates, of the +content area of the window when the window is resized. + +```c +void window_size_callback(GLFWwindow* window, int width, int height) +{ +} +``` + +There is also @ref glfwGetWindowSize for directly retrieving the current size of +a window. + +```c +int width, height; +glfwGetWindowSize(window, &width, &height); +``` + +@note Do not pass the window size to `glViewport` or other pixel-based OpenGL +calls. The window size is in screen coordinates, not pixels. Use the +[framebuffer size](@ref window_fbsize), which is in pixels, for pixel-based +calls. + +The above functions work with the size of the content area, but decorated +windows typically have title bars and window frames around this rectangle. You +can retrieve the extents of these with @ref glfwGetWindowFrameSize. + +```c +int left, top, right, bottom; +glfwGetWindowFrameSize(window, &left, &top, &right, &bottom); +``` + +The returned values are the distances, in screen coordinates, from the edges of +the content area to the corresponding edges of the full window. As they are +distances and not coordinates, they are always zero or positive. + + +### Framebuffer size {#window_fbsize} + +While the size of a window is measured in screen coordinates, OpenGL works with +pixels. The size you pass into `glViewport`, for example, should be in pixels. +On some machines screen coordinates and pixels are the same, but on others they +will not be. There is a second set of functions to retrieve the size, in +pixels, of the framebuffer of a window. + +If you wish to be notified when the framebuffer of a window is resized, whether +by the user or the system, set a size callback. + +```c +glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); +``` + +The callback function receives the new size of the framebuffer when it is +resized, which can for example be used to update the OpenGL viewport. + +```c +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} +``` + +There is also @ref glfwGetFramebufferSize for directly retrieving the current +size of the framebuffer of a window. + +```c +int width, height; +glfwGetFramebufferSize(window, &width, &height); +glViewport(0, 0, width, height); +``` + +The size of a framebuffer may change independently of the size of a window, for +example if the window is dragged between a regular monitor and a high-DPI one. + + +### Window content scale {#window_scale} + +The content scale for a window can be retrieved with @ref +glfwGetWindowContentScale. + +```c +float xscale, yscale; +glfwGetWindowContentScale(window, &xscale, &yscale); +``` + +The content scale can be thought of as the ratio between the current DPI and the +platform's default DPI. It is intended to be a scaling factor to apply to the +pixel dimensions of text and other UI elements. If the dimensions scaled by +this factor looks appropriate on your machine then it should appear at +a reasonable size on other machines with different DPI and scaling settings. + +This relies on the DPI and scaling settings on both machines being appropriate. + +The content scale may depend on both the monitor resolution and pixel density +and on user settings like DPI or a scaling percentage. It may be very different +from the raw DPI calculated from the physical size and current resolution. + +On systems where each monitors can have its own content scale, the window +content scale will depend on which monitor or monitors the system considers the +window to be "on". + +If you wish to be notified when the content scale of a window changes, whether +because of a system setting change or because it was moved to a monitor with +a different scale, set a content scale callback. + +```c +glfwSetWindowContentScaleCallback(window, window_content_scale_callback); +``` + +The callback function receives the new content scale of the window. + +```c +void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale) +{ + set_interface_scale(xscale, yscale); +} +``` + +On platforms where pixels and screen coordinates always map 1:1, the window +will need to be resized to appear the same size when it is moved to a monitor +with a different content scale. To have this done automatically both when the +window is created and when its content scale later changes, set the @ref +GLFW_SCALE_TO_MONITOR window hint. + +On platforms where pixels do not necessarily equal screen coordinates, the +framebuffer will instead need to be sized to provide a full resolution image +for the window. When the window moves between monitors with different content +scales, the window size will remain the same but the framebuffer size will +change. This is done automatically by default. To disable this resizing, set +the @ref GLFW_SCALE_FRAMEBUFFER window hint. + +Both of these hints also apply when the window is created. Every window starts +out with a content scale of one. A window with one or both of these hints set +will adapt to the appropriate scale in the process of being created, set up and +shown. + + +### Window size limits {#window_sizelimits} + +The minimum and maximum size of the content area of a windowed mode window can +be enforced with @ref glfwSetWindowSizeLimits. The user may resize the window +to any size and aspect ratio within the specified limits, unless the aspect +ratio is also set. + +```c +glfwSetWindowSizeLimits(window, 200, 200, 400, 400); +``` + +To specify only a minimum size or only a maximum one, set the other pair to +`GLFW_DONT_CARE`. + +```c +glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE); +``` + +To disable size limits for a window, set them all to `GLFW_DONT_CARE`. + +The aspect ratio of the content area of a windowed mode window can be enforced +with @ref glfwSetWindowAspectRatio. The user may resize the window freely +unless size limits are also set, but the size will be constrained to maintain +the aspect ratio. + +```c +glfwSetWindowAspectRatio(window, 16, 9); +``` + +The aspect ratio is specified as a numerator and denominator, corresponding to +the width and height, respectively. If you want a window to maintain its +current aspect ratio, use its current size as the ratio. + +```c +int width, height; +glfwGetWindowSize(window, &width, &height); +glfwSetWindowAspectRatio(window, width, height); +``` + +To disable the aspect ratio limit for a window, set both terms to +`GLFW_DONT_CARE`. + +You can have both size limits and aspect ratio set for a window, but the results +are undefined if they conflict. + + +### Window position {#window_pos} + +By default, the window manager chooses the position of new windowed mode +windows, based on its size and which monitor the user appears to be working on. +This is most often the right choice. If you need to create a window at +a specific position, you can set the desired position with the @ref +GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints. + +```c +glfwWindowHint(GLFW_POSITION_X, 70); +glfwWindowHint(GLFW_POSITION_Y, 83); +``` + +To restore the previous behavior, set these hints to `GLFW_ANY_POSITION`. + +The position of a windowed mode window can be changed with @ref +glfwSetWindowPos. This moves the window so that the upper-left corner of its +content area has the specified [screen coordinates](@ref coordinate_systems). +The window system may put limitations on window placement. + +```c +glfwSetWindowPos(window, 100, 100); +``` + +If you wish to be notified when a window is moved, whether by the user, the +system or your own code, set a position callback. + +```c +glfwSetWindowPosCallback(window, window_pos_callback); +``` + +The callback function receives the new position, in screen coordinates, of the +upper-left corner of the content area when the window is moved. + +```c +void window_pos_callback(GLFWwindow* window, int xpos, int ypos) +{ +} +``` + +There is also @ref glfwGetWindowPos for directly retrieving the current position +of the content area of the window. + +```c +int xpos, ypos; +glfwGetWindowPos(window, &xpos, &ypos); +``` + + +### Window title {#window_title} + +All GLFW windows have a title, although undecorated or full screen windows may +not display it or only display it in a task bar or similar interface. You can +set a new UTF-8 encoded window title with @ref glfwSetWindowTitle. + +```c +glfwSetWindowTitle(window, "My Window"); +``` + +The specified string is copied before the function returns, so there is no need +to keep it around. + +As long as your source file is encoded as UTF-8, you can use any Unicode +characters directly in the source. + +```c +glfwSetWindowTitle(window, "ラストエグザイル"); +``` + +If you are using C++11 or C11, you can use a UTF-8 string literal. + +```c +glfwSetWindowTitle(window, u8"This is always a UTF-8 string"); +``` + +The current window title can be queried with @ref glfwGetWindowTitle. + +```c +const char* title = glfwGetWindowTitle(window); +``` + +### Window icon {#window_icon} + +Decorated windows have icons on some platforms. You can set this icon by +specifying a list of candidate images with @ref glfwSetWindowIcon. + +```c +GLFWimage images[2]; +images[0] = load_icon("my_icon.png"); +images[1] = load_icon("my_icon_small.png"); + +glfwSetWindowIcon(window, 2, images); +``` + +The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits +per channel with the red channel first. The pixels are arranged canonically as +sequential rows, starting from the top-left corner. + +To revert to the default window icon, pass in an empty image array. + +```c +glfwSetWindowIcon(window, 0, NULL); +``` + + +### Window monitor {#window_monitor} + +Full screen windows are associated with a specific monitor. You can get the +handle for this monitor with @ref glfwGetWindowMonitor. + +```c +GLFWmonitor* monitor = glfwGetWindowMonitor(window); +``` + +This monitor handle is one of those returned by @ref glfwGetMonitors. + +For windowed mode windows, this function returns `NULL`. This is how to tell +full screen windows from windowed mode windows. + +You can move windows between monitors or between full screen and windowed mode +with @ref glfwSetWindowMonitor. When making a window full screen on the same or +on a different monitor, specify the desired monitor, resolution and refresh +rate. The position arguments are ignored. + +```c +const GLFWvidmode* mode = glfwGetVideoMode(monitor); + +glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); +``` + +When making the window windowed, specify the desired position and size. The +refresh rate argument is ignored. + +```c +glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0); +``` + +This restores any previous window settings such as whether it is decorated, +floating, resizable, has size or aspect ratio limits, etc.. To restore a window +that was originally windowed to its original size and position, save these +before making it full screen and then pass them in as above. + + +### Window iconification {#window_iconify} + +Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow. + +```c +glfwIconifyWindow(window); +``` + +When a full screen window is iconified, the original video mode of its monitor +is restored until the user or application restores the window. + +Iconified windows can be restored with @ref glfwRestoreWindow. This function +also restores windows from maximization. + +```c +glfwRestoreWindow(window); +``` + +When a full screen window is restored, the desired video mode is restored to its +monitor as well. + +If you wish to be notified when a window is iconified or restored, whether by +the user, system or your own code, set an iconify callback. + +```c +glfwSetWindowIconifyCallback(window, window_iconify_callback); +``` + +The callback function receives changes in the iconification state of the window. + +```c +void window_iconify_callback(GLFWwindow* window, int iconified) +{ + if (iconified) + { + // The window was iconified + } + else + { + // The window was restored + } +} +``` + +You can also get the current iconification state with @ref glfwGetWindowAttrib. + +```c +int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED); +``` + + +### Window maximization {#window_maximize} + +Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow. + +```c +glfwMaximizeWindow(window); +``` + +Full screen windows cannot be maximized and passing a full screen window to this +function does nothing. + +Maximized windows can be restored with @ref glfwRestoreWindow. This function +also restores windows from iconification. + +```c +glfwRestoreWindow(window); +``` + +If you wish to be notified when a window is maximized or restored, whether by +the user, system or your own code, set a maximize callback. + +```c +glfwSetWindowMaximizeCallback(window, window_maximize_callback); +``` + +The callback function receives changes in the maximization state of the window. + +```c +void window_maximize_callback(GLFWwindow* window, int maximized) +{ + if (maximized) + { + // The window was maximized + } + else + { + // The window was restored + } +} +``` + +You can also get the current maximization state with @ref glfwGetWindowAttrib. + +```c +int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED); +``` + +By default, newly created windows are not maximized. You can change this +behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint +before creating the window. + +```c +glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE); +``` + + +### Window visibility {#window_hide} + +Windowed mode windows can be hidden with @ref glfwHideWindow. + +```c +glfwHideWindow(window); +``` + +This makes the window completely invisible to the user, including removing it +from the task bar, dock or window list. Full screen windows cannot be hidden +and calling @ref glfwHideWindow on a full screen window does nothing. + +Hidden windows can be shown with @ref glfwShowWindow. + +```c +glfwShowWindow(window); +``` + +By default, this function will also set the input focus to that window. Set +the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint to change +this behavior for all newly created windows, or change the behavior for an +existing window with @ref glfwSetWindowAttrib. + +You can also get the current visibility state with @ref glfwGetWindowAttrib. + +```c +int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE); +``` + +By default, newly created windows are visible. You can change this behavior by +setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating +the window. + +```c +glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); +``` + +Windows created hidden are completely invisible to the user until shown. This +can be useful if you need to set up your window further before showing it, for +example moving it to a specific location. + + +### Window input focus {#window_focus} + +Windows can be given input focus and brought to the front with @ref +glfwFocusWindow. + +```c +glfwFocusWindow(window); +``` + +Keep in mind that it can be very disruptive to the user when a window is forced +to the top. For a less disruptive way of getting the user's attention, see +[attention requests](@ref window_attention). + +If you wish to be notified when a window gains or loses input focus, whether by +the user, system or your own code, set a focus callback. + +```c +glfwSetWindowFocusCallback(window, window_focus_callback); +``` + +The callback function receives changes in the input focus state of the window. + +```c +void window_focus_callback(GLFWwindow* window, int focused) +{ + if (focused) + { + // The window gained input focus + } + else + { + // The window lost input focus + } +} +``` + +You can also get the current input focus state with @ref glfwGetWindowAttrib. + +```c +int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED); +``` + +By default, newly created windows are given input focus. You can change this +behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint +before creating the window. + +```c +glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); +``` + + +### Window attention request {#window_attention} + +If you wish to notify the user of an event without interrupting, you can request +attention with @ref glfwRequestWindowAttention. + +```c +glfwRequestWindowAttention(window); +``` + +The system will highlight the specified window, or on platforms where this is +not supported, the application as a whole. Once the user has given it +attention, the system will automatically end the request. + + +### Window damage and refresh {#window_refresh} + +If you wish to be notified when the contents of a window is damaged and needs +to be refreshed, set a window refresh callback. + +```c +glfwSetWindowRefreshCallback(m_handle, window_refresh_callback); +``` + +The callback function is called when the contents of the window needs to be +refreshed. + +```c +void window_refresh_callback(GLFWwindow* window) +{ + draw_editor_ui(window); + glfwSwapBuffers(window); +} +``` + +@note On compositing window systems such as Aero, Compiz or Aqua, where the +window contents are saved off-screen, this callback might only be called when +the window or framebuffer is resized. + + +### Window transparency {#window_transparency} + +GLFW supports two kinds of transparency for windows; framebuffer transparency +and whole window transparency. A single window may not use both methods. The +results of doing this are undefined. + +Both methods require the platform to support it and not every version of every +platform GLFW supports does this, so there are mechanisms to check whether the +window really is transparent. + +Window framebuffers can be made transparent on a per-pixel per-frame basis with +the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) +window hint. + +```c +glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); +``` + +If supported by the system, the window content area will be composited with the +background using the framebuffer per-pixel alpha channel. This requires desktop +compositing to be enabled on the system. It does not affect window decorations. + +You can check whether the window framebuffer was successfully made transparent +with the +[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib) +window attribute. + +```c +if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER)) +{ + // window framebuffer is currently transparent +} +``` + +GLFW comes with an example that enabled framebuffer transparency called `gears`. + +The opacity of the whole window, including any decorations, can be set with @ref +glfwSetWindowOpacity. + +```c +glfwSetWindowOpacity(window, 0.5f); +``` + +The opacity (or alpha) value is a positive finite number between zero and one, +where 0 (zero) is fully transparent and 1 (one) is fully opaque. The initial +opacity value for newly created windows is 1. + +The current opacity of a window can be queried with @ref glfwGetWindowOpacity. + +```c +float opacity = glfwGetWindowOpacity(window); +``` + +If the system does not support whole window transparency, this function always +returns one. + +GLFW comes with a test program that lets you control whole window transparency +at run-time called `window`. + +If you want to use either of these transparency methods to display a temporary +overlay like for example a notification, the @ref GLFW_FLOATING and @ref +GLFW_MOUSE_PASSTHROUGH window hints and attributes may be useful. + + +### Window attributes {#window_attribs} + +Windows have a number of attributes that can be returned using @ref +glfwGetWindowAttrib. Some reflect state that may change as a result of user +interaction, (e.g. whether it has input focus), while others reflect inherent +properties of the window (e.g. what kind of border it has). Some are related to +the window and others to its OpenGL or OpenGL ES context. + +```c +if (glfwGetWindowAttrib(window, GLFW_FOCUSED)) +{ + // window has input focus +} +``` + +The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib), +[GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib), +[GLFW_FLOATING](@ref GLFW_FLOATING_attrib), +[GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and +[GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be +changed with @ref glfwSetWindowAttrib. + +```c +glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE); +``` + + + +#### Window related attributes {#window_attribs_wnd} + +@anchor GLFW_FOCUSED_attrib +__GLFW_FOCUSED__ indicates whether the specified window has input focus. See +@ref window_focus for details. + +@anchor GLFW_ICONIFIED_attrib +__GLFW_ICONIFIED__ indicates whether the specified window is iconified. +See @ref window_iconify for details. + +@anchor GLFW_MAXIMIZED_attrib +__GLFW_MAXIMIZED__ indicates whether the specified window is maximized. See +@ref window_maximize for details. + +@anchor GLFW_HOVERED_attrib +__GLFW_HOVERED__ indicates whether the cursor is currently directly over the +content area of the window, with no other windows between. See @ref +cursor_enter for details. + +@anchor GLFW_VISIBLE_attrib +__GLFW_VISIBLE__ indicates whether the specified window is visible. See @ref +window_hide for details. + +@anchor GLFW_RESIZABLE_attrib +__GLFW_RESIZABLE__ indicates whether the specified window is resizable _by the +user_. This can be set before creation with the +[GLFW_RESIZABLE](@ref GLFW_RESIZABLE_hint) window hint or after with @ref +glfwSetWindowAttrib. + +@anchor GLFW_DECORATED_attrib +__GLFW_DECORATED__ indicates whether the specified window has decorations such +as a border, a close widget, etc. This can be set before creation with the +[GLFW_DECORATED](@ref GLFW_DECORATED_hint) window hint or after with @ref +glfwSetWindowAttrib. + +@anchor GLFW_AUTO_ICONIFY_attrib +__GLFW_AUTO_ICONIFY__ indicates whether the specified full screen window is +iconified on focus loss, a close widget, etc. This can be set before creation +with the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint or after +with @ref glfwSetWindowAttrib. + +@anchor GLFW_FLOATING_attrib +__GLFW_FLOATING__ indicates whether the specified window is floating, also +called topmost or always-on-top. This can be set before creation with the +[GLFW_FLOATING](@ref GLFW_FLOATING_hint) window hint or after with @ref +glfwSetWindowAttrib. + +@anchor GLFW_TRANSPARENT_FRAMEBUFFER_attrib +__GLFW_TRANSPARENT_FRAMEBUFFER__ indicates whether the specified window has +a transparent framebuffer, i.e. the window contents is composited with the +background using the window framebuffer alpha channel. See @ref +window_transparency for details. + +@anchor GLFW_FOCUS_ON_SHOW_attrib +__GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input +focus when @ref glfwShowWindow is called. This can be set before creation +with the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint or +after with @ref glfwSetWindowAttrib. + +@anchor GLFW_MOUSE_PASSTHROUGH_attrib +__GLFW_MOUSE_PASSTHROUGH__ specifies whether the window is transparent to mouse +input, letting any mouse events pass through to whatever window is behind it. +This can be set before creation with the +[GLFW_MOUSE_PASSTHROUGH](@ref GLFW_MOUSE_PASSTHROUGH_hint) window hint or after +with @ref glfwSetWindowAttrib. This is only supported for undecorated windows. +Decorated windows with this enabled will behave differently between platforms. + + +#### Context related attributes {#window_attribs_ctx} + +@anchor GLFW_CLIENT_API_attrib +__GLFW_CLIENT_API__ indicates the client API provided by the window's context; +either `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API`. + +@anchor GLFW_CONTEXT_CREATION_API_attrib +__GLFW_CONTEXT_CREATION_API__ indicates the context creation API used to create +the window's context; either `GLFW_NATIVE_CONTEXT_API`, `GLFW_EGL_CONTEXT_API` +or `GLFW_OSMESA_CONTEXT_API`. + +@anchor GLFW_CONTEXT_VERSION_MAJOR_attrib +@anchor GLFW_CONTEXT_VERSION_MINOR_attrib +@anchor GLFW_CONTEXT_REVISION_attrib +__GLFW_CONTEXT_VERSION_MAJOR__, __GLFW_CONTEXT_VERSION_MINOR__ and +__GLFW_CONTEXT_REVISION__ indicate the client API version of the window's +context. + +@note Do not confuse these attributes with `GLFW_VERSION_MAJOR`, +`GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` which provide the API version +of the GLFW header. + +@anchor GLFW_OPENGL_FORWARD_COMPAT_attrib +__GLFW_OPENGL_FORWARD_COMPAT__ is `GLFW_TRUE` if the window's context is an +OpenGL forward-compatible one, or `GLFW_FALSE` otherwise. + +@anchor GLFW_CONTEXT_DEBUG_attrib +@anchor GLFW_OPENGL_DEBUG_CONTEXT_attrib +__GLFW_CONTEXT_DEBUG__ is `GLFW_TRUE` if the window's context is in debug +mode, or `GLFW_FALSE` otherwise. + +This is the new name, introduced in GLFW 3.4. The older +`GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility. + +@anchor GLFW_OPENGL_PROFILE_attrib +__GLFW_OPENGL_PROFILE__ indicates the OpenGL profile used by the context. This +is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE` if the context +uses a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the OpenGL profile is +unknown or the context is an OpenGL ES context. Note that the returned profile +may not match the profile bits of the context flags, as GLFW will try other +means of detecting the profile when no bits are set. + +@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib +__GLFW_CONTEXT_RELEASE_BEHAVIOR__ indicates the release used by the context. +Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`, +`GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the +behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context +creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`, +the pipeline will be flushed whenever the context is released from being the +current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will +not be flushed on release. + +@anchor GLFW_CONTEXT_NO_ERROR_attrib +__GLFW_CONTEXT_NO_ERROR__ indicates whether errors are generated by the context. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, situations that +would have generated errors instead cause undefined behavior. + +@anchor GLFW_CONTEXT_ROBUSTNESS_attrib +__GLFW_CONTEXT_ROBUSTNESS__ indicates the robustness strategy used by the +context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or `GLFW_NO_RESET_NOTIFICATION` +if the window's context supports robustness, or `GLFW_NO_ROBUSTNESS` otherwise. + + +#### Framebuffer related attributes {#window_attribs_fb} + +GLFW does not expose most attributes of the default framebuffer (i.e. the +framebuffer attached to the window) as these can be queried directly with either +OpenGL, OpenGL ES or Vulkan. The one exception is +[GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_attrib), as this is not provided by +OpenGL ES. + +If you are using version 3.0 or later of OpenGL or OpenGL ES, the +`glGetFramebufferAttachmentParameteriv` function can be used to retrieve the +number of bits for the red, green, blue, alpha, depth and stencil buffer +channels. Otherwise, the `glGetIntegerv` function can be used. + +The number of MSAA samples are always retrieved with `glGetIntegerv`. For +contexts supporting framebuffer objects, the number of samples of the currently +bound framebuffer is returned. + +Attribute | glGetIntegerv | glGetFramebufferAttachmentParameteriv +------------ | ----------------- | ------------------------------------- +Red bits | `GL_RED_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE` +Green bits | `GL_GREEN_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE` +Blue bits | `GL_BLUE_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE` +Alpha bits | `GL_ALPHA_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE` +Depth bits | `GL_DEPTH_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE` +Stencil bits | `GL_STENCIL_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE` +MSAA samples | `GL_SAMPLES` | _Not provided by this function_ + +When calling `glGetFramebufferAttachmentParameteriv`, the red, green, blue and +alpha sizes are queried from the `GL_BACK_LEFT`, while the depth and stencil +sizes are queried from the `GL_DEPTH` and `GL_STENCIL` attachments, +respectively. + +@anchor GLFW_DOUBLEBUFFER_attrib +__GLFW_DOUBLEBUFFER__ indicates whether the specified window is double-buffered +when rendering with OpenGL or OpenGL ES. This can be set before creation with +the [GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_hint) window hint. + + +## Buffer swapping {#buffer_swap} + +GLFW windows are by default double buffered. That means that you have two +rendering buffers; a front buffer and a back buffer. The front buffer is +the one being displayed and the back buffer the one you render to. + +When the entire frame has been rendered, it is time to swap the back and the +front buffers in order to display what has been rendered and begin rendering +a new frame. This is done with @ref glfwSwapBuffers. + +```c +glfwSwapBuffers(window); +``` + +Sometimes it can be useful to select when the buffer swap will occur. With the +function @ref glfwSwapInterval it is possible to select the minimum number of +monitor refreshes the driver should wait from the time @ref glfwSwapBuffers was +called before swapping the buffers: + +```c +glfwSwapInterval(1); +``` + +If the interval is zero, the swap will take place immediately when @ref +glfwSwapBuffers is called without waiting for a refresh. Otherwise at least +interval retraces will pass between each buffer swap. Using a swap interval of +zero can be useful for benchmarking purposes, when it is not desirable to +measure the time it takes to wait for the vertical retrace. However, a swap +interval of one lets you avoid tearing. + +Note that this may not work on all machines, as some drivers have +user-controlled settings that override any swap interval the application +requests. + +A context that supports either the `WGL_EXT_swap_control_tear` or the +`GLX_EXT_swap_control_tear` extension also accepts _negative_ swap intervals, +which allows the driver to swap immediately even if a frame arrives a little bit +late. This trades the risk of visible tears for greater framerate stability. +You can check for these extensions with @ref glfwExtensionSupported. + diff --git a/dependencies/glfw-3.4/examples/CMakeLists.txt b/dependencies/glfw-3.4/examples/CMakeLists.txt new file mode 100644 index 0000000..e7a0379 --- /dev/null +++ b/dependencies/glfw-3.4/examples/CMakeLists.txt @@ -0,0 +1,83 @@ + +link_libraries(glfw) + +include_directories("${GLFW_SOURCE_DIR}/deps") + +if (MATH_LIBRARY) + link_libraries("${MATH_LIBRARY}") +endif() + +# Workaround for the MS CRT deprecating parts of the standard library +if (MSVC OR CMAKE_C_SIMULATE_ID STREQUAL "MSVC") + add_definitions(-D_CRT_SECURE_NO_WARNINGS) +endif() + +if (WIN32) + set(ICON glfw.rc) +elseif (APPLE) + set(ICON glfw.icns) +endif() + +set(GLAD_GL "${GLFW_SOURCE_DIR}/deps/glad/gl.h") +set(GLAD_GLES2 "${GLFW_SOURCE_DIR}/deps/glad/gles2.h") +set(GETOPT "${GLFW_SOURCE_DIR}/deps/getopt.h" + "${GLFW_SOURCE_DIR}/deps/getopt.c") +set(TINYCTHREAD "${GLFW_SOURCE_DIR}/deps/tinycthread.h" + "${GLFW_SOURCE_DIR}/deps/tinycthread.c") + +add_executable(boing WIN32 MACOSX_BUNDLE boing.c ${ICON} ${GLAD_GL}) +add_executable(gears WIN32 MACOSX_BUNDLE gears.c ${ICON} ${GLAD_GL}) +add_executable(heightmap WIN32 MACOSX_BUNDLE heightmap.c ${ICON} ${GLAD_GL}) +add_executable(offscreen offscreen.c ${ICON} ${GLAD_GL}) +add_executable(particles WIN32 MACOSX_BUNDLE particles.c ${ICON} ${TINYCTHREAD} ${GETOPT} ${GLAD_GL}) +add_executable(sharing WIN32 MACOSX_BUNDLE sharing.c ${ICON} ${GLAD_GL}) +add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c ${ICON} ${GLAD_GL}) +add_executable(triangle-opengl WIN32 MACOSX_BUNDLE triangle-opengl.c ${ICON} ${GLAD_GL}) +add_executable(triangle-opengles WIN32 MACOSX_BUNDLE triangle-opengles.c ${ICON} ${GLAD_GLES2}) +add_executable(wave WIN32 MACOSX_BUNDLE wave.c ${ICON} ${GLAD_GL}) +add_executable(windows WIN32 MACOSX_BUNDLE windows.c ${ICON} ${GLAD_GL}) + +target_link_libraries(particles Threads::Threads) +if (RT_LIBRARY) + target_link_libraries(particles "${RT_LIBRARY}") +endif() + +set(GUI_ONLY_BINARIES boing gears heightmap particles sharing splitview + triangle-opengl triangle-opengles wave windows) +set(CONSOLE_BINARIES offscreen) + +set_target_properties(${GUI_ONLY_BINARIES} ${CONSOLE_BINARIES} PROPERTIES + C_STANDARD 99 + FOLDER "GLFW3/Examples") + +if (MSVC) + # Tell MSVC to use main instead of WinMain + set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES + LINK_FLAGS "/ENTRY:mainCRTStartup") +elseif (CMAKE_C_SIMULATE_ID STREQUAL "MSVC") + # Tell Clang using MS CRT to use main instead of WinMain + set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES + LINK_FLAGS "-Wl,/entry:mainCRTStartup") +endif() + +if (APPLE) + set_target_properties(boing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Boing") + set_target_properties(gears PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Gears") + set_target_properties(heightmap PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Heightmap") + set_target_properties(particles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Particles") + set_target_properties(sharing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Sharing") + set_target_properties(triangle-opengl PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "OpenGL Triangle") + set_target_properties(triangle-opengles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "OpenGL ES Triangle") + set_target_properties(splitview PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "SplitView") + set_target_properties(wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave") + set_target_properties(windows PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Windows") + + set_source_files_properties(glfw.icns PROPERTIES + MACOSX_PACKAGE_LOCATION "Resources") + set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES + MACOSX_BUNDLE_SHORT_VERSION_STRING ${GLFW_VERSION} + MACOSX_BUNDLE_LONG_VERSION_STRING ${GLFW_VERSION} + MACOSX_BUNDLE_ICON_FILE glfw.icns + MACOSX_BUNDLE_INFO_PLIST "${GLFW_SOURCE_DIR}/CMake/Info.plist.in") +endif() + diff --git a/dependencies/glfw-3.4/examples/boing.c b/dependencies/glfw-3.4/examples/boing.c new file mode 100644 index 0000000..ec118a3 --- /dev/null +++ b/dependencies/glfw-3.4/examples/boing.c @@ -0,0 +1,680 @@ +/***************************************************************************** + * Title: GLBoing + * Desc: Tribute to Amiga Boing. + * Author: Jim Brooks + * Original Amiga authors were R.J. Mical and Dale Luck. + * GLFW conversion by Marcus Geelnard + * Notes: - 360' = 2*PI [radian] + * + * - Distances between objects are created by doing a relative + * Z translations. + * + * - Although OpenGL enticingly supports alpha-blending, + * the shadow of the original Boing didn't affect the color + * of the grid. + * + * - [Marcus] Changed timing scheme from interval driven to frame- + * time based animation steps (which results in much smoother + * movement) + * + * History of Amiga Boing: + * + * Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in + * 1985. According to legend, it was written ad-hoc in one night by + * R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast + * and smooth, attendees did not believe the Amiga prototype was really doing + * the rendering. Suspecting a trick, they began looking around the booth for + * a hidden computer or VCR. + *****************************************************************************/ + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include +#include +#include + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include + + +/***************************************************************************** + * Various declarations and macros + *****************************************************************************/ + +/* Prototypes */ +void init( void ); +void display( void ); +void reshape( GLFWwindow* window, int w, int h ); +void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods ); +void mouse_button_callback( GLFWwindow* window, int button, int action, int mods ); +void cursor_position_callback( GLFWwindow* window, double x, double y ); +void DrawBoingBall( void ); +void BounceBall( double dt ); +void DrawBoingBallBand( GLfloat long_lo, GLfloat long_hi ); +void DrawGrid( void ); + +#define RADIUS 70.f +#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */ +#define STEP_LATITUDE 22.5f + +#define DIST_BALL (RADIUS * 2.f + RADIUS * 0.1f) + +#define VIEW_SCENE_DIST (DIST_BALL * 3.f + 200.f)/* distance from viewer to middle of boing area */ +#define GRID_SIZE (RADIUS * 4.5f) /* length (width) of grid */ +#define BOUNCE_HEIGHT (RADIUS * 2.1f) +#define BOUNCE_WIDTH (RADIUS * 2.1f) + +#define SHADOW_OFFSET_X -20.f +#define SHADOW_OFFSET_Y 10.f +#define SHADOW_OFFSET_Z 0.f + +#define WALL_L_OFFSET 0.f +#define WALL_R_OFFSET 5.f + +/* Animation speed (50.0 mimics the original GLUT demo speed) */ +#define ANIMATION_SPEED 50.f + +/* Maximum allowed delta time per physics iteration */ +#define MAX_DELTA_T 0.02f + +/* Draw ball, or its shadow */ +typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM; + +/* Vertex type */ +typedef struct {float x; float y; float z;} vertex_t; + +/* Global vars */ +int windowed_xpos, windowed_ypos, windowed_width, windowed_height; +int width, height; +GLfloat deg_rot_y = 0.f; +GLfloat deg_rot_y_inc = 2.f; +int override_pos = GLFW_FALSE; +GLfloat cursor_x = 0.f; +GLfloat cursor_y = 0.f; +GLfloat ball_x = -RADIUS; +GLfloat ball_y = -RADIUS; +GLfloat ball_x_inc = 1.f; +GLfloat ball_y_inc = 2.f; +DRAW_BALL_ENUM drawBallHow; +double t; +double t_old = 0.f; +double dt; + +/* Random number generator */ +#ifndef RAND_MAX + #define RAND_MAX 4095 +#endif + + +/***************************************************************************** + * Truncate a degree. + *****************************************************************************/ +GLfloat TruncateDeg( GLfloat deg ) +{ + if ( deg >= 360.f ) + return (deg - 360.f); + else + return deg; +} + +/***************************************************************************** + * Convert a degree (360-based) into a radian. + * 360' = 2 * PI + *****************************************************************************/ +double deg2rad( double deg ) +{ + return deg / 360 * (2 * M_PI); +} + +/***************************************************************************** + * 360' sin(). + *****************************************************************************/ +double sin_deg( double deg ) +{ + return sin( deg2rad( deg ) ); +} + +/***************************************************************************** + * 360' cos(). + *****************************************************************************/ +double cos_deg( double deg ) +{ + return cos( deg2rad( deg ) ); +} + +/***************************************************************************** + * Compute a cross product (for a normal vector). + * + * c = a x b + *****************************************************************************/ +void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n ) +{ + GLfloat u1, u2, u3; + GLfloat v1, v2, v3; + + u1 = b.x - a.x; + u2 = b.y - a.y; + u3 = b.y - a.z; + + v1 = c.x - a.x; + v2 = c.y - a.y; + v3 = c.z - a.z; + + n->x = u2 * v3 - v2 * u3; + n->y = u3 * v1 - v3 * u1; + n->z = u1 * v2 - v1 * u2; +} + + +#define BOING_DEBUG 0 + + +/***************************************************************************** + * init() + *****************************************************************************/ +void init( void ) +{ + /* + * Clear background. + */ + glClearColor( 0.55f, 0.55f, 0.55f, 0.f ); + + glShadeModel( GL_FLAT ); +} + + +/***************************************************************************** + * display() + *****************************************************************************/ +void display(void) +{ + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + glPushMatrix(); + + drawBallHow = DRAW_BALL_SHADOW; + DrawBoingBall(); + + DrawGrid(); + + drawBallHow = DRAW_BALL; + DrawBoingBall(); + + glPopMatrix(); + glFlush(); +} + + +/***************************************************************************** + * reshape() + *****************************************************************************/ +void reshape( GLFWwindow* window, int w, int h ) +{ + mat4x4 projection, view; + + glViewport( 0, 0, (GLsizei)w, (GLsizei)h ); + + glMatrixMode( GL_PROJECTION ); + mat4x4_perspective( projection, + 2.f * (float) atan2( RADIUS, 200.f ), + (float)w / (float)h, + 1.f, VIEW_SCENE_DIST ); + glLoadMatrixf((const GLfloat*) projection); + + glMatrixMode( GL_MODELVIEW ); + { + vec3 eye = { 0.f, 0.f, VIEW_SCENE_DIST }; + vec3 center = { 0.f, 0.f, 0.f }; + vec3 up = { 0.f, -1.f, 0.f }; + mat4x4_look_at( view, eye, center, up ); + } + glLoadMatrixf((const GLfloat*) view); +} + +void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods ) +{ + if (action != GLFW_PRESS) + return; + + if (key == GLFW_KEY_ESCAPE && mods == 0) + glfwSetWindowShouldClose(window, GLFW_TRUE); + if ((key == GLFW_KEY_ENTER && mods == GLFW_MOD_ALT) || + (key == GLFW_KEY_F11 && mods == GLFW_MOD_ALT)) + { + if (glfwGetWindowMonitor(window)) + { + glfwSetWindowMonitor(window, NULL, + windowed_xpos, windowed_ypos, + windowed_width, windowed_height, 0); + } + else + { + GLFWmonitor* monitor = glfwGetPrimaryMonitor(); + if (monitor) + { + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + glfwGetWindowPos(window, &windowed_xpos, &windowed_ypos); + glfwGetWindowSize(window, &windowed_width, &windowed_height); + glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); + } + } + } +} + +static void set_ball_pos ( GLfloat x, GLfloat y ) +{ + ball_x = (width / 2) - x; + ball_y = y - (height / 2); +} + +void mouse_button_callback( GLFWwindow* window, int button, int action, int mods ) +{ + if (button != GLFW_MOUSE_BUTTON_LEFT) + return; + + if (action == GLFW_PRESS) + { + override_pos = GLFW_TRUE; + set_ball_pos(cursor_x, cursor_y); + } + else + { + override_pos = GLFW_FALSE; + } +} + +void cursor_position_callback( GLFWwindow* window, double x, double y ) +{ + cursor_x = (float) x; + cursor_y = (float) y; + + if ( override_pos ) + set_ball_pos(cursor_x, cursor_y); +} + +/***************************************************************************** + * Draw the Boing ball. + * + * The Boing ball is sphere in which each facet is a rectangle. + * Facet colors alternate between red and white. + * The ball is built by stacking latitudinal circles. Each circle is composed + * of a widely-separated set of points, so that each facet is noticeably large. + *****************************************************************************/ +void DrawBoingBall( void ) +{ + GLfloat lon_deg; /* degree of longitude */ + double dt_total, dt2; + + glPushMatrix(); + glMatrixMode( GL_MODELVIEW ); + + /* + * Another relative Z translation to separate objects. + */ + glTranslatef( 0.0, 0.0, DIST_BALL ); + + /* Update ball position and rotation (iterate if necessary) */ + dt_total = dt; + while( dt_total > 0.0 ) + { + dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total; + dt_total -= dt2; + BounceBall( dt2 ); + deg_rot_y = TruncateDeg( deg_rot_y + deg_rot_y_inc*((float)dt2*ANIMATION_SPEED) ); + } + + /* Set ball position */ + glTranslatef( ball_x, ball_y, 0.0 ); + + /* + * Offset the shadow. + */ + if ( drawBallHow == DRAW_BALL_SHADOW ) + { + glTranslatef( SHADOW_OFFSET_X, + SHADOW_OFFSET_Y, + SHADOW_OFFSET_Z ); + } + + /* + * Tilt the ball. + */ + glRotatef( -20.0, 0.0, 0.0, 1.0 ); + + /* + * Continually rotate ball around Y axis. + */ + glRotatef( deg_rot_y, 0.0, 1.0, 0.0 ); + + /* + * Set OpenGL state for Boing ball. + */ + glCullFace( GL_FRONT ); + glEnable( GL_CULL_FACE ); + glEnable( GL_NORMALIZE ); + + /* + * Build a faceted latitude slice of the Boing ball, + * stepping same-sized vertical bands of the sphere. + */ + for ( lon_deg = 0; + lon_deg < 180; + lon_deg += STEP_LONGITUDE ) + { + /* + * Draw a latitude circle at this longitude. + */ + DrawBoingBallBand( lon_deg, + lon_deg + STEP_LONGITUDE ); + } + + glPopMatrix(); + + return; +} + + +/***************************************************************************** + * Bounce the ball. + *****************************************************************************/ +void BounceBall( double delta_t ) +{ + GLfloat sign; + GLfloat deg; + + if ( override_pos ) + return; + + /* Bounce on walls */ + if ( ball_x > (BOUNCE_WIDTH/2 + WALL_R_OFFSET ) ) + { + ball_x_inc = -0.5f - 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX; + deg_rot_y_inc = -deg_rot_y_inc; + } + if ( ball_x < -(BOUNCE_HEIGHT/2 + WALL_L_OFFSET) ) + { + ball_x_inc = 0.5f + 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX; + deg_rot_y_inc = -deg_rot_y_inc; + } + + /* Bounce on floor / roof */ + if ( ball_y > BOUNCE_HEIGHT/2 ) + { + ball_y_inc = -0.75f - 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX; + } + if ( ball_y < -BOUNCE_HEIGHT/2*0.85 ) + { + ball_y_inc = 0.75f + 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX; + } + + /* Update ball position */ + ball_x += ball_x_inc * ((float)delta_t*ANIMATION_SPEED); + ball_y += ball_y_inc * ((float)delta_t*ANIMATION_SPEED); + + /* + * Simulate the effects of gravity on Y movement. + */ + if ( ball_y_inc < 0 ) sign = -1.0; else sign = 1.0; + + deg = (ball_y + BOUNCE_HEIGHT/2) * 90 / BOUNCE_HEIGHT; + if ( deg > 80 ) deg = 80; + if ( deg < 10 ) deg = 10; + + ball_y_inc = sign * 4.f * (float) sin_deg( deg ); +} + + +/***************************************************************************** + * Draw a faceted latitude band of the Boing ball. + * + * Parms: long_lo, long_hi + * Low and high longitudes of slice, resp. + *****************************************************************************/ +void DrawBoingBallBand( GLfloat long_lo, + GLfloat long_hi ) +{ + vertex_t vert_ne; /* "ne" means south-east, so on */ + vertex_t vert_nw; + vertex_t vert_sw; + vertex_t vert_se; + vertex_t vert_norm; + GLfloat lat_deg; + static int colorToggle = 0; + + /* + * Iterate through the points of a latitude circle. + * A latitude circle is a 2D set of X,Z points. + */ + for ( lat_deg = 0; + lat_deg <= (360 - STEP_LATITUDE); + lat_deg += STEP_LATITUDE ) + { + /* + * Color this polygon with red or white. + */ + if ( colorToggle ) + glColor3f( 0.8f, 0.1f, 0.1f ); + else + glColor3f( 0.95f, 0.95f, 0.95f ); +#if 0 + if ( lat_deg >= 180 ) + if ( colorToggle ) + glColor3f( 0.1f, 0.8f, 0.1f ); + else + glColor3f( 0.5f, 0.5f, 0.95f ); +#endif + colorToggle = ! colorToggle; + + /* + * Change color if drawing shadow. + */ + if ( drawBallHow == DRAW_BALL_SHADOW ) + glColor3f( 0.35f, 0.35f, 0.35f ); + + /* + * Assign each Y. + */ + vert_ne.y = vert_nw.y = (float) cos_deg(long_hi) * RADIUS; + vert_sw.y = vert_se.y = (float) cos_deg(long_lo) * RADIUS; + + /* + * Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude. + * Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude), + * while long=90 (sin(90)=1) is at equator. + */ + vert_ne.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); + vert_se.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo )); + vert_nw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); + vert_sw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo )); + + vert_ne.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); + vert_se.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo )); + vert_nw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); + vert_sw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo )); + + /* + * Draw the facet. + */ + glBegin( GL_POLYGON ); + + CrossProduct( vert_ne, vert_nw, vert_sw, &vert_norm ); + glNormal3f( vert_norm.x, vert_norm.y, vert_norm.z ); + + glVertex3f( vert_ne.x, vert_ne.y, vert_ne.z ); + glVertex3f( vert_nw.x, vert_nw.y, vert_nw.z ); + glVertex3f( vert_sw.x, vert_sw.y, vert_sw.z ); + glVertex3f( vert_se.x, vert_se.y, vert_se.z ); + + glEnd(); + +#if BOING_DEBUG + printf( "----------------------------------------------------------- \n" ); + printf( "lat = %f long_lo = %f long_hi = %f \n", lat_deg, long_lo, long_hi ); + printf( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z ); + printf( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z ); + printf( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z ); + printf( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z ); +#endif + + } + + /* + * Toggle color so that next band will opposite red/white colors than this one. + */ + colorToggle = ! colorToggle; + + /* + * This circular band is done. + */ + return; +} + + +/***************************************************************************** + * Draw the purple grid of lines, behind the Boing ball. + * When the Workbench is dropped to the bottom, Boing shows 12 rows. + *****************************************************************************/ +void DrawGrid( void ) +{ + int row, col; + const int rowTotal = 12; /* must be divisible by 2 */ + const int colTotal = rowTotal; /* must be same as rowTotal */ + const GLfloat widthLine = 2.0; /* should be divisible by 2 */ + const GLfloat sizeCell = GRID_SIZE / rowTotal; + const GLfloat z_offset = -40.0; + GLfloat xl, xr; + GLfloat yt, yb; + + glPushMatrix(); + glDisable( GL_CULL_FACE ); + + /* + * Another relative Z translation to separate objects. + */ + glTranslatef( 0.0, 0.0, DIST_BALL ); + + /* + * Draw vertical lines (as skinny 3D rectangles). + */ + for ( col = 0; col <= colTotal; col++ ) + { + /* + * Compute co-ords of line. + */ + xl = -GRID_SIZE / 2 + col * sizeCell; + xr = xl + widthLine; + + yt = GRID_SIZE / 2; + yb = -GRID_SIZE / 2 - widthLine; + + glBegin( GL_POLYGON ); + + glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */ + + glVertex3f( xr, yt, z_offset ); /* NE */ + glVertex3f( xl, yt, z_offset ); /* NW */ + glVertex3f( xl, yb, z_offset ); /* SW */ + glVertex3f( xr, yb, z_offset ); /* SE */ + + glEnd(); + } + + /* + * Draw horizontal lines (as skinny 3D rectangles). + */ + for ( row = 0; row <= rowTotal; row++ ) + { + /* + * Compute co-ords of line. + */ + yt = GRID_SIZE / 2 - row * sizeCell; + yb = yt - widthLine; + + xl = -GRID_SIZE / 2; + xr = GRID_SIZE / 2 + widthLine; + + glBegin( GL_POLYGON ); + + glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */ + + glVertex3f( xr, yt, z_offset ); /* NE */ + glVertex3f( xl, yt, z_offset ); /* NW */ + glVertex3f( xl, yb, z_offset ); /* SW */ + glVertex3f( xr, yb, z_offset ); /* SE */ + + glEnd(); + } + + glPopMatrix(); + + return; +} + + +/*======================================================================* + * main() + *======================================================================*/ + +int main( void ) +{ + GLFWwindow* window; + + /* Init GLFW */ + if( !glfwInit() ) + exit( EXIT_FAILURE ); + + window = glfwCreateWindow( 400, 400, "Boing (classic Amiga demo)", NULL, NULL ); + if (!window) + { + glfwTerminate(); + exit( EXIT_FAILURE ); + } + + glfwSetWindowAspectRatio(window, 1, 1); + + glfwSetFramebufferSizeCallback(window, reshape); + glfwSetKeyCallback(window, key_callback); + glfwSetMouseButtonCallback(window, mouse_button_callback); + glfwSetCursorPosCallback(window, cursor_position_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval( 1 ); + + glfwGetFramebufferSize(window, &width, &height); + reshape(window, width, height); + + glfwSetTime( 0.0 ); + + init(); + + /* Main loop */ + for (;;) + { + /* Timing */ + t = glfwGetTime(); + dt = t - t_old; + t_old = t; + + /* Draw one frame */ + display(); + + /* Swap buffers */ + glfwSwapBuffers(window); + glfwPollEvents(); + + /* Check if we are still running */ + if (glfwWindowShouldClose(window)) + break; + } + + glfwTerminate(); + exit( EXIT_SUCCESS ); +} + diff --git a/dependencies/glfw-3.4/examples/gears.c b/dependencies/glfw-3.4/examples/gears.c new file mode 100644 index 0000000..3d63013 --- /dev/null +++ b/dependencies/glfw-3.4/examples/gears.c @@ -0,0 +1,361 @@ +/* + * 3-D gear wheels. This program is in the public domain. + * + * Command line options: + * -info print GL implementation information + * -exit automatically exit after 30 seconds + * + * + * Brian Paul + * + * + * Marcus Geelnard: + * - Conversion to GLFW + * - Time based rendering (frame rate independent) + * - Slightly modified camera that should work better for stereo viewing + * + * + * Camilla Löwy: + * - Removed FPS counter (this is not a benchmark) + * - Added a few comments + * - Enabled vsync + */ + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include +#include +#include +#include + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +/** + + Draw a gear wheel. You'll probably want to call this function when + building a display list since we do a lot of trig here. + + Input: inner_radius - radius of hole at center + outer_radius - radius at center of teeth + width - width of gear teeth - number of teeth + tooth_depth - depth of tooth + + **/ + +static void +gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, + GLint teeth, GLfloat tooth_depth) +{ + GLint i; + GLfloat r0, r1, r2; + GLfloat angle, da; + GLfloat u, v, len; + + r0 = inner_radius; + r1 = outer_radius - tooth_depth / 2.f; + r2 = outer_radius + tooth_depth / 2.f; + + da = 2.f * (float) M_PI / teeth / 4.f; + + glShadeModel(GL_FLAT); + + glNormal3f(0.f, 0.f, 1.f); + + /* draw front face */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); + if (i < teeth) { + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); + } + } + glEnd(); + + /* draw front sides of teeth */ + glBegin(GL_QUADS); + da = 2.f * (float) M_PI / teeth / 4.f; + for (i = 0; i < teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); + } + glEnd(); + + glNormal3f(0.0, 0.0, -1.0); + + /* draw back face */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); + if (i < teeth) { + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); + } + } + glEnd(); + + /* draw back sides of teeth */ + glBegin(GL_QUADS); + da = 2.f * (float) M_PI / teeth / 4.f; + for (i = 0; i < teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); + } + glEnd(); + + /* draw outward faces of teeth */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i < teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); + u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle); + v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle); + len = (float) sqrt(u * u + v * v); + u /= len; + v /= len; + glNormal3f(v, -u, 0.0); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); + glNormal3f((float) cos(angle), (float) sin(angle), 0.f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); + u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da); + v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da); + glNormal3f(v, -u, 0.f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); + glNormal3f((float) cos(angle), (float) sin(angle), 0.f); + } + + glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f); + glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f); + + glEnd(); + + glShadeModel(GL_SMOOTH); + + /* draw inside radius cylinder */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); + } + glEnd(); + +} + + +static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f; +static GLint gear1, gear2, gear3; +static GLfloat angle = 0.f; + +/* OpenGL draw function & timing */ +static void draw(void) +{ + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(view_rotx, 1.0, 0.0, 0.0); + glRotatef(view_roty, 0.0, 1.0, 0.0); + glRotatef(view_rotz, 0.0, 0.0, 1.0); + + glPushMatrix(); + glTranslatef(-3.0, -2.0, 0.0); + glRotatef(angle, 0.0, 0.0, 1.0); + glCallList(gear1); + glPopMatrix(); + + glPushMatrix(); + glTranslatef(3.1f, -2.f, 0.f); + glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f); + glCallList(gear2); + glPopMatrix(); + + glPushMatrix(); + glTranslatef(-3.1f, 4.2f, 0.f); + glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f); + glCallList(gear3); + glPopMatrix(); + + glPopMatrix(); +} + + +/* update animation parameters */ +static void animate(void) +{ + angle = 100.f * (float) glfwGetTime(); +} + + +/* change view angle, exit upon ESC */ +void key( GLFWwindow* window, int k, int s, int action, int mods ) +{ + if( action != GLFW_PRESS ) return; + + switch (k) { + case GLFW_KEY_Z: + if( mods & GLFW_MOD_SHIFT ) + view_rotz -= 5.0; + else + view_rotz += 5.0; + break; + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + case GLFW_KEY_UP: + view_rotx += 5.0; + break; + case GLFW_KEY_DOWN: + view_rotx -= 5.0; + break; + case GLFW_KEY_LEFT: + view_roty += 5.0; + break; + case GLFW_KEY_RIGHT: + view_roty -= 5.0; + break; + default: + return; + } +} + + +/* new window size */ +void reshape( GLFWwindow* window, int width, int height ) +{ + GLfloat h = (GLfloat) height / (GLfloat) width; + GLfloat xmax, znear, zfar; + + znear = 5.0f; + zfar = 30.0f; + xmax = znear * 0.5f; + + glViewport( 0, 0, (GLint) width, (GLint) height ); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar ); + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); + glTranslatef( 0.0, 0.0, -20.0 ); +} + + +/* program & OpenGL initialization */ +static void init(void) +{ + static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f}; + static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f}; + static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f}; + static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f}; + + glLightfv(GL_LIGHT0, GL_POSITION, pos); + glEnable(GL_CULL_FACE); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_DEPTH_TEST); + + /* make the gears */ + gear1 = glGenLists(1); + glNewList(gear1, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); + gear(1.f, 4.f, 1.f, 20, 0.7f); + glEndList(); + + gear2 = glGenLists(1); + glNewList(gear2, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); + gear(0.5f, 2.f, 2.f, 10, 0.7f); + glEndList(); + + gear3 = glGenLists(1); + glNewList(gear3, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); + gear(1.3f, 2.f, 0.5f, 10, 0.7f); + glEndList(); + + glEnable(GL_NORMALIZE); +} + + +/* program entry */ +int main(int argc, char *argv[]) +{ + GLFWwindow* window; + int width, height; + + if( !glfwInit() ) + { + fprintf( stderr, "Failed to initialize GLFW\n" ); + exit( EXIT_FAILURE ); + } + + glfwWindowHint(GLFW_DEPTH_BITS, 16); + glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); + + window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL ); + if (!window) + { + fprintf( stderr, "Failed to open GLFW window\n" ); + glfwTerminate(); + exit( EXIT_FAILURE ); + } + + // Set callback functions + glfwSetFramebufferSizeCallback(window, reshape); + glfwSetKeyCallback(window, key); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval( 1 ); + + glfwGetFramebufferSize(window, &width, &height); + reshape(window, width, height); + + // Parse command-line options + init(); + + // Main loop + while( !glfwWindowShouldClose(window) ) + { + // Draw gears + draw(); + + // Update animation + animate(); + + // Swap buffers + glfwSwapBuffers(window); + glfwPollEvents(); + } + + // Terminate GLFW + glfwTerminate(); + + // Exit program + exit( EXIT_SUCCESS ); +} + diff --git a/dependencies/glfw-3.4/examples/glfw.icns b/dependencies/glfw-3.4/examples/glfw.icns new file mode 100644 index 0000000000000000000000000000000000000000..ad98f39752132003199572e951ee6d99dcceb823 GIT binary patch literal 27988 zcmeI)`CC(08VB%`#c-tog0dGS$YQIq6hwk$35!Z9A`(Q9U6h)#FKSo{0YP8@6^j%V z8`?nysw^TF5FrS~TD2gHRA@m>5d~SpXp|zo$qdiKbpC-(dAUE_b9nB_C7MLj z=W+tWq7e#pbK7Z8M+iA`qD@Wkvr;r8G#DWQ#tD)386na>8RNuA`Xow>w9mvifyNAk zWKZB{3xw3?7sk)e&Cbp9W_k12EVl4k^Gp0^!E%0X@iBorEj}i2v&F{*wqU=+`QYt? zz>*eNsJ(c7MvE)RQfnvwsbVg!o`3&#@}Jg+#cRdiznzRNB#$Ls3gFFy00@8p2!H?x zfB*=900@8p2!H?xfB*=900@8p2!H?xfB*=900@8p2!H?xfB*=900@8p2!H?xfB*=9 z00@8p2!H?xfB*=900@8p2!H?xfB*=900@8p2!Oy}L}1~`Lzynl+vH?5Wbub$$gvz9 zT=AzC;Y|XCh96*SXle7ER@P0QXo6K9x#{b8=a3nnABs-E8yL%i$U^r_Y>?FTVBWj=9PxdxAcYS^Jqdt<3QD>x!u#_Vvz69yR`Mk{p6!*4-Kl_ezVSWxLMT39PhoAK zSg0N4W#VIcT*>a;sX$6~MqREb%>GJh;rnOL-Ho>S&AMjY*X`ZqW%&ngu5w6FJFd5} z$iIa;zS*OaU{Z22o!Yo6Vi%i4a>{e*cFj}Eyc8gRU@Ufs*Am%UAa}X*=IDx&MUW>)*YUmwkgtT%S77p^*bukNd@ zeo7OU<2ySll4f431kdIca@O;?GJ+QQYXzjKw-ttSmFuUg>7#(DLa?6~2}HolO3%`1-e<0nRr6^`Hk!0$GYV+D4u?tVF7`5m``Yd|R! z-0bOjRmG@C*-LU>rp&cXH(*qUzOxVR+ip+mWoBU~~ZX#jwv)R{ENj~Zg=fcd+DNHtwh{^s!VUUPF6cjDo zKGQ^rxbwTJCyL~*sCjY>A&M)@!PbpS80&79L)tV_mC!eDhY-{4Qwx`gbXSkRFR~z# zPZ5($YC6c6C4ux<5ldZ0W!5G!%BTSOWw}=$FcjI$1m8V6gsTiXt(_7a1qu)_-C69o8X|x%? zg$&#RpkPM9=K>1I|6!$#Ah_-!r)o9Ci12`kSX-PO%I*A979N24zj2g^Uq$?P9G&5I zzlAsoaTMa{QjMd^xBe4HA67}@X!Eenj~64!D?(p-%dGZ$T-9sI*J1Jyfk<{GCat?t zNycb&CQpFJOiLpEON@res-fo2E&9@nD0s${Hf#wbx<~yF(yIjs4_A_5^bhJnq6D3$ic`2=D=;K{Y@y4KSDn_~HrG z0Hy&<14*`oMFFY-OasYRFIW_y8o)GweFNB$f$byMnEUJRA_|t-?xUo-Utj+7fB*X@ M%pLDj?WqX;0VcM~e*gdg literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/examples/glfw.ico b/dependencies/glfw-3.4/examples/glfw.ico new file mode 100644 index 0000000000000000000000000000000000000000..882a66051e351ce313238ca673bd11812ea77fd6 GIT binary patch literal 21630 zcmeI4ze{9S6vvOrWSIpM)N!y z<+8}P+}hln`D-FC-W7TBWbpUj7WsKYeVrJ|vn7$wJ{0ah_`kd*^3_M`YyMbXjzzxs zShqLC_aBKo`oy+R{5_E`Keg?TW&a(K)z3wqaqkHbqQ0lB8Ps-flqT^L3WNfoKqwFj zgaV;JC=d#S0t=$Ry@p`E6WXV2!XCWoQ{Kn%V?ho_Jj_ra6bJ=Eflwe62n9lcP#_ct z1ww&PAQT7%LV-{q6bJ=Eflwe62n9lc1yR6X4-0>;3g~r8{RZX)-dv~TyPWsNf;=7L zVTJ;KsKC7!#9y1Z`#Kx-J5O(ILSKW*Fs35>$aFdw*4&h{voov)TK|#O^cJw_6ssR* z%70-yW9G?pk4neKfd}+ z&fC}hJn+*8-^lal-)p9fMk5)I$FjVIS8yk{RlC7;R+1}ok zot+)o-QAVFy*hj*Vor_b92+rLx~zP6sXYaXOi7Yh5{8DXkr3(Ed?qx&^sr{KnYTzfo?ECh60o# z4Rj|7GH?!;3VL2-wlA4=feH<@m<$CfG|=J_WGGOfffk$~LxBnn^g$%ZP@qBseP9VP z6sXXE9kA!zm%_S20~H`ah5{8Ds3-{vRA`_gCCE^qLIV{pL52bq8mO2FG8CxLfDKWL zR#Ey=S@Tyj)WSSuC{Uq+9*6`P3RGyI2PZ*>3JsPxSP3!|sL((UV1f({hYSTOG++bN!aNkH(149n3-kJc0xC3MN7TYR6sXXEowEz(p+JS#F+zb*U||*D zWb~jzKc{TM9xTc50cCpYbIO19dHl~lx7p`6i+gKvZ+)KmKF@rMduwrTeV+L~&wPt} zYjJOVp7}n{e2aT)ac_N|`99Bli+gKvZ+)KmKF@rMduwrTeV+L~&wPt}YjJOVp7}n{ ze2aT)ac_N|`99Bli+gKvZ+)KmKF@rMduwrTeV+L~&wPt}YjJOVp7}n{e2aT)ac?=j z#dtsk?!M2=`r*g73W|PM+cj;?v<=gii+-ZFQ`$Odo1`s~wm;hHXltWwjJ7P=o@gtg zZHKlP40=-*x$Gv*mTRm0 VVj`~F&hZW6f3mCD+3;_h-vJ|L*B$@> literal 0 HcmV?d00001 diff --git a/dependencies/glfw-3.4/examples/glfw.rc b/dependencies/glfw-3.4/examples/glfw.rc new file mode 100644 index 0000000..f2b62f6 --- /dev/null +++ b/dependencies/glfw-3.4/examples/glfw.rc @@ -0,0 +1,3 @@ + +GLFW_ICON ICON "glfw.ico" + diff --git a/dependencies/glfw-3.4/examples/heightmap.c b/dependencies/glfw-3.4/examples/heightmap.c new file mode 100644 index 0000000..ad5d47c --- /dev/null +++ b/dependencies/glfw-3.4/examples/heightmap.c @@ -0,0 +1,513 @@ +//======================================================================== +// Heightmap example program using OpenGL 3 core profile +// Copyright (c) 2010 Olivier Delannoy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include +#include +#include +#include +#include + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +/* Map height updates */ +#define MAX_CIRCLE_SIZE (5.0f) +#define MAX_DISPLACEMENT (1.0f) +#define DISPLACEMENT_SIGN_LIMIT (0.3f) +#define MAX_ITER (200) +#define NUM_ITER_AT_A_TIME (1) + +/* Map general information */ +#define MAP_SIZE (10.0f) +#define MAP_NUM_VERTICES (80) +#define MAP_NUM_TOTAL_VERTICES (MAP_NUM_VERTICES*MAP_NUM_VERTICES) +#define MAP_NUM_LINES (3* (MAP_NUM_VERTICES - 1) * (MAP_NUM_VERTICES - 1) + \ + 2 * (MAP_NUM_VERTICES - 1)) + + +/********************************************************************** + * Default shader programs + *********************************************************************/ + +static const char* vertex_shader_text = +"#version 150\n" +"uniform mat4 project;\n" +"uniform mat4 modelview;\n" +"in float x;\n" +"in float y;\n" +"in float z;\n" +"\n" +"void main()\n" +"{\n" +" gl_Position = project * modelview * vec4(x, y, z, 1.0);\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 150\n" +"out vec4 color;\n" +"void main()\n" +"{\n" +" color = vec4(0.2, 1.0, 0.2, 1.0); \n" +"}\n"; + +/********************************************************************** + * Values for shader uniforms + *********************************************************************/ + +/* Frustum configuration */ +static GLfloat view_angle = 45.0f; +static GLfloat aspect_ratio = 4.0f/3.0f; +static GLfloat z_near = 1.0f; +static GLfloat z_far = 100.f; + +/* Projection matrix */ +static GLfloat projection_matrix[16] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f +}; + +/* Model view matrix */ +static GLfloat modelview_matrix[16] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f +}; + +/********************************************************************** + * Heightmap vertex and index data + *********************************************************************/ + +static GLfloat map_vertices[3][MAP_NUM_TOTAL_VERTICES]; +static GLuint map_line_indices[2*MAP_NUM_LINES]; + +/* Store uniform location for the shaders + * Those values are setup as part of the process of creating + * the shader program. They should not be used before creating + * the program. + */ +static GLuint mesh; +static GLuint mesh_vbo[4]; + +/********************************************************************** + * OpenGL helper functions + *********************************************************************/ + +/* Creates a shader object of the specified type using the specified text + */ +static GLuint make_shader(GLenum type, const char* text) +{ + GLuint shader; + GLint shader_ok; + GLsizei log_length; + char info_log[8192]; + + shader = glCreateShader(type); + if (shader != 0) + { + glShaderSource(shader, 1, (const GLchar**)&text, NULL); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_ok); + if (shader_ok != GL_TRUE) + { + fprintf(stderr, "ERROR: Failed to compile %s shader\n", (type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex" ); + glGetShaderInfoLog(shader, 8192, &log_length,info_log); + fprintf(stderr, "ERROR: \n%s\n\n", info_log); + glDeleteShader(shader); + shader = 0; + } + } + return shader; +} + +/* Creates a program object using the specified vertex and fragment text + */ +static GLuint make_shader_program(const char* vs_text, const char* fs_text) +{ + GLuint program = 0u; + GLint program_ok; + GLuint vertex_shader = 0u; + GLuint fragment_shader = 0u; + GLsizei log_length; + char info_log[8192]; + + vertex_shader = make_shader(GL_VERTEX_SHADER, vs_text); + if (vertex_shader != 0u) + { + fragment_shader = make_shader(GL_FRAGMENT_SHADER, fs_text); + if (fragment_shader != 0u) + { + /* make the program that connect the two shader and link it */ + program = glCreateProgram(); + if (program != 0u) + { + /* attach both shader and link */ + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &program_ok); + + if (program_ok != GL_TRUE) + { + fprintf(stderr, "ERROR, failed to link shader program\n"); + glGetProgramInfoLog(program, 8192, &log_length, info_log); + fprintf(stderr, "ERROR: \n%s\n\n", info_log); + glDeleteProgram(program); + glDeleteShader(fragment_shader); + glDeleteShader(vertex_shader); + program = 0u; + } + } + } + else + { + fprintf(stderr, "ERROR: Unable to load fragment shader\n"); + glDeleteShader(vertex_shader); + } + } + else + { + fprintf(stderr, "ERROR: Unable to load vertex shader\n"); + } + return program; +} + +/********************************************************************** + * Geometry creation functions + *********************************************************************/ + +/* Generate vertices and indices for the heightmap + */ +static void init_map(void) +{ + int i; + int j; + int k; + GLfloat step = MAP_SIZE / (MAP_NUM_VERTICES - 1); + GLfloat x = 0.0f; + GLfloat z = 0.0f; + /* Create a flat grid */ + k = 0; + for (i = 0 ; i < MAP_NUM_VERTICES ; ++i) + { + for (j = 0 ; j < MAP_NUM_VERTICES ; ++j) + { + map_vertices[0][k] = x; + map_vertices[1][k] = 0.0f; + map_vertices[2][k] = z; + z += step; + ++k; + } + x += step; + z = 0.0f; + } +#if DEBUG_ENABLED + for (i = 0 ; i < MAP_NUM_TOTAL_VERTICES ; ++i) + { + printf ("Vertice %d (%f, %f, %f)\n", + i, map_vertices[0][i], map_vertices[1][i], map_vertices[2][i]); + + } +#endif + /* create indices */ + /* line fan based on i + * i+1 + * | / i + n + 1 + * | / + * |/ + * i --- i + n + */ + + /* close the top of the square */ + k = 0; + for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i) + { + map_line_indices[k++] = (i + 1) * MAP_NUM_VERTICES -1; + map_line_indices[k++] = (i + 2) * MAP_NUM_VERTICES -1; + } + /* close the right of the square */ + for (i = 0 ; i < MAP_NUM_VERTICES -1 ; ++i) + { + map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i; + map_line_indices[k++] = (MAP_NUM_VERTICES - 1) * MAP_NUM_VERTICES + i + 1; + } + + for (i = 0 ; i < (MAP_NUM_VERTICES - 1) ; ++i) + { + for (j = 0 ; j < (MAP_NUM_VERTICES - 1) ; ++j) + { + int ref = i * (MAP_NUM_VERTICES) + j; + map_line_indices[k++] = ref; + map_line_indices[k++] = ref + 1; + + map_line_indices[k++] = ref; + map_line_indices[k++] = ref + MAP_NUM_VERTICES; + + map_line_indices[k++] = ref; + map_line_indices[k++] = ref + MAP_NUM_VERTICES + 1; + } + } + +#ifdef DEBUG_ENABLED + for (k = 0 ; k < 2 * MAP_NUM_LINES ; k += 2) + { + int beg, end; + beg = map_line_indices[k]; + end = map_line_indices[k+1]; + printf ("Line %d: %d -> %d (%f, %f, %f) -> (%f, %f, %f)\n", + k / 2, beg, end, + map_vertices[0][beg], map_vertices[1][beg], map_vertices[2][beg], + map_vertices[0][end], map_vertices[1][end], map_vertices[2][end]); + } +#endif +} + +static void generate_heightmap__circle(float* center_x, float* center_y, + float* size, float* displacement) +{ + float sign; + /* random value for element in between [0-1.0] */ + *center_x = (MAP_SIZE * rand()) / (float) RAND_MAX; + *center_y = (MAP_SIZE * rand()) / (float) RAND_MAX; + *size = (MAX_CIRCLE_SIZE * rand()) / (float) RAND_MAX; + sign = (1.0f * rand()) / (float) RAND_MAX; + sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f; + *displacement = (sign * (MAX_DISPLACEMENT * rand())) / (float) RAND_MAX; +} + +/* Run the specified number of iterations of the generation process for the + * heightmap + */ +static void update_map(int num_iter) +{ + assert(num_iter > 0); + while(num_iter) + { + /* center of the circle */ + float center_x; + float center_z; + float circle_size; + float disp; + size_t ii; + generate_heightmap__circle(¢er_x, ¢er_z, &circle_size, &disp); + disp = disp / 2.0f; + for (ii = 0u ; ii < MAP_NUM_TOTAL_VERTICES ; ++ii) + { + GLfloat dx = center_x - map_vertices[0][ii]; + GLfloat dz = center_z - map_vertices[2][ii]; + GLfloat pd = (2.0f * (float) sqrt((dx * dx) + (dz * dz))) / circle_size; + if (fabs(pd) <= 1.0f) + { + /* tx,tz is within the circle */ + GLfloat new_height = disp + (float) (cos(pd*3.14f)*disp); + map_vertices[1][ii] += new_height; + } + } + --num_iter; + } +} + +/********************************************************************** + * OpenGL helper functions + *********************************************************************/ + +/* Create VBO, IBO and VAO objects for the heightmap geometry and bind them to + * the specified program object + */ +static void make_mesh(GLuint program) +{ + GLuint attrloc; + + glGenVertexArrays(1, &mesh); + glGenBuffers(4, mesh_vbo); + glBindVertexArray(mesh); + /* Prepare the data for drawing through a buffer inidices */ + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_vbo[3]); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)* MAP_NUM_LINES * 2, map_line_indices, GL_STATIC_DRAW); + + /* Prepare the attributes for rendering */ + attrloc = glGetAttribLocation(program, "x"); + glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[0][0], GL_STATIC_DRAW); + glEnableVertexAttribArray(attrloc); + glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); + + attrloc = glGetAttribLocation(program, "z"); + glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[2][0], GL_STATIC_DRAW); + glEnableVertexAttribArray(attrloc); + glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); + + attrloc = glGetAttribLocation(program, "y"); + glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0], GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(attrloc); + glVertexAttribPointer(attrloc, 1, GL_FLOAT, GL_FALSE, 0, 0); +} + +/* Update VBO vertices from source data + */ +static void update_mesh(void) +{ + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * MAP_NUM_TOTAL_VERTICES, &map_vertices[1][0]); +} + +/********************************************************************** + * GLFW callback functions + *********************************************************************/ + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + switch(key) + { + case GLFW_KEY_ESCAPE: + /* Exit program on Escape */ + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + } +} + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +int main(int argc, char** argv) +{ + GLFWwindow* window; + int iter; + double dt; + double last_update_time; + int frame; + float f; + GLint uloc_modelview; + GLint uloc_project; + int width, height; + + GLuint shader_program; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); + + window = glfwCreateWindow(800, 600, "GLFW OpenGL3 Heightmap demo", NULL, NULL); + if (! window ) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + /* Register events callback */ + glfwSetKeyCallback(window, key_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + + /* Prepare opengl resources for rendering */ + shader_program = make_shader_program(vertex_shader_text, fragment_shader_text); + + if (shader_program == 0u) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glUseProgram(shader_program); + uloc_project = glGetUniformLocation(shader_program, "project"); + uloc_modelview = glGetUniformLocation(shader_program, "modelview"); + + /* Compute the projection matrix */ + f = 1.0f / tanf(view_angle / 2.0f); + projection_matrix[0] = f / aspect_ratio; + projection_matrix[5] = f; + projection_matrix[10] = (z_far + z_near)/ (z_near - z_far); + projection_matrix[11] = -1.0f; + projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far); + glUniformMatrix4fv(uloc_project, 1, GL_FALSE, projection_matrix); + + /* Set the camera position */ + modelview_matrix[12] = -5.0f; + modelview_matrix[13] = -5.0f; + modelview_matrix[14] = -20.0f; + glUniformMatrix4fv(uloc_modelview, 1, GL_FALSE, modelview_matrix); + + /* Create mesh data */ + init_map(); + make_mesh(shader_program); + + /* Create vao + vbo to store the mesh */ + /* Create the vbo to store all the information for the grid and the height */ + + /* setup the scene ready for rendering */ + glfwGetFramebufferSize(window, &width, &height); + glViewport(0, 0, width, height); + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + + /* main loop */ + frame = 0; + iter = 0; + last_update_time = glfwGetTime(); + + while (!glfwWindowShouldClose(window)) + { + ++frame; + /* render the next frame */ + glClear(GL_COLOR_BUFFER_BIT); + glDrawElements(GL_LINES, 2* MAP_NUM_LINES , GL_UNSIGNED_INT, 0); + + /* display and process events through callbacks */ + glfwSwapBuffers(window); + glfwPollEvents(); + /* Check the frame rate and update the heightmap if needed */ + dt = glfwGetTime(); + if ((dt - last_update_time) > 0.2) + { + /* generate the next iteration of the heightmap */ + if (iter < MAX_ITER) + { + update_map(NUM_ITER_AT_A_TIME); + update_mesh(); + iter += NUM_ITER_AT_A_TIME; + } + last_update_time = dt; + frame = 0; + } + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/examples/offscreen.c b/dependencies/glfw-3.4/examples/offscreen.c new file mode 100644 index 0000000..e285286 --- /dev/null +++ b/dependencies/glfw-3.4/examples/offscreen.c @@ -0,0 +1,165 @@ +//======================================================================== +// Offscreen rendering example +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include "linmath.h" + +#include +#include + +#define STB_IMAGE_WRITE_IMPLEMENTATION +#include + +static const struct +{ + float x, y; + float r, g, b; +} vertices[3] = +{ + { -0.6f, -0.4f, 1.f, 0.f, 0.f }, + { 0.6f, -0.4f, 0.f, 1.f, 0.f }, + { 0.f, 0.6f, 0.f, 0.f, 1.f } +}; + +static const char* vertex_shader_text = +"#version 110\n" +"uniform mat4 MVP;\n" +"attribute vec3 vCol;\n" +"attribute vec2 vPos;\n" +"varying vec3 color;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +" color = vCol;\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 110\n" +"varying vec3 color;\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(color, 1.0);\n" +"}\n"; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +int main(void) +{ + GLFWwindow* window; + GLuint vertex_buffer, vertex_shader, fragment_shader, program; + GLint mvp_location, vpos_location, vcol_location; + float ratio; + int width, height; + mat4x4 mvp; + char* buffer; + + glfwSetErrorCallback(error_callback); + + glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); + + window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + + // NOTE: OpenGL error checks have been omitted for brevity + + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + mvp_location = glGetUniformLocation(program, "MVP"); + vpos_location = glGetAttribLocation(program, "vPos"); + vcol_location = glGetAttribLocation(program, "vCol"); + + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(vertices[0]), (void*) 0); + glEnableVertexAttribArray(vcol_location); + glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, + sizeof(vertices[0]), (void*) (sizeof(float) * 2)); + + glfwGetFramebufferSize(window, &width, &height); + ratio = width / (float) height; + + glViewport(0, 0, width, height); + glClear(GL_COLOR_BUFFER_BIT); + + mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); + + glUseProgram(program); + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); + glDrawArrays(GL_TRIANGLES, 0, 3); + glFinish(); + + buffer = calloc(4, width * height); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); + + // Write image Y-flipped because OpenGL + stbi_write_png("offscreen.png", + width, height, 4, + buffer + (width * 4 * (height - 1)), + -width * 4); + + free(buffer); + + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/examples/particles.c b/dependencies/glfw-3.4/examples/particles.c new file mode 100644 index 0000000..baafe82 --- /dev/null +++ b/dependencies/glfw-3.4/examples/particles.c @@ -0,0 +1,1074 @@ +//======================================================================== +// A simple particle engine with threaded physics +// Copyright (c) Marcus Geelnard +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include +#include +#include +#include +#include + +#include +#include +#include + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +// Define tokens for GL_EXT_separate_specular_color if not already defined +#ifndef GL_EXT_separate_specular_color +#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 +#define GL_SINGLE_COLOR_EXT 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA +#endif // GL_EXT_separate_specular_color + + +//======================================================================== +// Type definitions +//======================================================================== + +typedef struct +{ + float x, y, z; +} Vec3; + +// This structure is used for interleaved vertex arrays (see the +// draw_particles function) +// +// NOTE: This structure SHOULD be packed on most systems. It uses 32-bit fields +// on 32-bit boundaries, and is a multiple of 64 bits in total (6x32=3x64). If +// it does not work, try using pragmas or whatever to force the structure to be +// packed. +typedef struct +{ + GLfloat s, t; // Texture coordinates + GLuint rgba; // Color (four ubytes packed into an uint) + GLfloat x, y, z; // Vertex coordinates +} Vertex; + + +//======================================================================== +// Program control global variables +//======================================================================== + +// Window dimensions +float aspect_ratio; + +// "wireframe" flag (true if we use wireframe view) +int wireframe; + +// Thread synchronization +struct { + double t; // Time (s) + float dt; // Time since last frame (s) + int p_frame; // Particle physics frame number + int d_frame; // Particle draw frame number + cnd_t p_done; // Condition: particle physics done + cnd_t d_done; // Condition: particle draw done + mtx_t particles_lock; // Particles data sharing mutex +} thread_sync; + + +//======================================================================== +// Texture declarations (we hard-code them into the source code, since +// they are so simple) +//======================================================================== + +#define P_TEX_WIDTH 8 // Particle texture dimensions +#define P_TEX_HEIGHT 8 +#define F_TEX_WIDTH 16 // Floor texture dimensions +#define F_TEX_HEIGHT 16 + +// Texture object IDs +GLuint particle_tex_id, floor_tex_id; + +// Particle texture (a simple spot) +const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00, + 0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00, + 0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00, + 0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00, + 0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00, + 0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +// Floor texture (your basic checkered floor) +const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = { + 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, + 0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, + 0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, + 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, + 0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30, + 0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, + 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30, + 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, + 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, + 0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff, + 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, + 0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, + 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0, + 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0, + 0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, + 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, +}; + + +//======================================================================== +// These are fixed constants that control the particle engine. In a +// modular world, these values should be variables... +//======================================================================== + +// Maximum number of particles +#define MAX_PARTICLES 3000 + +// Life span of a particle (in seconds) +#define LIFE_SPAN 8.f + +// A new particle is born every [BIRTH_INTERVAL] second +#define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES) + +// Particle size (meters) +#define PARTICLE_SIZE 0.7f + +// Gravitational constant (m/s^2) +#define GRAVITY 9.8f + +// Base initial velocity (m/s) +#define VELOCITY 8.f + +// Bounce friction (1.0 = no friction, 0.0 = maximum friction) +#define FRICTION 0.75f + +// "Fountain" height (m) +#define FOUNTAIN_HEIGHT 3.f + +// Fountain radius (m) +#define FOUNTAIN_RADIUS 1.6f + +// Minimum delta-time for particle phisics (s) +#define MIN_DELTA_T (BIRTH_INTERVAL * 0.5f) + + +//======================================================================== +// Particle system global variables +//======================================================================== + +// This structure holds all state for a single particle +typedef struct { + float x,y,z; // Position in space + float vx,vy,vz; // Velocity vector + float r,g,b; // Color of particle + float life; // Life of particle (1.0 = newborn, < 0.0 = dead) + int active; // Tells if this particle is active +} PARTICLE; + +// Global vectors holding all particles. We use two vectors for double +// buffering. +static PARTICLE particles[MAX_PARTICLES]; + +// Global variable holding the age of the youngest particle +static float min_age; + +// Color of latest born particle (used for fountain lighting) +static float glow_color[4]; + +// Position of latest born particle (used for fountain lighting) +static float glow_pos[4]; + + +//======================================================================== +// Object material and fog configuration constants +//======================================================================== + +const GLfloat fountain_diffuse[4] = { 0.7f, 1.f, 1.f, 1.f }; +const GLfloat fountain_specular[4] = { 1.f, 1.f, 1.f, 1.f }; +const GLfloat fountain_shininess = 12.f; +const GLfloat floor_diffuse[4] = { 1.f, 0.6f, 0.6f, 1.f }; +const GLfloat floor_specular[4] = { 0.6f, 0.6f, 0.6f, 1.f }; +const GLfloat floor_shininess = 18.f; +const GLfloat fog_color[4] = { 0.1f, 0.1f, 0.1f, 1.f }; + + +//======================================================================== +// Print usage information +//======================================================================== + +static void usage(void) +{ + printf("Usage: particles [-bfhs]\n"); + printf("Options:\n"); + printf(" -f Run in full screen\n"); + printf(" -h Display this help\n"); + printf(" -s Run program as single thread (default is to use two threads)\n"); + printf("\n"); + printf("Program runtime controls:\n"); + printf(" W Toggle wireframe mode\n"); + printf(" Esc Exit program\n"); +} + + +//======================================================================== +// Initialize a new particle +//======================================================================== + +static void init_particle(PARTICLE *p, double t) +{ + float xy_angle, velocity; + + // Start position of particle is at the fountain blow-out + p->x = 0.f; + p->y = 0.f; + p->z = FOUNTAIN_HEIGHT; + + // Start velocity is up (Z)... + p->vz = 0.7f + (0.3f / 4096.f) * (float) (rand() & 4095); + + // ...and a randomly chosen X/Y direction + xy_angle = (2.f * (float) M_PI / 4096.f) * (float) (rand() & 4095); + p->vx = 0.4f * (float) cos(xy_angle); + p->vy = 0.4f * (float) sin(xy_angle); + + // Scale velocity vector according to a time-varying velocity + velocity = VELOCITY * (0.8f + 0.1f * (float) (sin(0.5 * t) + sin(1.31 * t))); + p->vx *= velocity; + p->vy *= velocity; + p->vz *= velocity; + + // Color is time-varying + p->r = 0.7f + 0.3f * (float) sin(0.34 * t + 0.1); + p->g = 0.6f + 0.4f * (float) sin(0.63 * t + 1.1); + p->b = 0.6f + 0.4f * (float) sin(0.91 * t + 2.1); + + // Store settings for fountain glow lighting + glow_pos[0] = 0.4f * (float) sin(1.34 * t); + glow_pos[1] = 0.4f * (float) sin(3.11 * t); + glow_pos[2] = FOUNTAIN_HEIGHT + 1.f; + glow_pos[3] = 1.f; + glow_color[0] = p->r; + glow_color[1] = p->g; + glow_color[2] = p->b; + glow_color[3] = 1.f; + + // The particle is new-born and active + p->life = 1.f; + p->active = 1; +} + + +//======================================================================== +// Update a particle +//======================================================================== + +#define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2) + +static void update_particle(PARTICLE *p, float dt) +{ + // If the particle is not active, we need not do anything + if (!p->active) + return; + + // The particle is getting older... + p->life -= dt * (1.f / LIFE_SPAN); + + // Did the particle die? + if (p->life <= 0.f) + { + p->active = 0; + return; + } + + // Apply gravity + p->vz = p->vz - GRAVITY * dt; + + // Update particle position + p->x = p->x + p->vx * dt; + p->y = p->y + p->vy * dt; + p->z = p->z + p->vz * dt; + + // Simple collision detection + response + if (p->vz < 0.f) + { + // Particles should bounce on the fountain (with friction) + if ((p->x * p->x + p->y * p->y) < FOUNTAIN_R2 && + p->z < (FOUNTAIN_HEIGHT + PARTICLE_SIZE / 2)) + { + p->vz = -FRICTION * p->vz; + p->z = FOUNTAIN_HEIGHT + PARTICLE_SIZE / 2 + + FRICTION * (FOUNTAIN_HEIGHT + + PARTICLE_SIZE / 2 - p->z); + } + + // Particles should bounce on the floor (with friction) + else if (p->z < PARTICLE_SIZE / 2) + { + p->vz = -FRICTION * p->vz; + p->z = PARTICLE_SIZE / 2 + + FRICTION * (PARTICLE_SIZE / 2 - p->z); + } + } +} + + +//======================================================================== +// The main frame for the particle engine. Called once per frame. +//======================================================================== + +static void particle_engine(double t, float dt) +{ + int i; + float dt2; + + // Update particles (iterated several times per frame if dt is too large) + while (dt > 0.f) + { + // Calculate delta time for this iteration + dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T; + + for (i = 0; i < MAX_PARTICLES; i++) + update_particle(&particles[i], dt2); + + min_age += dt2; + + // Should we create any new particle(s)? + while (min_age >= BIRTH_INTERVAL) + { + min_age -= BIRTH_INTERVAL; + + // Find a dead particle to replace with a new one + for (i = 0; i < MAX_PARTICLES; i++) + { + if (!particles[i].active) + { + init_particle(&particles[i], t + min_age); + update_particle(&particles[i], min_age); + break; + } + } + } + + dt -= dt2; + } +} + + +//======================================================================== +// Draw all active particles. We use OpenGL 1.1 vertex +// arrays for this in order to accelerate the drawing. +//======================================================================== + +#define BATCH_PARTICLES 70 // Number of particles to draw in each batch + // (70 corresponds to 7.5 KB = will not blow + // the L1 data cache on most CPUs) +#define PARTICLE_VERTS 4 // Number of vertices per particle + +static void draw_particles(GLFWwindow* window, double t, float dt) +{ + int i, particle_count; + Vertex vertex_array[BATCH_PARTICLES * PARTICLE_VERTS]; + Vertex* vptr; + float alpha; + GLuint rgba; + Vec3 quad_lower_left, quad_lower_right; + GLfloat mat[16]; + PARTICLE* pptr; + + // Here comes the real trick with flat single primitive objects (s.c. + // "billboards"): We must rotate the textured primitive so that it + // always faces the viewer (is coplanar with the view-plane). + // We: + // 1) Create the primitive around origo (0,0,0) + // 2) Rotate it so that it is coplanar with the view plane + // 3) Translate it according to the particle position + // Note that 1) and 2) is the same for all particles (done only once). + + // Get modelview matrix. We will only use the upper left 3x3 part of + // the matrix, which represents the rotation. + glGetFloatv(GL_MODELVIEW_MATRIX, mat); + + // 1) & 2) We do it in one swift step: + // Although not obvious, the following six lines represent two matrix/ + // vector multiplications. The matrix is the inverse 3x3 rotation + // matrix (i.e. the transpose of the same matrix), and the two vectors + // represent the lower left corner of the quad, PARTICLE_SIZE/2 * + // (-1,-1,0), and the lower right corner, PARTICLE_SIZE/2 * (1,-1,0). + // The upper left/right corners of the quad is always the negative of + // the opposite corners (regardless of rotation). + quad_lower_left.x = (-PARTICLE_SIZE / 2) * (mat[0] + mat[1]); + quad_lower_left.y = (-PARTICLE_SIZE / 2) * (mat[4] + mat[5]); + quad_lower_left.z = (-PARTICLE_SIZE / 2) * (mat[8] + mat[9]); + quad_lower_right.x = (PARTICLE_SIZE / 2) * (mat[0] - mat[1]); + quad_lower_right.y = (PARTICLE_SIZE / 2) * (mat[4] - mat[5]); + quad_lower_right.z = (PARTICLE_SIZE / 2) * (mat[8] - mat[9]); + + // Don't update z-buffer, since all particles are transparent! + glDepthMask(GL_FALSE); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + + // Select particle texture + if (!wireframe) + { + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, particle_tex_id); + } + + // Set up vertex arrays. We use interleaved arrays, which is easier to + // handle (in most situations) and it gives a linear memory access + // access pattern (which may give better performance in some + // situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords, + // 4 ubytes for color and 3 floats for vertex coord (in that order). + // Most OpenGL cards / drivers are optimized for this format. + glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertex_array); + + // Wait for particle physics thread to be done + mtx_lock(&thread_sync.particles_lock); + while (!glfwWindowShouldClose(window) && + thread_sync.p_frame <= thread_sync.d_frame) + { + struct timespec ts; + clock_gettime(CLOCK_REALTIME, &ts); + ts.tv_nsec += 100 * 1000 * 1000; + ts.tv_sec += ts.tv_nsec / (1000 * 1000 * 1000); + ts.tv_nsec %= 1000 * 1000 * 1000; + cnd_timedwait(&thread_sync.p_done, &thread_sync.particles_lock, &ts); + } + + // Store the frame time and delta time for the physics thread + thread_sync.t = t; + thread_sync.dt = dt; + + // Update frame counter + thread_sync.d_frame++; + + // Loop through all particles and build vertex arrays. + particle_count = 0; + vptr = vertex_array; + pptr = particles; + + for (i = 0; i < MAX_PARTICLES; i++) + { + if (pptr->active) + { + // Calculate particle intensity (we set it to max during 75% + // of its life, then it fades out) + alpha = 4.f * pptr->life; + if (alpha > 1.f) + alpha = 1.f; + + // Convert color from float to 8-bit (store it in a 32-bit + // integer using endian independent type casting) + ((GLubyte*) &rgba)[0] = (GLubyte)(pptr->r * 255.f); + ((GLubyte*) &rgba)[1] = (GLubyte)(pptr->g * 255.f); + ((GLubyte*) &rgba)[2] = (GLubyte)(pptr->b * 255.f); + ((GLubyte*) &rgba)[3] = (GLubyte)(alpha * 255.f); + + // 3) Translate the quad to the correct position in modelview + // space and store its parameters in vertex arrays (we also + // store texture coord and color information for each vertex). + + // Lower left corner + vptr->s = 0.f; + vptr->t = 0.f; + vptr->rgba = rgba; + vptr->x = pptr->x + quad_lower_left.x; + vptr->y = pptr->y + quad_lower_left.y; + vptr->z = pptr->z + quad_lower_left.z; + vptr ++; + + // Lower right corner + vptr->s = 1.f; + vptr->t = 0.f; + vptr->rgba = rgba; + vptr->x = pptr->x + quad_lower_right.x; + vptr->y = pptr->y + quad_lower_right.y; + vptr->z = pptr->z + quad_lower_right.z; + vptr ++; + + // Upper right corner + vptr->s = 1.f; + vptr->t = 1.f; + vptr->rgba = rgba; + vptr->x = pptr->x - quad_lower_left.x; + vptr->y = pptr->y - quad_lower_left.y; + vptr->z = pptr->z - quad_lower_left.z; + vptr ++; + + // Upper left corner + vptr->s = 0.f; + vptr->t = 1.f; + vptr->rgba = rgba; + vptr->x = pptr->x - quad_lower_right.x; + vptr->y = pptr->y - quad_lower_right.y; + vptr->z = pptr->z - quad_lower_right.z; + vptr ++; + + // Increase count of drawable particles + particle_count ++; + } + + // If we have filled up one batch of particles, draw it as a set + // of quads using glDrawArrays. + if (particle_count >= BATCH_PARTICLES) + { + // The first argument tells which primitive type we use (QUAD) + // The second argument tells the index of the first vertex (0) + // The last argument is the vertex count + glDrawArrays(GL_QUADS, 0, PARTICLE_VERTS * particle_count); + particle_count = 0; + vptr = vertex_array; + } + + // Next particle + pptr++; + } + + // We are done with the particle data + mtx_unlock(&thread_sync.particles_lock); + cnd_signal(&thread_sync.d_done); + + // Draw final batch of particles (if any) + glDrawArrays(GL_QUADS, 0, PARTICLE_VERTS * particle_count); + + // Disable vertex arrays (Note: glInterleavedArrays implicitly called + // glEnableClientState for vertex, texture coord and color arrays) + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + glDepthMask(GL_TRUE); +} + + +//======================================================================== +// Fountain geometry specification +//======================================================================== + +#define FOUNTAIN_SIDE_POINTS 14 +#define FOUNTAIN_SWEEP_STEPS 32 + +static const float fountain_side[FOUNTAIN_SIDE_POINTS * 2] = +{ + 1.2f, 0.f, 1.f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f, + 0.4f, 1.95f, 0.41f, 2.f, 0.8f, 2.2f, 1.2f, 2.4f, + 1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.f, 1.f, 3.f, + 0.5f, 3.f, 0.f, 3.f +}; + +static const float fountain_normal[FOUNTAIN_SIDE_POINTS * 2] = +{ + 1.0000f, 0.0000f, 0.6428f, 0.7660f, 0.3420f, 0.9397f, 1.0000f, 0.0000f, + 1.0000f, 0.0000f, 0.3420f,-0.9397f, 0.4226f,-0.9063f, 0.5000f,-0.8660f, + 0.7660f,-0.6428f, 0.9063f,-0.4226f, 0.0000f,1.00000f, 0.0000f,1.00000f, + 0.0000f,1.00000f, 0.0000f,1.00000f +}; + + +//======================================================================== +// Draw a fountain +//======================================================================== + +static void draw_fountain(void) +{ + static GLuint fountain_list = 0; + double angle; + float x, y; + int m, n; + + // The first time, we build the fountain display list + if (!fountain_list) + { + fountain_list = glGenLists(1); + glNewList(fountain_list, GL_COMPILE_AND_EXECUTE); + + glMaterialfv(GL_FRONT, GL_DIFFUSE, fountain_diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, fountain_specular); + glMaterialf(GL_FRONT, GL_SHININESS, fountain_shininess); + + // Build fountain using triangle strips + for (n = 0; n < FOUNTAIN_SIDE_POINTS - 1; n++) + { + glBegin(GL_TRIANGLE_STRIP); + for (m = 0; m <= FOUNTAIN_SWEEP_STEPS; m++) + { + angle = (double) m * (2.0 * M_PI / (double) FOUNTAIN_SWEEP_STEPS); + x = (float) cos(angle); + y = (float) sin(angle); + + // Draw triangle strip + glNormal3f(x * fountain_normal[n * 2 + 2], + y * fountain_normal[n * 2 + 2], + fountain_normal[n * 2 + 3]); + glVertex3f(x * fountain_side[n * 2 + 2], + y * fountain_side[n * 2 + 2], + fountain_side[n * 2 +3 ]); + glNormal3f(x * fountain_normal[n * 2], + y * fountain_normal[n * 2], + fountain_normal[n * 2 + 1]); + glVertex3f(x * fountain_side[n * 2], + y * fountain_side[n * 2], + fountain_side[n * 2 + 1]); + } + + glEnd(); + } + + glEndList(); + } + else + glCallList(fountain_list); +} + + +//======================================================================== +// Recursive function for building variable tessellated floor +//======================================================================== + +static void tessellate_floor(float x1, float y1, float x2, float y2, int depth) +{ + float delta, x, y; + + // Last recursion? + if (depth >= 5) + delta = 999999.f; + else + { + x = (float) (fabs(x1) < fabs(x2) ? fabs(x1) : fabs(x2)); + y = (float) (fabs(y1) < fabs(y2) ? fabs(y1) : fabs(y2)); + delta = x*x + y*y; + } + + // Recurse further? + if (delta < 0.1f) + { + x = (x1 + x2) * 0.5f; + y = (y1 + y2) * 0.5f; + tessellate_floor(x1, y1, x, y, depth + 1); + tessellate_floor(x, y1, x2, y, depth + 1); + tessellate_floor(x1, y, x, y2, depth + 1); + tessellate_floor(x, y, x2, y2, depth + 1); + } + else + { + glTexCoord2f(x1 * 30.f, y1 * 30.f); + glVertex3f( x1 * 80.f, y1 * 80.f, 0.f); + glTexCoord2f(x2 * 30.f, y1 * 30.f); + glVertex3f( x2 * 80.f, y1 * 80.f, 0.f); + glTexCoord2f(x2 * 30.f, y2 * 30.f); + glVertex3f( x2 * 80.f, y2 * 80.f, 0.f); + glTexCoord2f(x1 * 30.f, y2 * 30.f); + glVertex3f( x1 * 80.f, y2 * 80.f, 0.f); + } +} + + +//======================================================================== +// Draw floor. We build the floor recursively and let the tessellation in the +// center (near x,y=0,0) be high, while the tessellation around the edges be +// low. +//======================================================================== + +static void draw_floor(void) +{ + static GLuint floor_list = 0; + + if (!wireframe) + { + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, floor_tex_id); + } + + // The first time, we build the floor display list + if (!floor_list) + { + floor_list = glGenLists(1); + glNewList(floor_list, GL_COMPILE_AND_EXECUTE); + + glMaterialfv(GL_FRONT, GL_DIFFUSE, floor_diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, floor_specular); + glMaterialf(GL_FRONT, GL_SHININESS, floor_shininess); + + // Draw floor as a bunch of triangle strips (high tessellation + // improves lighting) + glNormal3f(0.f, 0.f, 1.f); + glBegin(GL_QUADS); + tessellate_floor(-1.f, -1.f, 0.f, 0.f, 0); + tessellate_floor( 0.f, -1.f, 1.f, 0.f, 0); + tessellate_floor( 0.f, 0.f, 1.f, 1.f, 0); + tessellate_floor(-1.f, 0.f, 0.f, 1.f, 0); + glEnd(); + + glEndList(); + } + else + glCallList(floor_list); + + glDisable(GL_TEXTURE_2D); + +} + + +//======================================================================== +// Position and configure light sources +//======================================================================== + +static void setup_lights(void) +{ + float l1pos[4], l1amb[4], l1dif[4], l1spec[4]; + float l2pos[4], l2amb[4], l2dif[4], l2spec[4]; + + // Set light source 1 parameters + l1pos[0] = 0.f; l1pos[1] = -9.f; l1pos[2] = 8.f; l1pos[3] = 1.f; + l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.f; + l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.f; + l1spec[0] = 1.f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.f; + + // Set light source 2 parameters + l2pos[0] = -15.f; l2pos[1] = 12.f; l2pos[2] = 1.5f; l2pos[3] = 1.f; + l2amb[0] = 0.f; l2amb[1] = 0.f; l2amb[2] = 0.f; l2amb[3] = 1.f; + l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.f; + l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.f; l2spec[3] = 0.f; + + glLightfv(GL_LIGHT1, GL_POSITION, l1pos); + glLightfv(GL_LIGHT1, GL_AMBIENT, l1amb); + glLightfv(GL_LIGHT1, GL_DIFFUSE, l1dif); + glLightfv(GL_LIGHT1, GL_SPECULAR, l1spec); + glLightfv(GL_LIGHT2, GL_POSITION, l2pos); + glLightfv(GL_LIGHT2, GL_AMBIENT, l2amb); + glLightfv(GL_LIGHT2, GL_DIFFUSE, l2dif); + glLightfv(GL_LIGHT2, GL_SPECULAR, l2spec); + glLightfv(GL_LIGHT3, GL_POSITION, glow_pos); + glLightfv(GL_LIGHT3, GL_DIFFUSE, glow_color); + glLightfv(GL_LIGHT3, GL_SPECULAR, glow_color); + + glEnable(GL_LIGHT1); + glEnable(GL_LIGHT2); + glEnable(GL_LIGHT3); +} + + +//======================================================================== +// Main rendering function +//======================================================================== + +static void draw_scene(GLFWwindow* window, double t) +{ + double xpos, ypos, zpos, angle_x, angle_y, angle_z; + static double t_old = 0.0; + float dt; + mat4x4 projection; + + // Calculate frame-to-frame delta time + dt = (float) (t - t_old); + t_old = t; + + mat4x4_perspective(projection, + 65.f * (float) M_PI / 180.f, + aspect_ratio, + 1.0, 60.0); + + glClearColor(0.1f, 0.1f, 0.1f, 1.f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glMatrixMode(GL_PROJECTION); + glLoadMatrixf((const GLfloat*) projection); + + // Setup camera + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + // Rotate camera + angle_x = 90.0 - 10.0; + angle_y = 10.0 * sin(0.3 * t); + angle_z = 10.0 * t; + glRotated(-angle_x, 1.0, 0.0, 0.0); + glRotated(-angle_y, 0.0, 1.0, 0.0); + glRotated(-angle_z, 0.0, 0.0, 1.0); + + // Translate camera + xpos = 15.0 * sin((M_PI / 180.0) * angle_z) + + 2.0 * sin((M_PI / 180.0) * 3.1 * t); + ypos = -15.0 * cos((M_PI / 180.0) * angle_z) + + 2.0 * cos((M_PI / 180.0) * 2.9 * t); + zpos = 4.0 + 2.0 * cos((M_PI / 180.0) * 4.9 * t); + glTranslated(-xpos, -ypos, -zpos); + + glFrontFace(GL_CCW); + glCullFace(GL_BACK); + glEnable(GL_CULL_FACE); + + setup_lights(); + glEnable(GL_LIGHTING); + + glEnable(GL_FOG); + glFogi(GL_FOG_MODE, GL_EXP); + glFogf(GL_FOG_DENSITY, 0.05f); + glFogfv(GL_FOG_COLOR, fog_color); + + draw_floor(); + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDepthMask(GL_TRUE); + + draw_fountain(); + + glDisable(GL_LIGHTING); + glDisable(GL_FOG); + + // Particles must be drawn after all solid objects have been drawn + draw_particles(window, t, dt); + + // Z-buffer not needed anymore + glDisable(GL_DEPTH_TEST); +} + + +//======================================================================== +// Window resize callback function +//======================================================================== + +static void resize_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); + aspect_ratio = height ? width / (float) height : 1.f; +} + + +//======================================================================== +// Key callback functions +//======================================================================== + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action == GLFW_PRESS) + { + switch (key) + { + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + case GLFW_KEY_W: + wireframe = !wireframe; + glPolygonMode(GL_FRONT_AND_BACK, + wireframe ? GL_LINE : GL_FILL); + break; + default: + break; + } + } +} + + +//======================================================================== +// Thread for updating particle physics +//======================================================================== + +static int physics_thread_main(void* arg) +{ + GLFWwindow* window = arg; + + for (;;) + { + mtx_lock(&thread_sync.particles_lock); + + // Wait for particle drawing to be done + while (!glfwWindowShouldClose(window) && + thread_sync.p_frame > thread_sync.d_frame) + { + struct timespec ts; + clock_gettime(CLOCK_REALTIME, &ts); + ts.tv_nsec += 100 * 1000 * 1000; + ts.tv_sec += ts.tv_nsec / (1000 * 1000 * 1000); + ts.tv_nsec %= 1000 * 1000 * 1000; + cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts); + } + + if (glfwWindowShouldClose(window)) + break; + + // Update particles + particle_engine(thread_sync.t, thread_sync.dt); + + // Update frame counter + thread_sync.p_frame++; + + // Unlock mutex and signal drawing thread + mtx_unlock(&thread_sync.particles_lock); + cnd_signal(&thread_sync.p_done); + } + + return 0; +} + + +//======================================================================== +// main +//======================================================================== + +int main(int argc, char** argv) +{ + int ch, width, height; + thrd_t physics_thread = 0; + GLFWwindow* window; + GLFWmonitor* monitor = NULL; + + if (!glfwInit()) + { + fprintf(stderr, "Failed to initialize GLFW\n"); + exit(EXIT_FAILURE); + } + + while ((ch = getopt(argc, argv, "fh")) != -1) + { + switch (ch) + { + case 'f': + monitor = glfwGetPrimaryMonitor(); + break; + case 'h': + usage(); + exit(EXIT_SUCCESS); + } + } + + if (monitor) + { + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + + glfwWindowHint(GLFW_RED_BITS, mode->redBits); + glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); + glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); + glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); + + width = mode->width; + height = mode->height; + } + else + { + width = 640; + height = 480; + } + + window = glfwCreateWindow(width, height, "Particle Engine", monitor, NULL); + if (!window) + { + fprintf(stderr, "Failed to create GLFW window\n"); + glfwTerminate(); + exit(EXIT_FAILURE); + } + + if (monitor) + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + glfwSetFramebufferSizeCallback(window, resize_callback); + glfwSetKeyCallback(window, key_callback); + + // Set initial aspect ratio + glfwGetFramebufferSize(window, &width, &height); + resize_callback(window, width, height); + + // Upload particle texture + glGenTextures(1, &particle_tex_id); + glBindTexture(GL_TEXTURE_2D, particle_tex_id); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, P_TEX_WIDTH, P_TEX_HEIGHT, + 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, particle_texture); + + // Upload floor texture + glGenTextures(1, &floor_tex_id); + glBindTexture(GL_TEXTURE_2D, floor_tex_id); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, F_TEX_WIDTH, F_TEX_HEIGHT, + 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, floor_texture); + + if (glfwExtensionSupported("GL_EXT_separate_specular_color")) + { + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT, + GL_SEPARATE_SPECULAR_COLOR_EXT); + } + + // Set filled polygon mode as default (not wireframe) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + wireframe = 0; + + // Set initial times + thread_sync.t = 0.0; + thread_sync.dt = 0.001f; + thread_sync.p_frame = 0; + thread_sync.d_frame = 0; + + mtx_init(&thread_sync.particles_lock, mtx_timed); + cnd_init(&thread_sync.p_done); + cnd_init(&thread_sync.d_done); + + if (thrd_create(&physics_thread, physics_thread_main, window) != thrd_success) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetTime(0.0); + + while (!glfwWindowShouldClose(window)) + { + draw_scene(window, glfwGetTime()); + + glfwSwapBuffers(window); + glfwPollEvents(); + } + + thrd_join(physics_thread, NULL); + + glfwDestroyWindow(window); + glfwTerminate(); + + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/examples/sharing.c b/dependencies/glfw-3.4/examples/sharing.c new file mode 100644 index 0000000..502f9ee --- /dev/null +++ b/dependencies/glfw-3.4/examples/sharing.c @@ -0,0 +1,234 @@ +//======================================================================== +// Context sharing example +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include + +#include "linmath.h" + +static const char* vertex_shader_text = +"#version 110\n" +"uniform mat4 MVP;\n" +"attribute vec2 vPos;\n" +"varying vec2 texcoord;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +" texcoord = vPos;\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 110\n" +"uniform sampler2D texture;\n" +"uniform vec3 color;\n" +"varying vec2 texcoord;\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(color * texture2D(texture, texcoord).rgb, 1.0);\n" +"}\n"; + +static const vec2 vertices[4] = +{ + { 0.f, 0.f }, + { 1.f, 0.f }, + { 1.f, 1.f }, + { 0.f, 1.f } +}; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +int main(int argc, char** argv) +{ + GLFWwindow* windows[2]; + GLuint texture, program, vertex_buffer; + GLint mvp_location, vpos_location, color_location, texture_location; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + + windows[0] = glfwCreateWindow(400, 400, "First", NULL, NULL); + if (!windows[0]) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetKeyCallback(windows[0], key_callback); + + glfwMakeContextCurrent(windows[0]); + + // Only enable vsync for the first of the windows to be swapped to + // avoid waiting out the interval for each window + glfwSwapInterval(1); + + // The contexts are created with the same APIs so the function + // pointers should be re-usable between them + gladLoadGL(glfwGetProcAddress); + + // Create the OpenGL objects inside the first context, created above + // All objects will be shared with the second context, created below + { + int x, y; + char pixels[16 * 16]; + GLuint vertex_shader, fragment_shader; + + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + + srand((unsigned int) glfwGetTimerValue()); + + for (y = 0; y < 16; y++) + { + for (x = 0; x < 16; x++) + pixels[y * 16 + x] = rand() % 256; + } + + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + mvp_location = glGetUniformLocation(program, "MVP"); + color_location = glGetUniformLocation(program, "color"); + texture_location = glGetUniformLocation(program, "texture"); + vpos_location = glGetAttribLocation(program, "vPos"); + + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + } + + glUseProgram(program); + glUniform1i(texture_location, 0); + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, texture); + + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(vertices[0]), (void*) 0); + + windows[1] = glfwCreateWindow(400, 400, "Second", NULL, windows[0]); + if (!windows[1]) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + // Place the second window to the right of the first + { + int xpos, ypos, left, right, width; + + glfwGetWindowSize(windows[0], &width, NULL); + glfwGetWindowFrameSize(windows[0], &left, NULL, &right, NULL); + glfwGetWindowPos(windows[0], &xpos, &ypos); + + glfwSetWindowPos(windows[1], xpos + width + left + right, ypos); + } + + glfwSetKeyCallback(windows[1], key_callback); + + glfwMakeContextCurrent(windows[1]); + + // While objects are shared, the global context state is not and will + // need to be set up for each context + + glUseProgram(program); + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, texture); + + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(vertices[0]), (void*) 0); + + while (!glfwWindowShouldClose(windows[0]) && + !glfwWindowShouldClose(windows[1])) + { + int i; + const vec3 colors[2] = + { + { 0.8f, 0.4f, 1.f }, + { 0.3f, 0.4f, 1.f } + }; + + for (i = 0; i < 2; i++) + { + int width, height; + mat4x4 mvp; + + glfwGetFramebufferSize(windows[i], &width, &height); + glfwMakeContextCurrent(windows[i]); + + glViewport(0, 0, width, height); + + mat4x4_ortho(mvp, 0.f, 1.f, 0.f, 1.f, 0.f, 1.f); + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); + glUniform3fv(color_location, 1, colors[i]); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glfwSwapBuffers(windows[i]); + } + + glfwWaitEvents(); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/examples/splitview.c b/dependencies/glfw-3.4/examples/splitview.c new file mode 100644 index 0000000..990df12 --- /dev/null +++ b/dependencies/glfw-3.4/examples/splitview.c @@ -0,0 +1,547 @@ +//======================================================================== +// This is an example program for the GLFW library +// +// The program uses a "split window" view, rendering four views of the +// same scene in one window (e.g. useful for 3D modelling software). This +// demo uses scissors to separate the four different rendering areas from +// each other. +// +// (If the code seems a little bit strange here and there, it may be +// because I am not a friend of orthogonal projections) +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include +#include +#include + +#include + + +//======================================================================== +// Global variables +//======================================================================== + +// Mouse position +static double xpos = 0, ypos = 0; + +// Window size +static int width, height; + +// Active view: 0 = none, 1 = upper left, 2 = upper right, 3 = lower left, +// 4 = lower right +static int active_view = 0; + +// Rotation around each axis +static int rot_x = 0, rot_y = 0, rot_z = 0; + +// Do redraw? +static int do_redraw = 1; + + +//======================================================================== +// Draw a solid torus (use a display list for the model) +//======================================================================== + +#define TORUS_MAJOR 1.5 +#define TORUS_MINOR 0.5 +#define TORUS_MAJOR_RES 32 +#define TORUS_MINOR_RES 32 + +static void drawTorus(void) +{ + static GLuint torus_list = 0; + int i, j, k; + double s, t, x, y, z, nx, ny, nz, scale, twopi; + + if (!torus_list) + { + // Start recording displaylist + torus_list = glGenLists(1); + glNewList(torus_list, GL_COMPILE_AND_EXECUTE); + + // Draw torus + twopi = 2.0 * M_PI; + for (i = 0; i < TORUS_MINOR_RES; i++) + { + glBegin(GL_QUAD_STRIP); + for (j = 0; j <= TORUS_MAJOR_RES; j++) + { + for (k = 1; k >= 0; k--) + { + s = (i + k) % TORUS_MINOR_RES + 0.5; + t = j % TORUS_MAJOR_RES; + + // Calculate point on surface + x = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * cos(t * twopi / TORUS_MAJOR_RES); + y = TORUS_MINOR * sin(s * twopi / TORUS_MINOR_RES); + z = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * sin(t * twopi / TORUS_MAJOR_RES); + + // Calculate surface normal + nx = x - TORUS_MAJOR * cos(t * twopi / TORUS_MAJOR_RES); + ny = y; + nz = z - TORUS_MAJOR * sin(t * twopi / TORUS_MAJOR_RES); + scale = 1.0 / sqrt(nx*nx + ny*ny + nz*nz); + nx *= scale; + ny *= scale; + nz *= scale; + + glNormal3f((float) nx, (float) ny, (float) nz); + glVertex3f((float) x, (float) y, (float) z); + } + } + + glEnd(); + } + + // Stop recording displaylist + glEndList(); + } + else + { + // Playback displaylist + glCallList(torus_list); + } +} + + +//======================================================================== +// Draw the scene (a rotating torus) +//======================================================================== + +static void drawScene(void) +{ + const GLfloat model_diffuse[4] = {1.0f, 0.8f, 0.8f, 1.0f}; + const GLfloat model_specular[4] = {0.6f, 0.6f, 0.6f, 1.0f}; + const GLfloat model_shininess = 20.0f; + + glPushMatrix(); + + // Rotate the object + glRotatef((GLfloat) rot_x * 0.5f, 1.0f, 0.0f, 0.0f); + glRotatef((GLfloat) rot_y * 0.5f, 0.0f, 1.0f, 0.0f); + glRotatef((GLfloat) rot_z * 0.5f, 0.0f, 0.0f, 1.0f); + + // Set model color (used for orthogonal views, lighting disabled) + glColor4fv(model_diffuse); + + // Set model material (used for perspective view, lighting enabled) + glMaterialfv(GL_FRONT, GL_DIFFUSE, model_diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, model_specular); + glMaterialf(GL_FRONT, GL_SHININESS, model_shininess); + + // Draw torus + drawTorus(); + + glPopMatrix(); +} + + +//======================================================================== +// Draw a 2D grid (used for orthogonal views) +//======================================================================== + +static void drawGrid(float scale, int steps) +{ + int i; + float x, y; + mat4x4 view; + + glPushMatrix(); + + // Set background to some dark bluish grey + glClearColor(0.05f, 0.05f, 0.2f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT); + + // Setup modelview matrix (flat XY view) + { + vec3 eye = { 0.f, 0.f, 1.f }; + vec3 center = { 0.f, 0.f, 0.f }; + vec3 up = { 0.f, 1.f, 0.f }; + mat4x4_look_at(view, eye, center, up); + } + glLoadMatrixf((const GLfloat*) view); + + // We don't want to update the Z-buffer + glDepthMask(GL_FALSE); + + // Set grid color + glColor3f(0.0f, 0.5f, 0.5f); + + glBegin(GL_LINES); + + // Horizontal lines + x = scale * 0.5f * (float) (steps - 1); + y = -scale * 0.5f * (float) (steps - 1); + for (i = 0; i < steps; i++) + { + glVertex3f(-x, y, 0.0f); + glVertex3f(x, y, 0.0f); + y += scale; + } + + // Vertical lines + x = -scale * 0.5f * (float) (steps - 1); + y = scale * 0.5f * (float) (steps - 1); + for (i = 0; i < steps; i++) + { + glVertex3f(x, -y, 0.0f); + glVertex3f(x, y, 0.0f); + x += scale; + } + + glEnd(); + + // Enable Z-buffer writing again + glDepthMask(GL_TRUE); + + glPopMatrix(); +} + + +//======================================================================== +// Draw all views +//======================================================================== + +static void drawAllViews(void) +{ + const GLfloat light_position[4] = {0.0f, 8.0f, 8.0f, 1.0f}; + const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + const GLfloat light_specular[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + const GLfloat light_ambient[4] = {0.2f, 0.2f, 0.3f, 1.0f}; + float aspect; + mat4x4 view, projection; + + // Calculate aspect of window + if (height > 0) + aspect = (float) width / (float) height; + else + aspect = 1.f; + + // Clear screen + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Enable scissor test + glEnable(GL_SCISSOR_TEST); + + // Enable depth test + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + // ** ORTHOGONAL VIEWS ** + + // For orthogonal views, use wireframe rendering + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + + // Enable line anti-aliasing + glEnable(GL_LINE_SMOOTH); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + // Setup orthogonal projection matrix + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(-3.0 * aspect, 3.0 * aspect, -3.0, 3.0, 1.0, 50.0); + + // Upper left view (TOP VIEW) + glViewport(0, height / 2, width / 2, height / 2); + glScissor(0, height / 2, width / 2, height / 2); + glMatrixMode(GL_MODELVIEW); + { + vec3 eye = { 0.f, 10.f, 1e-3f }; + vec3 center = { 0.f, 0.f, 0.f }; + vec3 up = { 0.f, 1.f, 0.f }; + mat4x4_look_at( view, eye, center, up ); + } + glLoadMatrixf((const GLfloat*) view); + drawGrid(0.5, 12); + drawScene(); + + // Lower left view (FRONT VIEW) + glViewport(0, 0, width / 2, height / 2); + glScissor(0, 0, width / 2, height / 2); + glMatrixMode(GL_MODELVIEW); + { + vec3 eye = { 0.f, 0.f, 10.f }; + vec3 center = { 0.f, 0.f, 0.f }; + vec3 up = { 0.f, 1.f, 0.f }; + mat4x4_look_at( view, eye, center, up ); + } + glLoadMatrixf((const GLfloat*) view); + drawGrid(0.5, 12); + drawScene(); + + // Lower right view (SIDE VIEW) + glViewport(width / 2, 0, width / 2, height / 2); + glScissor(width / 2, 0, width / 2, height / 2); + glMatrixMode(GL_MODELVIEW); + { + vec3 eye = { 10.f, 0.f, 0.f }; + vec3 center = { 0.f, 0.f, 0.f }; + vec3 up = { 0.f, 1.f, 0.f }; + mat4x4_look_at( view, eye, center, up ); + } + glLoadMatrixf((const GLfloat*) view); + drawGrid(0.5, 12); + drawScene(); + + // Disable line anti-aliasing + glDisable(GL_LINE_SMOOTH); + glDisable(GL_BLEND); + + // ** PERSPECTIVE VIEW ** + + // For perspective view, use solid rendering + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Enable face culling (faster rendering) + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glFrontFace(GL_CW); + + // Setup perspective projection matrix + glMatrixMode(GL_PROJECTION); + mat4x4_perspective(projection, + 65.f * (float) M_PI / 180.f, + aspect, + 1.f, 50.f); + glLoadMatrixf((const GLfloat*) projection); + + // Upper right view (PERSPECTIVE VIEW) + glViewport(width / 2, height / 2, width / 2, height / 2); + glScissor(width / 2, height / 2, width / 2, height / 2); + glMatrixMode(GL_MODELVIEW); + { + vec3 eye = { 3.f, 1.5f, 3.f }; + vec3 center = { 0.f, 0.f, 0.f }; + vec3 up = { 0.f, 1.f, 0.f }; + mat4x4_look_at( view, eye, center, up ); + } + glLoadMatrixf((const GLfloat*) view); + + // Configure and enable light source 1 + glLightfv(GL_LIGHT1, GL_POSITION, light_position); + glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient); + glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); + glEnable(GL_LIGHT1); + glEnable(GL_LIGHTING); + + // Draw scene + drawScene(); + + // Disable lighting + glDisable(GL_LIGHTING); + + // Disable face culling + glDisable(GL_CULL_FACE); + + // Disable depth test + glDisable(GL_DEPTH_TEST); + + // Disable scissor test + glDisable(GL_SCISSOR_TEST); + + // Draw a border around the active view + if (active_view > 0 && active_view != 2) + { + glViewport(0, 0, width, height); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0.0, 2.0, 0.0, 2.0, 0.0, 1.0); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef((GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f); + + glColor3f(1.0f, 1.0f, 0.6f); + + glBegin(GL_LINE_STRIP); + glVertex2i(0, 0); + glVertex2i(1, 0); + glVertex2i(1, 1); + glVertex2i(0, 1); + glVertex2i(0, 0); + glEnd(); + } +} + + +//======================================================================== +// Framebuffer size callback function +//======================================================================== + +static void framebufferSizeFun(GLFWwindow* window, int w, int h) +{ + width = w; + height = h > 0 ? h : 1; + do_redraw = 1; +} + + +//======================================================================== +// Window refresh callback function +//======================================================================== + +static void windowRefreshFun(GLFWwindow* window) +{ + drawAllViews(); + glfwSwapBuffers(window); + do_redraw = 0; +} + + +//======================================================================== +// Mouse position callback function +//======================================================================== + +static void cursorPosFun(GLFWwindow* window, double x, double y) +{ + int wnd_width, wnd_height, fb_width, fb_height; + double scale; + + glfwGetWindowSize(window, &wnd_width, &wnd_height); + glfwGetFramebufferSize(window, &fb_width, &fb_height); + + scale = (double) fb_width / (double) wnd_width; + + x *= scale; + y *= scale; + + // Depending on which view was selected, rotate around different axes + switch (active_view) + { + case 1: + rot_x += (int) (y - ypos); + rot_z += (int) (x - xpos); + do_redraw = 1; + break; + case 3: + rot_x += (int) (y - ypos); + rot_y += (int) (x - xpos); + do_redraw = 1; + break; + case 4: + rot_y += (int) (x - xpos); + rot_z += (int) (y - ypos); + do_redraw = 1; + break; + default: + // Do nothing for perspective view, or if no view is selected + break; + } + + // Remember cursor position + xpos = x; + ypos = y; +} + + +//======================================================================== +// Mouse button callback function +//======================================================================== + +static void mouseButtonFun(GLFWwindow* window, int button, int action, int mods) +{ + if ((button == GLFW_MOUSE_BUTTON_LEFT) && action == GLFW_PRESS) + { + // Detect which of the four views was clicked + active_view = 1; + if (xpos >= width / 2) + active_view += 1; + if (ypos >= height / 2) + active_view += 2; + } + else if (button == GLFW_MOUSE_BUTTON_LEFT) + { + // Deselect any previously selected view + active_view = 0; + } + + do_redraw = 1; +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + + +//======================================================================== +// main +//======================================================================== + +int main(void) +{ + GLFWwindow* window; + + // Initialise GLFW + if (!glfwInit()) + { + fprintf(stderr, "Failed to initialize GLFW\n"); + exit(EXIT_FAILURE); + } + + glfwWindowHint(GLFW_SAMPLES, 4); + + // Open OpenGL window + window = glfwCreateWindow(500, 500, "Split view demo", NULL, NULL); + if (!window) + { + fprintf(stderr, "Failed to open GLFW window\n"); + + glfwTerminate(); + exit(EXIT_FAILURE); + } + + // Set callback functions + glfwSetFramebufferSizeCallback(window, framebufferSizeFun); + glfwSetWindowRefreshCallback(window, windowRefreshFun); + glfwSetCursorPosCallback(window, cursorPosFun); + glfwSetMouseButtonCallback(window, mouseButtonFun); + glfwSetKeyCallback(window, key_callback); + + // Enable vsync + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + if (GLAD_GL_ARB_multisample || GLAD_GL_VERSION_1_3) + glEnable(GL_MULTISAMPLE_ARB); + + glfwGetFramebufferSize(window, &width, &height); + framebufferSizeFun(window, width, height); + + // Main loop + for (;;) + { + // Only redraw if we need to + if (do_redraw) + windowRefreshFun(window); + + // Wait for new events + glfwWaitEvents(); + + // Check if the window should be closed + if (glfwWindowShouldClose(window)) + break; + } + + // Close OpenGL window and terminate GLFW + glfwTerminate(); + + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/examples/triangle-opengl.c b/dependencies/glfw-3.4/examples/triangle-opengl.c new file mode 100644 index 0000000..ff9e7d3 --- /dev/null +++ b/dependencies/glfw-3.4/examples/triangle-opengl.c @@ -0,0 +1,171 @@ +//======================================================================== +// OpenGL triangle example +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +//! [code] + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include "linmath.h" + +#include +#include +#include + +typedef struct Vertex +{ + vec2 pos; + vec3 col; +} Vertex; + +static const Vertex vertices[3] = +{ + { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } }, + { { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } }, + { { 0.f, 0.6f }, { 0.f, 0.f, 1.f } } +}; + +static const char* vertex_shader_text = +"#version 330\n" +"uniform mat4 MVP;\n" +"in vec3 vCol;\n" +"in vec2 vPos;\n" +"out vec3 color;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +" color = vCol;\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 330\n" +"in vec3 color;\n" +"out vec4 fragment;\n" +"void main()\n" +"{\n" +" fragment = vec4(color, 1.0);\n" +"}\n"; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +int main(void) +{ + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + + GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetKeyCallback(window, key_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + // NOTE: OpenGL error checks have been omitted for brevity + + GLuint vertex_buffer; + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + const GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + const GLint mvp_location = glGetUniformLocation(program, "MVP"); + const GLint vpos_location = glGetAttribLocation(program, "vPos"); + const GLint vcol_location = glGetAttribLocation(program, "vCol"); + + GLuint vertex_array; + glGenVertexArrays(1, &vertex_array); + glBindVertexArray(vertex_array); + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(Vertex), (void*) offsetof(Vertex, pos)); + glEnableVertexAttribArray(vcol_location); + glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, + sizeof(Vertex), (void*) offsetof(Vertex, col)); + + while (!glfwWindowShouldClose(window)) + { + int width, height; + glfwGetFramebufferSize(window, &width, &height); + const float ratio = width / (float) height; + + glViewport(0, 0, width, height); + glClear(GL_COLOR_BUFFER_BIT); + + mat4x4 m, p, mvp; + mat4x4_identity(m); + mat4x4_rotate_Z(m, m, (float) glfwGetTime()); + mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); + mat4x4_mul(mvp, p, m); + + glUseProgram(program); + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp); + glBindVertexArray(vertex_array); + glDrawArrays(GL_TRIANGLES, 0, 3); + + glfwSwapBuffers(window); + glfwPollEvents(); + } + + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + +//! [code] diff --git a/dependencies/glfw-3.4/examples/triangle-opengles.c b/dependencies/glfw-3.4/examples/triangle-opengles.c new file mode 100644 index 0000000..03eb026 --- /dev/null +++ b/dependencies/glfw-3.4/examples/triangle-opengles.c @@ -0,0 +1,170 @@ +//======================================================================== +// OpenGL ES 2.0 triangle example +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLAD_GLES2_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include "linmath.h" + +#include +#include +#include + +typedef struct Vertex +{ + vec2 pos; + vec3 col; +} Vertex; + +static const Vertex vertices[3] = +{ + { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } }, + { { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } }, + { { 0.f, 0.6f }, { 0.f, 0.f, 1.f } } +}; + +static const char* vertex_shader_text = +"#version 100\n" +"precision mediump float;\n" +"uniform mat4 MVP;\n" +"attribute vec3 vCol;\n" +"attribute vec2 vPos;\n" +"varying vec3 color;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +" color = vCol;\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 100\n" +"precision mediump float;\n" +"varying vec3 color;\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(color, 1.0);\n" +"}\n"; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "GLFW Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +int main(void) +{ + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); + + GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle (EGL)", NULL, NULL); + if (!window) + { + glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); + window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + } + + glfwSetKeyCallback(window, key_callback); + + glfwMakeContextCurrent(window); + gladLoadGLES2(glfwGetProcAddress); + glfwSwapInterval(1); + + GLuint vertex_buffer; + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + const GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + const GLint mvp_location = glGetUniformLocation(program, "MVP"); + const GLint vpos_location = glGetAttribLocation(program, "vPos"); + const GLint vcol_location = glGetAttribLocation(program, "vCol"); + + glEnableVertexAttribArray(vpos_location); + glEnableVertexAttribArray(vcol_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(Vertex), (void*) offsetof(Vertex, pos)); + glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, + sizeof(Vertex), (void*) offsetof(Vertex, col)); + + while (!glfwWindowShouldClose(window)) + { + int width, height; + glfwGetFramebufferSize(window, &width, &height); + const float ratio = width / (float) height; + + glViewport(0, 0, width, height); + glClear(GL_COLOR_BUFFER_BIT); + + mat4x4 m, p, mvp; + mat4x4_identity(m); + mat4x4_rotate_Z(m, m, (float) glfwGetTime()); + mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); + mat4x4_mul(mvp, p, m); + + glUseProgram(program); + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp); + glDrawArrays(GL_TRIANGLES, 0, 3); + + glfwSwapBuffers(window); + glfwPollEvents(); + } + + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/examples/wave.c b/dependencies/glfw-3.4/examples/wave.c new file mode 100644 index 0000000..d7ead49 --- /dev/null +++ b/dependencies/glfw-3.4/examples/wave.c @@ -0,0 +1,463 @@ +/***************************************************************************** + * Wave Simulation in OpenGL + * (C) 2002 Jakob Thomsen + * http://home.in.tum.de/~thomsen + * Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com + * Modified for variable frame rate by Marcus Geelnard + * 2003-Jan-31: Minor cleanups and speedups / MG + * 2010-10-24: Formatting and cleanup - Camilla Löwy + *****************************************************************************/ + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include +#include +#include + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include + +// Maximum delta T to allow for differential calculations +#define MAX_DELTA_T 0.01 + +// Animation speed (10.0 looks good) +#define ANIMATION_SPEED 10.0 + +GLfloat alpha = 210.f, beta = -70.f; +GLfloat zoom = 2.f; + +double cursorX; +double cursorY; + +struct Vertex +{ + GLfloat x, y, z; + GLfloat r, g, b; +}; + +#define GRIDW 50 +#define GRIDH 50 +#define VERTEXNUM (GRIDW*GRIDH) + +#define QUADW (GRIDW - 1) +#define QUADH (GRIDH - 1) +#define QUADNUM (QUADW*QUADH) + +GLuint quad[4 * QUADNUM]; +struct Vertex vertex[VERTEXNUM]; + +/* The grid will look like this: + * + * 3 4 5 + * *---*---* + * | | | + * | 0 | 1 | + * | | | + * *---*---* + * 0 1 2 + */ + +//======================================================================== +// Initialize grid geometry +//======================================================================== + +void init_vertices(void) +{ + int x, y, p; + + // Place the vertices in a grid + for (y = 0; y < GRIDH; y++) + { + for (x = 0; x < GRIDW; x++) + { + p = y * GRIDW + x; + + vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2); + vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2); + vertex[p].z = 0; + + if ((x % 4 < 2) ^ (y % 4 < 2)) + vertex[p].r = 0.0; + else + vertex[p].r = 1.0; + + vertex[p].g = (GLfloat) y / (GLfloat) GRIDH; + vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f; + } + } + + for (y = 0; y < QUADH; y++) + { + for (x = 0; x < QUADW; x++) + { + p = 4 * (y * QUADW + x); + + quad[p + 0] = y * GRIDW + x; // Some point + quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side + quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor + quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor + } + } +} + +double dt; +double p[GRIDW][GRIDH]; +double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH]; +double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH]; + +//======================================================================== +// Initialize grid +//======================================================================== + +void init_grid(void) +{ + int x, y; + double dx, dy, d; + + for (y = 0; y < GRIDH; y++) + { + for (x = 0; x < GRIDW; x++) + { + dx = (double) (x - GRIDW / 2); + dy = (double) (y - GRIDH / 2); + d = sqrt(dx * dx + dy * dy); + if (d < 0.1 * (double) (GRIDW / 2)) + { + d = d * 10.0; + p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0; + } + else + p[x][y] = 0.0; + + vx[x][y] = 0.0; + vy[x][y] = 0.0; + } + } +} + + +//======================================================================== +// Draw scene +//======================================================================== + +void draw_scene(GLFWwindow* window) +{ + // Clear the color and depth buffers + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // We don't want to modify the projection matrix + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + // Move back + glTranslatef(0.0, 0.0, -zoom); + // Rotate the view + glRotatef(beta, 1.0, 0.0, 0.0); + glRotatef(alpha, 0.0, 0.0, 1.0); + + glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad); + + glfwSwapBuffers(window); +} + + +//======================================================================== +// Initialize Miscellaneous OpenGL state +//======================================================================== + +void init_opengl(void) +{ + // Use Gouraud (smooth) shading + glShadeModel(GL_SMOOTH); + + // Switch on the z-buffer + glEnable(GL_DEPTH_TEST); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex); + glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color + + glPointSize(2.0); + + // Background color is black + glClearColor(0, 0, 0, 0); +} + + +//======================================================================== +// Modify the height of each vertex according to the pressure +//======================================================================== + +void adjust_grid(void) +{ + int pos; + int x, y; + + for (y = 0; y < GRIDH; y++) + { + for (x = 0; x < GRIDW; x++) + { + pos = y * GRIDW + x; + vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0)); + } + } +} + + +//======================================================================== +// Calculate wave propagation +//======================================================================== + +void calc_grid(void) +{ + int x, y, x2, y2; + double time_step = dt * ANIMATION_SPEED; + + // Compute accelerations + for (x = 0; x < GRIDW; x++) + { + x2 = (x + 1) % GRIDW; + for(y = 0; y < GRIDH; y++) + ax[x][y] = p[x][y] - p[x2][y]; + } + + for (y = 0; y < GRIDH; y++) + { + y2 = (y + 1) % GRIDH; + for(x = 0; x < GRIDW; x++) + ay[x][y] = p[x][y] - p[x][y2]; + } + + // Compute speeds + for (x = 0; x < GRIDW; x++) + { + for (y = 0; y < GRIDH; y++) + { + vx[x][y] = vx[x][y] + ax[x][y] * time_step; + vy[x][y] = vy[x][y] + ay[x][y] * time_step; + } + } + + // Compute pressure + for (x = 1; x < GRIDW; x++) + { + x2 = x - 1; + for (y = 1; y < GRIDH; y++) + { + y2 = y - 1; + p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step; + } + } +} + + +//======================================================================== +// Print errors +//======================================================================== + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + + +//======================================================================== +// Handle key strokes +//======================================================================== + +void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + case GLFW_KEY_SPACE: + init_grid(); + break; + case GLFW_KEY_LEFT: + alpha += 5; + break; + case GLFW_KEY_RIGHT: + alpha -= 5; + break; + case GLFW_KEY_UP: + beta -= 5; + break; + case GLFW_KEY_DOWN: + beta += 5; + break; + case GLFW_KEY_PAGE_UP: + zoom -= 0.25f; + if (zoom < 0.f) + zoom = 0.f; + break; + case GLFW_KEY_PAGE_DOWN: + zoom += 0.25f; + break; + default: + break; + } +} + + +//======================================================================== +// Callback function for mouse button events +//======================================================================== + +void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) +{ + if (button != GLFW_MOUSE_BUTTON_LEFT) + return; + + if (action == GLFW_PRESS) + { + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + glfwGetCursorPos(window, &cursorX, &cursorY); + } + else + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); +} + + +//======================================================================== +// Callback function for cursor motion events +//======================================================================== + +void cursor_position_callback(GLFWwindow* window, double x, double y) +{ + if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + { + alpha += (GLfloat) (x - cursorX) / 10.f; + beta += (GLfloat) (y - cursorY) / 10.f; + + cursorX = x; + cursorY = y; + } +} + + +//======================================================================== +// Callback function for scroll events +//======================================================================== + +void scroll_callback(GLFWwindow* window, double x, double y) +{ + zoom += (float) y / 4.f; + if (zoom < 0) + zoom = 0; +} + + +//======================================================================== +// Callback function for framebuffer resize events +//======================================================================== + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + float ratio = 1.f; + mat4x4 projection; + + if (height > 0) + ratio = (float) width / (float) height; + + // Setup viewport + glViewport(0, 0, width, height); + + // Change to the projection matrix and set our viewing volume + glMatrixMode(GL_PROJECTION); + mat4x4_perspective(projection, + 60.f * (float) M_PI / 180.f, + ratio, + 1.f, 1024.f); + glLoadMatrixf((const GLfloat*) projection); +} + + +//======================================================================== +// main +//======================================================================== + +int main(int argc, char* argv[]) +{ + GLFWwindow* window; + double t, dt_total, t_old; + int width, height; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + window = glfwCreateWindow(640, 480, "Wave Simulation", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetKeyCallback(window, key_callback); + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + glfwSetMouseButtonCallback(window, mouse_button_callback); + glfwSetCursorPosCallback(window, cursor_position_callback); + glfwSetScrollCallback(window, scroll_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + glfwGetFramebufferSize(window, &width, &height); + framebuffer_size_callback(window, width, height); + + // Initialize OpenGL + init_opengl(); + + // Initialize simulation + init_vertices(); + init_grid(); + adjust_grid(); + + // Initialize timer + t_old = glfwGetTime() - 0.01; + + while (!glfwWindowShouldClose(window)) + { + t = glfwGetTime(); + dt_total = t - t_old; + t_old = t; + + // Safety - iterate if dt_total is too large + while (dt_total > 0.f) + { + // Select iteration time step + dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total; + dt_total -= dt; + + // Calculate wave propagation + calc_grid(); + } + + // Compute height of each vertex + adjust_grid(); + + // Draw wave grid to OpenGL display + draw_scene(window); + + glfwPollEvents(); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/examples/windows.c b/dependencies/glfw-3.4/examples/windows.c new file mode 100644 index 0000000..1589ffb --- /dev/null +++ b/dependencies/glfw-3.4/examples/windows.c @@ -0,0 +1,106 @@ +//======================================================================== +// Simple multi-window example +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include + +int main(int argc, char** argv) +{ + int xpos, ypos, height; + const char* description; + GLFWwindow* windows[4]; + + if (!glfwInit()) + { + glfwGetError(&description); + printf("Error: %s\n", description); + exit(EXIT_FAILURE); + } + + glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); + + glfwGetMonitorWorkarea(glfwGetPrimaryMonitor(), &xpos, &ypos, NULL, &height); + + for (int i = 0; i < 4; i++) + { + const int size = height / 5; + const struct + { + float r, g, b; + } colors[] = + { + { 0.95f, 0.32f, 0.11f }, + { 0.50f, 0.80f, 0.16f }, + { 0.f, 0.68f, 0.94f }, + { 0.98f, 0.74f, 0.04f } + }; + + if (i > 0) + glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_FALSE); + + glfwWindowHint(GLFW_POSITION_X, xpos + size * (1 + (i & 1))); + glfwWindowHint(GLFW_POSITION_Y, ypos + size * (1 + (i >> 1))); + + windows[i] = glfwCreateWindow(size, size, "Multi-Window Example", NULL, NULL); + if (!windows[i]) + { + glfwGetError(&description); + printf("Error: %s\n", description); + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetInputMode(windows[i], GLFW_STICKY_KEYS, GLFW_TRUE); + + glfwMakeContextCurrent(windows[i]); + gladLoadGL(glfwGetProcAddress); + glClearColor(colors[i].r, colors[i].g, colors[i].b, 1.f); + } + + for (;;) + { + for (int i = 0; i < 4; i++) + { + glfwMakeContextCurrent(windows[i]); + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(windows[i]); + + if (glfwWindowShouldClose(windows[i]) || + glfwGetKey(windows[i], GLFW_KEY_ESCAPE)) + { + glfwTerminate(); + exit(EXIT_SUCCESS); + } + } + + glfwWaitEvents(); + } +} + diff --git a/dependencies/glfw-3.4/include/GLFW/glfw3.h b/dependencies/glfw-3.4/include/GLFW/glfw3.h new file mode 100644 index 0000000..9c55ac9 --- /dev/null +++ b/dependencies/glfw-3.4/include/GLFW/glfw3.h @@ -0,0 +1,6547 @@ +/************************************************************************* + * GLFW 3.4 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2019 Camilla Löwy + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_h_ +#define _glfw3_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3.h + * @brief The header of the GLFW 3 API. + * + * This is the header file of the GLFW 3 API. It defines all its types and + * declares all its functions. + * + * For more information about how to use this file, see @ref build_include. + */ +/*! @defgroup context Context reference + * @brief Functions and types related to OpenGL and OpenGL ES contexts. + * + * This is the reference documentation for OpenGL and OpenGL ES context related + * functions. For more task-oriented information, see the @ref context_guide. + */ +/*! @defgroup vulkan Vulkan support reference + * @brief Functions and types related to Vulkan. + * + * This is the reference documentation for Vulkan related functions and types. + * For more task-oriented information, see the @ref vulkan_guide. + */ +/*! @defgroup init Initialization, version and error reference + * @brief Functions and types related to initialization and error handling. + * + * This is the reference documentation for initialization and termination of + * the library, version management and error handling. For more task-oriented + * information, see the @ref intro_guide. + */ +/*! @defgroup input Input reference + * @brief Functions and types related to input handling. + * + * This is the reference documentation for input related functions and types. + * For more task-oriented information, see the @ref input_guide. + */ +/*! @defgroup monitor Monitor reference + * @brief Functions and types related to monitors. + * + * This is the reference documentation for monitor related functions and types. + * For more task-oriented information, see the @ref monitor_guide. + */ +/*! @defgroup window Window reference + * @brief Functions and types related to windows. + * + * This is the reference documentation for window related functions and types, + * including creation, deletion and event polling. For more task-oriented + * information, see the @ref window_guide. + */ + + +/************************************************************************* + * Compiler- and platform-specific preprocessor work + *************************************************************************/ + +/* If we are we on Windows, we want a single define for it. + */ +#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__)) + #define _WIN32 +#endif /* _WIN32 */ + +/* Include because most Windows GLU headers need wchar_t and + * the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h. + * Include it unconditionally to avoid surprising side-effects. + */ +#include + +/* Include because it is needed by Vulkan and related functions. + * Include it unconditionally to avoid surprising side-effects. + */ +#include + +#if defined(GLFW_INCLUDE_VULKAN) + #include +#endif /* Vulkan header */ + +/* The Vulkan header may have indirectly included windows.h (because of + * VK_USE_PLATFORM_WIN32_KHR) so we offer our replacement symbols after it. + */ + +/* It is customary to use APIENTRY for OpenGL function pointer declarations on + * all platforms. Additionally, the Windows OpenGL header needs APIENTRY. + */ +#if !defined(APIENTRY) + #if defined(_WIN32) + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif + #define GLFW_APIENTRY_DEFINED +#endif /* APIENTRY */ + +/* Some Windows OpenGL headers need this. + */ +#if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #define GLFW_WINGDIAPI_DEFINED +#endif /* WINGDIAPI */ + +/* Some Windows GLU headers need this. + */ +#if !defined(CALLBACK) && defined(_WIN32) + #define CALLBACK __stdcall + #define GLFW_CALLBACK_DEFINED +#endif /* CALLBACK */ + +/* Include the chosen OpenGL or OpenGL ES headers. + */ +#if defined(GLFW_INCLUDE_ES1) + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + +#elif defined(GLFW_INCLUDE_ES2) + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + +#elif defined(GLFW_INCLUDE_ES3) + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + +#elif defined(GLFW_INCLUDE_ES31) + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + +#elif defined(GLFW_INCLUDE_ES32) + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + +#elif defined(GLFW_INCLUDE_GLCOREARB) + + #if defined(__APPLE__) + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif /*GLFW_INCLUDE_GLEXT*/ + + #else /*__APPLE__*/ + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + + #endif /*__APPLE__*/ + +#elif defined(GLFW_INCLUDE_GLU) + + #if defined(__APPLE__) + + #if defined(GLFW_INCLUDE_GLU) + #include + #endif + + #else /*__APPLE__*/ + + #if defined(GLFW_INCLUDE_GLU) + #include + #endif + + #endif /*__APPLE__*/ + +#elif !defined(GLFW_INCLUDE_NONE) && \ + !defined(__gl_h_) && \ + !defined(__gles1_gl_h_) && \ + !defined(__gles2_gl2_h_) && \ + !defined(__gles2_gl3_h_) && \ + !defined(__gles2_gl31_h_) && \ + !defined(__gles2_gl32_h_) && \ + !defined(__gl_glcorearb_h_) && \ + !defined(__gl2_h_) /*legacy*/ && \ + !defined(__gl3_h_) /*legacy*/ && \ + !defined(__gl31_h_) /*legacy*/ && \ + !defined(__gl32_h_) /*legacy*/ && \ + !defined(__glcorearb_h_) /*legacy*/ && \ + !defined(__GL_H__) /*non-standard*/ && \ + !defined(__gltypes_h_) /*non-standard*/ && \ + !defined(__glee_h_) /*non-standard*/ + + #if defined(__APPLE__) + + #if !defined(GLFW_INCLUDE_GLEXT) + #define GL_GLEXT_LEGACY + #endif + #include + + #else /*__APPLE__*/ + + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + + #endif /*__APPLE__*/ + +#endif /* OpenGL and OpenGL ES headers */ + +#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL) + /* GLFW_DLL must be defined by applications that are linking against the DLL + * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW + * configuration header when compiling the DLL version of the library. + */ + #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined" +#endif + +/* GLFWAPI is used to declare public API functions for export + * from the DLL / shared library / dynamic library. + */ +#if defined(_WIN32) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a Win32 DLL */ + #define GLFWAPI __declspec(dllexport) +#elif defined(_WIN32) && defined(GLFW_DLL) + /* We are calling a GLFW Win32 DLL */ + #define GLFWAPI __declspec(dllimport) +#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a Unix shared library */ + #define GLFWAPI __attribute__((visibility("default"))) +#else + #define GLFWAPI +#endif + + +/************************************************************************* + * GLFW API tokens + *************************************************************************/ + +/*! @name GLFW version macros + * @{ */ +/*! @brief The major version number of the GLFW header. + * + * The major version number of the GLFW header. This is incremented when the + * API is changed in non-compatible ways. + * @ingroup init + */ +#define GLFW_VERSION_MAJOR 3 +/*! @brief The minor version number of the GLFW header. + * + * The minor version number of the GLFW header. This is incremented when + * features are added to the API but it remains backward-compatible. + * @ingroup init + */ +#define GLFW_VERSION_MINOR 4 +/*! @brief The revision number of the GLFW header. + * + * The revision number of the GLFW header. This is incremented when a bug fix + * release is made that does not contain any API changes. + * @ingroup init + */ +#define GLFW_VERSION_REVISION 0 +/*! @} */ + +/*! @brief One. + * + * This is only semantic sugar for the number 1. You can instead use `1` or + * `true` or `_True` or `GL_TRUE` or `VK_TRUE` or anything else that is equal + * to one. + * + * @ingroup init + */ +#define GLFW_TRUE 1 +/*! @brief Zero. + * + * This is only semantic sugar for the number 0. You can instead use `0` or + * `false` or `_False` or `GL_FALSE` or `VK_FALSE` or anything else that is + * equal to zero. + * + * @ingroup init + */ +#define GLFW_FALSE 0 + +/*! @name Key and button actions + * @{ */ +/*! @brief The key or mouse button was released. + * + * The key or mouse button was released. + * + * @ingroup input + */ +#define GLFW_RELEASE 0 +/*! @brief The key or mouse button was pressed. + * + * The key or mouse button was pressed. + * + * @ingroup input + */ +#define GLFW_PRESS 1 +/*! @brief The key was held down until it repeated. + * + * The key was held down until it repeated. + * + * @ingroup input + */ +#define GLFW_REPEAT 2 +/*! @} */ + +/*! @defgroup hat_state Joystick hat states + * @brief Joystick hat states. + * + * See [joystick hat input](@ref joystick_hat) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_HAT_CENTERED 0 +#define GLFW_HAT_UP 1 +#define GLFW_HAT_RIGHT 2 +#define GLFW_HAT_DOWN 4 +#define GLFW_HAT_LEFT 8 +#define GLFW_HAT_RIGHT_UP (GLFW_HAT_RIGHT | GLFW_HAT_UP) +#define GLFW_HAT_RIGHT_DOWN (GLFW_HAT_RIGHT | GLFW_HAT_DOWN) +#define GLFW_HAT_LEFT_UP (GLFW_HAT_LEFT | GLFW_HAT_UP) +#define GLFW_HAT_LEFT_DOWN (GLFW_HAT_LEFT | GLFW_HAT_DOWN) + +/*! @ingroup input + */ +#define GLFW_KEY_UNKNOWN -1 + +/*! @} */ + +/*! @defgroup keys Keyboard key tokens + * @brief Keyboard key tokens. + * + * See [key input](@ref input_key) for how these are used. + * + * These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60), + * but re-arranged to map to 7-bit ASCII for printable keys (function keys are + * put in the 256+ range). + * + * The naming of the key codes follow these rules: + * - The US keyboard layout is used + * - Names of printable alphanumeric characters are used (e.g. "A", "R", + * "3", etc.) + * - For non-alphanumeric characters, Unicode:ish names are used (e.g. + * "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not + * correspond to the Unicode standard (usually for brevity) + * - Keys that lack a clear US mapping are named "WORLD_x" + * - For non-printable keys, custom names are used (e.g. "F4", + * "BACKSPACE", etc.) + * + * @ingroup input + * @{ + */ + +/* Printable keys */ +#define GLFW_KEY_SPACE 32 +#define GLFW_KEY_APOSTROPHE 39 /* ' */ +#define GLFW_KEY_COMMA 44 /* , */ +#define GLFW_KEY_MINUS 45 /* - */ +#define GLFW_KEY_PERIOD 46 /* . */ +#define GLFW_KEY_SLASH 47 /* / */ +#define GLFW_KEY_0 48 +#define GLFW_KEY_1 49 +#define GLFW_KEY_2 50 +#define GLFW_KEY_3 51 +#define GLFW_KEY_4 52 +#define GLFW_KEY_5 53 +#define GLFW_KEY_6 54 +#define GLFW_KEY_7 55 +#define GLFW_KEY_8 56 +#define GLFW_KEY_9 57 +#define GLFW_KEY_SEMICOLON 59 /* ; */ +#define GLFW_KEY_EQUAL 61 /* = */ +#define GLFW_KEY_A 65 +#define GLFW_KEY_B 66 +#define GLFW_KEY_C 67 +#define GLFW_KEY_D 68 +#define GLFW_KEY_E 69 +#define GLFW_KEY_F 70 +#define GLFW_KEY_G 71 +#define GLFW_KEY_H 72 +#define GLFW_KEY_I 73 +#define GLFW_KEY_J 74 +#define GLFW_KEY_K 75 +#define GLFW_KEY_L 76 +#define GLFW_KEY_M 77 +#define GLFW_KEY_N 78 +#define GLFW_KEY_O 79 +#define GLFW_KEY_P 80 +#define GLFW_KEY_Q 81 +#define GLFW_KEY_R 82 +#define GLFW_KEY_S 83 +#define GLFW_KEY_T 84 +#define GLFW_KEY_U 85 +#define GLFW_KEY_V 86 +#define GLFW_KEY_W 87 +#define GLFW_KEY_X 88 +#define GLFW_KEY_Y 89 +#define GLFW_KEY_Z 90 +#define GLFW_KEY_LEFT_BRACKET 91 /* [ */ +#define GLFW_KEY_BACKSLASH 92 /* \ */ +#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */ +#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */ +#define GLFW_KEY_WORLD_1 161 /* non-US #1 */ +#define GLFW_KEY_WORLD_2 162 /* non-US #2 */ + +/* Function keys */ +#define GLFW_KEY_ESCAPE 256 +#define GLFW_KEY_ENTER 257 +#define GLFW_KEY_TAB 258 +#define GLFW_KEY_BACKSPACE 259 +#define GLFW_KEY_INSERT 260 +#define GLFW_KEY_DELETE 261 +#define GLFW_KEY_RIGHT 262 +#define GLFW_KEY_LEFT 263 +#define GLFW_KEY_DOWN 264 +#define GLFW_KEY_UP 265 +#define GLFW_KEY_PAGE_UP 266 +#define GLFW_KEY_PAGE_DOWN 267 +#define GLFW_KEY_HOME 268 +#define GLFW_KEY_END 269 +#define GLFW_KEY_CAPS_LOCK 280 +#define GLFW_KEY_SCROLL_LOCK 281 +#define GLFW_KEY_NUM_LOCK 282 +#define GLFW_KEY_PRINT_SCREEN 283 +#define GLFW_KEY_PAUSE 284 +#define GLFW_KEY_F1 290 +#define GLFW_KEY_F2 291 +#define GLFW_KEY_F3 292 +#define GLFW_KEY_F4 293 +#define GLFW_KEY_F5 294 +#define GLFW_KEY_F6 295 +#define GLFW_KEY_F7 296 +#define GLFW_KEY_F8 297 +#define GLFW_KEY_F9 298 +#define GLFW_KEY_F10 299 +#define GLFW_KEY_F11 300 +#define GLFW_KEY_F12 301 +#define GLFW_KEY_F13 302 +#define GLFW_KEY_F14 303 +#define GLFW_KEY_F15 304 +#define GLFW_KEY_F16 305 +#define GLFW_KEY_F17 306 +#define GLFW_KEY_F18 307 +#define GLFW_KEY_F19 308 +#define GLFW_KEY_F20 309 +#define GLFW_KEY_F21 310 +#define GLFW_KEY_F22 311 +#define GLFW_KEY_F23 312 +#define GLFW_KEY_F24 313 +#define GLFW_KEY_F25 314 +#define GLFW_KEY_KP_0 320 +#define GLFW_KEY_KP_1 321 +#define GLFW_KEY_KP_2 322 +#define GLFW_KEY_KP_3 323 +#define GLFW_KEY_KP_4 324 +#define GLFW_KEY_KP_5 325 +#define GLFW_KEY_KP_6 326 +#define GLFW_KEY_KP_7 327 +#define GLFW_KEY_KP_8 328 +#define GLFW_KEY_KP_9 329 +#define GLFW_KEY_KP_DECIMAL 330 +#define GLFW_KEY_KP_DIVIDE 331 +#define GLFW_KEY_KP_MULTIPLY 332 +#define GLFW_KEY_KP_SUBTRACT 333 +#define GLFW_KEY_KP_ADD 334 +#define GLFW_KEY_KP_ENTER 335 +#define GLFW_KEY_KP_EQUAL 336 +#define GLFW_KEY_LEFT_SHIFT 340 +#define GLFW_KEY_LEFT_CONTROL 341 +#define GLFW_KEY_LEFT_ALT 342 +#define GLFW_KEY_LEFT_SUPER 343 +#define GLFW_KEY_RIGHT_SHIFT 344 +#define GLFW_KEY_RIGHT_CONTROL 345 +#define GLFW_KEY_RIGHT_ALT 346 +#define GLFW_KEY_RIGHT_SUPER 347 +#define GLFW_KEY_MENU 348 + +#define GLFW_KEY_LAST GLFW_KEY_MENU + +/*! @} */ + +/*! @defgroup mods Modifier key flags + * @brief Modifier key flags. + * + * See [key input](@ref input_key) for how these are used. + * + * @ingroup input + * @{ */ + +/*! @brief If this bit is set one or more Shift keys were held down. + * + * If this bit is set one or more Shift keys were held down. + */ +#define GLFW_MOD_SHIFT 0x0001 +/*! @brief If this bit is set one or more Control keys were held down. + * + * If this bit is set one or more Control keys were held down. + */ +#define GLFW_MOD_CONTROL 0x0002 +/*! @brief If this bit is set one or more Alt keys were held down. + * + * If this bit is set one or more Alt keys were held down. + */ +#define GLFW_MOD_ALT 0x0004 +/*! @brief If this bit is set one or more Super keys were held down. + * + * If this bit is set one or more Super keys were held down. + */ +#define GLFW_MOD_SUPER 0x0008 +/*! @brief If this bit is set the Caps Lock key is enabled. + * + * If this bit is set the Caps Lock key is enabled and the @ref + * GLFW_LOCK_KEY_MODS input mode is set. + */ +#define GLFW_MOD_CAPS_LOCK 0x0010 +/*! @brief If this bit is set the Num Lock key is enabled. + * + * If this bit is set the Num Lock key is enabled and the @ref + * GLFW_LOCK_KEY_MODS input mode is set. + */ +#define GLFW_MOD_NUM_LOCK 0x0020 + +/*! @} */ + +/*! @defgroup buttons Mouse buttons + * @brief Mouse button IDs. + * + * See [mouse button input](@ref input_mouse_button) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_MOUSE_BUTTON_1 0 +#define GLFW_MOUSE_BUTTON_2 1 +#define GLFW_MOUSE_BUTTON_3 2 +#define GLFW_MOUSE_BUTTON_4 3 +#define GLFW_MOUSE_BUTTON_5 4 +#define GLFW_MOUSE_BUTTON_6 5 +#define GLFW_MOUSE_BUTTON_7 6 +#define GLFW_MOUSE_BUTTON_8 7 +#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8 +#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1 +#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2 +#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3 +/*! @} */ + +/*! @defgroup joysticks Joysticks + * @brief Joystick IDs. + * + * See [joystick input](@ref joystick) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_JOYSTICK_1 0 +#define GLFW_JOYSTICK_2 1 +#define GLFW_JOYSTICK_3 2 +#define GLFW_JOYSTICK_4 3 +#define GLFW_JOYSTICK_5 4 +#define GLFW_JOYSTICK_6 5 +#define GLFW_JOYSTICK_7 6 +#define GLFW_JOYSTICK_8 7 +#define GLFW_JOYSTICK_9 8 +#define GLFW_JOYSTICK_10 9 +#define GLFW_JOYSTICK_11 10 +#define GLFW_JOYSTICK_12 11 +#define GLFW_JOYSTICK_13 12 +#define GLFW_JOYSTICK_14 13 +#define GLFW_JOYSTICK_15 14 +#define GLFW_JOYSTICK_16 15 +#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16 +/*! @} */ + +/*! @defgroup gamepad_buttons Gamepad buttons + * @brief Gamepad buttons. + * + * See @ref gamepad for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_GAMEPAD_BUTTON_A 0 +#define GLFW_GAMEPAD_BUTTON_B 1 +#define GLFW_GAMEPAD_BUTTON_X 2 +#define GLFW_GAMEPAD_BUTTON_Y 3 +#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER 4 +#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER 5 +#define GLFW_GAMEPAD_BUTTON_BACK 6 +#define GLFW_GAMEPAD_BUTTON_START 7 +#define GLFW_GAMEPAD_BUTTON_GUIDE 8 +#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB 9 +#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB 10 +#define GLFW_GAMEPAD_BUTTON_DPAD_UP 11 +#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT 12 +#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN 13 +#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT 14 +#define GLFW_GAMEPAD_BUTTON_LAST GLFW_GAMEPAD_BUTTON_DPAD_LEFT + +#define GLFW_GAMEPAD_BUTTON_CROSS GLFW_GAMEPAD_BUTTON_A +#define GLFW_GAMEPAD_BUTTON_CIRCLE GLFW_GAMEPAD_BUTTON_B +#define GLFW_GAMEPAD_BUTTON_SQUARE GLFW_GAMEPAD_BUTTON_X +#define GLFW_GAMEPAD_BUTTON_TRIANGLE GLFW_GAMEPAD_BUTTON_Y +/*! @} */ + +/*! @defgroup gamepad_axes Gamepad axes + * @brief Gamepad axes. + * + * See @ref gamepad for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_GAMEPAD_AXIS_LEFT_X 0 +#define GLFW_GAMEPAD_AXIS_LEFT_Y 1 +#define GLFW_GAMEPAD_AXIS_RIGHT_X 2 +#define GLFW_GAMEPAD_AXIS_RIGHT_Y 3 +#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER 4 +#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER 5 +#define GLFW_GAMEPAD_AXIS_LAST GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER +/*! @} */ + +/*! @defgroup errors Error codes + * @brief Error codes. + * + * See [error handling](@ref error_handling) for how these are used. + * + * @ingroup init + * @{ */ +/*! @brief No error has occurred. + * + * No error has occurred. + * + * @analysis Yay. + */ +#define GLFW_NO_ERROR 0 +/*! @brief GLFW has not been initialized. + * + * This occurs if a GLFW function was called that must not be called unless the + * library is [initialized](@ref intro_init). + * + * @analysis Application programmer error. Initialize GLFW before calling any + * function that requires initialization. + */ +#define GLFW_NOT_INITIALIZED 0x00010001 +/*! @brief No context is current for this thread. + * + * This occurs if a GLFW function was called that needs and operates on the + * current OpenGL or OpenGL ES context but no context is current on the calling + * thread. One such function is @ref glfwSwapInterval. + * + * @analysis Application programmer error. Ensure a context is current before + * calling functions that require a current context. + */ +#define GLFW_NO_CURRENT_CONTEXT 0x00010002 +/*! @brief One of the arguments to the function was an invalid enum value. + * + * One of the arguments to the function was an invalid enum value, for example + * requesting @ref GLFW_RED_BITS with @ref glfwGetWindowAttrib. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_ENUM 0x00010003 +/*! @brief One of the arguments to the function was an invalid value. + * + * One of the arguments to the function was an invalid value, for example + * requesting a non-existent OpenGL or OpenGL ES version like 2.7. + * + * Requesting a valid but unavailable OpenGL or OpenGL ES version will instead + * result in a @ref GLFW_VERSION_UNAVAILABLE error. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_VALUE 0x00010004 +/*! @brief A memory allocation failed. + * + * A memory allocation failed. + * + * @analysis A bug in GLFW or the underlying operating system. Report the bug + * to our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_OUT_OF_MEMORY 0x00010005 +/*! @brief GLFW could not find support for the requested API on the system. + * + * GLFW could not find support for the requested API on the system. + * + * @analysis The installed graphics driver does not support the requested + * API, or does not support it via the chosen context creation API. + * Below are a few examples. + * + * @par + * Some pre-installed Windows graphics drivers do not support OpenGL. AMD only + * supports OpenGL ES via EGL, while Nvidia and Intel only support it via + * a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa + * EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary + * driver. Older graphics drivers do not support Vulkan. + */ +#define GLFW_API_UNAVAILABLE 0x00010006 +/*! @brief The requested OpenGL or OpenGL ES version is not available. + * + * The requested OpenGL or OpenGL ES version (including any requested context + * or framebuffer hints) is not available on this machine. + * + * @analysis The machine does not support your requirements. If your + * application is sufficiently flexible, downgrade your requirements and try + * again. Otherwise, inform the user that their machine does not match your + * requirements. + * + * @par + * Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 + * comes out before the 4.x series gets that far, also fail with this error and + * not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions + * will exist. + */ +#define GLFW_VERSION_UNAVAILABLE 0x00010007 +/*! @brief A platform-specific error occurred that does not match any of the + * more specific categories. + * + * A platform-specific error occurred that does not match any of the more + * specific categories. + * + * @analysis A bug or configuration error in GLFW, the underlying operating + * system or its drivers, or a lack of required resources. Report the issue to + * our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_PLATFORM_ERROR 0x00010008 +/*! @brief The requested format is not supported or available. + * + * If emitted during window creation, the requested pixel format is not + * supported. + * + * If emitted when querying the clipboard, the contents of the clipboard could + * not be converted to the requested format. + * + * @analysis If emitted during window creation, one or more + * [hard constraints](@ref window_hints_hard) did not match any of the + * available pixel formats. If your application is sufficiently flexible, + * downgrade your requirements and try again. Otherwise, inform the user that + * their machine does not match your requirements. + * + * @par + * If emitted when querying the clipboard, ignore the error or report it to + * the user, as appropriate. + */ +#define GLFW_FORMAT_UNAVAILABLE 0x00010009 +/*! @brief The specified window does not have an OpenGL or OpenGL ES context. + * + * A window that does not have an OpenGL or OpenGL ES context was passed to + * a function that requires it to have one. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_NO_WINDOW_CONTEXT 0x0001000A +/*! @brief The specified cursor shape is not available. + * + * The specified standard cursor shape is not available, either because the + * current platform cursor theme does not provide it or because it is not + * available on the platform. + * + * @analysis Platform or system settings limitation. Pick another + * [standard cursor shape](@ref shapes) or create a + * [custom cursor](@ref cursor_custom). + */ +#define GLFW_CURSOR_UNAVAILABLE 0x0001000B +/*! @brief The requested feature is not provided by the platform. + * + * The requested feature is not provided by the platform, so GLFW is unable to + * implement it. The documentation for each function notes if it could emit + * this error. + * + * @analysis Platform or platform version limitation. The error can be ignored + * unless the feature is critical to the application. + * + * @par + * A function call that emits this error has no effect other than the error and + * updating any existing out parameters. + */ +#define GLFW_FEATURE_UNAVAILABLE 0x0001000C +/*! @brief The requested feature is not implemented for the platform. + * + * The requested feature has not yet been implemented in GLFW for this platform. + * + * @analysis An incomplete implementation of GLFW for this platform, hopefully + * fixed in a future release. The error can be ignored unless the feature is + * critical to the application. + * + * @par + * A function call that emits this error has no effect other than the error and + * updating any existing out parameters. + */ +#define GLFW_FEATURE_UNIMPLEMENTED 0x0001000D +/*! @brief Platform unavailable or no matching platform was found. + * + * If emitted during initialization, no matching platform was found. If the @ref + * GLFW_PLATFORM init hint was set to `GLFW_ANY_PLATFORM`, GLFW could not detect any of + * the platforms supported by this library binary, except for the Null platform. If the + * init hint was set to a specific platform, it is either not supported by this library + * binary or GLFW was not able to detect it. + * + * If emitted by a native access function, GLFW was initialized for a different platform + * than the function is for. + * + * @analysis Failure to detect any platform usually only happens on non-macOS Unix + * systems, either when no window system is running or the program was run from + * a terminal that does not have the necessary environment variables. Fall back to + * a different platform if possible or notify the user that no usable platform was + * detected. + * + * Failure to detect a specific platform may have the same cause as above or be because + * support for that platform was not compiled in. Call @ref glfwPlatformSupported to + * check whether a specific platform is supported by a library binary. + */ +#define GLFW_PLATFORM_UNAVAILABLE 0x0001000E +/*! @} */ + +/*! @addtogroup window + * @{ */ +/*! @brief Input focus window hint and attribute + * + * Input focus [window hint](@ref GLFW_FOCUSED_hint) or + * [window attribute](@ref GLFW_FOCUSED_attrib). + */ +#define GLFW_FOCUSED 0x00020001 +/*! @brief Window iconification window attribute + * + * Window iconification [window attribute](@ref GLFW_ICONIFIED_attrib). + */ +#define GLFW_ICONIFIED 0x00020002 +/*! @brief Window resize-ability window hint and attribute + * + * Window resize-ability [window hint](@ref GLFW_RESIZABLE_hint) and + * [window attribute](@ref GLFW_RESIZABLE_attrib). + */ +#define GLFW_RESIZABLE 0x00020003 +/*! @brief Window visibility window hint and attribute + * + * Window visibility [window hint](@ref GLFW_VISIBLE_hint) and + * [window attribute](@ref GLFW_VISIBLE_attrib). + */ +#define GLFW_VISIBLE 0x00020004 +/*! @brief Window decoration window hint and attribute + * + * Window decoration [window hint](@ref GLFW_DECORATED_hint) and + * [window attribute](@ref GLFW_DECORATED_attrib). + */ +#define GLFW_DECORATED 0x00020005 +/*! @brief Window auto-iconification window hint and attribute + * + * Window auto-iconification [window hint](@ref GLFW_AUTO_ICONIFY_hint) and + * [window attribute](@ref GLFW_AUTO_ICONIFY_attrib). + */ +#define GLFW_AUTO_ICONIFY 0x00020006 +/*! @brief Window decoration window hint and attribute + * + * Window decoration [window hint](@ref GLFW_FLOATING_hint) and + * [window attribute](@ref GLFW_FLOATING_attrib). + */ +#define GLFW_FLOATING 0x00020007 +/*! @brief Window maximization window hint and attribute + * + * Window maximization [window hint](@ref GLFW_MAXIMIZED_hint) and + * [window attribute](@ref GLFW_MAXIMIZED_attrib). + */ +#define GLFW_MAXIMIZED 0x00020008 +/*! @brief Cursor centering window hint + * + * Cursor centering [window hint](@ref GLFW_CENTER_CURSOR_hint). + */ +#define GLFW_CENTER_CURSOR 0x00020009 +/*! @brief Window framebuffer transparency hint and attribute + * + * Window framebuffer transparency + * [window hint](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) and + * [window attribute](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib). + */ +#define GLFW_TRANSPARENT_FRAMEBUFFER 0x0002000A +/*! @brief Mouse cursor hover window attribute. + * + * Mouse cursor hover [window attribute](@ref GLFW_HOVERED_attrib). + */ +#define GLFW_HOVERED 0x0002000B +/*! @brief Input focus on calling show window hint and attribute + * + * Input focus [window hint](@ref GLFW_FOCUS_ON_SHOW_hint) or + * [window attribute](@ref GLFW_FOCUS_ON_SHOW_attrib). + */ +#define GLFW_FOCUS_ON_SHOW 0x0002000C + +/*! @brief Mouse input transparency window hint and attribute + * + * Mouse input transparency [window hint](@ref GLFW_MOUSE_PASSTHROUGH_hint) or + * [window attribute](@ref GLFW_MOUSE_PASSTHROUGH_attrib). + */ +#define GLFW_MOUSE_PASSTHROUGH 0x0002000D + +/*! @brief Initial position x-coordinate window hint. + * + * Initial position x-coordinate [window hint](@ref GLFW_POSITION_X). + */ +#define GLFW_POSITION_X 0x0002000E + +/*! @brief Initial position y-coordinate window hint. + * + * Initial position y-coordinate [window hint](@ref GLFW_POSITION_Y). + */ +#define GLFW_POSITION_Y 0x0002000F + +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_RED_BITS). + */ +#define GLFW_RED_BITS 0x00021001 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_GREEN_BITS). + */ +#define GLFW_GREEN_BITS 0x00021002 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_BLUE_BITS). + */ +#define GLFW_BLUE_BITS 0x00021003 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_ALPHA_BITS). + */ +#define GLFW_ALPHA_BITS 0x00021004 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_DEPTH_BITS). + */ +#define GLFW_DEPTH_BITS 0x00021005 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_STENCIL_BITS). + */ +#define GLFW_STENCIL_BITS 0x00021006 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_ACCUM_RED_BITS). + */ +#define GLFW_ACCUM_RED_BITS 0x00021007 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_ACCUM_GREEN_BITS). + */ +#define GLFW_ACCUM_GREEN_BITS 0x00021008 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_ACCUM_BLUE_BITS). + */ +#define GLFW_ACCUM_BLUE_BITS 0x00021009 +/*! @brief Framebuffer bit depth hint. + * + * Framebuffer bit depth [hint](@ref GLFW_ACCUM_ALPHA_BITS). + */ +#define GLFW_ACCUM_ALPHA_BITS 0x0002100A +/*! @brief Framebuffer auxiliary buffer hint. + * + * Framebuffer auxiliary buffer [hint](@ref GLFW_AUX_BUFFERS). + */ +#define GLFW_AUX_BUFFERS 0x0002100B +/*! @brief OpenGL stereoscopic rendering hint. + * + * OpenGL stereoscopic rendering [hint](@ref GLFW_STEREO). + */ +#define GLFW_STEREO 0x0002100C +/*! @brief Framebuffer MSAA samples hint. + * + * Framebuffer MSAA samples [hint](@ref GLFW_SAMPLES). + */ +#define GLFW_SAMPLES 0x0002100D +/*! @brief Framebuffer sRGB hint. + * + * Framebuffer sRGB [hint](@ref GLFW_SRGB_CAPABLE). + */ +#define GLFW_SRGB_CAPABLE 0x0002100E +/*! @brief Monitor refresh rate hint. + * + * Monitor refresh rate [hint](@ref GLFW_REFRESH_RATE). + */ +#define GLFW_REFRESH_RATE 0x0002100F +/*! @brief Framebuffer double buffering hint and attribute. + * + * Framebuffer double buffering [hint](@ref GLFW_DOUBLEBUFFER_hint) and + * [attribute](@ref GLFW_DOUBLEBUFFER_attrib). + */ +#define GLFW_DOUBLEBUFFER 0x00021010 + +/*! @brief Context client API hint and attribute. + * + * Context client API [hint](@ref GLFW_CLIENT_API_hint) and + * [attribute](@ref GLFW_CLIENT_API_attrib). + */ +#define GLFW_CLIENT_API 0x00022001 +/*! @brief Context client API major version hint and attribute. + * + * Context client API major version [hint](@ref GLFW_CONTEXT_VERSION_MAJOR_hint) + * and [attribute](@ref GLFW_CONTEXT_VERSION_MAJOR_attrib). + */ +#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002 +/*! @brief Context client API minor version hint and attribute. + * + * Context client API minor version [hint](@ref GLFW_CONTEXT_VERSION_MINOR_hint) + * and [attribute](@ref GLFW_CONTEXT_VERSION_MINOR_attrib). + */ +#define GLFW_CONTEXT_VERSION_MINOR 0x00022003 +/*! @brief Context client API revision number attribute. + * + * Context client API revision number + * [attribute](@ref GLFW_CONTEXT_REVISION_attrib). + */ +#define GLFW_CONTEXT_REVISION 0x00022004 +/*! @brief Context robustness hint and attribute. + * + * Context client API revision number [hint](@ref GLFW_CONTEXT_ROBUSTNESS_hint) + * and [attribute](@ref GLFW_CONTEXT_ROBUSTNESS_attrib). + */ +#define GLFW_CONTEXT_ROBUSTNESS 0x00022005 +/*! @brief OpenGL forward-compatibility hint and attribute. + * + * OpenGL forward-compatibility [hint](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) + * and [attribute](@ref GLFW_OPENGL_FORWARD_COMPAT_attrib). + */ +#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006 +/*! @brief Debug mode context hint and attribute. + * + * Debug mode context [hint](@ref GLFW_CONTEXT_DEBUG_hint) and + * [attribute](@ref GLFW_CONTEXT_DEBUG_attrib). + */ +#define GLFW_CONTEXT_DEBUG 0x00022007 +/*! @brief Legacy name for compatibility. + * + * This is an alias for compatibility with earlier versions. + */ +#define GLFW_OPENGL_DEBUG_CONTEXT GLFW_CONTEXT_DEBUG +/*! @brief OpenGL profile hint and attribute. + * + * OpenGL profile [hint](@ref GLFW_OPENGL_PROFILE_hint) and + * [attribute](@ref GLFW_OPENGL_PROFILE_attrib). + */ +#define GLFW_OPENGL_PROFILE 0x00022008 +/*! @brief Context flush-on-release hint and attribute. + * + * Context flush-on-release [hint](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint) and + * [attribute](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib). + */ +#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009 +/*! @brief Context error suppression hint and attribute. + * + * Context error suppression [hint](@ref GLFW_CONTEXT_NO_ERROR_hint) and + * [attribute](@ref GLFW_CONTEXT_NO_ERROR_attrib). + */ +#define GLFW_CONTEXT_NO_ERROR 0x0002200A +/*! @brief Context creation API hint and attribute. + * + * Context creation API [hint](@ref GLFW_CONTEXT_CREATION_API_hint) and + * [attribute](@ref GLFW_CONTEXT_CREATION_API_attrib). + */ +#define GLFW_CONTEXT_CREATION_API 0x0002200B +/*! @brief Window content area scaling window + * [window hint](@ref GLFW_SCALE_TO_MONITOR). + */ +#define GLFW_SCALE_TO_MONITOR 0x0002200C +/*! @brief Window framebuffer scaling + * [window hint](@ref GLFW_SCALE_FRAMEBUFFER_hint). + */ +#define GLFW_SCALE_FRAMEBUFFER 0x0002200D +/*! @brief Legacy name for compatibility. + * + * This is an alias for the + * [GLFW_SCALE_FRAMEBUFFER](@ref GLFW_SCALE_FRAMEBUFFER_hint) window hint for + * compatibility with earlier versions. + */ +#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001 +/*! @brief macOS specific + * [window hint](@ref GLFW_COCOA_FRAME_NAME_hint). + */ +#define GLFW_COCOA_FRAME_NAME 0x00023002 +/*! @brief macOS specific + * [window hint](@ref GLFW_COCOA_GRAPHICS_SWITCHING_hint). + */ +#define GLFW_COCOA_GRAPHICS_SWITCHING 0x00023003 +/*! @brief X11 specific + * [window hint](@ref GLFW_X11_CLASS_NAME_hint). + */ +#define GLFW_X11_CLASS_NAME 0x00024001 +/*! @brief X11 specific + * [window hint](@ref GLFW_X11_CLASS_NAME_hint). + */ +#define GLFW_X11_INSTANCE_NAME 0x00024002 +#define GLFW_WIN32_KEYBOARD_MENU 0x00025001 +/*! @brief Win32 specific [window hint](@ref GLFW_WIN32_SHOWDEFAULT_hint). + */ +#define GLFW_WIN32_SHOWDEFAULT 0x00025002 +/*! @brief Wayland specific + * [window hint](@ref GLFW_WAYLAND_APP_ID_hint). + * + * Allows specification of the Wayland app_id. + */ +#define GLFW_WAYLAND_APP_ID 0x00026001 +/*! @} */ + +#define GLFW_NO_API 0 +#define GLFW_OPENGL_API 0x00030001 +#define GLFW_OPENGL_ES_API 0x00030002 + +#define GLFW_NO_ROBUSTNESS 0 +#define GLFW_NO_RESET_NOTIFICATION 0x00031001 +#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002 + +#define GLFW_OPENGL_ANY_PROFILE 0 +#define GLFW_OPENGL_CORE_PROFILE 0x00032001 +#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002 + +#define GLFW_CURSOR 0x00033001 +#define GLFW_STICKY_KEYS 0x00033002 +#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003 +#define GLFW_LOCK_KEY_MODS 0x00033004 +#define GLFW_RAW_MOUSE_MOTION 0x00033005 + +#define GLFW_CURSOR_NORMAL 0x00034001 +#define GLFW_CURSOR_HIDDEN 0x00034002 +#define GLFW_CURSOR_DISABLED 0x00034003 +#define GLFW_CURSOR_CAPTURED 0x00034004 + +#define GLFW_ANY_RELEASE_BEHAVIOR 0 +#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001 +#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002 + +#define GLFW_NATIVE_CONTEXT_API 0x00036001 +#define GLFW_EGL_CONTEXT_API 0x00036002 +#define GLFW_OSMESA_CONTEXT_API 0x00036003 + +#define GLFW_ANGLE_PLATFORM_TYPE_NONE 0x00037001 +#define GLFW_ANGLE_PLATFORM_TYPE_OPENGL 0x00037002 +#define GLFW_ANGLE_PLATFORM_TYPE_OPENGLES 0x00037003 +#define GLFW_ANGLE_PLATFORM_TYPE_D3D9 0x00037004 +#define GLFW_ANGLE_PLATFORM_TYPE_D3D11 0x00037005 +#define GLFW_ANGLE_PLATFORM_TYPE_VULKAN 0x00037007 +#define GLFW_ANGLE_PLATFORM_TYPE_METAL 0x00037008 + +#define GLFW_WAYLAND_PREFER_LIBDECOR 0x00038001 +#define GLFW_WAYLAND_DISABLE_LIBDECOR 0x00038002 + +#define GLFW_ANY_POSITION 0x80000000 + +/*! @defgroup shapes Standard cursor shapes + * @brief Standard system cursor shapes. + * + * These are the [standard cursor shapes](@ref cursor_standard) that can be + * requested from the platform (window system). + * + * @ingroup input + * @{ */ + +/*! @brief The regular arrow cursor shape. + * + * The regular arrow cursor shape. + */ +#define GLFW_ARROW_CURSOR 0x00036001 +/*! @brief The text input I-beam cursor shape. + * + * The text input I-beam cursor shape. + */ +#define GLFW_IBEAM_CURSOR 0x00036002 +/*! @brief The crosshair cursor shape. + * + * The crosshair cursor shape. + */ +#define GLFW_CROSSHAIR_CURSOR 0x00036003 +/*! @brief The pointing hand cursor shape. + * + * The pointing hand cursor shape. + */ +#define GLFW_POINTING_HAND_CURSOR 0x00036004 +/*! @brief The horizontal resize/move arrow shape. + * + * The horizontal resize/move arrow shape. This is usually a horizontal + * double-headed arrow. + */ +#define GLFW_RESIZE_EW_CURSOR 0x00036005 +/*! @brief The vertical resize/move arrow shape. + * + * The vertical resize/move shape. This is usually a vertical double-headed + * arrow. + */ +#define GLFW_RESIZE_NS_CURSOR 0x00036006 +/*! @brief The top-left to bottom-right diagonal resize/move arrow shape. + * + * The top-left to bottom-right diagonal resize/move shape. This is usually + * a diagonal double-headed arrow. + * + * @note @macos This shape is provided by a private system API and may fail + * with @ref GLFW_CURSOR_UNAVAILABLE in the future. + * + * @note @wayland This shape is provided by a newer standard not supported by + * all cursor themes. + * + * @note @x11 This shape is provided by a newer standard not supported by all + * cursor themes. + */ +#define GLFW_RESIZE_NWSE_CURSOR 0x00036007 +/*! @brief The top-right to bottom-left diagonal resize/move arrow shape. + * + * The top-right to bottom-left diagonal resize/move shape. This is usually + * a diagonal double-headed arrow. + * + * @note @macos This shape is provided by a private system API and may fail + * with @ref GLFW_CURSOR_UNAVAILABLE in the future. + * + * @note @wayland This shape is provided by a newer standard not supported by + * all cursor themes. + * + * @note @x11 This shape is provided by a newer standard not supported by all + * cursor themes. + */ +#define GLFW_RESIZE_NESW_CURSOR 0x00036008 +/*! @brief The omni-directional resize/move cursor shape. + * + * The omni-directional resize cursor/move shape. This is usually either + * a combined horizontal and vertical double-headed arrow or a grabbing hand. + */ +#define GLFW_RESIZE_ALL_CURSOR 0x00036009 +/*! @brief The operation-not-allowed shape. + * + * The operation-not-allowed shape. This is usually a circle with a diagonal + * line through it. + * + * @note @wayland This shape is provided by a newer standard not supported by + * all cursor themes. + * + * @note @x11 This shape is provided by a newer standard not supported by all + * cursor themes. + */ +#define GLFW_NOT_ALLOWED_CURSOR 0x0003600A +/*! @brief Legacy name for compatibility. + * + * This is an alias for compatibility with earlier versions. + */ +#define GLFW_HRESIZE_CURSOR GLFW_RESIZE_EW_CURSOR +/*! @brief Legacy name for compatibility. + * + * This is an alias for compatibility with earlier versions. + */ +#define GLFW_VRESIZE_CURSOR GLFW_RESIZE_NS_CURSOR +/*! @brief Legacy name for compatibility. + * + * This is an alias for compatibility with earlier versions. + */ +#define GLFW_HAND_CURSOR GLFW_POINTING_HAND_CURSOR +/*! @} */ + +#define GLFW_CONNECTED 0x00040001 +#define GLFW_DISCONNECTED 0x00040002 + +/*! @addtogroup init + * @{ */ +/*! @brief Joystick hat buttons init hint. + * + * Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS). + */ +#define GLFW_JOYSTICK_HAT_BUTTONS 0x00050001 +/*! @brief ANGLE rendering backend init hint. + * + * ANGLE rendering backend [init hint](@ref GLFW_ANGLE_PLATFORM_TYPE_hint). + */ +#define GLFW_ANGLE_PLATFORM_TYPE 0x00050002 +/*! @brief Platform selection init hint. + * + * Platform selection [init hint](@ref GLFW_PLATFORM). + */ +#define GLFW_PLATFORM 0x00050003 +/*! @brief macOS specific init hint. + * + * macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES_hint). + */ +#define GLFW_COCOA_CHDIR_RESOURCES 0x00051001 +/*! @brief macOS specific init hint. + * + * macOS specific [init hint](@ref GLFW_COCOA_MENUBAR_hint). + */ +#define GLFW_COCOA_MENUBAR 0x00051002 +/*! @brief X11 specific init hint. + * + * X11 specific [init hint](@ref GLFW_X11_XCB_VULKAN_SURFACE_hint). + */ +#define GLFW_X11_XCB_VULKAN_SURFACE 0x00052001 +/*! @brief Wayland specific init hint. + * + * Wayland specific [init hint](@ref GLFW_WAYLAND_LIBDECOR_hint). + */ +#define GLFW_WAYLAND_LIBDECOR 0x00053001 +/*! @} */ + +/*! @addtogroup init + * @{ */ +/*! @brief Hint value that enables automatic platform selection. + * + * Hint value for @ref GLFW_PLATFORM that enables automatic platform selection. + */ +#define GLFW_ANY_PLATFORM 0x00060000 +#define GLFW_PLATFORM_WIN32 0x00060001 +#define GLFW_PLATFORM_COCOA 0x00060002 +#define GLFW_PLATFORM_WAYLAND 0x00060003 +#define GLFW_PLATFORM_X11 0x00060004 +#define GLFW_PLATFORM_NULL 0x00060005 +/*! @} */ + +#define GLFW_DONT_CARE -1 + + +/************************************************************************* + * GLFW API types + *************************************************************************/ + +/*! @brief Client API function pointer type. + * + * Generic function pointer used for returning client API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref context_glext + * @sa @ref glfwGetProcAddress + * + * @since Added in version 3.0. + * + * @ingroup context + */ +typedef void (*GLFWglproc)(void); + +/*! @brief Vulkan API function pointer type. + * + * Generic function pointer used for returning Vulkan API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref vulkan_proc + * @sa @ref glfwGetInstanceProcAddress + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +typedef void (*GLFWvkproc)(void); + +/*! @brief Opaque monitor object. + * + * Opaque monitor object. + * + * @see @ref monitor_object + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWmonitor GLFWmonitor; + +/*! @brief Opaque window object. + * + * Opaque window object. + * + * @see @ref window_object + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef struct GLFWwindow GLFWwindow; + +/*! @brief Opaque cursor object. + * + * Opaque cursor object. + * + * @see @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef struct GLFWcursor GLFWcursor; + +/*! @brief The function pointer type for memory allocation callbacks. + * + * This is the function pointer type for memory allocation callbacks. A memory + * allocation callback function has the following signature: + * @code + * void* function_name(size_t size, void* user) + * @endcode + * + * This function must return either a memory block at least `size` bytes long, + * or `NULL` if allocation failed. Note that not all parts of GLFW handle allocation + * failures gracefully yet. + * + * This function must support being called during @ref glfwInit but before the library is + * flagged as initialized, as well as during @ref glfwTerminate after the library is no + * longer flagged as initialized. + * + * Any memory allocated via this function will be deallocated via the same allocator + * during library termination or earlier. + * + * Any memory allocated via this function must be suitably aligned for any object type. + * If you are using C99 or earlier, this alignment is platform-dependent but will be the + * same as what `malloc` provides. If you are using C11 or later, this is the value of + * `alignof(max_align_t)`. + * + * The size will always be greater than zero. Allocations of size zero are filtered out + * before reaching the custom allocator. + * + * If this function returns `NULL`, GLFW will emit @ref GLFW_OUT_OF_MEMORY. + * + * This function must not call any GLFW function. + * + * @param[in] size The minimum size, in bytes, of the memory block. + * @param[in] user The user-defined pointer from the allocator. + * @return The address of the newly allocated memory block, or `NULL` if an + * error occurred. + * + * @pointer_lifetime The returned memory block must be valid at least until it + * is deallocated. + * + * @reentrancy This function should not call any GLFW function. + * + * @thread_safety This function must support being called from any thread that calls GLFW + * functions. + * + * @sa @ref init_allocator + * @sa @ref GLFWallocator + * + * @since Added in version 3.4. + * + * @ingroup init + */ +typedef void* (* GLFWallocatefun)(size_t size, void* user); + +/*! @brief The function pointer type for memory reallocation callbacks. + * + * This is the function pointer type for memory reallocation callbacks. + * A memory reallocation callback function has the following signature: + * @code + * void* function_name(void* block, size_t size, void* user) + * @endcode + * + * This function must return a memory block at least `size` bytes long, or + * `NULL` if allocation failed. Note that not all parts of GLFW handle allocation + * failures gracefully yet. + * + * This function must support being called during @ref glfwInit but before the library is + * flagged as initialized, as well as during @ref glfwTerminate after the library is no + * longer flagged as initialized. + * + * Any memory allocated via this function will be deallocated via the same allocator + * during library termination or earlier. + * + * Any memory allocated via this function must be suitably aligned for any object type. + * If you are using C99 or earlier, this alignment is platform-dependent but will be the + * same as what `realloc` provides. If you are using C11 or later, this is the value of + * `alignof(max_align_t)`. + * + * The block address will never be `NULL` and the size will always be greater than zero. + * Reallocations of a block to size zero are converted into deallocations before reaching + * the custom allocator. Reallocations of `NULL` to a non-zero size are converted into + * regular allocations before reaching the custom allocator. + * + * If this function returns `NULL`, GLFW will emit @ref GLFW_OUT_OF_MEMORY. + * + * This function must not call any GLFW function. + * + * @param[in] block The address of the memory block to reallocate. + * @param[in] size The new minimum size, in bytes, of the memory block. + * @param[in] user The user-defined pointer from the allocator. + * @return The address of the newly allocated or resized memory block, or + * `NULL` if an error occurred. + * + * @pointer_lifetime The returned memory block must be valid at least until it + * is deallocated. + * + * @reentrancy This function should not call any GLFW function. + * + * @thread_safety This function must support being called from any thread that calls GLFW + * functions. + * + * @sa @ref init_allocator + * @sa @ref GLFWallocator + * + * @since Added in version 3.4. + * + * @ingroup init + */ +typedef void* (* GLFWreallocatefun)(void* block, size_t size, void* user); + +/*! @brief The function pointer type for memory deallocation callbacks. + * + * This is the function pointer type for memory deallocation callbacks. + * A memory deallocation callback function has the following signature: + * @code + * void function_name(void* block, void* user) + * @endcode + * + * This function may deallocate the specified memory block. This memory block + * will have been allocated with the same allocator. + * + * This function must support being called during @ref glfwInit but before the library is + * flagged as initialized, as well as during @ref glfwTerminate after the library is no + * longer flagged as initialized. + * + * The block address will never be `NULL`. Deallocations of `NULL` are filtered out + * before reaching the custom allocator. + * + * If this function returns `NULL`, GLFW will emit @ref GLFW_OUT_OF_MEMORY. + * + * This function must not call any GLFW function. + * + * @param[in] block The address of the memory block to deallocate. + * @param[in] user The user-defined pointer from the allocator. + * + * @pointer_lifetime The specified memory block will not be accessed by GLFW + * after this function is called. + * + * @reentrancy This function should not call any GLFW function. + * + * @thread_safety This function must support being called from any thread that calls GLFW + * functions. + * + * @sa @ref init_allocator + * @sa @ref GLFWallocator + * + * @since Added in version 3.4. + * + * @ingroup init + */ +typedef void (* GLFWdeallocatefun)(void* block, void* user); + +/*! @brief The function pointer type for error callbacks. + * + * This is the function pointer type for error callbacks. An error callback + * function has the following signature: + * @code + * void callback_name(int error_code, const char* description) + * @endcode + * + * @param[in] error_code An [error code](@ref errors). Future releases may add + * more error codes. + * @param[in] description A UTF-8 encoded string describing the error. + * + * @pointer_lifetime The error description string is valid until the callback + * function returns. + * + * @sa @ref error_handling + * @sa @ref glfwSetErrorCallback + * + * @since Added in version 3.0. + * + * @ingroup init + */ +typedef void (* GLFWerrorfun)(int error_code, const char* description); + +/*! @brief The function pointer type for window position callbacks. + * + * This is the function pointer type for window position callbacks. A window + * position callback function has the following signature: + * @code + * void callback_name(GLFWwindow* window, int xpos, int ypos) + * @endcode + * + * @param[in] window The window that was moved. + * @param[in] xpos The new x-coordinate, in screen coordinates, of the + * upper-left corner of the content area of the window. + * @param[in] ypos The new y-coordinate, in screen coordinates, of the + * upper-left corner of the content area of the window. + * + * @sa @ref window_pos + * @sa @ref glfwSetWindowPosCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowposfun)(GLFWwindow* window, int xpos, int ypos); + +/*! @brief The function pointer type for window size callbacks. + * + * This is the function pointer type for window size callbacks. A window size + * callback function has the following signature: + * @code + * void callback_name(GLFWwindow* window, int width, int height) + * @endcode + * + * @param[in] window The window that was resized. + * @param[in] width The new width, in screen coordinates, of the window. + * @param[in] height The new height, in screen coordinates, of the window. + * + * @sa @ref window_size + * @sa @ref glfwSetWindowSizeCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowsizefun)(GLFWwindow* window, int width, int height); + +/*! @brief The function pointer type for window close callbacks. + * + * This is the function pointer type for window close callbacks. A window + * close callback function has the following signature: + * @code + * void function_name(GLFWwindow* window) + * @endcode + * + * @param[in] window The window that the user attempted to close. + * + * @sa @ref window_close + * @sa @ref glfwSetWindowCloseCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowclosefun)(GLFWwindow* window); + +/*! @brief The function pointer type for window content refresh callbacks. + * + * This is the function pointer type for window content refresh callbacks. + * A window content refresh callback function has the following signature: + * @code + * void function_name(GLFWwindow* window); + * @endcode + * + * @param[in] window The window whose content needs to be refreshed. + * + * @sa @ref window_refresh + * @sa @ref glfwSetWindowRefreshCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowrefreshfun)(GLFWwindow* window); + +/*! @brief The function pointer type for window focus callbacks. + * + * This is the function pointer type for window focus callbacks. A window + * focus callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int focused) + * @endcode + * + * @param[in] window The window that gained or lost input focus. + * @param[in] focused `GLFW_TRUE` if the window was given input focus, or + * `GLFW_FALSE` if it lost it. + * + * @sa @ref window_focus + * @sa @ref glfwSetWindowFocusCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowfocusfun)(GLFWwindow* window, int focused); + +/*! @brief The function pointer type for window iconify callbacks. + * + * This is the function pointer type for window iconify callbacks. A window + * iconify callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int iconified) + * @endcode + * + * @param[in] window The window that was iconified or restored. + * @param[in] iconified `GLFW_TRUE` if the window was iconified, or + * `GLFW_FALSE` if it was restored. + * + * @sa @ref window_iconify + * @sa @ref glfwSetWindowIconifyCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowiconifyfun)(GLFWwindow* window, int iconified); + +/*! @brief The function pointer type for window maximize callbacks. + * + * This is the function pointer type for window maximize callbacks. A window + * maximize callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int maximized) + * @endcode + * + * @param[in] window The window that was maximized or restored. + * @param[in] maximized `GLFW_TRUE` if the window was maximized, or + * `GLFW_FALSE` if it was restored. + * + * @sa @ref window_maximize + * @sa glfwSetWindowMaximizeCallback + * + * @since Added in version 3.3. + * + * @ingroup window + */ +typedef void (* GLFWwindowmaximizefun)(GLFWwindow* window, int maximized); + +/*! @brief The function pointer type for framebuffer size callbacks. + * + * This is the function pointer type for framebuffer size callbacks. + * A framebuffer size callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int width, int height) + * @endcode + * + * @param[in] window The window whose framebuffer was resized. + * @param[in] width The new width, in pixels, of the framebuffer. + * @param[in] height The new height, in pixels, of the framebuffer. + * + * @sa @ref window_fbsize + * @sa @ref glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWframebuffersizefun)(GLFWwindow* window, int width, int height); + +/*! @brief The function pointer type for window content scale callbacks. + * + * This is the function pointer type for window content scale callbacks. + * A window content scale callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, float xscale, float yscale) + * @endcode + * + * @param[in] window The window whose content scale changed. + * @param[in] xscale The new x-axis content scale of the window. + * @param[in] yscale The new y-axis content scale of the window. + * + * @sa @ref window_scale + * @sa @ref glfwSetWindowContentScaleCallback + * + * @since Added in version 3.3. + * + * @ingroup window + */ +typedef void (* GLFWwindowcontentscalefun)(GLFWwindow* window, float xscale, float yscale); + +/*! @brief The function pointer type for mouse button callbacks. + * + * This is the function pointer type for mouse button callback functions. + * A mouse button callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int button, int action, int mods) + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] button The [mouse button](@ref buttons) that was pressed or + * released. + * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. Future releases + * may add more actions. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_mouse_button + * @sa @ref glfwSetMouseButtonCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWmousebuttonfun)(GLFWwindow* window, int button, int action, int mods); + +/*! @brief The function pointer type for cursor position callbacks. + * + * This is the function pointer type for cursor position callbacks. A cursor + * position callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, double xpos, double ypos); + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] xpos The new cursor x-coordinate, relative to the left edge of + * the content area. + * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the + * content area. + * + * @sa @ref cursor_pos + * @sa @ref glfwSetCursorPosCallback + * + * @since Added in version 3.0. Replaces `GLFWmouseposfun`. + * + * @ingroup input + */ +typedef void (* GLFWcursorposfun)(GLFWwindow* window, double xpos, double ypos); + +/*! @brief The function pointer type for cursor enter/leave callbacks. + * + * This is the function pointer type for cursor enter/leave callbacks. + * A cursor enter/leave callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int entered) + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] entered `GLFW_TRUE` if the cursor entered the window's content + * area, or `GLFW_FALSE` if it left it. + * + * @sa @ref cursor_enter + * @sa @ref glfwSetCursorEnterCallback + * + * @since Added in version 3.0. + * + * @ingroup input + */ +typedef void (* GLFWcursorenterfun)(GLFWwindow* window, int entered); + +/*! @brief The function pointer type for scroll callbacks. + * + * This is the function pointer type for scroll callbacks. A scroll callback + * function has the following signature: + * @code + * void function_name(GLFWwindow* window, double xoffset, double yoffset) + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] xoffset The scroll offset along the x-axis. + * @param[in] yoffset The scroll offset along the y-axis. + * + * @sa @ref scrolling + * @sa @ref glfwSetScrollCallback + * + * @since Added in version 3.0. Replaces `GLFWmousewheelfun`. + * + * @ingroup input + */ +typedef void (* GLFWscrollfun)(GLFWwindow* window, double xoffset, double yoffset); + +/*! @brief The function pointer type for keyboard key callbacks. + * + * This is the function pointer type for keyboard key callbacks. A keyboard + * key callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int key, int scancode, int action, int mods) + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] key The [keyboard key](@ref keys) that was pressed or released. + * @param[in] scancode The platform-specific scancode of the key. + * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. Future + * releases may add more actions. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_key + * @sa @ref glfwSetKeyCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle, scancode and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWkeyfun)(GLFWwindow* window, int key, int scancode, int action, int mods); + +/*! @brief The function pointer type for Unicode character callbacks. + * + * This is the function pointer type for Unicode character callbacks. + * A Unicode character callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint) + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * + * @sa @ref input_char + * @sa @ref glfwSetCharCallback + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +typedef void (* GLFWcharfun)(GLFWwindow* window, unsigned int codepoint); + +/*! @brief The function pointer type for Unicode character with modifiers + * callbacks. + * + * This is the function pointer type for Unicode character with modifiers + * callbacks. It is called for each input character, regardless of what + * modifier keys are held down. A Unicode character with modifiers callback + * function has the following signature: + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint, int mods) + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_char + * @sa @ref glfwSetCharModsCallback + * + * @deprecated Scheduled for removal in version 4.0. + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWcharmodsfun)(GLFWwindow* window, unsigned int codepoint, int mods); + +/*! @brief The function pointer type for path drop callbacks. + * + * This is the function pointer type for path drop callbacks. A path drop + * callback function has the following signature: + * @code + * void function_name(GLFWwindow* window, int path_count, const char* paths[]) + * @endcode + * + * @param[in] window The window that received the event. + * @param[in] path_count The number of dropped paths. + * @param[in] paths The UTF-8 encoded file and/or directory path names. + * + * @pointer_lifetime The path array and its strings are valid until the + * callback function returns. + * + * @sa @ref path_drop + * @sa @ref glfwSetDropCallback + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWdropfun)(GLFWwindow* window, int path_count, const char* paths[]); + +/*! @brief The function pointer type for monitor configuration callbacks. + * + * This is the function pointer type for monitor configuration callbacks. + * A monitor callback function has the following signature: + * @code + * void function_name(GLFWmonitor* monitor, int event) + * @endcode + * + * @param[in] monitor The monitor that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future + * releases may add more events. + * + * @sa @ref monitor_event + * @sa @ref glfwSetMonitorCallback + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef void (* GLFWmonitorfun)(GLFWmonitor* monitor, int event); + +/*! @brief The function pointer type for joystick configuration callbacks. + * + * This is the function pointer type for joystick configuration callbacks. + * A joystick configuration callback function has the following signature: + * @code + * void function_name(int jid, int event) + * @endcode + * + * @param[in] jid The joystick that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future + * releases may add more events. + * + * @sa @ref joystick_event + * @sa @ref glfwSetJoystickCallback + * + * @since Added in version 3.2. + * + * @ingroup input + */ +typedef void (* GLFWjoystickfun)(int jid, int event); + +/*! @brief Video mode type. + * + * This describes a single video mode. + * + * @sa @ref monitor_modes + * @sa @ref glfwGetVideoMode + * @sa @ref glfwGetVideoModes + * + * @since Added in version 1.0. + * @glfw3 Added refresh rate member. + * + * @ingroup monitor + */ +typedef struct GLFWvidmode +{ + /*! The width, in screen coordinates, of the video mode. + */ + int width; + /*! The height, in screen coordinates, of the video mode. + */ + int height; + /*! The bit depth of the red channel of the video mode. + */ + int redBits; + /*! The bit depth of the green channel of the video mode. + */ + int greenBits; + /*! The bit depth of the blue channel of the video mode. + */ + int blueBits; + /*! The refresh rate, in Hz, of the video mode. + */ + int refreshRate; +} GLFWvidmode; + +/*! @brief Gamma ramp. + * + * This describes the gamma ramp for a monitor. + * + * @sa @ref monitor_gamma + * @sa @ref glfwGetGammaRamp + * @sa @ref glfwSetGammaRamp + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWgammaramp +{ + /*! An array of value describing the response of the red channel. + */ + unsigned short* red; + /*! An array of value describing the response of the green channel. + */ + unsigned short* green; + /*! An array of value describing the response of the blue channel. + */ + unsigned short* blue; + /*! The number of elements in each array. + */ + unsigned int size; +} GLFWgammaramp; + +/*! @brief Image data. + * + * This describes a single 2D image. See the documentation for each related + * function what the expected pixel format is. + * + * @sa @ref cursor_custom + * @sa @ref window_icon + * + * @since Added in version 2.1. + * @glfw3 Removed format and bytes-per-pixel members. + * + * @ingroup window + */ +typedef struct GLFWimage +{ + /*! The width, in pixels, of this image. + */ + int width; + /*! The height, in pixels, of this image. + */ + int height; + /*! The pixel data of this image, arranged left-to-right, top-to-bottom. + */ + unsigned char* pixels; +} GLFWimage; + +/*! @brief Gamepad input state + * + * This describes the input state of a gamepad. + * + * @sa @ref gamepad + * @sa @ref glfwGetGamepadState + * + * @since Added in version 3.3. + * + * @ingroup input + */ +typedef struct GLFWgamepadstate +{ + /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS` + * or `GLFW_RELEASE`. + */ + unsigned char buttons[15]; + /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0 + * to 1.0 inclusive. + */ + float axes[6]; +} GLFWgamepadstate; + +/*! @brief Custom heap memory allocator. + * + * This describes a custom heap memory allocator for GLFW. To set an allocator, pass it + * to @ref glfwInitAllocator before initializing the library. + * + * @sa @ref init_allocator + * @sa @ref glfwInitAllocator + * + * @since Added in version 3.4. + * + * @ingroup init + */ +typedef struct GLFWallocator +{ + /*! The memory allocation function. See @ref GLFWallocatefun for details about + * allocation function. + */ + GLFWallocatefun allocate; + /*! The memory reallocation function. See @ref GLFWreallocatefun for details about + * reallocation function. + */ + GLFWreallocatefun reallocate; + /*! The memory deallocation function. See @ref GLFWdeallocatefun for details about + * deallocation function. + */ + GLFWdeallocatefun deallocate; + /*! The user pointer for this custom allocator. This value will be passed to the + * allocator functions. + */ + void* user; +} GLFWallocator; + + +/************************************************************************* + * GLFW API functions + *************************************************************************/ + +/*! @brief Initializes the GLFW library. + * + * This function initializes the GLFW library. Before most GLFW functions can + * be used, GLFW must be initialized, and before an application terminates GLFW + * should be terminated in order to free any resources allocated during or + * after initialization. + * + * If this function fails, it calls @ref glfwTerminate before returning. If it + * succeeds, you should call @ref glfwTerminate before the application exits. + * + * Additional calls to this function after successful initialization but before + * termination will return `GLFW_TRUE` immediately. + * + * The @ref GLFW_PLATFORM init hint controls which platforms are considered during + * initialization. This also depends on which platforms the library was compiled to + * support. + * + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_PLATFORM_UNAVAILABLE and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @macos This function will change the current directory of the + * application to the `Contents/Resources` subdirectory of the application's + * bundle, if present. This can be disabled with the @ref + * GLFW_COCOA_CHDIR_RESOURCES init hint. + * + * @remark @macos This function will create the main menu and dock icon for the + * application. If GLFW finds a `MainMenu.nib` it is loaded and assumed to + * contain a menu bar. Otherwise a minimal menu bar is created manually with + * common commands like Hide, Quit and About. The About entry opens a minimal + * about dialog with information from the application's bundle. The menu bar + * and dock icon can be disabled entirely with the @ref GLFW_COCOA_MENUBAR init + * hint. + * + * @remark __Wayland, X11:__ If the library was compiled with support for both + * Wayland and X11, and the @ref GLFW_PLATFORM init hint is set to + * `GLFW_ANY_PLATFORM`, the `XDG_SESSION_TYPE` environment variable affects + * which platform is picked. If the environment variable is not set, or is set + * to something other than `wayland` or `x11`, the regular detection mechanism + * will be used instead. + * + * @remark @x11 This function will set the `LC_CTYPE` category of the + * application locale according to the current environment if that category is + * still "C". This is because the "C" locale breaks Unicode text input. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa @ref glfwInitHint + * @sa @ref glfwInitAllocator + * @sa @ref glfwTerminate + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI int glfwInit(void); + +/*! @brief Terminates the GLFW library. + * + * This function destroys all remaining windows and cursors, restores any + * modified gamma ramps and frees any other allocated resources. Once this + * function is called, you must again call @ref glfwInit successfully before + * you will be able to use most GLFW functions. + * + * If GLFW has been successfully initialized, this function should be called + * before the application exits. If initialization fails, there is no need to + * call this function, as it is called by @ref glfwInit before it returns + * failure. + * + * This function has no effect if GLFW is not initialized. + * + * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. + * + * @remark This function may be called before @ref glfwInit. + * + * @warning The contexts of any remaining windows must not be current on any + * other thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa @ref glfwInit + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwTerminate(void); + +/*! @brief Sets the specified init hint to the desired value. + * + * This function sets hints for the next initialization of GLFW. + * + * The values you set hints to are never reset by GLFW, but they only take + * effect during initialization. Once GLFW has been initialized, any values + * you set will be ignored until the library is terminated and initialized + * again. + * + * Some hints are platform specific. These may be set on any platform but they + * will only affect their specific platform. Other platforms will ignore them. + * Setting these hints requires no platform specific headers or functions. + * + * @param[in] hint The [init hint](@ref init_hints) to set. + * @param[in] value The new value of the init hint. + * + * @errors Possible errors include @ref GLFW_INVALID_ENUM and @ref + * GLFW_INVALID_VALUE. + * + * @remarks This function may be called before @ref glfwInit. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa init_hints + * @sa glfwInit + * + * @since Added in version 3.3. + * + * @ingroup init + */ +GLFWAPI void glfwInitHint(int hint, int value); + +/*! @brief Sets the init allocator to the desired value. + * + * To use the default allocator, call this function with a `NULL` argument. + * + * If you specify an allocator struct, every member must be a valid function + * pointer. If any member is `NULL`, this function will emit @ref + * GLFW_INVALID_VALUE and the init allocator will be unchanged. + * + * The functions in the allocator must fulfil a number of requirements. See the + * documentation for @ref GLFWallocatefun, @ref GLFWreallocatefun and @ref + * GLFWdeallocatefun for details. + * + * @param[in] allocator The allocator to use at the next initialization, or + * `NULL` to use the default one. + * + * @errors Possible errors include @ref GLFW_INVALID_VALUE. + * + * @pointer_lifetime The specified allocator is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref init_allocator + * @sa @ref glfwInit + * + * @since Added in version 3.4. + * + * @ingroup init + */ +GLFWAPI void glfwInitAllocator(const GLFWallocator* allocator); + +#if defined(VK_VERSION_1_0) + +/*! @brief Sets the desired Vulkan `vkGetInstanceProcAddr` function. + * + * This function sets the `vkGetInstanceProcAddr` function that GLFW will use for all + * Vulkan related entry point queries. + * + * This feature is mostly useful on macOS, if your copy of the Vulkan loader is in + * a location where GLFW cannot find it through dynamic loading, or if you are still + * using the static library version of the loader. + * + * If set to `NULL`, GLFW will try to load the Vulkan loader dynamically by its standard + * name and get this function from there. This is the default behavior. + * + * The standard name of the loader is `vulkan-1.dll` on Windows, `libvulkan.so.1` on + * Linux and other Unix-like systems and `libvulkan.1.dylib` on macOS. If your code is + * also loading it via these names then you probably don't need to use this function. + * + * The function address you set is never reset by GLFW, but it only takes effect during + * initialization. Once GLFW has been initialized, any updates will be ignored until the + * library is terminated and initialized again. + * + * @param[in] loader The address of the function to use, or `NULL`. + * + * @par Loader function signature + * @code + * PFN_vkVoidFunction vkGetInstanceProcAddr(VkInstance instance, const char* name) + * @endcode + * For more information about this function, see the + * [Vulkan Registry](https://www.khronos.org/registry/vulkan/). + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref vulkan_loader + * @sa @ref glfwInit + * + * @since Added in version 3.4. + * + * @ingroup init + */ +GLFWAPI void glfwInitVulkanLoader(PFN_vkGetInstanceProcAddr loader); + +#endif /*VK_VERSION_1_0*/ + +/*! @brief Retrieves the version of the GLFW library. + * + * This function retrieves the major, minor and revision numbers of the GLFW + * library. It is intended for when you are using GLFW as a shared library and + * want to ensure that you are using the minimum required version. + * + * Any or all of the version arguments may be `NULL`. + * + * @param[out] major Where to store the major version number, or `NULL`. + * @param[out] minor Where to store the minor version number, or `NULL`. + * @param[out] rev Where to store the revision number, or `NULL`. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa @ref glfwGetVersionString + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev); + +/*! @brief Returns a string describing the compile-time configuration. + * + * This function returns the compile-time generated + * [version string](@ref intro_version_string) of the GLFW library binary. It describes + * the version, platforms, compiler and any platform or operating system specific + * compile-time options. It should not be confused with the OpenGL or OpenGL ES version + * string, queried with `glGetString`. + * + * __Do not use the version string__ to parse the GLFW library version. The + * @ref glfwGetVersion function provides the version of the running library + * binary in numerical format. + * + * __Do not use the version string__ to parse what platforms are supported. The @ref + * glfwPlatformSupported function lets you query platform support. + * + * @return The ASCII encoded GLFW version string. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @pointer_lifetime The returned string is static and compile-time generated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa @ref glfwGetVersion + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI const char* glfwGetVersionString(void); + +/*! @brief Returns and clears the last error for the calling thread. + * + * This function returns and clears the [error code](@ref errors) of the last + * error that occurred on the calling thread, and optionally a UTF-8 encoded + * human-readable description of it. If no error has occurred since the last + * call, it returns @ref GLFW_NO_ERROR (zero) and the description pointer is + * set to `NULL`. + * + * @param[in] description Where to store the error description pointer, or `NULL`. + * @return The last error code for the calling thread, or @ref GLFW_NO_ERROR + * (zero). + * + * @errors None. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * next error occurs or the library is terminated. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref error_handling + * @sa @ref glfwSetErrorCallback + * + * @since Added in version 3.3. + * + * @ingroup init + */ +GLFWAPI int glfwGetError(const char** description); + +/*! @brief Sets the error callback. + * + * This function sets the error callback, which is called with an error code + * and a human-readable description each time a GLFW error occurs. + * + * The error code is set before the callback is called. Calling @ref + * glfwGetError from the error callback will return the same value as the error + * code argument. + * + * The error callback is called on the thread where the error occurred. If you + * are using GLFW from multiple threads, your error callback needs to be + * written accordingly. + * + * Because the description string may have been generated specifically for that + * error, it is not guaranteed to be valid after the callback has returned. If + * you wish to use it after the callback returns, you need to make a copy. + * + * Once set, the error callback remains set even after the library has been + * terminated. + * + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set. + * + * @callback_signature + * @code + * void callback_name(int error_code, const char* description) + * @endcode + * For more information about the callback parameters, see the + * [callback pointer type](@ref GLFWerrorfun). + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref error_handling + * @sa @ref glfwGetError + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback); + +/*! @brief Returns the currently selected platform. + * + * This function returns the platform that was selected during initialization. The + * returned value will be one of `GLFW_PLATFORM_WIN32`, `GLFW_PLATFORM_COCOA`, + * `GLFW_PLATFORM_WAYLAND`, `GLFW_PLATFORM_X11` or `GLFW_PLATFORM_NULL`. + * + * @return The currently selected platform, or zero if an error occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref platform + * @sa @ref glfwPlatformSupported + * + * @since Added in version 3.4. + * + * @ingroup init + */ +GLFWAPI int glfwGetPlatform(void); + +/*! @brief Returns whether the library includes support for the specified platform. + * + * This function returns whether the library was compiled with support for the specified + * platform. The platform must be one of `GLFW_PLATFORM_WIN32`, `GLFW_PLATFORM_COCOA`, + * `GLFW_PLATFORM_WAYLAND`, `GLFW_PLATFORM_X11` or `GLFW_PLATFORM_NULL`. + * + * @param[in] platform The platform to query. + * @return `GLFW_TRUE` if the platform is supported, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_INVALID_ENUM. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref platform + * @sa @ref glfwGetPlatform + * + * @since Added in version 3.4. + * + * @ingroup init + */ +GLFWAPI int glfwPlatformSupported(int platform); + +/*! @brief Returns the currently connected monitors. + * + * This function returns an array of handles for all currently connected + * monitors. The primary monitor is always first in the returned array. If no + * monitors were found, this function returns `NULL`. + * + * @param[out] count Where to store the number of monitors in the returned + * array. This is set to zero if an error occurred. + * @return An array of monitor handles, or `NULL` if no monitors were found or + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * monitor configuration changes or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_monitors + * @sa @ref monitor_event + * @sa @ref glfwGetPrimaryMonitor + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor** glfwGetMonitors(int* count); + +/*! @brief Returns the primary monitor. + * + * This function returns the primary monitor. This is usually the monitor + * where elements like the task bar or global menu bar are located. + * + * @return The primary monitor, or `NULL` if no monitors were found or if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @remark The primary monitor is always first in the array returned by @ref + * glfwGetMonitors. + * + * @sa @ref monitor_monitors + * @sa @ref glfwGetMonitors + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void); + +/*! @brief Returns the position of the monitor's viewport on the virtual screen. + * + * This function returns the position, in screen coordinates, of the upper-left + * corner of the specified monitor. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`. + * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); + +/*! @brief Retrieves the work area of the monitor. + * + * This function returns the position, in screen coordinates, of the upper-left + * corner of the work area of the specified monitor along with the work area + * size in screen coordinates. The work area is defined as the area of the + * monitor not occluded by the window system task bar where present. If no + * task bar exists then the work area is the monitor resolution in screen + * coordinates. + * + * Any or all of the position and size arguments may be `NULL`. If an error + * occurs, all non-`NULL` position and size arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`. + * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`. + * @param[out] width Where to store the monitor width, or `NULL`. + * @param[out] height Where to store the monitor height, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_workarea + * + * @since Added in version 3.3. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorWorkarea(GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); + +/*! @brief Returns the physical size of the monitor. + * + * This function returns the size, in millimetres, of the display area of the + * specified monitor. + * + * Some platforms do not provide accurate monitor size information, either + * because the monitor [EDID][] data is incorrect or because the driver does + * not report it accurately. + * + * [EDID]: https://en.wikipedia.org/wiki/Extended_display_identification_data + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] widthMM Where to store the width, in millimetres, of the + * monitor's display area, or `NULL`. + * @param[out] heightMM Where to store the height, in millimetres, of the + * monitor's display area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @win32 On Windows 8 and earlier the physical size is calculated from + * the current resolution and system DPI instead of querying the monitor EDID data. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM); + +/*! @brief Retrieves the content scale for the specified monitor. + * + * This function retrieves the content scale for the specified monitor. The + * content scale is the ratio between the current DPI and the platform's + * default DPI. This is especially important for text and any UI elements. If + * the pixel dimensions of your UI scaled by this look appropriate on your + * machine then it should appear at a reasonable size on other machines + * regardless of their DPI and scaling settings. This relies on the system DPI + * and scaling settings being somewhat correct. + * + * The content scale may depend on both the monitor resolution and pixel + * density and on user settings. It may be very different from the raw DPI + * calculated from the physical size and current resolution. + * + * @param[in] monitor The monitor to query. + * @param[out] xscale Where to store the x-axis content scale, or `NULL`. + * @param[out] yscale Where to store the y-axis content scale, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @wayland Fractional scaling information is not yet available for + * monitors, so this function only returns integer content scales. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_scale + * @sa @ref glfwGetWindowContentScale + * + * @since Added in version 3.3. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorContentScale(GLFWmonitor* monitor, float* xscale, float* yscale); + +/*! @brief Returns the name of the specified monitor. + * + * This function returns a human-readable name, encoded as UTF-8, of the + * specified monitor. The name typically reflects the make and model of the + * monitor and is not guaranteed to be unique among the connected monitors. + * + * @param[in] monitor The monitor to query. + * @return The UTF-8 encoded name of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor); + +/*! @brief Sets the user pointer of the specified monitor. + * + * This function sets the user-defined pointer of the specified monitor. The + * current value is retained until the monitor is disconnected. The initial + * value is `NULL`. + * + * This function may be called from the monitor callback, even for a monitor + * that is being disconnected. + * + * @param[in] monitor The monitor whose pointer to set. + * @param[in] pointer The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref monitor_userptr + * @sa @ref glfwGetMonitorUserPointer + * + * @since Added in version 3.3. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetMonitorUserPointer(GLFWmonitor* monitor, void* pointer); + +/*! @brief Returns the user pointer of the specified monitor. + * + * This function returns the current value of the user-defined pointer of the + * specified monitor. The initial value is `NULL`. + * + * This function may be called from the monitor callback, even for a monitor + * that is being disconnected. + * + * @param[in] monitor The monitor whose pointer to return. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref monitor_userptr + * @sa @ref glfwSetMonitorUserPointer + * + * @since Added in version 3.3. + * + * @ingroup monitor + */ +GLFWAPI void* glfwGetMonitorUserPointer(GLFWmonitor* monitor); + +/*! @brief Sets the monitor configuration callback. + * + * This function sets the monitor configuration callback, or removes the + * currently set callback. This is called when a monitor is connected to or + * disconnected from the system. + * + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWmonitor* monitor, int event) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWmonitorfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_event + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback); + +/*! @brief Returns the available video modes for the specified monitor. + * + * This function returns an array of all video modes supported by the specified + * monitor. The returned array is sorted in ascending order, first by color + * bit depth (the sum of all channel depths), then by resolution area (the + * product of width and height), then resolution width and finally by refresh + * rate. + * + * @param[in] monitor The monitor to query. + * @param[out] count Where to store the number of video modes in the returned + * array. This is set to zero if an error occurred. + * @return An array of video modes, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected, this function is called again for that monitor or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa @ref glfwGetVideoMode + * + * @since Added in version 1.0. + * @glfw3 Changed to return an array of modes for a specific monitor. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count); + +/*! @brief Returns the current mode of the specified monitor. + * + * This function returns the current video mode of the specified monitor. If + * you have created a full screen window for that monitor, the return value + * will depend on whether that window is iconified. + * + * @param[in] monitor The monitor to query. + * @return The current mode of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa @ref glfwGetVideoModes + * + * @since Added in version 3.0. Replaces `glfwGetDesktopMode`. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); + +/*! @brief Generates a gamma ramp and sets it for the specified monitor. + * + * This function generates an appropriately sized gamma ramp from the specified + * exponent and then calls @ref glfwSetGammaRamp with it. The value must be + * a finite number greater than zero. + * + * The software controlled gamma ramp is applied _in addition_ to the hardware + * gamma correction, which today is usually an approximation of sRGB gamma. + * This means that setting a perfectly linear ramp, or gamma 1.0, will produce + * the default (usually sRGB-like) behavior. + * + * For gamma correct rendering with OpenGL or OpenGL ES, see the @ref + * GLFW_SRGB_CAPABLE hint. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] gamma The desired exponent. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_INVALID_VALUE, + * @ref GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark @wayland Gamma handling is a privileged protocol, this function + * will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma); + +/*! @brief Returns the current gamma ramp for the specified monitor. + * + * This function returns the current gamma ramp of the specified monitor. + * + * @param[in] monitor The monitor to query. + * @return The current gamma ramp, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_PLATFORM_ERROR + * and @ref GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark @wayland Gamma handling is a privileged protocol, this function + * will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE while + * returning `NULL`. + * + * @pointer_lifetime The returned structure and its arrays are allocated and + * freed by GLFW. You should not free them yourself. They are valid until the + * specified monitor is disconnected, this function is called again for that + * monitor or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor); + +/*! @brief Sets the current gamma ramp for the specified monitor. + * + * This function sets the current gamma ramp for the specified monitor. The + * original gamma ramp for that monitor is saved by GLFW the first time this + * function is called and is restored by @ref glfwTerminate. + * + * The software controlled gamma ramp is applied _in addition_ to the hardware + * gamma correction, which today is usually an approximation of sRGB gamma. + * This means that setting a perfectly linear ramp, or gamma 1.0, will produce + * the default (usually sRGB-like) behavior. + * + * For gamma correct rendering with OpenGL or OpenGL ES, see the @ref + * GLFW_SRGB_CAPABLE hint. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] ramp The gamma ramp to use. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_PLATFORM_ERROR + * and @ref GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark The size of the specified gamma ramp should match the size of the + * current ramp for that monitor. + * + * @remark @win32 The gamma ramp size must be 256. + * + * @remark @wayland Gamma handling is a privileged protocol, this function + * will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE. + * + * @pointer_lifetime The specified gamma ramp is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +/*! @brief Resets all window hints to their default values. + * + * This function resets all window hints to their + * [default values](@ref window_hints_values). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa @ref glfwWindowHint + * @sa @ref glfwWindowHintString + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwDefaultWindowHints(void); + +/*! @brief Sets the specified window hint to the desired value. + * + * This function sets hints for the next call to @ref glfwCreateWindow. The + * hints, once set, retain their values until changed by a call to this + * function or @ref glfwDefaultWindowHints, or until the library is terminated. + * + * Only integer value hints can be set with this function. String value hints + * are set with @ref glfwWindowHintString. + * + * This function does not check whether the specified hint values are valid. + * If you set hints to invalid values this will instead be reported by the next + * call to @ref glfwCreateWindow. + * + * Some hints are platform specific. These may be set on any platform but they + * will only affect their specific platform. Other platforms will ignore them. + * Setting these hints requires no platform specific headers or functions. + * + * @param[in] hint The [window hint](@ref window_hints) to set. + * @param[in] value The new value of the window hint. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa @ref glfwWindowHintString + * @sa @ref glfwDefaultWindowHints + * + * @since Added in version 3.0. Replaces `glfwOpenWindowHint`. + * + * @ingroup window + */ +GLFWAPI void glfwWindowHint(int hint, int value); + +/*! @brief Sets the specified window hint to the desired value. + * + * This function sets hints for the next call to @ref glfwCreateWindow. The + * hints, once set, retain their values until changed by a call to this + * function or @ref glfwDefaultWindowHints, or until the library is terminated. + * + * Only string type hints can be set with this function. Integer value hints + * are set with @ref glfwWindowHint. + * + * This function does not check whether the specified hint values are valid. + * If you set hints to invalid values this will instead be reported by the next + * call to @ref glfwCreateWindow. + * + * Some hints are platform specific. These may be set on any platform but they + * will only affect their specific platform. Other platforms will ignore them. + * Setting these hints requires no platform specific headers or functions. + * + * @param[in] hint The [window hint](@ref window_hints) to set. + * @param[in] value The new value of the window hint. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @pointer_lifetime The specified string is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa @ref glfwWindowHint + * @sa @ref glfwDefaultWindowHints + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI void glfwWindowHintString(int hint, const char* value); + +/*! @brief Creates a window and its associated context. + * + * This function creates a window and its associated OpenGL or OpenGL ES + * context. Most of the options controlling how the window and its context + * should be created are specified with [window hints](@ref window_hints). + * + * Successful creation does not change which context is current. Before you + * can use the newly created context, you need to + * [make it current](@ref context_current). For information about the `share` + * parameter, see @ref context_sharing. + * + * The created window, framebuffer and context may differ from what you + * requested, as not all parameters and hints are + * [hard constraints](@ref window_hints_hard). This includes the size of the + * window, especially for full screen windows. To query the actual attributes + * of the created window, framebuffer and context, see @ref + * glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize. + * + * To create a full screen window, you need to specify the monitor the window + * will cover. If no monitor is specified, the window will be windowed mode. + * Unless you have a way for the user to choose a specific monitor, it is + * recommended that you pick the primary monitor. For more information on how + * to query connected monitors, see @ref monitor_monitors. + * + * For full screen windows, the specified size becomes the resolution of the + * window's _desired video mode_. As long as a full screen window is not + * iconified, the supported video mode most closely matching the desired video + * mode is set for the specified monitor. For more information about full + * screen windows, including the creation of so called _windowed full screen_ + * or _borderless full screen_ windows, see @ref window_windowed_full_screen. + * + * Once you have created the window, you can switch it between windowed and + * full screen mode with @ref glfwSetWindowMonitor. This will not affect its + * OpenGL or OpenGL ES context. + * + * By default, newly created windows use the placement recommended by the + * window system. To create the window at a specific position, set the @ref + * GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints before creation. To + * restore the default behavior, set either or both hints back to + * `GLFW_ANY_POSITION`. + * + * As long as at least one full screen window is not iconified, the screensaver + * is prohibited from starting. + * + * Window systems put limits on window sizes. Very large or very small window + * dimensions may be overridden by the window system on creation. Check the + * actual [size](@ref window_size) after creation. + * + * The [swap interval](@ref buffer_swap) is not set during window creation and + * the initial value may vary depending on driver settings and defaults. + * + * @param[in] width The desired width, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] height The desired height, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] title The initial, UTF-8 encoded window title. + * @param[in] monitor The monitor to use for full screen mode, or `NULL` for + * windowed mode. + * @param[in] share The window whose context to share resources with, or `NULL` + * to not share resources. + * @return The handle of the created window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref + * GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark @win32 Window creation will fail if the Microsoft GDI software + * OpenGL implementation is the only one available. + * + * @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it + * will be set as the initial icon for the window. If no such icon is present, + * the `IDI_APPLICATION` icon will be used instead. To set a different icon, + * see @ref glfwSetWindowIcon. + * + * @remark @win32 The context to share resources with must not be current on + * any other thread. + * + * @remark @macos The OS only supports core profile contexts for OpenGL + * versions 3.2 and later. Before creating an OpenGL context of version 3.2 or + * later you must set the [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) + * hint accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all + * on macOS. + * + * @remark @macos The GLFW window has no icon, as it is not a document + * window, but the dock icon will be the same as the application bundle's icon. + * For more information on bundles, see the + * [Bundle Programming Guide][bundle-guide] in the Mac Developer Library. + * + * [bundle-guide]: https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/ + * + * @remark @macos On OS X 10.10 and later the window frame will not be rendered + * at full resolution on Retina displays unless the + * [GLFW_SCALE_FRAMEBUFFER](@ref GLFW_SCALE_FRAMEBUFFER_hint) + * hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the + * application bundle's `Info.plist`. For more information, see + * [High Resolution Guidelines for OS X][hidpi-guide] in the Mac Developer + * Library. The GLFW test and example programs use a custom `Info.plist` + * template for this, which can be found as `CMake/Info.plist.in` in the source + * tree. + * + * [hidpi-guide]: https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html + * + * @remark @macos When activating frame autosaving with + * [GLFW_COCOA_FRAME_NAME](@ref GLFW_COCOA_FRAME_NAME_hint), the specified + * window size and position may be overridden by previously saved values. + * + * @remark @wayland GLFW uses [libdecor][] where available to create its window + * decorations. This in turn uses server-side XDG decorations where available + * and provides high quality client-side decorations on compositors like GNOME. + * If both XDG decorations and libdecor are unavailable, GLFW falls back to + * a very simple set of window decorations that only support moving, resizing + * and the window manager's right-click menu. + * + * [libdecor]: https://gitlab.freedesktop.org/libdecor/libdecor + * + * @remark @x11 Some window managers will not respect the placement of + * initially hidden windows. + * + * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for + * a window to reach its requested state. This means you may not be able to + * query the final size, position or other attributes directly after window + * creation. + * + * @remark @x11 The class part of the `WM_CLASS` window property will by + * default be set to the window title passed to this function. The instance + * part will use the contents of the `RESOURCE_NAME` environment variable, if + * present and not empty, or fall back to the window title. Set the + * [GLFW_X11_CLASS_NAME](@ref GLFW_X11_CLASS_NAME_hint) and + * [GLFW_X11_INSTANCE_NAME](@ref GLFW_X11_INSTANCE_NAME_hint) window hints to + * override this. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa @ref glfwDestroyWindow + * + * @since Added in version 3.0. Replaces `glfwOpenWindow`. + * + * @ingroup window + */ +GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share); + +/*! @brief Destroys the specified window and its context. + * + * This function destroys the specified window and its context. On calling + * this function, no further callbacks will be called for that window. + * + * If the context of the specified window is current on the main thread, it is + * detached before being destroyed. + * + * @param[in] window The window to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @note The context of the specified window must not be current on any other + * thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa @ref glfwCreateWindow + * + * @since Added in version 3.0. Replaces `glfwCloseWindow`. + * + * @ingroup window + */ +GLFWAPI void glfwDestroyWindow(GLFWwindow* window); + +/*! @brief Checks the close flag of the specified window. + * + * This function returns the value of the close flag of the specified window. + * + * @param[in] window The window to query. + * @return The value of the close flag. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI int glfwWindowShouldClose(GLFWwindow* window); + +/*! @brief Sets the close flag of the specified window. + * + * This function sets the value of the close flag of the specified window. + * This can be used to override the user's attempt to close the window, or + * to signal that it should be closed. + * + * @param[in] window The window whose flag to change. + * @param[in] value The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value); + +/*! @brief Returns the title of the specified window. + * + * This function returns the window title, encoded as UTF-8, of the specified + * window. This is the title set previously by @ref glfwCreateWindow + * or @ref glfwSetWindowTitle. + * + * @param[in] window The window to query. + * @return The UTF-8 encoded window title, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark The returned title is currently a copy of the title last set by @ref + * glfwCreateWindow or @ref glfwSetWindowTitle. It does not include any + * additional text which may be appended by the platform or another program. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetWindowTitle or @ref glfwSetWindowTitle, or until the library is + * terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_title + * @sa @ref glfwSetWindowTitle + * + * @since Added in version 3.4. + * + * @ingroup window + */ +GLFWAPI const char* glfwGetWindowTitle(GLFWwindow* window); + +/*! @brief Sets the title of the specified window. + * + * This function sets the window title, encoded as UTF-8, of the specified + * window. + * + * @param[in] window The window whose title to change. + * @param[in] title The UTF-8 encoded window title. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @macos The window title will not be updated until the next time you + * process events. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_title + * @sa @ref glfwGetWindowTitle + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); + +/*! @brief Sets the icon for the specified window. + * + * This function sets the icon of the specified window. If passed an array of + * candidate images, those of or closest to the sizes desired by the system are + * selected. If no images are specified, the window reverts to its default + * icon. + * + * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight + * bits per channel with the red channel first. They are arranged canonically + * as packed sequential rows, starting from the top-left corner. + * + * The desired image sizes varies depending on platform and system settings. + * The selected images will be rescaled as needed. Good sizes include 16x16, + * 32x32 and 48x48. + * + * @param[in] window The window whose icon to set. + * @param[in] count The number of images in the specified array, or zero to + * revert to the default window icon. + * @param[in] images The images to create the icon from. This is ignored if + * count is zero. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE, @ref GLFW_PLATFORM_ERROR and @ref + * GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @remark @macos Regular windows do not have icons on macOS. This function + * will emit @ref GLFW_FEATURE_UNAVAILABLE. The dock icon will be the same as + * the application bundle's icon. For more information on bundles, see the + * [Bundle Programming Guide][bundle-guide] in the Mac Developer Library. + * + * [bundle-guide]: https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/ + * + * @remark @wayland There is no existing protocol to change an icon, the + * window will thus inherit the one defined in the application's desktop file. + * This function will emit @ref GLFW_FEATURE_UNAVAILABLE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_icon + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images); + +/*! @brief Retrieves the position of the content area of the specified window. + * + * This function retrieves the position, in screen coordinates, of the + * upper-left corner of the content area of the specified window. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The window to query. + * @param[out] xpos Where to store the x-coordinate of the upper-left corner of + * the content area, or `NULL`. + * @param[out] ypos Where to store the y-coordinate of the upper-left corner of + * the content area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark @wayland There is no way for an application to retrieve the global + * position of its windows. This function will emit @ref + * GLFW_FEATURE_UNAVAILABLE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa @ref glfwSetWindowPos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); + +/*! @brief Sets the position of the content area of the specified window. + * + * This function sets the position, in screen coordinates, of the upper-left + * corner of the content area of the specified windowed mode window. If the + * window is a full screen window, this function does nothing. + * + * __Do not use this function__ to move an already visible window unless you + * have very good reasons for doing so, as it will confuse and annoy the user. + * + * The window manager may put limits on what positions are allowed. GLFW + * cannot and should not override these limits. + * + * @param[in] window The window to query. + * @param[in] xpos The x-coordinate of the upper-left corner of the content area. + * @param[in] ypos The y-coordinate of the upper-left corner of the content area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark @wayland There is no way for an application to set the global + * position of its windows. This function will emit @ref + * GLFW_FEATURE_UNAVAILABLE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa @ref glfwGetWindowPos + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); + +/*! @brief Retrieves the size of the content area of the specified window. + * + * This function retrieves the size, in screen coordinates, of the content area + * of the specified window. If you wish to retrieve the size of the + * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose size to retrieve. + * @param[out] width Where to store the width, in screen coordinates, of the + * content area, or `NULL`. + * @param[out] height Where to store the height, in screen coordinates, of the + * content area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa @ref glfwSetWindowSize + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Sets the size limits of the specified window. + * + * This function sets the size limits of the content area of the specified + * window. If the window is full screen, the size limits only take effect + * once it is made windowed. If the window is not resizable, this function + * does nothing. + * + * The size limits are applied immediately to a windowed mode window and may + * cause it to be resized. + * + * The maximum dimensions must be greater than or equal to the minimum + * dimensions and all must be greater than or equal to zero. + * + * @param[in] window The window to set limits for. + * @param[in] minwidth The minimum width, in screen coordinates, of the content + * area, or `GLFW_DONT_CARE`. + * @param[in] minheight The minimum height, in screen coordinates, of the + * content area, or `GLFW_DONT_CARE`. + * @param[in] maxwidth The maximum width, in screen coordinates, of the content + * area, or `GLFW_DONT_CARE`. + * @param[in] maxheight The maximum height, in screen coordinates, of the + * content area, or `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @remark @wayland The size limits will not be applied until the window is + * actually resized, either by the user or by the compositor. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa @ref glfwSetWindowAspectRatio + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); + +/*! @brief Sets the aspect ratio of the specified window. + * + * This function sets the required aspect ratio of the content area of the + * specified window. If the window is full screen, the aspect ratio only takes + * effect once it is made windowed. If the window is not resizable, this + * function does nothing. + * + * The aspect ratio is specified as a numerator and a denominator and both + * values must be greater than zero. For example, the common 16:9 aspect ratio + * is specified as 16 and 9, respectively. + * + * If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect + * ratio limit is disabled. + * + * The aspect ratio is applied immediately to a windowed mode window and may + * cause it to be resized. + * + * @param[in] window The window to set limits for. + * @param[in] numer The numerator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * @param[in] denom The denominator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @remark @wayland The aspect ratio will not be applied until the window is + * actually resized, either by the user or by the compositor. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa @ref glfwSetWindowSizeLimits + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); + +/*! @brief Sets the size of the content area of the specified window. + * + * This function sets the size, in screen coordinates, of the content area of + * the specified window. + * + * For full screen windows, this function updates the resolution of its desired + * video mode and switches to the video mode closest to it, without affecting + * the window's context. As the context is unaffected, the bit depths of the + * framebuffer remain unchanged. + * + * If you wish to update the refresh rate of the desired video mode in addition + * to its resolution, see @ref glfwSetWindowMonitor. + * + * The window manager may put limits on what sizes are allowed. GLFW cannot + * and should not override these limits. + * + * @param[in] window The window to resize. + * @param[in] width The desired width, in screen coordinates, of the window + * content area. + * @param[in] height The desired height, in screen coordinates, of the window + * content area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa @ref glfwGetWindowSize + * @sa @ref glfwSetWindowMonitor + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height); + +/*! @brief Retrieves the size of the framebuffer of the specified window. + * + * This function retrieves the size, in pixels, of the framebuffer of the + * specified window. If you wish to retrieve the size of the window in screen + * coordinates, see @ref glfwGetWindowSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose framebuffer to query. + * @param[out] width Where to store the width, in pixels, of the framebuffer, + * or `NULL`. + * @param[out] height Where to store the height, in pixels, of the framebuffer, + * or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * @sa @ref glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Retrieves the size of the frame of the window. + * + * This function retrieves the size, in screen coordinates, of each edge of the + * frame of the specified window. This size includes the title bar, if the + * window has one. The size of the frame may vary depending on the + * [window-related hints](@ref window_hints_wnd) used to create it. + * + * Because this function retrieves the size of each window frame edge and not + * the offset along a particular coordinate axis, the retrieved values will + * always be zero or positive. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose frame size to query. + * @param[out] left Where to store the size, in screen coordinates, of the left + * edge of the window frame, or `NULL`. + * @param[out] top Where to store the size, in screen coordinates, of the top + * edge of the window frame, or `NULL`. + * @param[out] right Where to store the size, in screen coordinates, of the + * right edge of the window frame, or `NULL`. + * @param[out] bottom Where to store the size, in screen coordinates, of the + * bottom edge of the window frame, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom); + +/*! @brief Retrieves the content scale for the specified window. + * + * This function retrieves the content scale for the specified window. The + * content scale is the ratio between the current DPI and the platform's + * default DPI. This is especially important for text and any UI elements. If + * the pixel dimensions of your UI scaled by this look appropriate on your + * machine then it should appear at a reasonable size on other machines + * regardless of their DPI and scaling settings. This relies on the system DPI + * and scaling settings being somewhat correct. + * + * On platforms where each monitors can have its own content scale, the window + * content scale will depend on which monitor the system considers the window + * to be on. + * + * @param[in] window The window to query. + * @param[out] xscale Where to store the x-axis content scale, or `NULL`. + * @param[out] yscale Where to store the y-axis content scale, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_scale + * @sa @ref glfwSetWindowContentScaleCallback + * @sa @ref glfwGetMonitorContentScale + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowContentScale(GLFWwindow* window, float* xscale, float* yscale); + +/*! @brief Returns the opacity of the whole window. + * + * This function returns the opacity of the window, including any decorations. + * + * The opacity (or alpha) value is a positive finite number between zero and + * one, where zero is fully transparent and one is fully opaque. If the system + * does not support whole window transparency, this function always returns one. + * + * The initial opacity value for newly created windows is one. + * + * @param[in] window The window to query. + * @return The opacity value of the specified window. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_transparency + * @sa @ref glfwSetWindowOpacity + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI float glfwGetWindowOpacity(GLFWwindow* window); + +/*! @brief Sets the opacity of the whole window. + * + * This function sets the opacity of the window, including any decorations. + * + * The opacity (or alpha) value is a positive finite number between zero and + * one, where zero is fully transparent and one is fully opaque. + * + * The initial opacity value for newly created windows is one. + * + * A window created with framebuffer transparency may not use whole window + * transparency. The results of doing this are undefined. + * + * @param[in] window The window to set the opacity for. + * @param[in] opacity The desired opacity of the specified window. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark @wayland There is no way to set an opacity factor for a window. + * This function will emit @ref GLFW_FEATURE_UNAVAILABLE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_transparency + * @sa @ref glfwGetWindowOpacity + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowOpacity(GLFWwindow* window, float opacity); + +/*! @brief Iconifies the specified window. + * + * This function iconifies (minimizes) the specified window if it was + * previously restored. If the window is already iconified, this function does + * nothing. + * + * If the specified window is a full screen window, GLFW restores the original + * video mode of the monitor. The window's desired video mode is set again + * when the window is restored. + * + * @param[in] window The window to iconify. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @wayland Once a window is iconified, @ref glfwRestoreWindow won’t + * be able to restore it. This is a design decision of the xdg-shell + * protocol. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa @ref glfwRestoreWindow + * @sa @ref glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwIconifyWindow(GLFWwindow* window); + +/*! @brief Restores the specified window. + * + * This function restores the specified window if it was previously iconified + * (minimized) or maximized. If the window is already restored, this function + * does nothing. + * + * If the specified window is an iconified full screen window, its desired + * video mode is set again for its monitor when the window is restored. + * + * @param[in] window The window to restore. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa @ref glfwIconifyWindow + * @sa @ref glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwRestoreWindow(GLFWwindow* window); + +/*! @brief Maximizes the specified window. + * + * This function maximizes the specified window if it was previously not + * maximized. If the window is already maximized, this function does nothing. + * + * If the specified window is a full screen window, this function does nothing. + * + * @param[in] window The window to maximize. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @par Thread Safety + * This function may only be called from the main thread. + * + * @sa @ref window_iconify + * @sa @ref glfwIconifyWindow + * @sa @ref glfwRestoreWindow + * + * @since Added in GLFW 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwMaximizeWindow(GLFWwindow* window); + +/*! @brief Makes the specified window visible. + * + * This function makes the specified window visible if it was previously + * hidden. If the window is already visible or is in full screen mode, this + * function does nothing. + * + * By default, windowed mode windows are focused when shown + * Set the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint + * to change this behavior for all newly created windows, or change the + * behavior for an existing window with @ref glfwSetWindowAttrib. + * + * @param[in] window The window to make visible. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @wayland Because Wayland wants every frame of the desktop to be + * complete, this function does not immediately make the window visible. + * Instead it will become visible the next time the window framebuffer is + * updated after this call. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa @ref glfwHideWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwShowWindow(GLFWwindow* window); + +/*! @brief Hides the specified window. + * + * This function hides the specified window if it was previously visible. If + * the window is already hidden or is in full screen mode, this function does + * nothing. + * + * @param[in] window The window to hide. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa @ref glfwShowWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwHideWindow(GLFWwindow* window); + +/*! @brief Brings the specified window to front and sets input focus. + * + * This function brings the specified window to front and sets input focus. + * The window should already be visible and not iconified. + * + * By default, both windowed and full screen mode windows are focused when + * initially created. Set the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) to + * disable this behavior. + * + * Also by default, windowed mode windows are focused when shown + * with @ref glfwShowWindow. Set the + * [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) to disable this behavior. + * + * __Do not use this function__ to steal focus from other applications unless + * you are certain that is what the user wants. Focus stealing can be + * extremely disruptive. + * + * For a less disruptive way of getting the user's attention, see + * [attention requests](@ref window_attention). + * + * @param[in] window The window to give input focus. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @wayland The compositor will likely ignore focus requests unless + * another window created by the same application already has input focus. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * @sa @ref window_attention + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwFocusWindow(GLFWwindow* window); + +/*! @brief Requests user attention to the specified window. + * + * This function requests user attention to the specified window. On + * platforms where this is not supported, attention is requested to the + * application as a whole. + * + * Once the user has given attention, usually by focusing the window or + * application, the system will end the request automatically. + * + * @param[in] window The window to request attention to. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @macos Attention is requested to the application as a whole, not the + * specific window. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_attention + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI void glfwRequestWindowAttention(GLFWwindow* window); + +/*! @brief Returns the monitor that the window uses for full screen mode. + * + * This function returns the handle of the monitor that the specified window is + * in full screen on. + * + * @param[in] window The window to query. + * @return The monitor, or `NULL` if the window is in windowed mode or an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa @ref glfwSetWindowMonitor + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); + +/*! @brief Sets the mode, monitor, video mode and placement of a window. + * + * This function sets the monitor that the window uses for full screen mode or, + * if the monitor is `NULL`, makes it windowed mode. + * + * When setting a monitor, this function updates the width, height and refresh + * rate of the desired video mode and switches to the video mode closest to it. + * The window position is ignored when setting a monitor. + * + * When the monitor is `NULL`, the position, width and height are used to + * place the window content area. The refresh rate is ignored when no monitor + * is specified. + * + * If you only wish to update the resolution of a full screen window or the + * size of a windowed mode window, see @ref glfwSetWindowSize. + * + * When a window transitions from full screen to windowed mode, this function + * restores any previous window settings such as whether it is decorated, + * floating, resizable, has size or aspect ratio limits, etc. + * + * @param[in] window The window whose monitor, size or video mode to set. + * @param[in] monitor The desired monitor, or `NULL` to set windowed mode. + * @param[in] xpos The desired x-coordinate of the upper-left corner of the + * content area. + * @param[in] ypos The desired y-coordinate of the upper-left corner of the + * content area. + * @param[in] width The desired with, in screen coordinates, of the content + * area or video mode. + * @param[in] height The desired height, in screen coordinates, of the content + * area or video mode. + * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode, + * or `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark The OpenGL or OpenGL ES context will not be destroyed or otherwise + * affected by any resizing or mode switching, although you may need to update + * your viewport if the framebuffer size has changed. + * + * @remark @wayland The desired window position is ignored, as there is no way + * for an application to set this property. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa @ref window_full_screen + * @sa @ref glfwGetWindowMonitor + * @sa @ref glfwSetWindowSize + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); + +/*! @brief Returns an attribute of the specified window. + * + * This function returns the value of an attribute of the specified window or + * its OpenGL or OpenGL ES context. + * + * @param[in] window The window to query. + * @param[in] attrib The [window attribute](@ref window_attribs) whose value to + * return. + * @return The value of the attribute, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @remark Framebuffer related hints are not window attributes. See @ref + * window_attribs_fb for more information. + * + * @remark Zero is a valid value for many window and context related + * attributes so you cannot use a return value of zero as an indication of + * errors. However, this function should not fail as long as it is passed + * valid arguments and the library has been [initialized](@ref intro_init). + * + * @remark @wayland The Wayland protocol provides no way to check whether a + * window is iconfied, so @ref GLFW_ICONIFIED always returns `GLFW_FALSE`. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_attribs + * @sa @ref glfwSetWindowAttrib + * + * @since Added in version 3.0. Replaces `glfwGetWindowParam` and + * `glfwGetGLVersion`. + * + * @ingroup window + */ +GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib); + +/*! @brief Sets an attribute of the specified window. + * + * This function sets the value of an attribute of the specified window. + * + * The supported attributes are [GLFW_DECORATED](@ref GLFW_DECORATED_attrib), + * [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib), + * [GLFW_FLOATING](@ref GLFW_FLOATING_attrib), + * [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and + * [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib). + * [GLFW_MOUSE_PASSTHROUGH](@ref GLFW_MOUSE_PASSTHROUGH_attrib) + * + * Some of these attributes are ignored for full screen windows. The new + * value will take effect if the window is later made windowed. + * + * Some of these attributes are ignored for windowed mode windows. The new + * value will take effect if the window is later made full screen. + * + * @param[in] window The window to set the attribute for. + * @param[in] attrib A supported window attribute. + * @param[in] value `GLFW_TRUE` or `GLFW_FALSE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_PLATFORM_ERROR and @ref + * GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark Calling @ref glfwGetWindowAttrib will always return the latest + * value, even if that value is ignored by the current mode of the window. + * + * @remark @wayland The [GLFW_FLOATING](@ref GLFW_FLOATING_attrib) window attribute is + * not supported. Setting this will emit @ref GLFW_FEATURE_UNAVAILABLE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_attribs + * @sa @ref glfwGetWindowAttrib + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowAttrib(GLFWwindow* window, int attrib, int value); + +/*! @brief Sets the user pointer of the specified window. + * + * This function sets the user-defined pointer of the specified window. The + * current value is retained until the window is destroyed. The initial value + * is `NULL`. + * + * @param[in] window The window whose pointer to set. + * @param[in] pointer The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa @ref glfwGetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer); + +/*! @brief Returns the user pointer of the specified window. + * + * This function returns the current value of the user-defined pointer of the + * specified window. The initial value is `NULL`. + * + * @param[in] window The window whose pointer to return. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa @ref glfwSetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); + +/*! @brief Sets the position callback for the specified window. + * + * This function sets the position callback of the specified window, which is + * called when the window is moved. The callback is provided with the + * position, in screen coordinates, of the upper-left corner of the content + * area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int xpos, int ypos) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowposfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @wayland This callback will never be called, as there is no way for + * an application to know its global position. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun callback); + +/*! @brief Sets the size callback for the specified window. + * + * This function sets the size callback of the specified window, which is + * called when the window is resized. The callback is provided with the size, + * in screen coordinates, of the content area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int width, int height) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowsizefun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback); + +/*! @brief Sets the close callback for the specified window. + * + * This function sets the close callback of the specified window, which is + * called when the user attempts to close the window, for example by clicking + * the close widget in the title bar. + * + * The close flag is set before this callback is called, but you can modify it + * at any time with @ref glfwSetWindowShouldClose. + * + * The close callback is not triggered by @ref glfwDestroyWindow. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowclosefun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @macos Selecting Quit from the application menu will trigger the + * close callback for all windows. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_close + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun callback); + +/*! @brief Sets the refresh callback for the specified window. + * + * This function sets the refresh callback of the specified window, which is + * called when the content area of the window needs to be redrawn, for example + * if the window has been exposed after having been covered by another window. + * + * On compositing window systems such as Aero, Compiz, Aqua or Wayland, where + * the window contents are saved off-screen, this callback may be called only + * very infrequently or never at all. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window); + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowrefreshfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_refresh + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback); + +/*! @brief Sets the focus callback for the specified window. + * + * This function sets the focus callback of the specified window, which is + * called when the window gains or loses input focus. + * + * After the focus callback is called for a window that lost input focus, + * synthetic key and mouse button release events will be generated for all such + * that had been pressed. For more information, see @ref glfwSetKeyCallback + * and @ref glfwSetMouseButtonCallback. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int focused) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowfocusfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun callback); + +/*! @brief Sets the iconify callback for the specified window. + * + * This function sets the iconification callback of the specified window, which + * is called when the window is iconified or restored. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int iconified) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowiconifyfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun callback); + +/*! @brief Sets the maximize callback for the specified window. + * + * This function sets the maximization callback of the specified window, which + * is called when the window is maximized or restored. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int maximized) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowmaximizefun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_maximize + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback); + +/*! @brief Sets the framebuffer resize callback for the specified window. + * + * This function sets the framebuffer resize callback of the specified window, + * which is called when the framebuffer of the specified window is resized. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int width, int height) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWframebuffersizefun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun callback); + +/*! @brief Sets the window content scale callback for the specified window. + * + * This function sets the window content scale callback of the specified window, + * which is called when the content scale of the specified window changes. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, float xscale, float yscale) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWwindowcontentscalefun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_scale + * @sa @ref glfwGetWindowContentScale + * + * @since Added in version 3.3. + * + * @ingroup window + */ +GLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun callback); + +/*! @brief Processes all pending events. + * + * This function processes only those events that are already in the event + * queue and then returns immediately. Processing events will cause the window + * and input callbacks associated with those events to be called. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * Do not assume that callbacks you set will _only_ be called in response to + * event processing functions like this one. While it is necessary to poll for + * events, window systems that require GLFW to register callbacks of its own + * can pass events to GLFW in response to many window system function calls. + * GLFW will pass those events on to the application callbacks before + * returning. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa @ref glfwWaitEvents + * @sa @ref glfwWaitEventsTimeout + * + * @since Added in version 1.0. + * + * @ingroup window + */ +GLFWAPI void glfwPollEvents(void); + +/*! @brief Waits until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue. Once one or more events are available, + * it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue + * are processed and the function then returns immediately. Processing events + * will cause the window and input callbacks associated with those events to be + * called. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * Do not assume that callbacks you set will _only_ be called in response to + * event processing functions like this one. While it is necessary to poll for + * events, window systems that require GLFW to register callbacks of its own + * can pass events to GLFW in response to many window system function calls. + * GLFW will pass those events on to the application callbacks before + * returning. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa @ref glfwPollEvents + * @sa @ref glfwWaitEventsTimeout + * + * @since Added in version 2.5. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEvents(void); + +/*! @brief Waits with timeout until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue, or until the specified timeout is reached. If + * one or more events are available, it behaves exactly like @ref + * glfwPollEvents, i.e. the events in the queue are processed and the function + * then returns immediately. Processing events will cause the window and input + * callbacks associated with those events to be called. + * + * The timeout value must be a positive finite number. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * Do not assume that callbacks you set will _only_ be called in response to + * event processing functions like this one. While it is necessary to poll for + * events, window systems that require GLFW to register callbacks of its own + * can pass events to GLFW in response to many window system function calls. + * GLFW will pass those events on to the application callbacks before + * returning. + * + * Event processing is not required for joystick input to work. + * + * @param[in] timeout The maximum amount of time, in seconds, to wait. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa @ref glfwPollEvents + * @sa @ref glfwWaitEvents + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEventsTimeout(double timeout); + +/*! @brief Posts an empty event to the event queue. + * + * This function posts an empty event from the current thread to the event + * queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref events + * @sa @ref glfwWaitEvents + * @sa @ref glfwWaitEventsTimeout + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwPostEmptyEvent(void); + +/*! @brief Returns the value of an input option for the specified window. + * + * This function returns the value of an input option for the specified window. + * The mode must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS, + * @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or + * @ref GLFW_RAW_MOUSE_MOTION. + * + * @param[in] window The window to query. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`, + * `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or + * `GLFW_RAW_MOUSE_MOTION`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref glfwSetInputMode + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); + +/*! @brief Sets an input option for the specified window. + * + * This function sets an input mode option for the specified window. The mode + * must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS, + * @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or + * @ref GLFW_RAW_MOUSE_MOTION. + * + * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor + * modes: + * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally. + * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the + * content area of the window but does not restrict the cursor from leaving. + * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual + * and unlimited cursor movement. This is useful for implementing for + * example 3D camera controls. + * - `GLFW_CURSOR_CAPTURED` makes the cursor visible and confines it to the + * content area of the window. + * + * If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to + * enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are + * enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS` + * the next time it is called even if the key had been released before the + * call. This is useful when you are only interested in whether keys have been + * pressed but not when or in which order. + * + * If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either + * `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it. + * If sticky mouse buttons are enabled, a mouse button press will ensure that + * @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even + * if the mouse button had been released before the call. This is useful when + * you are only interested in whether mouse buttons have been pressed but not + * when or in which order. + * + * If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to + * enable lock key modifier bits, or `GLFW_FALSE` to disable them. If enabled, + * callbacks that receive modifier bits will also have the @ref + * GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on, + * and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on. + * + * If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE` + * to enable raw (unscaled and unaccelerated) mouse motion when the cursor is + * disabled, or `GLFW_FALSE` to disable it. If raw motion is not supported, + * attempting to set this will emit @ref GLFW_FEATURE_UNAVAILABLE. Call @ref + * glfwRawMouseMotionSupported to check for support. + * + * @param[in] window The window whose input mode to set. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`, + * `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or + * `GLFW_RAW_MOUSE_MOTION`. + * @param[in] value The new value of the specified input mode. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM, @ref GLFW_PLATFORM_ERROR and @ref + * GLFW_FEATURE_UNAVAILABLE (see above). + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref glfwGetInputMode + * + * @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`. + * + * @ingroup input + */ +GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); + +/*! @brief Returns whether raw mouse motion is supported. + * + * This function returns whether raw mouse motion is supported on the current + * system. This status does not change after GLFW has been initialized so you + * only need to check this once. If you attempt to enable raw motion on + * a system that does not support it, @ref GLFW_PLATFORM_ERROR will be emitted. + * + * Raw mouse motion is closer to the actual motion of the mouse across + * a surface. It is not affected by the scaling and acceleration applied to + * the motion of the desktop cursor. That processing is suitable for a cursor + * while raw motion is better for controlling for example a 3D camera. Because + * of this, raw mouse motion is only provided when the cursor is disabled. + * + * @return `GLFW_TRUE` if raw mouse motion is supported on the current machine, + * or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref raw_mouse_motion + * @sa @ref glfwSetInputMode + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI int glfwRawMouseMotionSupported(void); + +/*! @brief Returns the layout-specific name of the specified printable key. + * + * This function returns the name of the specified printable key, encoded as + * UTF-8. This is typically the character that key would produce without any + * modifier keys, intended for displaying key bindings to the user. For dead + * keys, it is typically the diacritic it would add to a character. + * + * __Do not use this function__ for [text input](@ref input_char). You will + * break text input for many languages even if it happens to work for yours. + * + * If the key is `GLFW_KEY_UNKNOWN`, the scancode is used to identify the key, + * otherwise the scancode is ignored. If you specify a non-printable key, or + * `GLFW_KEY_UNKNOWN` and a scancode that maps to a non-printable key, this + * function returns `NULL` but does not emit an error. + * + * This behavior allows you to always pass in the arguments in the + * [key callback](@ref input_key) without modification. + * + * The printable keys are: + * - `GLFW_KEY_APOSTROPHE` + * - `GLFW_KEY_COMMA` + * - `GLFW_KEY_MINUS` + * - `GLFW_KEY_PERIOD` + * - `GLFW_KEY_SLASH` + * - `GLFW_KEY_SEMICOLON` + * - `GLFW_KEY_EQUAL` + * - `GLFW_KEY_LEFT_BRACKET` + * - `GLFW_KEY_RIGHT_BRACKET` + * - `GLFW_KEY_BACKSLASH` + * - `GLFW_KEY_WORLD_1` + * - `GLFW_KEY_WORLD_2` + * - `GLFW_KEY_0` to `GLFW_KEY_9` + * - `GLFW_KEY_A` to `GLFW_KEY_Z` + * - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9` + * - `GLFW_KEY_KP_DECIMAL` + * - `GLFW_KEY_KP_DIVIDE` + * - `GLFW_KEY_KP_MULTIPLY` + * - `GLFW_KEY_KP_SUBTRACT` + * - `GLFW_KEY_KP_ADD` + * - `GLFW_KEY_KP_EQUAL` + * + * Names for printable keys depend on keyboard layout, while names for + * non-printable keys are the same across layouts but depend on the application + * language and should be localized along with other user interface text. + * + * @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`. + * @param[in] scancode The scancode of the key to query. + * @return The UTF-8 encoded, layout-specific name of the key, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE, @ref GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @remark The contents of the returned string may change when a keyboard + * layout change event is received. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key_name + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetKeyName(int key, int scancode); + +/*! @brief Returns the platform-specific scancode of the specified key. + * + * This function returns the platform-specific scancode of the specified key. + * + * If the specified [key token](@ref keys) corresponds to a physical key not + * supported on the current platform then this method will return `-1`. + * Calling this function with anything other than a key token will return `-1` + * and generate a @ref GLFW_INVALID_ENUM error. + * + * @param[in] key Any [key token](@ref keys). + * @return The platform-specific scancode for the key, or `-1` if the key is + * not supported on the current platform or an [error](@ref error_handling) + * occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref input_key + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI int glfwGetKeyScancode(int key); + +/*! @brief Returns the last reported state of a keyboard key for the specified + * window. + * + * This function returns the last state reported for the specified key to the + * specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. The action `GLFW_REPEAT` is only reported to the key callback. + * + * If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns + * `GLFW_PRESS` the first time you call it for a key that was pressed, even if + * that key has already been released. + * + * The key functions deal with physical keys, with [key tokens](@ref keys) + * named after their use on the standard US keyboard layout. If you want to + * input text, use the Unicode character callback instead. + * + * The [modifier key bit masks](@ref mods) are not key tokens and cannot be + * used with this function. + * + * __Do not use this function__ to implement [text input](@ref input_char). + * + * @param[in] window The desired window. + * @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is + * not a valid key for this function. + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetKey(GLFWwindow* window, int key); + +/*! @brief Returns the last reported state of a mouse button for the specified + * window. + * + * This function returns the last state reported for the specified mouse button + * to the specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. + * + * If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function + * returns `GLFW_PRESS` the first time you call it for a mouse button that was + * pressed, even if that mouse button has already been released. + * + * @param[in] window The desired window. + * @param[in] button The desired [mouse button](@ref buttons). + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); + +/*! @brief Retrieves the position of the cursor relative to the content area of + * the window. + * + * This function returns the position of the cursor, in screen coordinates, + * relative to the upper-left corner of the content area of the specified + * window. + * + * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor + * position is unbounded and limited only by the minimum and maximum values of + * a `double`. + * + * The coordinate can be converted to their integer equivalents with the + * `floor` function. Casting directly to an integer type works for positive + * coordinates, but fails for negative ones. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The desired window. + * @param[out] xpos Where to store the cursor x-coordinate, relative to the + * left edge of the content area, or `NULL`. + * @param[out] ypos Where to store the cursor y-coordinate, relative to the to + * top edge of the content area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa @ref glfwSetCursorPos + * + * @since Added in version 3.0. Replaces `glfwGetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); + +/*! @brief Sets the position of the cursor, relative to the content area of the + * window. + * + * This function sets the position, in screen coordinates, of the cursor + * relative to the upper-left corner of the content area of the specified + * window. The window must have input focus. If the window does not have + * input focus when this function is called, it fails silently. + * + * __Do not use this function__ to implement things like camera controls. GLFW + * already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the + * cursor, transparently re-centers it and provides unconstrained cursor + * motion. See @ref glfwSetInputMode for more information. + * + * If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is + * unconstrained and limited only by the minimum and maximum values of + * a `double`. + * + * @param[in] window The desired window. + * @param[in] xpos The desired x-coordinate, relative to the left edge of the + * content area. + * @param[in] ypos The desired y-coordinate, relative to the top edge of the + * content area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks). + * + * @remark @wayland This function will only work when the cursor mode is + * `GLFW_CURSOR_DISABLED`, otherwise it will emit @ref GLFW_FEATURE_UNAVAILABLE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa @ref glfwGetCursorPos + * + * @since Added in version 3.0. Replaces `glfwSetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos); + +/*! @brief Creates a custom cursor. + * + * Creates a new custom cursor image that can be set for a window with @ref + * glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor. + * Any remaining cursors are destroyed by @ref glfwTerminate. + * + * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight + * bits per channel with the red channel first. They are arranged canonically + * as packed sequential rows, starting from the top-left corner. + * + * The cursor hotspot is specified in pixels, relative to the upper-left corner + * of the cursor image. Like all other coordinate systems in GLFW, the X-axis + * points to the right and the Y-axis points down. + * + * @param[in] image The desired cursor image. + * @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot. + * @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot. + * @return The handle of the created cursor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa @ref glfwDestroyCursor + * @sa @ref glfwCreateStandardCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot); + +/*! @brief Creates a cursor with a standard shape. + * + * Returns a cursor with a standard shape, that can be set for a window with + * @ref glfwSetCursor. The images for these cursors come from the system + * cursor theme and their exact appearance will vary between platforms. + * + * Most of these shapes are guaranteed to exist on every supported platform but + * a few may not be present. See the table below for details. + * + * Cursor shape | Windows | macOS | X11 | Wayland + * ------------------------------ | ------- | ----- | ------ | ------- + * @ref GLFW_ARROW_CURSOR | Yes | Yes | Yes | Yes + * @ref GLFW_IBEAM_CURSOR | Yes | Yes | Yes | Yes + * @ref GLFW_CROSSHAIR_CURSOR | Yes | Yes | Yes | Yes + * @ref GLFW_POINTING_HAND_CURSOR | Yes | Yes | Yes | Yes + * @ref GLFW_RESIZE_EW_CURSOR | Yes | Yes | Yes | Yes + * @ref GLFW_RESIZE_NS_CURSOR | Yes | Yes | Yes | Yes + * @ref GLFW_RESIZE_NWSE_CURSOR | Yes | Yes1 | Maybe2 | Maybe2 + * @ref GLFW_RESIZE_NESW_CURSOR | Yes | Yes1 | Maybe2 | Maybe2 + * @ref GLFW_RESIZE_ALL_CURSOR | Yes | Yes | Yes | Yes + * @ref GLFW_NOT_ALLOWED_CURSOR | Yes | Yes | Maybe2 | Maybe2 + * + * 1) This uses a private system API and may fail in the future. + * + * 2) This uses a newer standard that not all cursor themes support. + * + * If the requested shape is not available, this function emits a @ref + * GLFW_CURSOR_UNAVAILABLE error and returns `NULL`. + * + * @param[in] shape One of the [standard shapes](@ref shapes). + * @return A new cursor ready to use or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM, @ref GLFW_CURSOR_UNAVAILABLE and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_standard + * @sa @ref glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape); + +/*! @brief Destroys a cursor. + * + * This function destroys a cursor previously created with @ref + * glfwCreateCursor. Any remaining cursors will be destroyed by @ref + * glfwTerminate. + * + * If the specified cursor is current for any window, that window will be + * reverted to the default cursor. This does not affect the cursor mode. + * + * @param[in] cursor The cursor object to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa @ref glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor); + +/*! @brief Sets the cursor for the window. + * + * This function sets the cursor image to be used when the cursor is over the + * content area of the specified window. The set cursor will only be visible + * when the [cursor mode](@ref cursor_mode) of the window is + * `GLFW_CURSOR_NORMAL`. + * + * On some platforms, the set cursor may not be visible unless the window also + * has input focus. + * + * @param[in] window The window to set the cursor for. + * @param[in] cursor The cursor to set, or `NULL` to switch back to the default + * arrow cursor. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); + +/*! @brief Sets the key callback. + * + * This function sets the key callback of the specified window, which is called + * when a key is pressed, repeated or released. + * + * The key functions deal with physical keys, with layout independent + * [key tokens](@ref keys) named after their values in the standard US keyboard + * layout. If you want to input text, use the + * [character callback](@ref glfwSetCharCallback) instead. + * + * When a window loses input focus, it will generate synthetic key release + * events for all pressed keys with associated key tokens. You can tell these + * events from user-generated events by the fact that the synthetic ones are + * generated after the focus loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * The scancode of a key is specific to that platform or sometimes even to that + * machine. Scancodes are intended to allow users to bind keys that don't have + * a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their + * state is not saved and so it cannot be queried with @ref glfwGetKey. + * + * Sometimes GLFW needs to generate synthetic key events, in which case the + * scancode may be zero. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new key callback, or `NULL` to remove the currently + * set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int key, int scancode, int action, int mods) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWkeyfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback); + +/*! @brief Sets the Unicode character callback. + * + * This function sets the character callback of the specified window, which is + * called when a Unicode character is input. + * + * The character callback is intended for Unicode text input. As it deals with + * characters, it is keyboard layout dependent, whereas the + * [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1 + * to physical keys, as a key may produce zero, one or more characters. If you + * want to know whether a specific physical key was pressed or released, see + * the key callback instead. + * + * The character callback behaves as system text input normally does and will + * not be called if modifier keys are held down that would prevent normal text + * input on that platform, for example a Super (Command) key on macOS or Alt key + * on Windows. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcharfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback); + +/*! @brief Sets the Unicode character with modifiers callback. + * + * This function sets the character with modifiers callback of the specified + * window, which is called when a Unicode character is input regardless of what + * modifier keys are used. + * + * The character with modifiers callback is intended for implementing custom + * Unicode character input. For regular Unicode text input, see the + * [character callback](@ref glfwSetCharCallback). Like the character + * callback, the character with modifiers callback deals with characters and is + * keyboard layout dependent. Characters do not map 1:1 to physical keys, as + * a key may produce zero, one or more characters. If you want to know whether + * a specific physical key was pressed or released, see the + * [key callback](@ref glfwSetKeyCallback) instead. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or an + * [error](@ref error_handling) occurred. + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, unsigned int codepoint, int mods) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcharmodsfun). + * + * @deprecated Scheduled for removal in version 4.0. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun callback); + +/*! @brief Sets the mouse button callback. + * + * This function sets the mouse button callback of the specified window, which + * is called when a mouse button is pressed or released. + * + * When a window loses input focus, it will generate synthetic mouse button + * release events for all pressed mouse buttons. You can tell these events + * from user-generated events by the fact that the synthetic ones are generated + * after the focus loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int button, int action, int mods) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWmousebuttonfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback); + +/*! @brief Sets the cursor position callback. + * + * This function sets the cursor position callback of the specified window, + * which is called when the cursor is moved. The callback is provided with the + * position, in screen coordinates, relative to the upper-left corner of the + * content area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, double xpos, double ypos); + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcursorposfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * + * @since Added in version 3.0. Replaces `glfwSetMousePosCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun callback); + +/*! @brief Sets the cursor enter/leave callback. + * + * This function sets the cursor boundary crossing callback of the specified + * window, which is called when the cursor enters or leaves the content area of + * the window. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int entered) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWcursorenterfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_enter + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun callback); + +/*! @brief Sets the scroll callback. + * + * This function sets the scroll callback of the specified window, which is + * called when a scrolling device is used, such as a mouse wheel or scrolling + * area of a touchpad. + * + * The scroll callback receives all scrolling input, like that from a mouse + * wheel or a touchpad scrolling area. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new scroll callback, or `NULL` to remove the + * currently set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, double xoffset, double yoffset) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWscrollfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref scrolling + * + * @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun callback); + +/*! @brief Sets the path drop callback. + * + * This function sets the path drop callback of the specified window, which is + * called when one or more dragged paths are dropped on the window. + * + * Because the path array and its strings may have been generated specifically + * for that event, they are not guaranteed to be valid after the callback has + * returned. If you wish to use them after the callback returns, you need to + * make a deep copy. + * + * @param[in] window The window whose callback to set. + * @param[in] callback The new file drop callback, or `NULL` to remove the + * currently set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(GLFWwindow* window, int path_count, const char* paths[]) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWdropfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref path_drop + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback); + +/*! @brief Returns whether the specified joystick is present. + * + * This function returns whether the specified joystick is present. + * + * There is no need to call this function before other functions that accept + * a joystick ID, as they all check for presence before performing any other + * work. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick + * + * @since Added in version 3.0. Replaces `glfwGetJoystickParam`. + * + * @ingroup input + */ +GLFWAPI int glfwJoystickPresent(int jid); + +/*! @brief Returns the values of all axes of the specified joystick. + * + * This function returns the values of all axes of the specified joystick. + * Each element in the array is a value between -1.0 and 1.0. + * + * If the specified joystick is not present this function will return `NULL` + * but will not generate an error. This can be used instead of first calling + * @ref glfwJoystickPresent. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of axis values in the returned + * array. This is set to zero if the joystick is not present or an error + * occurred. + * @return An array of axis values, or `NULL` if the joystick is not present or + * an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_axis + * + * @since Added in version 3.0. Replaces `glfwGetJoystickPos`. + * + * @ingroup input + */ +GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count); + +/*! @brief Returns the state of all buttons of the specified joystick. + * + * This function returns the state of all buttons of the specified joystick. + * Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`. + * + * For backward compatibility with earlier versions that did not have @ref + * glfwGetJoystickHats, the button array also includes all hats, each + * represented as four buttons. The hats are in the same order as returned by + * __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and + * _left_. To disable these extra buttons, set the @ref + * GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization. + * + * If the specified joystick is not present this function will return `NULL` + * but will not generate an error. This can be used instead of first calling + * @ref glfwJoystickPresent. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of button states in the returned + * array. This is set to zero if the joystick is not present or an error + * occurred. + * @return An array of button states, or `NULL` if the joystick is not present + * or an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_button + * + * @since Added in version 2.2. + * @glfw3 Changed to return a dynamic array. + * + * @ingroup input + */ +GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count); + +/*! @brief Returns the state of all hats of the specified joystick. + * + * This function returns the state of all hats of the specified joystick. + * Each element in the array is one of the following values: + * + * Name | Value + * ---- | ----- + * `GLFW_HAT_CENTERED` | 0 + * `GLFW_HAT_UP` | 1 + * `GLFW_HAT_RIGHT` | 2 + * `GLFW_HAT_DOWN` | 4 + * `GLFW_HAT_LEFT` | 8 + * `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP` + * `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN` + * `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP` + * `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN` + * + * The diagonal directions are bitwise combinations of the primary (up, right, + * down and left) directions and you can test for these individually by ANDing + * it with the corresponding direction. + * + * @code + * if (hats[2] & GLFW_HAT_RIGHT) + * { + * // State of hat 2 could be right-up, right or right-down + * } + * @endcode + * + * If the specified joystick is not present this function will return `NULL` + * but will not generate an error. This can be used instead of first calling + * @ref glfwJoystickPresent. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of hat states in the returned + * array. This is set to zero if the joystick is not present or an error + * occurred. + * @return An array of hat states, or `NULL` if the joystick is not present + * or an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_hat + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count); + +/*! @brief Returns the name of the specified joystick. + * + * This function returns the name, encoded as UTF-8, of the specified joystick. + * The returned string is allocated and freed by GLFW. You should not free it + * yourself. + * + * If the specified joystick is not present this function will return `NULL` + * but will not generate an error. This can be used instead of first calling + * @ref glfwJoystickPresent. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick + * is not present or an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_name + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetJoystickName(int jid); + +/*! @brief Returns the SDL compatible GUID of the specified joystick. + * + * This function returns the SDL compatible GUID, as a UTF-8 encoded + * hexadecimal string, of the specified joystick. The returned string is + * allocated and freed by GLFW. You should not free it yourself. + * + * The GUID is what connects a joystick to a gamepad mapping. A connected + * joystick will always have a GUID even if there is no gamepad mapping + * assigned to it. + * + * If the specified joystick is not present this function will return `NULL` + * but will not generate an error. This can be used instead of first calling + * @ref glfwJoystickPresent. + * + * The GUID uses the format introduced in SDL 2.0.5. This GUID tries to + * uniquely identify the make and model of a joystick but does not identify + * a specific unit, e.g. all wired Xbox 360 controllers will have the same + * GUID on that platform. The GUID for a unit may vary between platforms + * depending on what hardware information the platform specific APIs provide. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @return The UTF-8 encoded GUID of the joystick, or `NULL` if the joystick + * is not present or an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref gamepad + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetJoystickGUID(int jid); + +/*! @brief Sets the user pointer of the specified joystick. + * + * This function sets the user-defined pointer of the specified joystick. The + * current value is retained until the joystick is disconnected. The initial + * value is `NULL`. + * + * This function may be called from the joystick callback, even for a joystick + * that is being disconnected. + * + * @param[in] jid The joystick whose pointer to set. + * @param[in] pointer The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref joystick_userptr + * @sa @ref glfwGetJoystickUserPointer + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer); + +/*! @brief Returns the user pointer of the specified joystick. + * + * This function returns the current value of the user-defined pointer of the + * specified joystick. The initial value is `NULL`. + * + * This function may be called from the joystick callback, even for a joystick + * that is being disconnected. + * + * @param[in] jid The joystick whose pointer to return. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref joystick_userptr + * @sa @ref glfwSetJoystickUserPointer + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI void* glfwGetJoystickUserPointer(int jid); + +/*! @brief Returns whether the specified joystick has a gamepad mapping. + * + * This function returns whether the specified joystick is both present and has + * a gamepad mapping. + * + * If the specified joystick is present but does not have a gamepad mapping + * this function will return `GLFW_FALSE` but will not generate an error. Call + * @ref glfwJoystickPresent to check if a joystick is present regardless of + * whether it has a mapping. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping, + * or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref gamepad + * @sa @ref glfwGetGamepadState + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI int glfwJoystickIsGamepad(int jid); + +/*! @brief Sets the joystick configuration callback. + * + * This function sets the joystick configuration callback, or removes the + * currently set callback. This is called when a joystick is connected to or + * disconnected from the system. + * + * For joystick connection and disconnection events to be delivered on all + * platforms, you need to call one of the [event processing](@ref events) + * functions. Joystick disconnection may also be detected and the callback + * called by joystick functions. The function will then return whatever it + * returns if the joystick is not present. + * + * @param[in] callback The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @callback_signature + * @code + * void function_name(int jid, int event) + * @endcode + * For more information about the callback parameters, see the + * [function pointer type](@ref GLFWjoystickfun). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_event + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback); + +/*! @brief Adds the specified SDL_GameControllerDB gamepad mappings. + * + * This function parses the specified ASCII encoded string and updates the + * internal list with any gamepad mappings it finds. This string may + * contain either a single gamepad mapping or many mappings separated by + * newlines. The parser supports the full format of the `gamecontrollerdb.txt` + * source file including empty lines and comments. + * + * See @ref gamepad_mapping for a description of the format. + * + * If there is already a gamepad mapping for a given GUID in the internal list, + * it will be replaced by the one passed to this function. If the library is + * terminated and re-initialized the internal list will revert to the built-in + * default. + * + * @param[in] string The string containing the gamepad mappings. + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_VALUE. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref gamepad + * @sa @ref glfwJoystickIsGamepad + * @sa @ref glfwGetGamepadName + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI int glfwUpdateGamepadMappings(const char* string); + +/*! @brief Returns the human-readable gamepad name for the specified joystick. + * + * This function returns the human-readable name of the gamepad from the + * gamepad mapping assigned to the specified joystick. + * + * If the specified joystick is not present or does not have a gamepad mapping + * this function will return `NULL` but will not generate an error. Call + * @ref glfwJoystickPresent to check whether it is present regardless of + * whether it has a mapping. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @return The UTF-8 encoded name of the gamepad, or `NULL` if the + * joystick is not present, does not have a mapping or an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref GLFW_INVALID_ENUM. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, the gamepad mappings are updated or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref gamepad + * @sa @ref glfwJoystickIsGamepad + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetGamepadName(int jid); + +/*! @brief Retrieves the state of the specified joystick remapped as a gamepad. + * + * This function retrieves the state of the specified joystick remapped to + * an Xbox-like gamepad. + * + * If the specified joystick is not present or does not have a gamepad mapping + * this function will return `GLFW_FALSE` but will not generate an error. Call + * @ref glfwJoystickPresent to check whether it is present regardless of + * whether it has a mapping. + * + * The Guide button may not be available for input as it is often hooked by the + * system or the Steam client. + * + * Not all devices have all the buttons or axes provided by @ref + * GLFWgamepadstate. Unavailable buttons and axes will always report + * `GLFW_RELEASE` and 0.0 respectively. + * + * @param[in] jid The [joystick](@ref joysticks) to query. + * @param[out] state The gamepad input state of the joystick. + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is + * connected, it has no gamepad mapping or an [error](@ref error_handling) + * occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref gamepad + * @sa @ref glfwUpdateGamepadMappings + * @sa @ref glfwJoystickIsGamepad + * + * @since Added in version 3.3. + * + * @ingroup input + */ +GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state); + +/*! @brief Sets the clipboard to the specified string. + * + * This function sets the system clipboard to the specified, UTF-8 encoded + * string. + * + * @param[in] window Deprecated. Any valid window or `NULL`. + * @param[in] string A UTF-8 encoded string. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @win32 The clipboard on Windows has a single global lock for reading and + * writing. GLFW tries to acquire it a few times, which is almost always enough. If it + * cannot acquire the lock then this function emits @ref GLFW_PLATFORM_ERROR and returns. + * It is safe to try this multiple times. + * + * @pointer_lifetime The specified string is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa @ref glfwGetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); + +/*! @brief Returns the contents of the clipboard as a string. + * + * This function returns the contents of the system clipboard, if it contains + * or is convertible to a UTF-8 encoded string. If the clipboard is empty or + * if its contents cannot be converted, `NULL` is returned and a @ref + * GLFW_FORMAT_UNAVAILABLE error is generated. + * + * @param[in] window Deprecated. Any valid window or `NULL`. + * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL` + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_FORMAT_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @remark @win32 The clipboard on Windows has a single global lock for reading and + * writing. GLFW tries to acquire it a few times, which is almost always enough. If it + * cannot acquire the lock then this function emits @ref GLFW_PLATFORM_ERROR and returns. + * It is safe to try this multiple times. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetClipboardString or @ref glfwSetClipboardString, or until the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa @ref glfwSetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); + +/*! @brief Returns the GLFW time. + * + * This function returns the current GLFW time, in seconds. Unless the time + * has been set using @ref glfwSetTime it measures time elapsed since GLFW was + * initialized. + * + * This function and @ref glfwSetTime are helper functions on top of @ref + * glfwGetTimerFrequency and @ref glfwGetTimerValue. + * + * The resolution of the timer is system dependent, but is usually on the order + * of a few micro- or nanoseconds. It uses the highest-resolution monotonic + * time source on each operating system. + * + * @return The current time, in seconds, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Reading and + * writing of the internal base time is not atomic, so it needs to be + * externally synchronized with calls to @ref glfwSetTime. + * + * @sa @ref time + * + * @since Added in version 1.0. + * + * @ingroup input + */ +GLFWAPI double glfwGetTime(void); + +/*! @brief Sets the GLFW time. + * + * This function sets the current GLFW time, in seconds. The value must be + * a positive finite number less than or equal to 18446744073.0, which is + * approximately 584.5 years. + * + * This function and @ref glfwGetTime are helper functions on top of @ref + * glfwGetTimerFrequency and @ref glfwGetTimerValue. + * + * @param[in] time The new value, in seconds. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_VALUE. + * + * @remark The upper limit of GLFW time is calculated as + * floor((264 - 1) / 109) and is due to implementations + * storing nanoseconds in 64 bits. The limit may be increased in the future. + * + * @thread_safety This function may be called from any thread. Reading and + * writing of the internal base time is not atomic, so it needs to be + * externally synchronized with calls to @ref glfwGetTime. + * + * @sa @ref time + * + * @since Added in version 2.2. + * + * @ingroup input + */ +GLFWAPI void glfwSetTime(double time); + +/*! @brief Returns the current value of the raw timer. + * + * This function returns the current value of the raw timer, measured in + * 1 / frequency seconds. To get the frequency, call @ref + * glfwGetTimerFrequency. + * + * @return The value of the timer, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa @ref glfwGetTimerFrequency + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerValue(void); + +/*! @brief Returns the frequency, in Hz, of the raw timer. + * + * This function returns the frequency, in Hz, of the raw timer. + * + * @return The frequency of the timer, in Hz, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa @ref glfwGetTimerValue + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerFrequency(void); + +/*! @brief Makes the context of the specified window current for the calling + * thread. + * + * This function makes the OpenGL or OpenGL ES context of the specified window + * current on the calling thread. It can also detach the current context from + * the calling thread without making a new one current by passing in `NULL`. + * + * A context must only be made current on a single thread at a time and each + * thread can have only a single current context at a time. Making a context + * current detaches any previously current context on the calling thread. + * + * When moving a context between threads, you must detach it (make it + * non-current) on the old thread before making it current on the new one. + * + * By default, making a context non-current implicitly forces a pipeline flush. + * On machines that support `GL_KHR_context_flush_control`, you can control + * whether a context performs this flush by setting the + * [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint) + * hint. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * @param[in] window The window whose context to make current, or `NULL` to + * detach the current context. + * + * @remarks If the previously current context was created via a different + * context creation API than the one passed to this function, GLFW will still + * detach the previous one from its API before making the new one current. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa @ref glfwGetCurrentContext + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window); + +/*! @brief Returns the window whose context is current on the calling thread. + * + * This function returns the window whose OpenGL or OpenGL ES context is + * current on the calling thread. + * + * @return The window whose context is current, or `NULL` if no window's + * context is current. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa @ref glfwMakeContextCurrent + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI GLFWwindow* glfwGetCurrentContext(void); + +/*! @brief Swaps the front and back buffers of the specified window. + * + * This function swaps the front and back buffers of the specified window when + * rendering with OpenGL or OpenGL ES. If the swap interval is greater than + * zero, the GPU driver waits the specified number of screen updates before + * swapping the buffers. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see `vkQueuePresentKHR` instead. + * + * @param[in] window The window whose buffers to swap. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark __EGL:__ The context of the specified window must be current on the + * calling thread. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa @ref glfwSwapInterval + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSwapBuffers(GLFWwindow* window); + +/*! @brief Sets the swap interval for the current context. + * + * This function sets the swap interval for the current OpenGL or OpenGL ES + * context, i.e. the number of screen updates to wait from the time @ref + * glfwSwapBuffers was called before swapping the buffers and returning. This + * is sometimes called _vertical synchronization_, _vertical retrace + * synchronization_ or just _vsync_. + * + * A context that supports either of the `WGL_EXT_swap_control_tear` and + * `GLX_EXT_swap_control_tear` extensions also accepts _negative_ swap + * intervals, which allows the driver to swap immediately even if a frame + * arrives a little bit late. You can check for these extensions with @ref + * glfwExtensionSupported. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see the present mode of your swapchain instead. + * + * @param[in] interval The minimum number of screen updates to wait for + * until the buffers are swapped by @ref glfwSwapBuffers. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark This function is not called during context creation, leaving the + * swap interval set to whatever is the default for that API. This is done + * because some swap interval extensions used by GLFW do not allow the swap + * interval to be reset to zero once it has been set to a non-zero value. + * + * @remark Some GPU drivers do not honor the requested swap interval, either + * because of a user setting that overrides the application's request or due to + * bugs in the driver. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa @ref glfwSwapBuffers + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI void glfwSwapInterval(int interval); + +/*! @brief Returns whether the specified extension is available. + * + * This function returns whether the specified + * [API extension](@ref context_glext) is supported by the current OpenGL or + * OpenGL ES context. It searches both for client API extension and context + * creation API extensions. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * As this functions retrieves and searches one or more extension strings each + * call, it is recommended that you cache its results if it is going to be used + * frequently. The extension strings will not change during the lifetime of + * a context, so there is no danger in doing this. + * + * This function does not apply to Vulkan. If you are using Vulkan, see @ref + * glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties` + * and `vkEnumerateDeviceExtensionProperties` instead. + * + * @param[in] extension The ASCII encoded name of the extension. + * @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE` + * otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa @ref glfwGetProcAddress + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI int glfwExtensionSupported(const char* extension); + +/*! @brief Returns the address of the specified function for the current + * context. + * + * This function returns the address of the specified OpenGL or OpenGL ES + * [core or extension function](@ref context_glext), if it is supported + * by the current context. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and + * `vkGetDeviceProcAddr` instead. + * + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark The address of a given function is not guaranteed to be the same + * between contexts. + * + * @remark This function may return a non-`NULL` address despite the + * associated version or extension not being available. Always check the + * context version or extension string first. + * + * @pointer_lifetime The returned function pointer is valid until the context + * is destroyed or the library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa @ref glfwExtensionSupported + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname); + +/*! @brief Returns whether the Vulkan loader and an ICD have been found. + * + * This function returns whether the Vulkan loader and any minimally functional + * ICD have been found. + * + * The availability of a Vulkan loader and even an ICD does not by itself guarantee that + * surface creation or even instance creation is possible. Call @ref + * glfwGetRequiredInstanceExtensions to check whether the extensions necessary for Vulkan + * surface creation are available and @ref glfwGetPhysicalDevicePresentationSupport to + * check whether a queue family of a physical device supports image presentation. + * + * @return `GLFW_TRUE` if Vulkan is minimally available, or `GLFW_FALSE` + * otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_support + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwVulkanSupported(void); + +/*! @brief Returns the Vulkan instance extensions required by GLFW. + * + * This function returns an array of names of Vulkan instance extensions required + * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the + * list will always contain `VK_KHR_surface`, so if you don't require any + * additional extensions you can pass this list directly to the + * `VkInstanceCreateInfo` struct. + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is at least minimally available. + * + * If Vulkan is available but no set of extensions allowing window surface + * creation was found, this function returns `NULL`. You may still use Vulkan + * for off-screen rendering and compute work. + * + * @param[out] count Where to store the number of extensions in the returned + * array. This is set to zero if an error occurred. + * @return An array of ASCII encoded extension names, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @remark Additional extensions may be required by future versions of GLFW. + * You should check if any extensions you wish to enable are already in the + * returned array, as it is an error to specify an extension more than once in + * the `VkInstanceCreateInfo` struct. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_ext + * @sa @ref glfwCreateWindowSurface + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count); + +#if defined(VK_VERSION_1_0) + +/*! @brief Returns the address of the specified Vulkan instance function. + * + * This function returns the address of the specified Vulkan core or extension + * function for the specified instance. If instance is set to `NULL` it can + * return any function exported from the Vulkan loader, including at least the + * following functions: + * + * - `vkEnumerateInstanceExtensionProperties` + * - `vkEnumerateInstanceLayerProperties` + * - `vkCreateInstance` + * - `vkGetInstanceProcAddr` + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is at least minimally available. + * + * This function is equivalent to calling `vkGetInstanceProcAddr` with + * a platform-specific query of the Vulkan loader as a fallback. + * + * @param[in] instance The Vulkan instance to query, or `NULL` to retrieve + * functions related to instance creation. + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @pointer_lifetime The returned function pointer is valid until the library + * is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_proc + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname); + +/*! @brief Returns whether the specified queue family can present images. + * + * This function returns whether the specified queue family of the specified + * physical device supports presentation to the platform GLFW was built for. + * + * If Vulkan or the required window surface creation instance extensions are + * not available on the machine, or if the specified instance was not created + * with the required extensions, this function returns `GLFW_FALSE` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is at least minimally available and @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * @param[in] instance The instance that the physical device belongs to. + * @param[in] device The physical device that the queue family belongs to. + * @param[in] queuefamily The index of the queue family to query. + * @return `GLFW_TRUE` if the queue family supports presentation, or + * `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @remark @macos This function currently always returns `GLFW_TRUE`, as the + * `VK_MVK_macos_surface` and `VK_EXT_metal_surface` extensions do not provide + * a `vkGetPhysicalDevice*PresentationSupport` type function. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_present + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); + +/*! @brief Creates a Vulkan surface for the specified window. + * + * This function creates a Vulkan surface for the specified window. + * + * If the Vulkan loader or at least one minimally functional ICD were not found, + * this function returns `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref + * GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported to check whether + * Vulkan is at least minimally available. + * + * If the required window surface creation instance extensions are not + * available or if the specified instance was not created with these extensions + * enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * The window surface cannot be shared with another API so the window must + * have been created with the [client api hint](@ref GLFW_CLIENT_API_attrib) + * set to `GLFW_NO_API` otherwise it generates a @ref GLFW_INVALID_VALUE error + * and returns `VK_ERROR_NATIVE_WINDOW_IN_USE_KHR`. + * + * The window surface must be destroyed before the specified Vulkan instance. + * It is the responsibility of the caller to destroy the window surface. GLFW + * does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the + * surface. + * + * @param[in] instance The Vulkan instance to create the surface in. + * @param[in] window The window to create the surface for. + * @param[in] allocator The allocator to use, or `NULL` to use the default + * allocator. + * @param[out] surface Where to store the handle of the surface. This is set + * to `VK_NULL_HANDLE` if an error occurred. + * @return `VK_SUCCESS` if successful, or a Vulkan error code if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE, @ref GLFW_PLATFORM_ERROR and @ref GLFW_INVALID_VALUE + * + * @remark If an error occurs before the creation call is made, GLFW returns + * the Vulkan error code most appropriate for the error. Appropriate use of + * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should + * eliminate almost all occurrences of these errors. + * + * @remark @macos GLFW prefers the `VK_EXT_metal_surface` extension, with the + * `VK_MVK_macos_surface` extension as a fallback. The name of the selected + * extension, if any, is included in the array returned by @ref + * glfwGetRequiredInstanceExtensions. + * + * @remark @macos This function creates and sets a `CAMetalLayer` instance for + * the window content view, which is required for MoltenVK to function. + * + * @remark @x11 By default GLFW prefers the `VK_KHR_xcb_surface` extension, + * with the `VK_KHR_xlib_surface` extension as a fallback. You can make + * `VK_KHR_xlib_surface` the preferred extension by setting the + * [GLFW_X11_XCB_VULKAN_SURFACE](@ref GLFW_X11_XCB_VULKAN_SURFACE_hint) init + * hint. The name of the selected extension, if any, is included in the array + * returned by @ref glfwGetRequiredInstanceExtensions. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_surface + * @sa @ref glfwGetRequiredInstanceExtensions + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +#endif /*VK_VERSION_1_0*/ + + +/************************************************************************* + * Global definition cleanup + *************************************************************************/ + +/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */ + +#ifdef GLFW_WINGDIAPI_DEFINED + #undef WINGDIAPI + #undef GLFW_WINGDIAPI_DEFINED +#endif + +#ifdef GLFW_CALLBACK_DEFINED + #undef CALLBACK + #undef GLFW_CALLBACK_DEFINED +#endif + +/* Some OpenGL related headers need GLAPIENTRY, but it is unconditionally + * defined by some gl.h variants (OpenBSD) so define it after if needed. + */ +#ifndef GLAPIENTRY + #define GLAPIENTRY APIENTRY + #define GLFW_GLAPIENTRY_DEFINED +#endif + +/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */ + + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_h_ */ + diff --git a/dependencies/glfw-3.4/include/GLFW/glfw3native.h b/dependencies/glfw-3.4/include/GLFW/glfw3native.h new file mode 100644 index 0000000..92f0d32 --- /dev/null +++ b/dependencies/glfw-3.4/include/GLFW/glfw3native.h @@ -0,0 +1,663 @@ +/************************************************************************* + * GLFW 3.4 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2018 Camilla Löwy + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_native_h_ +#define _glfw3_native_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3native.h + * @brief The header of the native access functions. + * + * This is the header file of the native access functions. See @ref native for + * more information. + */ +/*! @defgroup native Native access + * @brief Functions related to accessing native handles. + * + * **By using the native access functions you assert that you know what you're + * doing and how to fix problems caused by using them. If you don't, you + * shouldn't be using them.** + * + * Before the inclusion of @ref glfw3native.h, you may define zero or more + * window system API macro and zero or more context creation API macros. + * + * The chosen backends must match those the library was compiled for. Failure + * to do this will cause a link-time error. + * + * The available window API macros are: + * * `GLFW_EXPOSE_NATIVE_WIN32` + * * `GLFW_EXPOSE_NATIVE_COCOA` + * * `GLFW_EXPOSE_NATIVE_X11` + * * `GLFW_EXPOSE_NATIVE_WAYLAND` + * + * The available context API macros are: + * * `GLFW_EXPOSE_NATIVE_WGL` + * * `GLFW_EXPOSE_NATIVE_NSGL` + * * `GLFW_EXPOSE_NATIVE_GLX` + * * `GLFW_EXPOSE_NATIVE_EGL` + * * `GLFW_EXPOSE_NATIVE_OSMESA` + * + * These macros select which of the native access functions that are declared + * and which platform-specific headers to include. It is then up your (by + * definition platform-specific) code to handle which of these should be + * defined. + * + * If you do not want the platform-specific headers to be included, define + * `GLFW_NATIVE_INCLUDE_NONE` before including the @ref glfw3native.h header. + * + * @code + * #define GLFW_EXPOSE_NATIVE_WIN32 + * #define GLFW_EXPOSE_NATIVE_WGL + * #define GLFW_NATIVE_INCLUDE_NONE + * #include + * @endcode + */ + + +/************************************************************************* + * System headers and types + *************************************************************************/ + +#if !defined(GLFW_NATIVE_INCLUDE_NONE) + + #if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL) + /* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for + * example to allow applications to correctly declare a GL_KHR_debug callback) + * but windows.h assumes no one will define APIENTRY before it does + */ + #if defined(GLFW_APIENTRY_DEFINED) + #undef APIENTRY + #undef GLFW_APIENTRY_DEFINED + #endif + #include + #endif + + #if defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL) + #if defined(__OBJC__) + #import + #else + #include + #include + #endif + #endif + + #if defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX) + #include + #include + #endif + + #if defined(GLFW_EXPOSE_NATIVE_WAYLAND) + #include + #endif + + #if defined(GLFW_EXPOSE_NATIVE_WGL) + /* WGL is declared by windows.h */ + #endif + #if defined(GLFW_EXPOSE_NATIVE_NSGL) + /* NSGL is declared by Cocoa.h */ + #endif + #if defined(GLFW_EXPOSE_NATIVE_GLX) + /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by + * default it also acts as an OpenGL header + * However, glx.h will include gl.h, which will define it unconditionally + */ + #if defined(GLFW_GLAPIENTRY_DEFINED) + #undef GLAPIENTRY + #undef GLFW_GLAPIENTRY_DEFINED + #endif + #include + #endif + #if defined(GLFW_EXPOSE_NATIVE_EGL) + #include + #endif + #if defined(GLFW_EXPOSE_NATIVE_OSMESA) + /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by + * default it also acts as an OpenGL header + * However, osmesa.h will include gl.h, which will define it unconditionally + */ + #if defined(GLFW_GLAPIENTRY_DEFINED) + #undef GLAPIENTRY + #undef GLFW_GLAPIENTRY_DEFINED + #endif + #include + #endif + +#endif /*GLFW_NATIVE_INCLUDE_NONE*/ + + +/************************************************************************* + * Functions + *************************************************************************/ + +#if defined(GLFW_EXPOSE_NATIVE_WIN32) +/*! @brief Returns the adapter device name of the specified monitor. + * + * @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`) + * of the specified monitor, or `NULL` if an [error](@ref error_handling) + * occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the display device name of the specified monitor. + * + * @return The UTF-8 encoded display device name (for example + * `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `HWND` of the specified window. + * + * @return The `HWND` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @remark The `HDC` associated with the window can be queried with the + * [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc) + * function. + * @code + * HDC dc = GetDC(glfwGetWin32Window(window)); + * @endcode + * This DC is private and does not need to be released. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WGL) +/*! @brief Returns the `HGLRC` of the specified window. + * + * @return The `HGLRC` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_NO_WINDOW_CONTEXT. + * + * @remark The `HDC` associated with the window can be queried with the + * [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc) + * function. + * @code + * HDC dc = GetDC(glfwGetWin32Window(window)); + * @endcode + * This DC is private and does not need to be released. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_COCOA) +/*! @brief Returns the `CGDirectDisplayID` of the specified monitor. + * + * @return The `CGDirectDisplayID` of the specified monitor, or + * `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the `NSWindow` of the specified window. + * + * @return The `NSWindow` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window); + +/*! @brief Returns the `NSView` of the specified window. + * + * @return The `NSView` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.4. + * + * @ingroup native + */ +GLFWAPI id glfwGetCocoaView(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_NSGL) +/*! @brief Returns the `NSOpenGLContext` of the specified window. + * + * @return The `NSOpenGLContext` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_NO_WINDOW_CONTEXT. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetNSGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_X11) +/*! @brief Returns the `Display` used by GLFW. + * + * @return The `Display` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Display* glfwGetX11Display(void); + +/*! @brief Returns the `RRCrtc` of the specified monitor. + * + * @return The `RRCrtc` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the `RROutput` of the specified monitor. + * + * @return The `RROutput` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `Window` of the specified window. + * + * @return The `Window` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Window glfwGetX11Window(GLFWwindow* window); + +/*! @brief Sets the current primary selection to the specified string. + * + * @param[in] string A UTF-8 encoded string. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified string is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwGetX11SelectionString + * @sa glfwSetClipboardString + * + * @since Added in version 3.3. + * + * @ingroup native + */ +GLFWAPI void glfwSetX11SelectionString(const char* string); + +/*! @brief Returns the contents of the current primary selection as a string. + * + * If the selection is empty or if its contents cannot be converted, `NULL` + * is returned and a @ref GLFW_FORMAT_UNAVAILABLE error is generated. + * + * @return The contents of the selection as a UTF-8 encoded string, or `NULL` + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetX11SelectionString or @ref glfwSetX11SelectionString, or until the + * library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwSetX11SelectionString + * @sa glfwGetClipboardString + * + * @since Added in version 3.3. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetX11SelectionString(void); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_GLX) +/*! @brief Returns the `GLXContext` of the specified window. + * + * @return The `GLXContext` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window); + +/*! @brief Returns the `GLXWindow` of the specified window. + * + * @return The `GLXWindow` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WAYLAND) +/*! @brief Returns the `struct wl_display*` used by GLFW. + * + * @return The `struct wl_display*` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_display* glfwGetWaylandDisplay(void); + +/*! @brief Returns the `struct wl_output*` of the specified monitor. + * + * @return The `struct wl_output*` of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the main `struct wl_surface*` of the specified window. + * + * @return The main `struct wl_surface*` of the specified window, or `NULL` if + * an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_UNAVAILABLE. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_EGL) +/*! @brief Returns the `EGLDisplay` used by GLFW. + * + * @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark Because EGL is initialized on demand, this function will return + * `EGL_NO_DISPLAY` until the first context has been created via EGL. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLDisplay glfwGetEGLDisplay(void); + +/*! @brief Returns the `EGLContext` of the specified window. + * + * @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_NO_WINDOW_CONTEXT. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window); + +/*! @brief Returns the `EGLSurface` of the specified window. + * + * @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_NO_WINDOW_CONTEXT. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_OSMESA) +/*! @brief Retrieves the color buffer associated with the specified window. + * + * @param[in] window The window whose color buffer to retrieve. + * @param[out] width Where to store the width of the color buffer, or `NULL`. + * @param[out] height Where to store the height of the color buffer, or `NULL`. + * @param[out] format Where to store the OSMesa pixel format of the color + * buffer, or `NULL`. + * @param[out] buffer Where to store the address of the color buffer, or + * `NULL`. + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_NO_WINDOW_CONTEXT. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.3. + * + * @ingroup native + */ +GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer); + +/*! @brief Retrieves the depth buffer associated with the specified window. + * + * @param[in] window The window whose depth buffer to retrieve. + * @param[out] width Where to store the width of the depth buffer, or `NULL`. + * @param[out] height Where to store the height of the depth buffer, or `NULL`. + * @param[out] bytesPerValue Where to store the number of bytes per depth + * buffer element, or `NULL`. + * @param[out] buffer Where to store the address of the depth buffer, or + * `NULL`. + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_NO_WINDOW_CONTEXT. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.3. + * + * @ingroup native + */ +GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer); + +/*! @brief Returns the `OSMesaContext` of the specified window. + * + * @return The `OSMesaContext` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_NO_WINDOW_CONTEXT. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.3. + * + * @ingroup native + */ +GLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window); +#endif + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_native_h_ */ + diff --git a/dependencies/glfw-3.4/src/CMakeLists.txt b/dependencies/glfw-3.4/src/CMakeLists.txt new file mode 100644 index 0000000..1057a6f --- /dev/null +++ b/dependencies/glfw-3.4/src/CMakeLists.txt @@ -0,0 +1,368 @@ + +add_library(glfw ${GLFW_LIBRARY_TYPE} + "${GLFW_SOURCE_DIR}/include/GLFW/glfw3.h" + "${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h" + internal.h platform.h mappings.h + context.c init.c input.c monitor.c platform.c vulkan.c window.c + egl_context.c osmesa_context.c null_platform.h null_joystick.h + null_init.c null_monitor.c null_window.c null_joystick.c) + +# The time, thread and module code is shared between all backends on a given OS, +# including the null backend, which still needs those bits to be functional +if (APPLE) + target_sources(glfw PRIVATE cocoa_time.h cocoa_time.c posix_thread.h + posix_module.c posix_thread.c) +elseif (WIN32) + target_sources(glfw PRIVATE win32_time.h win32_thread.h win32_module.c + win32_time.c win32_thread.c) +else() + target_sources(glfw PRIVATE posix_time.h posix_thread.h posix_module.c + posix_time.c posix_thread.c) +endif() + +add_custom_target(update_mappings + COMMAND "${CMAKE_COMMAND}" -P "${GLFW_SOURCE_DIR}/CMake/GenerateMappings.cmake" mappings.h.in mappings.h + WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}" + COMMENT "Updating gamepad mappings from upstream repository" + SOURCES mappings.h.in "${GLFW_SOURCE_DIR}/CMake/GenerateMappings.cmake" + VERBATIM) + +set_target_properties(update_mappings PROPERTIES FOLDER "GLFW3") + +if (GLFW_BUILD_COCOA) + target_compile_definitions(glfw PRIVATE _GLFW_COCOA) + target_sources(glfw PRIVATE cocoa_platform.h cocoa_joystick.h cocoa_init.m + cocoa_joystick.m cocoa_monitor.m cocoa_window.m + nsgl_context.m) +endif() + +if (GLFW_BUILD_WIN32) + target_compile_definitions(glfw PRIVATE _GLFW_WIN32) + target_sources(glfw PRIVATE win32_platform.h win32_joystick.h win32_init.c + win32_joystick.c win32_monitor.c win32_window.c + wgl_context.c) +endif() + +if (GLFW_BUILD_X11) + target_compile_definitions(glfw PRIVATE _GLFW_X11) + target_sources(glfw PRIVATE x11_platform.h xkb_unicode.h x11_init.c + x11_monitor.c x11_window.c xkb_unicode.c + glx_context.c) +endif() + +if (GLFW_BUILD_WAYLAND) + target_compile_definitions(glfw PRIVATE _GLFW_WAYLAND) + target_sources(glfw PRIVATE wl_platform.h xkb_unicode.h wl_init.c + wl_monitor.c wl_window.c xkb_unicode.c) +endif() + +if (GLFW_BUILD_X11 OR GLFW_BUILD_WAYLAND) + if (CMAKE_SYSTEM_NAME STREQUAL "Linux") + target_sources(glfw PRIVATE linux_joystick.h linux_joystick.c) + endif() + target_sources(glfw PRIVATE posix_poll.h posix_poll.c) +endif() + +if (GLFW_BUILD_WAYLAND) + include(CheckIncludeFiles) + include(CheckFunctionExists) + check_function_exists(memfd_create HAVE_MEMFD_CREATE) + if (HAVE_MEMFD_CREATE) + target_compile_definitions(glfw PRIVATE HAVE_MEMFD_CREATE) + endif() + + find_program(WAYLAND_SCANNER_EXECUTABLE NAMES wayland-scanner) + if (NOT WAYLAND_SCANNER_EXECUTABLE) + message(FATAL_ERROR "Failed to find wayland-scanner") + endif() + + macro(generate_wayland_protocol protocol_file) + set(protocol_path "${GLFW_SOURCE_DIR}/deps/wayland/${protocol_file}") + + string(REGEX REPLACE "\\.xml$" "-client-protocol.h" header_file ${protocol_file}) + string(REGEX REPLACE "\\.xml$" "-client-protocol-code.h" code_file ${protocol_file}) + + add_custom_command(OUTPUT ${header_file} + COMMAND "${WAYLAND_SCANNER_EXECUTABLE}" client-header "${protocol_path}" ${header_file} + DEPENDS "${protocol_path}" + VERBATIM) + + add_custom_command(OUTPUT ${code_file} + COMMAND "${WAYLAND_SCANNER_EXECUTABLE}" private-code "${protocol_path}" ${code_file} + DEPENDS "${protocol_path}" + VERBATIM) + + target_sources(glfw PRIVATE ${header_file} ${code_file}) + endmacro() + + generate_wayland_protocol("wayland.xml") + generate_wayland_protocol("viewporter.xml") + generate_wayland_protocol("xdg-shell.xml") + generate_wayland_protocol("idle-inhibit-unstable-v1.xml") + generate_wayland_protocol("pointer-constraints-unstable-v1.xml") + generate_wayland_protocol("relative-pointer-unstable-v1.xml") + generate_wayland_protocol("fractional-scale-v1.xml") + generate_wayland_protocol("xdg-activation-v1.xml") + generate_wayland_protocol("xdg-decoration-unstable-v1.xml") +endif() + +if (WIN32 AND GLFW_BUILD_SHARED_LIBRARY) + configure_file(glfw.rc.in glfw.rc @ONLY) + target_sources(glfw PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/glfw.rc") +endif() + +if (UNIX AND GLFW_BUILD_SHARED_LIBRARY) + # On Unix-like systems, shared libraries can use the soname system. + set(GLFW_LIB_NAME glfw) +else() + set(GLFW_LIB_NAME glfw3) +endif() +set(GLFW_LIB_NAME_SUFFIX "") + +set_target_properties(glfw PROPERTIES + OUTPUT_NAME ${GLFW_LIB_NAME} + VERSION ${GLFW_VERSION_MAJOR}.${GLFW_VERSION_MINOR} + SOVERSION ${GLFW_VERSION_MAJOR} + POSITION_INDEPENDENT_CODE ON + C_STANDARD 99 + C_EXTENSIONS OFF + DEFINE_SYMBOL _GLFW_BUILD_DLL + FOLDER "GLFW3") + +target_include_directories(glfw PUBLIC + "$" + "$") +target_include_directories(glfw PRIVATE + "${GLFW_SOURCE_DIR}/src" + "${GLFW_BINARY_DIR}/src") +target_link_libraries(glfw PRIVATE Threads::Threads) + +# Workaround for CMake not knowing about .m files before version 3.16 +if (CMAKE_VERSION VERSION_LESS "3.16" AND APPLE) + set_source_files_properties(cocoa_init.m cocoa_joystick.m cocoa_monitor.m + cocoa_window.m nsgl_context.m PROPERTIES + LANGUAGE C) +endif() + +if (GLFW_BUILD_WIN32) + list(APPEND glfw_PKG_LIBS "-lgdi32") +endif() + +if (GLFW_BUILD_COCOA) + target_link_libraries(glfw PRIVATE "-framework Cocoa" + "-framework IOKit" + "-framework CoreFoundation") + + set(glfw_PKG_DEPS "") + set(glfw_PKG_LIBS "-framework Cocoa -framework IOKit -framework CoreFoundation") +endif() + +if (GLFW_BUILD_WAYLAND) + include(FindPkgConfig) + + pkg_check_modules(Wayland REQUIRED + wayland-client>=0.2.7 + wayland-cursor>=0.2.7 + wayland-egl>=0.2.7 + xkbcommon>=0.5.0) + + target_include_directories(glfw PRIVATE ${Wayland_INCLUDE_DIRS}) + + if (NOT CMAKE_SYSTEM_NAME STREQUAL "Linux") + find_package(EpollShim) + if (EPOLLSHIM_FOUND) + target_include_directories(glfw PRIVATE ${EPOLLSHIM_INCLUDE_DIRS}) + target_link_libraries(glfw PRIVATE ${EPOLLSHIM_LIBRARIES}) + endif() + endif() +endif() + +if (GLFW_BUILD_X11) + find_package(X11 REQUIRED) + target_include_directories(glfw PRIVATE "${X11_X11_INCLUDE_PATH}") + + # Check for XRandR (modern resolution switching and gamma control) + if (NOT X11_Xrandr_INCLUDE_PATH) + message(FATAL_ERROR "RandR headers not found; install libxrandr development package") + endif() + target_include_directories(glfw PRIVATE "${X11_Xrandr_INCLUDE_PATH}") + + # Check for Xinerama (legacy multi-monitor support) + if (NOT X11_Xinerama_INCLUDE_PATH) + message(FATAL_ERROR "Xinerama headers not found; install libxinerama development package") + endif() + target_include_directories(glfw PRIVATE "${X11_Xinerama_INCLUDE_PATH}") + + # Check for Xkb (X keyboard extension) + if (NOT X11_Xkb_INCLUDE_PATH) + message(FATAL_ERROR "XKB headers not found; install X11 development package") + endif() + target_include_directories(glfw PRIVATE "${X11_Xkb_INCLUDE_PATH}") + + # Check for Xcursor (cursor creation from RGBA images) + if (NOT X11_Xcursor_INCLUDE_PATH) + message(FATAL_ERROR "Xcursor headers not found; install libxcursor development package") + endif() + target_include_directories(glfw PRIVATE "${X11_Xcursor_INCLUDE_PATH}") + + # Check for XInput (modern HID input) + if (NOT X11_Xi_INCLUDE_PATH) + message(FATAL_ERROR "XInput headers not found; install libxi development package") + endif() + target_include_directories(glfw PRIVATE "${X11_Xi_INCLUDE_PATH}") + + # Check for X Shape (custom window input shape) + if (NOT X11_Xshape_INCLUDE_PATH) + message(FATAL_ERROR "X Shape headers not found; install libxext development package") + endif() + target_include_directories(glfw PRIVATE "${X11_Xshape_INCLUDE_PATH}") +endif() + +if (UNIX AND NOT APPLE) + find_library(RT_LIBRARY rt) + mark_as_advanced(RT_LIBRARY) + if (RT_LIBRARY) + target_link_libraries(glfw PRIVATE "${RT_LIBRARY}") + list(APPEND glfw_PKG_LIBS "-lrt") + endif() + + find_library(MATH_LIBRARY m) + mark_as_advanced(MATH_LIBRARY) + if (MATH_LIBRARY) + target_link_libraries(glfw PRIVATE "${MATH_LIBRARY}") + list(APPEND glfw_PKG_LIBS "-lm") + endif() + + if (CMAKE_DL_LIBS) + target_link_libraries(glfw PRIVATE "${CMAKE_DL_LIBS}") + list(APPEND glfw_PKG_LIBS "-l${CMAKE_DL_LIBS}") + endif() +endif() + +if (WIN32) + if (GLFW_USE_HYBRID_HPG) + target_compile_definitions(glfw PRIVATE _GLFW_USE_HYBRID_HPG) + endif() +endif() + +# Enable a reasonable set of warnings +# NOTE: The order matters here, Clang-CL matches both MSVC and Clang +if (MSVC) + target_compile_options(glfw PRIVATE "/W3") +elseif (CMAKE_C_COMPILER_ID STREQUAL "GNU" OR + CMAKE_C_COMPILER_ID STREQUAL "Clang" OR + CMAKE_C_COMPILER_ID STREQUAL "AppleClang") + + target_compile_options(glfw PRIVATE "-Wall") +endif() + +if (GLFW_BUILD_WIN32) + target_compile_definitions(glfw PRIVATE UNICODE _UNICODE) +endif() + +# HACK: When building on MinGW, WINVER and UNICODE need to be defined before +# the inclusion of stddef.h (by glfw3.h), which is itself included before +# win32_platform.h. We define them here until a saner solution can be found +# NOTE: MinGW-w64 and Visual C++ do /not/ need this hack. +if (MINGW) + target_compile_definitions(glfw PRIVATE WINVER=0x0501) +endif() + +# Workaround for legacy MinGW not providing XInput and DirectInput +if (MINGW) + include(CheckIncludeFile) + check_include_file(dinput.h DINPUT_H_FOUND) + check_include_file(xinput.h XINPUT_H_FOUND) + if (NOT DINPUT_H_FOUND OR NOT XINPUT_H_FOUND) + target_include_directories(glfw PRIVATE "${GLFW_SOURCE_DIR}/deps/mingw") + endif() +endif() + +# Workaround for the MS CRT deprecating parts of the standard library +if (MSVC OR CMAKE_C_SIMULATE_ID STREQUAL "MSVC") + target_compile_definitions(glfw PRIVATE _CRT_SECURE_NO_WARNINGS) +endif() + +# Workaround for -std=c99 on Linux disabling _DEFAULT_SOURCE (POSIX 2008 and more) +if (CMAKE_SYSTEM_NAME STREQUAL "Linux") + target_compile_definitions(glfw PRIVATE _DEFAULT_SOURCE) +endif() + +if (GLFW_BUILD_SHARED_LIBRARY) + if (WIN32) + if (MINGW) + # Remove the dependency on the shared version of libgcc + # NOTE: MinGW-w64 has the correct default but MinGW needs this + target_link_libraries(glfw PRIVATE "-static-libgcc") + + # Remove the lib prefix on the DLL (but not the import library) + set_target_properties(glfw PROPERTIES PREFIX "") + + # Add a suffix to the import library to avoid naming conflicts + set_target_properties(glfw PROPERTIES IMPORT_SUFFIX "dll.a") + else() + # Add a suffix to the import library to avoid naming conflicts + set_target_properties(glfw PROPERTIES IMPORT_SUFFIX "dll.lib") + endif() + set (GLFW_LIB_NAME_SUFFIX "dll") + + target_compile_definitions(glfw INTERFACE GLFW_DLL) + endif() + + if (MINGW) + # Enable link-time exploit mitigation features enabled by default on MSVC + include(CheckCCompilerFlag) + + # Compatibility with data execution prevention (DEP) + set(CMAKE_REQUIRED_FLAGS "-Wl,--nxcompat") + check_c_compiler_flag("" _GLFW_HAS_DEP) + if (_GLFW_HAS_DEP) + target_link_libraries(glfw PRIVATE "-Wl,--nxcompat") + endif() + + # Compatibility with address space layout randomization (ASLR) + set(CMAKE_REQUIRED_FLAGS "-Wl,--dynamicbase") + check_c_compiler_flag("" _GLFW_HAS_ASLR) + if (_GLFW_HAS_ASLR) + target_link_libraries(glfw PRIVATE "-Wl,--dynamicbase") + endif() + + # Compatibility with 64-bit address space layout randomization (ASLR) + set(CMAKE_REQUIRED_FLAGS "-Wl,--high-entropy-va") + check_c_compiler_flag("" _GLFW_HAS_64ASLR) + if (_GLFW_HAS_64ASLR) + target_link_libraries(glfw PRIVATE "-Wl,--high-entropy-va") + endif() + + # Clear flags again to avoid breaking later tests + set(CMAKE_REQUIRED_FLAGS) + endif() + + if (UNIX) + # Hide symbols not explicitly tagged for export from the shared library + target_compile_options(glfw PRIVATE "-fvisibility=hidden") + endif() +endif() + +foreach(arg ${glfw_PKG_DEPS}) + string(APPEND deps " ${arg}") +endforeach() +foreach(arg ${glfw_PKG_LIBS}) + string(APPEND libs " ${arg}") +endforeach() + +set(GLFW_PKG_CONFIG_REQUIRES_PRIVATE "${deps}" CACHE INTERNAL + "GLFW pkg-config Requires.private") +set(GLFW_PKG_CONFIG_LIBS_PRIVATE "${libs}" CACHE INTERNAL + "GLFW pkg-config Libs.private") + +configure_file("${GLFW_SOURCE_DIR}/CMake/glfw3.pc.in" glfw3.pc @ONLY) + +if (GLFW_INSTALL) + install(TARGETS glfw + EXPORT glfwTargets + RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}" + ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}" + LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}") +endif() + diff --git a/dependencies/glfw-3.4/src/cocoa_init.m b/dependencies/glfw-3.4/src/cocoa_init.m new file mode 100644 index 0000000..e75a551 --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_init.m @@ -0,0 +1,695 @@ +//======================================================================== +// GLFW 3.4 macOS - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2009-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_COCOA) + +#include // For MAXPATHLEN + +// Needed for _NSGetProgname +#include + +// Change to our application bundle's resources directory, if present +// +static void changeToResourcesDirectory(void) +{ + char resourcesPath[MAXPATHLEN]; + + CFBundleRef bundle = CFBundleGetMainBundle(); + if (!bundle) + return; + + CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(bundle); + + CFStringRef last = CFURLCopyLastPathComponent(resourcesURL); + if (CFStringCompare(CFSTR("Resources"), last, 0) != kCFCompareEqualTo) + { + CFRelease(last); + CFRelease(resourcesURL); + return; + } + + CFRelease(last); + + if (!CFURLGetFileSystemRepresentation(resourcesURL, + true, + (UInt8*) resourcesPath, + MAXPATHLEN)) + { + CFRelease(resourcesURL); + return; + } + + CFRelease(resourcesURL); + + chdir(resourcesPath); +} + +// Set up the menu bar (manually) +// This is nasty, nasty stuff -- calls to undocumented semi-private APIs that +// could go away at any moment, lots of stuff that really should be +// localize(d|able), etc. Add a nib to save us this horror. +// +static void createMenuBar(void) +{ + NSString* appName = nil; + NSDictionary* bundleInfo = [[NSBundle mainBundle] infoDictionary]; + NSString* nameKeys[] = + { + @"CFBundleDisplayName", + @"CFBundleName", + @"CFBundleExecutable", + }; + + // Try to figure out what the calling application is called + + for (size_t i = 0; i < sizeof(nameKeys) / sizeof(nameKeys[0]); i++) + { + id name = bundleInfo[nameKeys[i]]; + if (name && + [name isKindOfClass:[NSString class]] && + ![name isEqualToString:@""]) + { + appName = name; + break; + } + } + + if (!appName) + { + char** progname = _NSGetProgname(); + if (progname && *progname) + appName = @(*progname); + else + appName = @"GLFW Application"; + } + + NSMenu* bar = [[NSMenu alloc] init]; + [NSApp setMainMenu:bar]; + + NSMenuItem* appMenuItem = + [bar addItemWithTitle:@"" action:NULL keyEquivalent:@""]; + NSMenu* appMenu = [[NSMenu alloc] init]; + [appMenuItem setSubmenu:appMenu]; + + [appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", appName] + action:@selector(orderFrontStandardAboutPanel:) + keyEquivalent:@""]; + [appMenu addItem:[NSMenuItem separatorItem]]; + NSMenu* servicesMenu = [[NSMenu alloc] init]; + [NSApp setServicesMenu:servicesMenu]; + [[appMenu addItemWithTitle:@"Services" + action:NULL + keyEquivalent:@""] setSubmenu:servicesMenu]; + [servicesMenu release]; + [appMenu addItem:[NSMenuItem separatorItem]]; + [appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", appName] + action:@selector(hide:) + keyEquivalent:@"h"]; + [[appMenu addItemWithTitle:@"Hide Others" + action:@selector(hideOtherApplications:) + keyEquivalent:@"h"] + setKeyEquivalentModifierMask:NSEventModifierFlagOption | NSEventModifierFlagCommand]; + [appMenu addItemWithTitle:@"Show All" + action:@selector(unhideAllApplications:) + keyEquivalent:@""]; + [appMenu addItem:[NSMenuItem separatorItem]]; + [appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", appName] + action:@selector(terminate:) + keyEquivalent:@"q"]; + + NSMenuItem* windowMenuItem = + [bar addItemWithTitle:@"" action:NULL keyEquivalent:@""]; + [bar release]; + NSMenu* windowMenu = [[NSMenu alloc] initWithTitle:@"Window"]; + [NSApp setWindowsMenu:windowMenu]; + [windowMenuItem setSubmenu:windowMenu]; + + [windowMenu addItemWithTitle:@"Minimize" + action:@selector(performMiniaturize:) + keyEquivalent:@"m"]; + [windowMenu addItemWithTitle:@"Zoom" + action:@selector(performZoom:) + keyEquivalent:@""]; + [windowMenu addItem:[NSMenuItem separatorItem]]; + [windowMenu addItemWithTitle:@"Bring All to Front" + action:@selector(arrangeInFront:) + keyEquivalent:@""]; + + // TODO: Make this appear at the bottom of the menu (for consistency) + [windowMenu addItem:[NSMenuItem separatorItem]]; + [[windowMenu addItemWithTitle:@"Enter Full Screen" + action:@selector(toggleFullScreen:) + keyEquivalent:@"f"] + setKeyEquivalentModifierMask:NSEventModifierFlagControl | NSEventModifierFlagCommand]; + + // Prior to Snow Leopard, we need to use this oddly-named semi-private API + // to get the application menu working properly. + SEL setAppleMenuSelector = NSSelectorFromString(@"setAppleMenu:"); + [NSApp performSelector:setAppleMenuSelector withObject:appMenu]; +} + +// Create key code translation tables +// +static void createKeyTables(void) +{ + memset(_glfw.ns.keycodes, -1, sizeof(_glfw.ns.keycodes)); + memset(_glfw.ns.scancodes, -1, sizeof(_glfw.ns.scancodes)); + + _glfw.ns.keycodes[0x1D] = GLFW_KEY_0; + _glfw.ns.keycodes[0x12] = GLFW_KEY_1; + _glfw.ns.keycodes[0x13] = GLFW_KEY_2; + _glfw.ns.keycodes[0x14] = GLFW_KEY_3; + _glfw.ns.keycodes[0x15] = GLFW_KEY_4; + _glfw.ns.keycodes[0x17] = GLFW_KEY_5; + _glfw.ns.keycodes[0x16] = GLFW_KEY_6; + _glfw.ns.keycodes[0x1A] = GLFW_KEY_7; + _glfw.ns.keycodes[0x1C] = GLFW_KEY_8; + _glfw.ns.keycodes[0x19] = GLFW_KEY_9; + _glfw.ns.keycodes[0x00] = GLFW_KEY_A; + _glfw.ns.keycodes[0x0B] = GLFW_KEY_B; + _glfw.ns.keycodes[0x08] = GLFW_KEY_C; + _glfw.ns.keycodes[0x02] = GLFW_KEY_D; + _glfw.ns.keycodes[0x0E] = GLFW_KEY_E; + _glfw.ns.keycodes[0x03] = GLFW_KEY_F; + _glfw.ns.keycodes[0x05] = GLFW_KEY_G; + _glfw.ns.keycodes[0x04] = GLFW_KEY_H; + _glfw.ns.keycodes[0x22] = GLFW_KEY_I; + _glfw.ns.keycodes[0x26] = GLFW_KEY_J; + _glfw.ns.keycodes[0x28] = GLFW_KEY_K; + _glfw.ns.keycodes[0x25] = GLFW_KEY_L; + _glfw.ns.keycodes[0x2E] = GLFW_KEY_M; + _glfw.ns.keycodes[0x2D] = GLFW_KEY_N; + _glfw.ns.keycodes[0x1F] = GLFW_KEY_O; + _glfw.ns.keycodes[0x23] = GLFW_KEY_P; + _glfw.ns.keycodes[0x0C] = GLFW_KEY_Q; + _glfw.ns.keycodes[0x0F] = GLFW_KEY_R; + _glfw.ns.keycodes[0x01] = GLFW_KEY_S; + _glfw.ns.keycodes[0x11] = GLFW_KEY_T; + _glfw.ns.keycodes[0x20] = GLFW_KEY_U; + _glfw.ns.keycodes[0x09] = GLFW_KEY_V; + _glfw.ns.keycodes[0x0D] = GLFW_KEY_W; + _glfw.ns.keycodes[0x07] = GLFW_KEY_X; + _glfw.ns.keycodes[0x10] = GLFW_KEY_Y; + _glfw.ns.keycodes[0x06] = GLFW_KEY_Z; + + _glfw.ns.keycodes[0x27] = GLFW_KEY_APOSTROPHE; + _glfw.ns.keycodes[0x2A] = GLFW_KEY_BACKSLASH; + _glfw.ns.keycodes[0x2B] = GLFW_KEY_COMMA; + _glfw.ns.keycodes[0x18] = GLFW_KEY_EQUAL; + _glfw.ns.keycodes[0x32] = GLFW_KEY_GRAVE_ACCENT; + _glfw.ns.keycodes[0x21] = GLFW_KEY_LEFT_BRACKET; + _glfw.ns.keycodes[0x1B] = GLFW_KEY_MINUS; + _glfw.ns.keycodes[0x2F] = GLFW_KEY_PERIOD; + _glfw.ns.keycodes[0x1E] = GLFW_KEY_RIGHT_BRACKET; + _glfw.ns.keycodes[0x29] = GLFW_KEY_SEMICOLON; + _glfw.ns.keycodes[0x2C] = GLFW_KEY_SLASH; + _glfw.ns.keycodes[0x0A] = GLFW_KEY_WORLD_1; + + _glfw.ns.keycodes[0x33] = GLFW_KEY_BACKSPACE; + _glfw.ns.keycodes[0x39] = GLFW_KEY_CAPS_LOCK; + _glfw.ns.keycodes[0x75] = GLFW_KEY_DELETE; + _glfw.ns.keycodes[0x7D] = GLFW_KEY_DOWN; + _glfw.ns.keycodes[0x77] = GLFW_KEY_END; + _glfw.ns.keycodes[0x24] = GLFW_KEY_ENTER; + _glfw.ns.keycodes[0x35] = GLFW_KEY_ESCAPE; + _glfw.ns.keycodes[0x7A] = GLFW_KEY_F1; + _glfw.ns.keycodes[0x78] = GLFW_KEY_F2; + _glfw.ns.keycodes[0x63] = GLFW_KEY_F3; + _glfw.ns.keycodes[0x76] = GLFW_KEY_F4; + _glfw.ns.keycodes[0x60] = GLFW_KEY_F5; + _glfw.ns.keycodes[0x61] = GLFW_KEY_F6; + _glfw.ns.keycodes[0x62] = GLFW_KEY_F7; + _glfw.ns.keycodes[0x64] = GLFW_KEY_F8; + _glfw.ns.keycodes[0x65] = GLFW_KEY_F9; + _glfw.ns.keycodes[0x6D] = GLFW_KEY_F10; + _glfw.ns.keycodes[0x67] = GLFW_KEY_F11; + _glfw.ns.keycodes[0x6F] = GLFW_KEY_F12; + _glfw.ns.keycodes[0x69] = GLFW_KEY_PRINT_SCREEN; + _glfw.ns.keycodes[0x6B] = GLFW_KEY_F14; + _glfw.ns.keycodes[0x71] = GLFW_KEY_F15; + _glfw.ns.keycodes[0x6A] = GLFW_KEY_F16; + _glfw.ns.keycodes[0x40] = GLFW_KEY_F17; + _glfw.ns.keycodes[0x4F] = GLFW_KEY_F18; + _glfw.ns.keycodes[0x50] = GLFW_KEY_F19; + _glfw.ns.keycodes[0x5A] = GLFW_KEY_F20; + _glfw.ns.keycodes[0x73] = GLFW_KEY_HOME; + _glfw.ns.keycodes[0x72] = GLFW_KEY_INSERT; + _glfw.ns.keycodes[0x7B] = GLFW_KEY_LEFT; + _glfw.ns.keycodes[0x3A] = GLFW_KEY_LEFT_ALT; + _glfw.ns.keycodes[0x3B] = GLFW_KEY_LEFT_CONTROL; + _glfw.ns.keycodes[0x38] = GLFW_KEY_LEFT_SHIFT; + _glfw.ns.keycodes[0x37] = GLFW_KEY_LEFT_SUPER; + _glfw.ns.keycodes[0x6E] = GLFW_KEY_MENU; + _glfw.ns.keycodes[0x47] = GLFW_KEY_NUM_LOCK; + _glfw.ns.keycodes[0x79] = GLFW_KEY_PAGE_DOWN; + _glfw.ns.keycodes[0x74] = GLFW_KEY_PAGE_UP; + _glfw.ns.keycodes[0x7C] = GLFW_KEY_RIGHT; + _glfw.ns.keycodes[0x3D] = GLFW_KEY_RIGHT_ALT; + _glfw.ns.keycodes[0x3E] = GLFW_KEY_RIGHT_CONTROL; + _glfw.ns.keycodes[0x3C] = GLFW_KEY_RIGHT_SHIFT; + _glfw.ns.keycodes[0x36] = GLFW_KEY_RIGHT_SUPER; + _glfw.ns.keycodes[0x31] = GLFW_KEY_SPACE; + _glfw.ns.keycodes[0x30] = GLFW_KEY_TAB; + _glfw.ns.keycodes[0x7E] = GLFW_KEY_UP; + + _glfw.ns.keycodes[0x52] = GLFW_KEY_KP_0; + _glfw.ns.keycodes[0x53] = GLFW_KEY_KP_1; + _glfw.ns.keycodes[0x54] = GLFW_KEY_KP_2; + _glfw.ns.keycodes[0x55] = GLFW_KEY_KP_3; + _glfw.ns.keycodes[0x56] = GLFW_KEY_KP_4; + _glfw.ns.keycodes[0x57] = GLFW_KEY_KP_5; + _glfw.ns.keycodes[0x58] = GLFW_KEY_KP_6; + _glfw.ns.keycodes[0x59] = GLFW_KEY_KP_7; + _glfw.ns.keycodes[0x5B] = GLFW_KEY_KP_8; + _glfw.ns.keycodes[0x5C] = GLFW_KEY_KP_9; + _glfw.ns.keycodes[0x45] = GLFW_KEY_KP_ADD; + _glfw.ns.keycodes[0x41] = GLFW_KEY_KP_DECIMAL; + _glfw.ns.keycodes[0x4B] = GLFW_KEY_KP_DIVIDE; + _glfw.ns.keycodes[0x4C] = GLFW_KEY_KP_ENTER; + _glfw.ns.keycodes[0x51] = GLFW_KEY_KP_EQUAL; + _glfw.ns.keycodes[0x43] = GLFW_KEY_KP_MULTIPLY; + _glfw.ns.keycodes[0x4E] = GLFW_KEY_KP_SUBTRACT; + + for (int scancode = 0; scancode < 256; scancode++) + { + // Store the reverse translation for faster key name lookup + if (_glfw.ns.keycodes[scancode] >= 0) + _glfw.ns.scancodes[_glfw.ns.keycodes[scancode]] = scancode; + } +} + +// Retrieve Unicode data for the current keyboard layout +// +static GLFWbool updateUnicodeData(void) +{ + if (_glfw.ns.inputSource) + { + CFRelease(_glfw.ns.inputSource); + _glfw.ns.inputSource = NULL; + _glfw.ns.unicodeData = nil; + } + + _glfw.ns.inputSource = TISCopyCurrentKeyboardLayoutInputSource(); + if (!_glfw.ns.inputSource) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to retrieve keyboard layout input source"); + return GLFW_FALSE; + } + + _glfw.ns.unicodeData = + TISGetInputSourceProperty(_glfw.ns.inputSource, + kTISPropertyUnicodeKeyLayoutData); + if (!_glfw.ns.unicodeData) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to retrieve keyboard layout Unicode data"); + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +// Load HIToolbox.framework and the TIS symbols we need from it +// +static GLFWbool initializeTIS(void) +{ + // This works only because Cocoa has already loaded it properly + _glfw.ns.tis.bundle = + CFBundleGetBundleWithIdentifier(CFSTR("com.apple.HIToolbox")); + if (!_glfw.ns.tis.bundle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to load HIToolbox.framework"); + return GLFW_FALSE; + } + + CFStringRef* kPropertyUnicodeKeyLayoutData = + CFBundleGetDataPointerForName(_glfw.ns.tis.bundle, + CFSTR("kTISPropertyUnicodeKeyLayoutData")); + _glfw.ns.tis.CopyCurrentKeyboardLayoutInputSource = + CFBundleGetFunctionPointerForName(_glfw.ns.tis.bundle, + CFSTR("TISCopyCurrentKeyboardLayoutInputSource")); + _glfw.ns.tis.GetInputSourceProperty = + CFBundleGetFunctionPointerForName(_glfw.ns.tis.bundle, + CFSTR("TISGetInputSourceProperty")); + _glfw.ns.tis.GetKbdType = + CFBundleGetFunctionPointerForName(_glfw.ns.tis.bundle, + CFSTR("LMGetKbdType")); + + if (!kPropertyUnicodeKeyLayoutData || + !TISCopyCurrentKeyboardLayoutInputSource || + !TISGetInputSourceProperty || + !LMGetKbdType) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to load TIS API symbols"); + return GLFW_FALSE; + } + + _glfw.ns.tis.kPropertyUnicodeKeyLayoutData = + *kPropertyUnicodeKeyLayoutData; + + return updateUnicodeData(); +} + +@interface GLFWHelper : NSObject +@end + +@implementation GLFWHelper + +- (void)selectedKeyboardInputSourceChanged:(NSObject* )object +{ + updateUnicodeData(); +} + +- (void)doNothing:(id)object +{ +} + +@end // GLFWHelper + +@interface GLFWApplicationDelegate : NSObject +@end + +@implementation GLFWApplicationDelegate + +- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender +{ + for (_GLFWwindow* window = _glfw.windowListHead; window; window = window->next) + _glfwInputWindowCloseRequest(window); + + return NSTerminateCancel; +} + +- (void)applicationDidChangeScreenParameters:(NSNotification *) notification +{ + for (_GLFWwindow* window = _glfw.windowListHead; window; window = window->next) + { + if (window->context.client != GLFW_NO_API) + [window->context.nsgl.object update]; + } + + _glfwPollMonitorsCocoa(); +} + +- (void)applicationWillFinishLaunching:(NSNotification *)notification +{ + if (_glfw.hints.init.ns.menubar) + { + // Menu bar setup must go between sharedApplication and finishLaunching + // in order to properly emulate the behavior of NSApplicationMain + + if ([[NSBundle mainBundle] pathForResource:@"MainMenu" ofType:@"nib"]) + { + [[NSBundle mainBundle] loadNibNamed:@"MainMenu" + owner:NSApp + topLevelObjects:&_glfw.ns.nibObjects]; + } + else + createMenuBar(); + } +} + +- (void)applicationDidFinishLaunching:(NSNotification *)notification +{ + _glfwPostEmptyEventCocoa(); + [NSApp stop:nil]; +} + +- (void)applicationDidHide:(NSNotification *)notification +{ + for (int i = 0; i < _glfw.monitorCount; i++) + _glfwRestoreVideoModeCocoa(_glfw.monitors[i]); +} + +@end // GLFWApplicationDelegate + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +void* _glfwLoadLocalVulkanLoaderCocoa(void) +{ + CFBundleRef bundle = CFBundleGetMainBundle(); + if (!bundle) + return NULL; + + CFURLRef frameworksUrl = CFBundleCopyPrivateFrameworksURL(bundle); + if (!frameworksUrl) + return NULL; + + CFURLRef loaderUrl = CFURLCreateCopyAppendingPathComponent( + kCFAllocatorDefault, frameworksUrl, CFSTR("libvulkan.1.dylib"), false); + if (!loaderUrl) + { + CFRelease(frameworksUrl); + return NULL; + } + + char path[PATH_MAX]; + void* handle = NULL; + + if (CFURLGetFileSystemRepresentation(loaderUrl, true, (UInt8*) path, sizeof(path) - 1)) + handle = _glfwPlatformLoadModule(path); + + CFRelease(loaderUrl); + CFRelease(frameworksUrl); + return handle; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwConnectCocoa(int platformID, _GLFWplatform* platform) +{ + const _GLFWplatform cocoa = + { + .platformID = GLFW_PLATFORM_COCOA, + .init = _glfwInitCocoa, + .terminate = _glfwTerminateCocoa, + .getCursorPos = _glfwGetCursorPosCocoa, + .setCursorPos = _glfwSetCursorPosCocoa, + .setCursorMode = _glfwSetCursorModeCocoa, + .setRawMouseMotion = _glfwSetRawMouseMotionCocoa, + .rawMouseMotionSupported = _glfwRawMouseMotionSupportedCocoa, + .createCursor = _glfwCreateCursorCocoa, + .createStandardCursor = _glfwCreateStandardCursorCocoa, + .destroyCursor = _glfwDestroyCursorCocoa, + .setCursor = _glfwSetCursorCocoa, + .getScancodeName = _glfwGetScancodeNameCocoa, + .getKeyScancode = _glfwGetKeyScancodeCocoa, + .setClipboardString = _glfwSetClipboardStringCocoa, + .getClipboardString = _glfwGetClipboardStringCocoa, + .initJoysticks = _glfwInitJoysticksCocoa, + .terminateJoysticks = _glfwTerminateJoysticksCocoa, + .pollJoystick = _glfwPollJoystickCocoa, + .getMappingName = _glfwGetMappingNameCocoa, + .updateGamepadGUID = _glfwUpdateGamepadGUIDCocoa, + .freeMonitor = _glfwFreeMonitorCocoa, + .getMonitorPos = _glfwGetMonitorPosCocoa, + .getMonitorContentScale = _glfwGetMonitorContentScaleCocoa, + .getMonitorWorkarea = _glfwGetMonitorWorkareaCocoa, + .getVideoModes = _glfwGetVideoModesCocoa, + .getVideoMode = _glfwGetVideoModeCocoa, + .getGammaRamp = _glfwGetGammaRampCocoa, + .setGammaRamp = _glfwSetGammaRampCocoa, + .createWindow = _glfwCreateWindowCocoa, + .destroyWindow = _glfwDestroyWindowCocoa, + .setWindowTitle = _glfwSetWindowTitleCocoa, + .setWindowIcon = _glfwSetWindowIconCocoa, + .getWindowPos = _glfwGetWindowPosCocoa, + .setWindowPos = _glfwSetWindowPosCocoa, + .getWindowSize = _glfwGetWindowSizeCocoa, + .setWindowSize = _glfwSetWindowSizeCocoa, + .setWindowSizeLimits = _glfwSetWindowSizeLimitsCocoa, + .setWindowAspectRatio = _glfwSetWindowAspectRatioCocoa, + .getFramebufferSize = _glfwGetFramebufferSizeCocoa, + .getWindowFrameSize = _glfwGetWindowFrameSizeCocoa, + .getWindowContentScale = _glfwGetWindowContentScaleCocoa, + .iconifyWindow = _glfwIconifyWindowCocoa, + .restoreWindow = _glfwRestoreWindowCocoa, + .maximizeWindow = _glfwMaximizeWindowCocoa, + .showWindow = _glfwShowWindowCocoa, + .hideWindow = _glfwHideWindowCocoa, + .requestWindowAttention = _glfwRequestWindowAttentionCocoa, + .focusWindow = _glfwFocusWindowCocoa, + .setWindowMonitor = _glfwSetWindowMonitorCocoa, + .windowFocused = _glfwWindowFocusedCocoa, + .windowIconified = _glfwWindowIconifiedCocoa, + .windowVisible = _glfwWindowVisibleCocoa, + .windowMaximized = _glfwWindowMaximizedCocoa, + .windowHovered = _glfwWindowHoveredCocoa, + .framebufferTransparent = _glfwFramebufferTransparentCocoa, + .getWindowOpacity = _glfwGetWindowOpacityCocoa, + .setWindowResizable = _glfwSetWindowResizableCocoa, + .setWindowDecorated = _glfwSetWindowDecoratedCocoa, + .setWindowFloating = _glfwSetWindowFloatingCocoa, + .setWindowOpacity = _glfwSetWindowOpacityCocoa, + .setWindowMousePassthrough = _glfwSetWindowMousePassthroughCocoa, + .pollEvents = _glfwPollEventsCocoa, + .waitEvents = _glfwWaitEventsCocoa, + .waitEventsTimeout = _glfwWaitEventsTimeoutCocoa, + .postEmptyEvent = _glfwPostEmptyEventCocoa, + .getEGLPlatform = _glfwGetEGLPlatformCocoa, + .getEGLNativeDisplay = _glfwGetEGLNativeDisplayCocoa, + .getEGLNativeWindow = _glfwGetEGLNativeWindowCocoa, + .getRequiredInstanceExtensions = _glfwGetRequiredInstanceExtensionsCocoa, + .getPhysicalDevicePresentationSupport = _glfwGetPhysicalDevicePresentationSupportCocoa, + .createWindowSurface = _glfwCreateWindowSurfaceCocoa + }; + + *platform = cocoa; + return GLFW_TRUE; +} + +int _glfwInitCocoa(void) +{ + @autoreleasepool { + + _glfw.ns.helper = [[GLFWHelper alloc] init]; + + [NSThread detachNewThreadSelector:@selector(doNothing:) + toTarget:_glfw.ns.helper + withObject:nil]; + + [NSApplication sharedApplication]; + + _glfw.ns.delegate = [[GLFWApplicationDelegate alloc] init]; + if (_glfw.ns.delegate == nil) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to create application delegate"); + return GLFW_FALSE; + } + + [NSApp setDelegate:_glfw.ns.delegate]; + + NSEvent* (^block)(NSEvent*) = ^ NSEvent* (NSEvent* event) + { + if ([event modifierFlags] & NSEventModifierFlagCommand) + [[NSApp keyWindow] sendEvent:event]; + + return event; + }; + + _glfw.ns.keyUpMonitor = + [NSEvent addLocalMonitorForEventsMatchingMask:NSEventMaskKeyUp + handler:block]; + + if (_glfw.hints.init.ns.chdir) + changeToResourcesDirectory(); + + // Press and Hold prevents some keys from emitting repeated characters + NSDictionary* defaults = @{@"ApplePressAndHoldEnabled":@NO}; + [[NSUserDefaults standardUserDefaults] registerDefaults:defaults]; + + [[NSNotificationCenter defaultCenter] + addObserver:_glfw.ns.helper + selector:@selector(selectedKeyboardInputSourceChanged:) + name:NSTextInputContextKeyboardSelectionDidChangeNotification + object:nil]; + + createKeyTables(); + + _glfw.ns.eventSource = CGEventSourceCreate(kCGEventSourceStateHIDSystemState); + if (!_glfw.ns.eventSource) + return GLFW_FALSE; + + CGEventSourceSetLocalEventsSuppressionInterval(_glfw.ns.eventSource, 0.0); + + if (!initializeTIS()) + return GLFW_FALSE; + + _glfwPollMonitorsCocoa(); + + if (![[NSRunningApplication currentApplication] isFinishedLaunching]) + [NSApp run]; + + // In case we are unbundled, make us a proper UI application + if (_glfw.hints.init.ns.menubar) + [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular]; + + return GLFW_TRUE; + + } // autoreleasepool +} + +void _glfwTerminateCocoa(void) +{ + @autoreleasepool { + + if (_glfw.ns.inputSource) + { + CFRelease(_glfw.ns.inputSource); + _glfw.ns.inputSource = NULL; + _glfw.ns.unicodeData = nil; + } + + if (_glfw.ns.eventSource) + { + CFRelease(_glfw.ns.eventSource); + _glfw.ns.eventSource = NULL; + } + + if (_glfw.ns.delegate) + { + [NSApp setDelegate:nil]; + [_glfw.ns.delegate release]; + _glfw.ns.delegate = nil; + } + + if (_glfw.ns.helper) + { + [[NSNotificationCenter defaultCenter] + removeObserver:_glfw.ns.helper + name:NSTextInputContextKeyboardSelectionDidChangeNotification + object:nil]; + [[NSNotificationCenter defaultCenter] + removeObserver:_glfw.ns.helper]; + [_glfw.ns.helper release]; + _glfw.ns.helper = nil; + } + + if (_glfw.ns.keyUpMonitor) + [NSEvent removeMonitor:_glfw.ns.keyUpMonitor]; + + _glfw_free(_glfw.ns.clipboardString); + + _glfwTerminateNSGL(); + _glfwTerminateEGL(); + _glfwTerminateOSMesa(); + + } // autoreleasepool +} + +#endif // _GLFW_COCOA + diff --git a/dependencies/glfw-3.4/src/cocoa_joystick.h b/dependencies/glfw-3.4/src/cocoa_joystick.h new file mode 100644 index 0000000..2f46dfc --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_joystick.h @@ -0,0 +1,49 @@ +//======================================================================== +// GLFW 3.4 Cocoa - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include +#include +#include + +#define GLFW_COCOA_JOYSTICK_STATE _GLFWjoystickNS ns; +#define GLFW_COCOA_LIBRARY_JOYSTICK_STATE + +// Cocoa-specific per-joystick data +// +typedef struct _GLFWjoystickNS +{ + IOHIDDeviceRef device; + CFMutableArrayRef axes; + CFMutableArrayRef buttons; + CFMutableArrayRef hats; +} _GLFWjoystickNS; + +GLFWbool _glfwInitJoysticksCocoa(void); +void _glfwTerminateJoysticksCocoa(void); +GLFWbool _glfwPollJoystickCocoa(_GLFWjoystick* js, int mode); +const char* _glfwGetMappingNameCocoa(void); +void _glfwUpdateGamepadGUIDCocoa(char* guid); + diff --git a/dependencies/glfw-3.4/src/cocoa_joystick.m b/dependencies/glfw-3.4/src/cocoa_joystick.m new file mode 100644 index 0000000..d5de479 --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_joystick.m @@ -0,0 +1,485 @@ +//======================================================================== +// GLFW 3.4 Cocoa - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2009-2019 Camilla Löwy +// Copyright (c) 2012 Torsten Walluhn +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_COCOA) + +#include +#include +#include + +#include +#include + +#include +#include + + +// Joystick element information +// +typedef struct _GLFWjoyelementNS +{ + IOHIDElementRef native; + uint32_t usage; + int index; + long minimum; + long maximum; + +} _GLFWjoyelementNS; + + +// Returns the value of the specified element of the specified joystick +// +static long getElementValue(_GLFWjoystick* js, _GLFWjoyelementNS* element) +{ + IOHIDValueRef valueRef; + long value = 0; + + if (js->ns.device) + { + if (IOHIDDeviceGetValue(js->ns.device, + element->native, + &valueRef) == kIOReturnSuccess) + { + value = IOHIDValueGetIntegerValue(valueRef); + } + } + + return value; +} + +// Comparison function for matching the SDL element order +// +static CFComparisonResult compareElements(const void* fp, + const void* sp, + void* user) +{ + const _GLFWjoyelementNS* fe = fp; + const _GLFWjoyelementNS* se = sp; + if (fe->usage < se->usage) + return kCFCompareLessThan; + if (fe->usage > se->usage) + return kCFCompareGreaterThan; + if (fe->index < se->index) + return kCFCompareLessThan; + if (fe->index > se->index) + return kCFCompareGreaterThan; + return kCFCompareEqualTo; +} + +// Removes the specified joystick +// +static void closeJoystick(_GLFWjoystick* js) +{ + _glfwInputJoystick(js, GLFW_DISCONNECTED); + + for (int i = 0; i < CFArrayGetCount(js->ns.axes); i++) + _glfw_free((void*) CFArrayGetValueAtIndex(js->ns.axes, i)); + CFRelease(js->ns.axes); + + for (int i = 0; i < CFArrayGetCount(js->ns.buttons); i++) + _glfw_free((void*) CFArrayGetValueAtIndex(js->ns.buttons, i)); + CFRelease(js->ns.buttons); + + for (int i = 0; i < CFArrayGetCount(js->ns.hats); i++) + _glfw_free((void*) CFArrayGetValueAtIndex(js->ns.hats, i)); + CFRelease(js->ns.hats); + + _glfwFreeJoystick(js); +} + +// Callback for user-initiated joystick addition +// +static void matchCallback(void* context, + IOReturn result, + void* sender, + IOHIDDeviceRef device) +{ + int jid; + char name[256]; + char guid[33]; + CFTypeRef property; + uint32_t vendor = 0, product = 0, version = 0; + _GLFWjoystick* js; + CFMutableArrayRef axes, buttons, hats; + + for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (_glfw.joysticks[jid].ns.device == device) + return; + } + + CFArrayRef elements = + IOHIDDeviceCopyMatchingElements(device, NULL, kIOHIDOptionsTypeNone); + + // It is reportedly possible for this to fail on macOS 13 Ventura + // if the application does not have input monitoring permissions + if (!elements) + return; + + axes = CFArrayCreateMutable(NULL, 0, NULL); + buttons = CFArrayCreateMutable(NULL, 0, NULL); + hats = CFArrayCreateMutable(NULL, 0, NULL); + + property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductKey)); + if (property) + { + CFStringGetCString(property, + name, + sizeof(name), + kCFStringEncodingUTF8); + } + else + strncpy(name, "Unknown", sizeof(name)); + + property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVendorIDKey)); + if (property) + CFNumberGetValue(property, kCFNumberSInt32Type, &vendor); + + property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductIDKey)); + if (property) + CFNumberGetValue(property, kCFNumberSInt32Type, &product); + + property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVersionNumberKey)); + if (property) + CFNumberGetValue(property, kCFNumberSInt32Type, &version); + + // Generate a joystick GUID that matches the SDL 2.0.5+ one + if (vendor && product) + { + sprintf(guid, "03000000%02x%02x0000%02x%02x0000%02x%02x0000", + (uint8_t) vendor, (uint8_t) (vendor >> 8), + (uint8_t) product, (uint8_t) (product >> 8), + (uint8_t) version, (uint8_t) (version >> 8)); + } + else + { + sprintf(guid, "05000000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x00", + name[0], name[1], name[2], name[3], + name[4], name[5], name[6], name[7], + name[8], name[9], name[10]); + } + + for (CFIndex i = 0; i < CFArrayGetCount(elements); i++) + { + IOHIDElementRef native = (IOHIDElementRef) + CFArrayGetValueAtIndex(elements, i); + if (CFGetTypeID(native) != IOHIDElementGetTypeID()) + continue; + + const IOHIDElementType type = IOHIDElementGetType(native); + if ((type != kIOHIDElementTypeInput_Axis) && + (type != kIOHIDElementTypeInput_Button) && + (type != kIOHIDElementTypeInput_Misc)) + { + continue; + } + + CFMutableArrayRef target = NULL; + + const uint32_t usage = IOHIDElementGetUsage(native); + const uint32_t page = IOHIDElementGetUsagePage(native); + if (page == kHIDPage_GenericDesktop) + { + switch (usage) + { + case kHIDUsage_GD_X: + case kHIDUsage_GD_Y: + case kHIDUsage_GD_Z: + case kHIDUsage_GD_Rx: + case kHIDUsage_GD_Ry: + case kHIDUsage_GD_Rz: + case kHIDUsage_GD_Slider: + case kHIDUsage_GD_Dial: + case kHIDUsage_GD_Wheel: + target = axes; + break; + case kHIDUsage_GD_Hatswitch: + target = hats; + break; + case kHIDUsage_GD_DPadUp: + case kHIDUsage_GD_DPadRight: + case kHIDUsage_GD_DPadDown: + case kHIDUsage_GD_DPadLeft: + case kHIDUsage_GD_SystemMainMenu: + case kHIDUsage_GD_Select: + case kHIDUsage_GD_Start: + target = buttons; + break; + } + } + else if (page == kHIDPage_Simulation) + { + switch (usage) + { + case kHIDUsage_Sim_Accelerator: + case kHIDUsage_Sim_Brake: + case kHIDUsage_Sim_Throttle: + case kHIDUsage_Sim_Rudder: + case kHIDUsage_Sim_Steering: + target = axes; + break; + } + } + else if (page == kHIDPage_Button || page == kHIDPage_Consumer) + target = buttons; + + if (target) + { + _GLFWjoyelementNS* element = _glfw_calloc(1, sizeof(_GLFWjoyelementNS)); + element->native = native; + element->usage = usage; + element->index = (int) CFArrayGetCount(target); + element->minimum = IOHIDElementGetLogicalMin(native); + element->maximum = IOHIDElementGetLogicalMax(native); + CFArrayAppendValue(target, element); + } + } + + CFRelease(elements); + + CFArraySortValues(axes, CFRangeMake(0, CFArrayGetCount(axes)), + compareElements, NULL); + CFArraySortValues(buttons, CFRangeMake(0, CFArrayGetCount(buttons)), + compareElements, NULL); + CFArraySortValues(hats, CFRangeMake(0, CFArrayGetCount(hats)), + compareElements, NULL); + + js = _glfwAllocJoystick(name, guid, + (int) CFArrayGetCount(axes), + (int) CFArrayGetCount(buttons), + (int) CFArrayGetCount(hats)); + + js->ns.device = device; + js->ns.axes = axes; + js->ns.buttons = buttons; + js->ns.hats = hats; + + _glfwInputJoystick(js, GLFW_CONNECTED); +} + +// Callback for user-initiated joystick removal +// +static void removeCallback(void* context, + IOReturn result, + void* sender, + IOHIDDeviceRef device) +{ + for (int jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (_glfw.joysticks[jid].connected && _glfw.joysticks[jid].ns.device == device) + { + closeJoystick(&_glfw.joysticks[jid]); + break; + } + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwInitJoysticksCocoa(void) +{ + CFMutableArrayRef matching; + const long usages[] = + { + kHIDUsage_GD_Joystick, + kHIDUsage_GD_GamePad, + kHIDUsage_GD_MultiAxisController + }; + + _glfw.ns.hidManager = IOHIDManagerCreate(kCFAllocatorDefault, + kIOHIDOptionsTypeNone); + + matching = CFArrayCreateMutable(kCFAllocatorDefault, + 0, + &kCFTypeArrayCallBacks); + if (!matching) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create array"); + return GLFW_FALSE; + } + + for (size_t i = 0; i < sizeof(usages) / sizeof(long); i++) + { + const long page = kHIDPage_GenericDesktop; + + CFMutableDictionaryRef dict = + CFDictionaryCreateMutable(kCFAllocatorDefault, + 0, + &kCFTypeDictionaryKeyCallBacks, + &kCFTypeDictionaryValueCallBacks); + if (!dict) + continue; + + CFNumberRef pageRef = CFNumberCreate(kCFAllocatorDefault, + kCFNumberLongType, + &page); + CFNumberRef usageRef = CFNumberCreate(kCFAllocatorDefault, + kCFNumberLongType, + &usages[i]); + if (pageRef && usageRef) + { + CFDictionarySetValue(dict, + CFSTR(kIOHIDDeviceUsagePageKey), + pageRef); + CFDictionarySetValue(dict, + CFSTR(kIOHIDDeviceUsageKey), + usageRef); + CFArrayAppendValue(matching, dict); + } + + if (pageRef) + CFRelease(pageRef); + if (usageRef) + CFRelease(usageRef); + + CFRelease(dict); + } + + IOHIDManagerSetDeviceMatchingMultiple(_glfw.ns.hidManager, matching); + CFRelease(matching); + + IOHIDManagerRegisterDeviceMatchingCallback(_glfw.ns.hidManager, + &matchCallback, NULL); + IOHIDManagerRegisterDeviceRemovalCallback(_glfw.ns.hidManager, + &removeCallback, NULL); + IOHIDManagerScheduleWithRunLoop(_glfw.ns.hidManager, + CFRunLoopGetMain(), + kCFRunLoopDefaultMode); + IOHIDManagerOpen(_glfw.ns.hidManager, kIOHIDOptionsTypeNone); + + // Execute the run loop once in order to register any initially-attached + // joysticks + CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, false); + return GLFW_TRUE; +} + +void _glfwTerminateJoysticksCocoa(void) +{ + for (int jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (_glfw.joysticks[jid].connected) + closeJoystick(&_glfw.joysticks[jid]); + } + + if (_glfw.ns.hidManager) + { + CFRelease(_glfw.ns.hidManager); + _glfw.ns.hidManager = NULL; + } +} + + +GLFWbool _glfwPollJoystickCocoa(_GLFWjoystick* js, int mode) +{ + if (mode & _GLFW_POLL_AXES) + { + for (CFIndex i = 0; i < CFArrayGetCount(js->ns.axes); i++) + { + _GLFWjoyelementNS* axis = (_GLFWjoyelementNS*) + CFArrayGetValueAtIndex(js->ns.axes, i); + + const long raw = getElementValue(js, axis); + // Perform auto calibration + if (raw < axis->minimum) + axis->minimum = raw; + if (raw > axis->maximum) + axis->maximum = raw; + + const long size = axis->maximum - axis->minimum; + if (size == 0) + _glfwInputJoystickAxis(js, (int) i, 0.f); + else + { + const float value = (2.f * (raw - axis->minimum) / size) - 1.f; + _glfwInputJoystickAxis(js, (int) i, value); + } + } + } + + if (mode & _GLFW_POLL_BUTTONS) + { + for (CFIndex i = 0; i < CFArrayGetCount(js->ns.buttons); i++) + { + _GLFWjoyelementNS* button = (_GLFWjoyelementNS*) + CFArrayGetValueAtIndex(js->ns.buttons, i); + const char value = getElementValue(js, button) - button->minimum; + const int state = (value > 0) ? GLFW_PRESS : GLFW_RELEASE; + _glfwInputJoystickButton(js, (int) i, state); + } + + for (CFIndex i = 0; i < CFArrayGetCount(js->ns.hats); i++) + { + const int states[9] = + { + GLFW_HAT_UP, + GLFW_HAT_RIGHT_UP, + GLFW_HAT_RIGHT, + GLFW_HAT_RIGHT_DOWN, + GLFW_HAT_DOWN, + GLFW_HAT_LEFT_DOWN, + GLFW_HAT_LEFT, + GLFW_HAT_LEFT_UP, + GLFW_HAT_CENTERED + }; + + _GLFWjoyelementNS* hat = (_GLFWjoyelementNS*) + CFArrayGetValueAtIndex(js->ns.hats, i); + long state = getElementValue(js, hat) - hat->minimum; + if (state < 0 || state > 8) + state = 8; + + _glfwInputJoystickHat(js, (int) i, states[state]); + } + } + + return js->connected; +} + +const char* _glfwGetMappingNameCocoa(void) +{ + return "Mac OS X"; +} + +void _glfwUpdateGamepadGUIDCocoa(char* guid) +{ + if ((strncmp(guid + 4, "000000000000", 12) == 0) && + (strncmp(guid + 20, "000000000000", 12) == 0)) + { + char original[33]; + strncpy(original, guid, sizeof(original) - 1); + sprintf(guid, "03000000%.4s0000%.4s000000000000", + original, original + 16); + } +} + +#endif // _GLFW_COCOA + diff --git a/dependencies/glfw-3.4/src/cocoa_monitor.m b/dependencies/glfw-3.4/src/cocoa_monitor.m new file mode 100644 index 0000000..641d5f0 --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_monitor.m @@ -0,0 +1,643 @@ +//======================================================================== +// GLFW 3.4 macOS - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_COCOA) + +#include +#include +#include + +#include +#include + + +// Get the name of the specified display, or NULL +// +static char* getMonitorName(CGDirectDisplayID displayID, NSScreen* screen) +{ + // IOKit doesn't work on Apple Silicon anymore + // Luckily, 10.15 introduced -[NSScreen localizedName]. + // Use it if available, and fall back to IOKit otherwise. + if (screen) + { + if ([screen respondsToSelector:@selector(localizedName)]) + { + NSString* name = [screen valueForKey:@"localizedName"]; + if (name) + return _glfw_strdup([name UTF8String]); + } + } + + io_iterator_t it; + io_service_t service; + CFDictionaryRef info; + + if (IOServiceGetMatchingServices(MACH_PORT_NULL, + IOServiceMatching("IODisplayConnect"), + &it) != 0) + { + // This may happen if a desktop Mac is running headless + return _glfw_strdup("Display"); + } + + while ((service = IOIteratorNext(it)) != 0) + { + info = IODisplayCreateInfoDictionary(service, + kIODisplayOnlyPreferredName); + + CFNumberRef vendorIDRef = + CFDictionaryGetValue(info, CFSTR(kDisplayVendorID)); + CFNumberRef productIDRef = + CFDictionaryGetValue(info, CFSTR(kDisplayProductID)); + if (!vendorIDRef || !productIDRef) + { + CFRelease(info); + continue; + } + + unsigned int vendorID, productID; + CFNumberGetValue(vendorIDRef, kCFNumberIntType, &vendorID); + CFNumberGetValue(productIDRef, kCFNumberIntType, &productID); + + if (CGDisplayVendorNumber(displayID) == vendorID && + CGDisplayModelNumber(displayID) == productID) + { + // Info dictionary is used and freed below + break; + } + + CFRelease(info); + } + + IOObjectRelease(it); + + if (!service) + return _glfw_strdup("Display"); + + CFDictionaryRef names = + CFDictionaryGetValue(info, CFSTR(kDisplayProductName)); + + CFStringRef nameRef; + + if (!names || !CFDictionaryGetValueIfPresent(names, CFSTR("en_US"), + (const void**) &nameRef)) + { + // This may happen if a desktop Mac is running headless + CFRelease(info); + return _glfw_strdup("Display"); + } + + const CFIndex size = + CFStringGetMaximumSizeForEncoding(CFStringGetLength(nameRef), + kCFStringEncodingUTF8); + char* name = _glfw_calloc(size + 1, 1); + CFStringGetCString(nameRef, name, size, kCFStringEncodingUTF8); + + CFRelease(info); + return name; +} + +// Check whether the display mode should be included in enumeration +// +static GLFWbool modeIsGood(CGDisplayModeRef mode) +{ + uint32_t flags = CGDisplayModeGetIOFlags(mode); + + if (!(flags & kDisplayModeValidFlag) || !(flags & kDisplayModeSafeFlag)) + return GLFW_FALSE; + if (flags & kDisplayModeInterlacedFlag) + return GLFW_FALSE; + if (flags & kDisplayModeStretchedFlag) + return GLFW_FALSE; + +#if MAC_OS_X_VERSION_MAX_ALLOWED <= 101100 + CFStringRef format = CGDisplayModeCopyPixelEncoding(mode); + if (CFStringCompare(format, CFSTR(IO16BitDirectPixels), 0) && + CFStringCompare(format, CFSTR(IO32BitDirectPixels), 0)) + { + CFRelease(format); + return GLFW_FALSE; + } + + CFRelease(format); +#endif /* MAC_OS_X_VERSION_MAX_ALLOWED */ + return GLFW_TRUE; +} + +// Convert Core Graphics display mode to GLFW video mode +// +static GLFWvidmode vidmodeFromCGDisplayMode(CGDisplayModeRef mode, + double fallbackRefreshRate) +{ + GLFWvidmode result; + result.width = (int) CGDisplayModeGetWidth(mode); + result.height = (int) CGDisplayModeGetHeight(mode); + result.refreshRate = (int) round(CGDisplayModeGetRefreshRate(mode)); + + if (result.refreshRate == 0) + result.refreshRate = (int) round(fallbackRefreshRate); + +#if MAC_OS_X_VERSION_MAX_ALLOWED <= 101100 + CFStringRef format = CGDisplayModeCopyPixelEncoding(mode); + if (CFStringCompare(format, CFSTR(IO16BitDirectPixels), 0) == 0) + { + result.redBits = 5; + result.greenBits = 5; + result.blueBits = 5; + } + else +#endif /* MAC_OS_X_VERSION_MAX_ALLOWED */ + { + result.redBits = 8; + result.greenBits = 8; + result.blueBits = 8; + } + +#if MAC_OS_X_VERSION_MAX_ALLOWED <= 101100 + CFRelease(format); +#endif /* MAC_OS_X_VERSION_MAX_ALLOWED */ + return result; +} + +// Starts reservation for display fading +// +static CGDisplayFadeReservationToken beginFadeReservation(void) +{ + CGDisplayFadeReservationToken token = kCGDisplayFadeReservationInvalidToken; + + if (CGAcquireDisplayFadeReservation(5, &token) == kCGErrorSuccess) + { + CGDisplayFade(token, 0.3, + kCGDisplayBlendNormal, + kCGDisplayBlendSolidColor, + 0.0, 0.0, 0.0, + TRUE); + } + + return token; +} + +// Ends reservation for display fading +// +static void endFadeReservation(CGDisplayFadeReservationToken token) +{ + if (token != kCGDisplayFadeReservationInvalidToken) + { + CGDisplayFade(token, 0.5, + kCGDisplayBlendSolidColor, + kCGDisplayBlendNormal, + 0.0, 0.0, 0.0, + FALSE); + CGReleaseDisplayFadeReservation(token); + } +} + +// Returns the display refresh rate queried from the I/O registry +// +static double getFallbackRefreshRate(CGDirectDisplayID displayID) +{ + double refreshRate = 60.0; + + io_iterator_t it; + io_service_t service; + + if (IOServiceGetMatchingServices(MACH_PORT_NULL, + IOServiceMatching("IOFramebuffer"), + &it) != 0) + { + return refreshRate; + } + + while ((service = IOIteratorNext(it)) != 0) + { + const CFNumberRef indexRef = + IORegistryEntryCreateCFProperty(service, + CFSTR("IOFramebufferOpenGLIndex"), + kCFAllocatorDefault, + kNilOptions); + if (!indexRef) + continue; + + uint32_t index = 0; + CFNumberGetValue(indexRef, kCFNumberIntType, &index); + CFRelease(indexRef); + + if (CGOpenGLDisplayMaskToDisplayID(1 << index) != displayID) + continue; + + const CFNumberRef clockRef = + IORegistryEntryCreateCFProperty(service, + CFSTR("IOFBCurrentPixelClock"), + kCFAllocatorDefault, + kNilOptions); + const CFNumberRef countRef = + IORegistryEntryCreateCFProperty(service, + CFSTR("IOFBCurrentPixelCount"), + kCFAllocatorDefault, + kNilOptions); + + uint32_t clock = 0, count = 0; + + if (clockRef) + { + CFNumberGetValue(clockRef, kCFNumberIntType, &clock); + CFRelease(clockRef); + } + + if (countRef) + { + CFNumberGetValue(countRef, kCFNumberIntType, &count); + CFRelease(countRef); + } + + if (clock > 0 && count > 0) + refreshRate = clock / (double) count; + + break; + } + + IOObjectRelease(it); + return refreshRate; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Poll for changes in the set of connected monitors +// +void _glfwPollMonitorsCocoa(void) +{ + uint32_t displayCount; + CGGetOnlineDisplayList(0, NULL, &displayCount); + CGDirectDisplayID* displays = _glfw_calloc(displayCount, sizeof(CGDirectDisplayID)); + CGGetOnlineDisplayList(displayCount, displays, &displayCount); + + for (int i = 0; i < _glfw.monitorCount; i++) + _glfw.monitors[i]->ns.screen = nil; + + _GLFWmonitor** disconnected = NULL; + uint32_t disconnectedCount = _glfw.monitorCount; + if (disconnectedCount) + { + disconnected = _glfw_calloc(_glfw.monitorCount, sizeof(_GLFWmonitor*)); + memcpy(disconnected, + _glfw.monitors, + _glfw.monitorCount * sizeof(_GLFWmonitor*)); + } + + for (uint32_t i = 0; i < displayCount; i++) + { + if (CGDisplayIsAsleep(displays[i])) + continue; + + const uint32_t unitNumber = CGDisplayUnitNumber(displays[i]); + NSScreen* screen = nil; + + for (screen in [NSScreen screens]) + { + NSNumber* screenNumber = [screen deviceDescription][@"NSScreenNumber"]; + + // HACK: Compare unit numbers instead of display IDs to work around + // display replacement on machines with automatic graphics + // switching + if (CGDisplayUnitNumber([screenNumber unsignedIntValue]) == unitNumber) + break; + } + + // HACK: Compare unit numbers instead of display IDs to work around + // display replacement on machines with automatic graphics + // switching + uint32_t j; + for (j = 0; j < disconnectedCount; j++) + { + if (disconnected[j] && disconnected[j]->ns.unitNumber == unitNumber) + { + disconnected[j]->ns.screen = screen; + disconnected[j] = NULL; + break; + } + } + + if (j < disconnectedCount) + continue; + + const CGSize size = CGDisplayScreenSize(displays[i]); + char* name = getMonitorName(displays[i], screen); + if (!name) + continue; + + _GLFWmonitor* monitor = _glfwAllocMonitor(name, size.width, size.height); + monitor->ns.displayID = displays[i]; + monitor->ns.unitNumber = unitNumber; + monitor->ns.screen = screen; + + _glfw_free(name); + + CGDisplayModeRef mode = CGDisplayCopyDisplayMode(displays[i]); + if (CGDisplayModeGetRefreshRate(mode) == 0.0) + monitor->ns.fallbackRefreshRate = getFallbackRefreshRate(displays[i]); + CGDisplayModeRelease(mode); + + _glfwInputMonitor(monitor, GLFW_CONNECTED, _GLFW_INSERT_LAST); + } + + for (uint32_t i = 0; i < disconnectedCount; i++) + { + if (disconnected[i]) + _glfwInputMonitor(disconnected[i], GLFW_DISCONNECTED, 0); + } + + _glfw_free(disconnected); + _glfw_free(displays); +} + +// Change the current video mode +// +void _glfwSetVideoModeCocoa(_GLFWmonitor* monitor, const GLFWvidmode* desired) +{ + GLFWvidmode current; + _glfwGetVideoModeCocoa(monitor, ¤t); + + const GLFWvidmode* best = _glfwChooseVideoMode(monitor, desired); + if (_glfwCompareVideoModes(¤t, best) == 0) + return; + + CFArrayRef modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL); + const CFIndex count = CFArrayGetCount(modes); + CGDisplayModeRef native = NULL; + + for (CFIndex i = 0; i < count; i++) + { + CGDisplayModeRef dm = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i); + if (!modeIsGood(dm)) + continue; + + const GLFWvidmode mode = + vidmodeFromCGDisplayMode(dm, monitor->ns.fallbackRefreshRate); + if (_glfwCompareVideoModes(best, &mode) == 0) + { + native = dm; + break; + } + } + + if (native) + { + if (monitor->ns.previousMode == NULL) + monitor->ns.previousMode = CGDisplayCopyDisplayMode(monitor->ns.displayID); + + CGDisplayFadeReservationToken token = beginFadeReservation(); + CGDisplaySetDisplayMode(monitor->ns.displayID, native, NULL); + endFadeReservation(token); + } + + CFRelease(modes); +} + +// Restore the previously saved (original) video mode +// +void _glfwRestoreVideoModeCocoa(_GLFWmonitor* monitor) +{ + if (monitor->ns.previousMode) + { + CGDisplayFadeReservationToken token = beginFadeReservation(); + CGDisplaySetDisplayMode(monitor->ns.displayID, + monitor->ns.previousMode, NULL); + endFadeReservation(token); + + CGDisplayModeRelease(monitor->ns.previousMode); + monitor->ns.previousMode = NULL; + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwFreeMonitorCocoa(_GLFWmonitor* monitor) +{ +} + +void _glfwGetMonitorPosCocoa(_GLFWmonitor* monitor, int* xpos, int* ypos) +{ + @autoreleasepool { + + const CGRect bounds = CGDisplayBounds(monitor->ns.displayID); + + if (xpos) + *xpos = (int) bounds.origin.x; + if (ypos) + *ypos = (int) bounds.origin.y; + + } // autoreleasepool +} + +void _glfwGetMonitorContentScaleCocoa(_GLFWmonitor* monitor, + float* xscale, float* yscale) +{ + @autoreleasepool { + + if (!monitor->ns.screen) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Cannot query content scale without screen"); + } + + const NSRect points = [monitor->ns.screen frame]; + const NSRect pixels = [monitor->ns.screen convertRectToBacking:points]; + + if (xscale) + *xscale = (float) (pixels.size.width / points.size.width); + if (yscale) + *yscale = (float) (pixels.size.height / points.size.height); + + } // autoreleasepool +} + +void _glfwGetMonitorWorkareaCocoa(_GLFWmonitor* monitor, + int* xpos, int* ypos, + int* width, int* height) +{ + @autoreleasepool { + + if (!monitor->ns.screen) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Cannot query workarea without screen"); + } + + const NSRect frameRect = [monitor->ns.screen visibleFrame]; + + if (xpos) + *xpos = frameRect.origin.x; + if (ypos) + *ypos = _glfwTransformYCocoa(frameRect.origin.y + frameRect.size.height - 1); + if (width) + *width = frameRect.size.width; + if (height) + *height = frameRect.size.height; + + } // autoreleasepool +} + +GLFWvidmode* _glfwGetVideoModesCocoa(_GLFWmonitor* monitor, int* count) +{ + @autoreleasepool { + + *count = 0; + + CFArrayRef modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL); + const CFIndex found = CFArrayGetCount(modes); + GLFWvidmode* result = _glfw_calloc(found, sizeof(GLFWvidmode)); + + for (CFIndex i = 0; i < found; i++) + { + CGDisplayModeRef dm = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i); + if (!modeIsGood(dm)) + continue; + + const GLFWvidmode mode = + vidmodeFromCGDisplayMode(dm, monitor->ns.fallbackRefreshRate); + CFIndex j; + + for (j = 0; j < *count; j++) + { + if (_glfwCompareVideoModes(result + j, &mode) == 0) + break; + } + + // Skip duplicate modes + if (j < *count) + continue; + + (*count)++; + result[*count - 1] = mode; + } + + CFRelease(modes); + return result; + + } // autoreleasepool +} + +GLFWbool _glfwGetVideoModeCocoa(_GLFWmonitor* monitor, GLFWvidmode *mode) +{ + @autoreleasepool { + + CGDisplayModeRef native = CGDisplayCopyDisplayMode(monitor->ns.displayID); + if (!native) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to query display mode"); + return GLFW_FALSE; + } + + *mode = vidmodeFromCGDisplayMode(native, monitor->ns.fallbackRefreshRate); + CGDisplayModeRelease(native); + return GLFW_TRUE; + + } // autoreleasepool +} + +GLFWbool _glfwGetGammaRampCocoa(_GLFWmonitor* monitor, GLFWgammaramp* ramp) +{ + @autoreleasepool { + + uint32_t size = CGDisplayGammaTableCapacity(monitor->ns.displayID); + CGGammaValue* values = _glfw_calloc(size * 3, sizeof(CGGammaValue)); + + CGGetDisplayTransferByTable(monitor->ns.displayID, + size, + values, + values + size, + values + size * 2, + &size); + + _glfwAllocGammaArrays(ramp, size); + + for (uint32_t i = 0; i < size; i++) + { + ramp->red[i] = (unsigned short) (values[i] * 65535); + ramp->green[i] = (unsigned short) (values[i + size] * 65535); + ramp->blue[i] = (unsigned short) (values[i + size * 2] * 65535); + } + + _glfw_free(values); + return GLFW_TRUE; + + } // autoreleasepool +} + +void _glfwSetGammaRampCocoa(_GLFWmonitor* monitor, const GLFWgammaramp* ramp) +{ + @autoreleasepool { + + CGGammaValue* values = _glfw_calloc(ramp->size * 3, sizeof(CGGammaValue)); + + for (unsigned int i = 0; i < ramp->size; i++) + { + values[i] = ramp->red[i] / 65535.f; + values[i + ramp->size] = ramp->green[i] / 65535.f; + values[i + ramp->size * 2] = ramp->blue[i] / 65535.f; + } + + CGSetDisplayTransferByTable(monitor->ns.displayID, + ramp->size, + values, + values + ramp->size, + values + ramp->size * 2); + + _glfw_free(values); + + } // autoreleasepool +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(kCGNullDirectDisplay); + + if (_glfw.platform.platformID != GLFW_PLATFORM_COCOA) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "Cocoa: Platform not initialized"); + return kCGNullDirectDisplay; + } + + return monitor->ns.displayID; +} + +#endif // _GLFW_COCOA + diff --git a/dependencies/glfw-3.4/src/cocoa_platform.h b/dependencies/glfw-3.4/src/cocoa_platform.h new file mode 100644 index 0000000..3991455 --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_platform.h @@ -0,0 +1,302 @@ +//======================================================================== +// GLFW 3.4 macOS - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2009-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include + +#include +#include + +// NOTE: All of NSGL was deprecated in the 10.14 SDK +// This disables the pointless warnings for every symbol we use +#ifndef GL_SILENCE_DEPRECATION +#define GL_SILENCE_DEPRECATION +#endif + +#if defined(__OBJC__) +#import +#else +typedef void* id; +#endif + +// NOTE: Many Cocoa enum values have been renamed and we need to build across +// SDK versions where one is unavailable or deprecated. +// We use the newer names in code and replace them with the older names if +// the base SDK does not provide the newer names. + +#if MAC_OS_X_VERSION_MAX_ALLOWED < 101400 + #define NSOpenGLContextParameterSwapInterval NSOpenGLCPSwapInterval + #define NSOpenGLContextParameterSurfaceOpacity NSOpenGLCPSurfaceOpacity +#endif + +#if MAC_OS_X_VERSION_MAX_ALLOWED < 101200 + #define NSBitmapFormatAlphaNonpremultiplied NSAlphaNonpremultipliedBitmapFormat + #define NSEventMaskAny NSAnyEventMask + #define NSEventMaskKeyUp NSKeyUpMask + #define NSEventModifierFlagCapsLock NSAlphaShiftKeyMask + #define NSEventModifierFlagCommand NSCommandKeyMask + #define NSEventModifierFlagControl NSControlKeyMask + #define NSEventModifierFlagDeviceIndependentFlagsMask NSDeviceIndependentModifierFlagsMask + #define NSEventModifierFlagOption NSAlternateKeyMask + #define NSEventModifierFlagShift NSShiftKeyMask + #define NSEventTypeApplicationDefined NSApplicationDefined + #define NSWindowStyleMaskBorderless NSBorderlessWindowMask + #define NSWindowStyleMaskClosable NSClosableWindowMask + #define NSWindowStyleMaskMiniaturizable NSMiniaturizableWindowMask + #define NSWindowStyleMaskResizable NSResizableWindowMask + #define NSWindowStyleMaskTitled NSTitledWindowMask +#endif + +// NOTE: Many Cocoa dynamically linked constants have been renamed and we need +// to build across SDK versions where one is unavailable or deprecated. +// We use the newer names in code and replace them with the older names if +// the deployment target is older than the newer names. + +#if MAC_OS_X_VERSION_MIN_REQUIRED < 101300 + #define NSPasteboardTypeURL NSURLPboardType +#endif + +typedef VkFlags VkMacOSSurfaceCreateFlagsMVK; +typedef VkFlags VkMetalSurfaceCreateFlagsEXT; + +typedef struct VkMacOSSurfaceCreateInfoMVK +{ + VkStructureType sType; + const void* pNext; + VkMacOSSurfaceCreateFlagsMVK flags; + const void* pView; +} VkMacOSSurfaceCreateInfoMVK; + +typedef struct VkMetalSurfaceCreateInfoEXT +{ + VkStructureType sType; + const void* pNext; + VkMetalSurfaceCreateFlagsEXT flags; + const void* pLayer; +} VkMetalSurfaceCreateInfoEXT; + +typedef VkResult (APIENTRY *PFN_vkCreateMacOSSurfaceMVK)(VkInstance,const VkMacOSSurfaceCreateInfoMVK*,const VkAllocationCallbacks*,VkSurfaceKHR*); +typedef VkResult (APIENTRY *PFN_vkCreateMetalSurfaceEXT)(VkInstance,const VkMetalSurfaceCreateInfoEXT*,const VkAllocationCallbacks*,VkSurfaceKHR*); + +#define GLFW_COCOA_WINDOW_STATE _GLFWwindowNS ns; +#define GLFW_COCOA_LIBRARY_WINDOW_STATE _GLFWlibraryNS ns; +#define GLFW_COCOA_MONITOR_STATE _GLFWmonitorNS ns; +#define GLFW_COCOA_CURSOR_STATE _GLFWcursorNS ns; + +#define GLFW_NSGL_CONTEXT_STATE _GLFWcontextNSGL nsgl; +#define GLFW_NSGL_LIBRARY_CONTEXT_STATE _GLFWlibraryNSGL nsgl; + +// HIToolbox.framework pointer typedefs +#define kTISPropertyUnicodeKeyLayoutData _glfw.ns.tis.kPropertyUnicodeKeyLayoutData +typedef TISInputSourceRef (*PFN_TISCopyCurrentKeyboardLayoutInputSource)(void); +#define TISCopyCurrentKeyboardLayoutInputSource _glfw.ns.tis.CopyCurrentKeyboardLayoutInputSource +typedef void* (*PFN_TISGetInputSourceProperty)(TISInputSourceRef,CFStringRef); +#define TISGetInputSourceProperty _glfw.ns.tis.GetInputSourceProperty +typedef UInt8 (*PFN_LMGetKbdType)(void); +#define LMGetKbdType _glfw.ns.tis.GetKbdType + + +// NSGL-specific per-context data +// +typedef struct _GLFWcontextNSGL +{ + id pixelFormat; + id object; +} _GLFWcontextNSGL; + +// NSGL-specific global data +// +typedef struct _GLFWlibraryNSGL +{ + // dlopen handle for OpenGL.framework (for glfwGetProcAddress) + CFBundleRef framework; +} _GLFWlibraryNSGL; + +// Cocoa-specific per-window data +// +typedef struct _GLFWwindowNS +{ + id object; + id delegate; + id view; + id layer; + + GLFWbool maximized; + GLFWbool occluded; + GLFWbool scaleFramebuffer; + + // Cached window properties to filter out duplicate events + int width, height; + int fbWidth, fbHeight; + float xscale, yscale; + + // The total sum of the distances the cursor has been warped + // since the last cursor motion event was processed + // This is kept to counteract Cocoa doing the same internally + double cursorWarpDeltaX, cursorWarpDeltaY; +} _GLFWwindowNS; + +// Cocoa-specific global data +// +typedef struct _GLFWlibraryNS +{ + CGEventSourceRef eventSource; + id delegate; + GLFWbool cursorHidden; + TISInputSourceRef inputSource; + IOHIDManagerRef hidManager; + id unicodeData; + id helper; + id keyUpMonitor; + id nibObjects; + + char keynames[GLFW_KEY_LAST + 1][17]; + short int keycodes[256]; + short int scancodes[GLFW_KEY_LAST + 1]; + char* clipboardString; + CGPoint cascadePoint; + // Where to place the cursor when re-enabled + double restoreCursorPosX, restoreCursorPosY; + // The window whose disabled cursor mode is active + _GLFWwindow* disabledCursorWindow; + + struct { + CFBundleRef bundle; + PFN_TISCopyCurrentKeyboardLayoutInputSource CopyCurrentKeyboardLayoutInputSource; + PFN_TISGetInputSourceProperty GetInputSourceProperty; + PFN_LMGetKbdType GetKbdType; + CFStringRef kPropertyUnicodeKeyLayoutData; + } tis; +} _GLFWlibraryNS; + +// Cocoa-specific per-monitor data +// +typedef struct _GLFWmonitorNS +{ + CGDirectDisplayID displayID; + CGDisplayModeRef previousMode; + uint32_t unitNumber; + id screen; + double fallbackRefreshRate; +} _GLFWmonitorNS; + +// Cocoa-specific per-cursor data +// +typedef struct _GLFWcursorNS +{ + id object; +} _GLFWcursorNS; + + +GLFWbool _glfwConnectCocoa(int platformID, _GLFWplatform* platform); +int _glfwInitCocoa(void); +void _glfwTerminateCocoa(void); + +GLFWbool _glfwCreateWindowCocoa(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig); +void _glfwDestroyWindowCocoa(_GLFWwindow* window); +void _glfwSetWindowTitleCocoa(_GLFWwindow* window, const char* title); +void _glfwSetWindowIconCocoa(_GLFWwindow* window, int count, const GLFWimage* images); +void _glfwGetWindowPosCocoa(_GLFWwindow* window, int* xpos, int* ypos); +void _glfwSetWindowPosCocoa(_GLFWwindow* window, int xpos, int ypos); +void _glfwGetWindowSizeCocoa(_GLFWwindow* window, int* width, int* height); +void _glfwSetWindowSizeCocoa(_GLFWwindow* window, int width, int height); +void _glfwSetWindowSizeLimitsCocoa(_GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); +void _glfwSetWindowAspectRatioCocoa(_GLFWwindow* window, int numer, int denom); +void _glfwGetFramebufferSizeCocoa(_GLFWwindow* window, int* width, int* height); +void _glfwGetWindowFrameSizeCocoa(_GLFWwindow* window, int* left, int* top, int* right, int* bottom); +void _glfwGetWindowContentScaleCocoa(_GLFWwindow* window, float* xscale, float* yscale); +void _glfwIconifyWindowCocoa(_GLFWwindow* window); +void _glfwRestoreWindowCocoa(_GLFWwindow* window); +void _glfwMaximizeWindowCocoa(_GLFWwindow* window); +void _glfwShowWindowCocoa(_GLFWwindow* window); +void _glfwHideWindowCocoa(_GLFWwindow* window); +void _glfwRequestWindowAttentionCocoa(_GLFWwindow* window); +void _glfwFocusWindowCocoa(_GLFWwindow* window); +void _glfwSetWindowMonitorCocoa(_GLFWwindow* window, _GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); +GLFWbool _glfwWindowFocusedCocoa(_GLFWwindow* window); +GLFWbool _glfwWindowIconifiedCocoa(_GLFWwindow* window); +GLFWbool _glfwWindowVisibleCocoa(_GLFWwindow* window); +GLFWbool _glfwWindowMaximizedCocoa(_GLFWwindow* window); +GLFWbool _glfwWindowHoveredCocoa(_GLFWwindow* window); +GLFWbool _glfwFramebufferTransparentCocoa(_GLFWwindow* window); +void _glfwSetWindowResizableCocoa(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowDecoratedCocoa(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowFloatingCocoa(_GLFWwindow* window, GLFWbool enabled); +float _glfwGetWindowOpacityCocoa(_GLFWwindow* window); +void _glfwSetWindowOpacityCocoa(_GLFWwindow* window, float opacity); +void _glfwSetWindowMousePassthroughCocoa(_GLFWwindow* window, GLFWbool enabled); + +void _glfwSetRawMouseMotionCocoa(_GLFWwindow *window, GLFWbool enabled); +GLFWbool _glfwRawMouseMotionSupportedCocoa(void); + +void _glfwPollEventsCocoa(void); +void _glfwWaitEventsCocoa(void); +void _glfwWaitEventsTimeoutCocoa(double timeout); +void _glfwPostEmptyEventCocoa(void); + +void _glfwGetCursorPosCocoa(_GLFWwindow* window, double* xpos, double* ypos); +void _glfwSetCursorPosCocoa(_GLFWwindow* window, double xpos, double ypos); +void _glfwSetCursorModeCocoa(_GLFWwindow* window, int mode); +const char* _glfwGetScancodeNameCocoa(int scancode); +int _glfwGetKeyScancodeCocoa(int key); +GLFWbool _glfwCreateCursorCocoa(_GLFWcursor* cursor, const GLFWimage* image, int xhot, int yhot); +GLFWbool _glfwCreateStandardCursorCocoa(_GLFWcursor* cursor, int shape); +void _glfwDestroyCursorCocoa(_GLFWcursor* cursor); +void _glfwSetCursorCocoa(_GLFWwindow* window, _GLFWcursor* cursor); +void _glfwSetClipboardStringCocoa(const char* string); +const char* _glfwGetClipboardStringCocoa(void); + +EGLenum _glfwGetEGLPlatformCocoa(EGLint** attribs); +EGLNativeDisplayType _glfwGetEGLNativeDisplayCocoa(void); +EGLNativeWindowType _glfwGetEGLNativeWindowCocoa(_GLFWwindow* window); + +void _glfwGetRequiredInstanceExtensionsCocoa(char** extensions); +GLFWbool _glfwGetPhysicalDevicePresentationSupportCocoa(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); +VkResult _glfwCreateWindowSurfaceCocoa(VkInstance instance, _GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +void _glfwFreeMonitorCocoa(_GLFWmonitor* monitor); +void _glfwGetMonitorPosCocoa(_GLFWmonitor* monitor, int* xpos, int* ypos); +void _glfwGetMonitorContentScaleCocoa(_GLFWmonitor* monitor, float* xscale, float* yscale); +void _glfwGetMonitorWorkareaCocoa(_GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); +GLFWvidmode* _glfwGetVideoModesCocoa(_GLFWmonitor* monitor, int* count); +GLFWbool _glfwGetVideoModeCocoa(_GLFWmonitor* monitor, GLFWvidmode* mode); +GLFWbool _glfwGetGammaRampCocoa(_GLFWmonitor* monitor, GLFWgammaramp* ramp); +void _glfwSetGammaRampCocoa(_GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +void _glfwPollMonitorsCocoa(void); +void _glfwSetVideoModeCocoa(_GLFWmonitor* monitor, const GLFWvidmode* desired); +void _glfwRestoreVideoModeCocoa(_GLFWmonitor* monitor); + +float _glfwTransformYCocoa(float y); + +void* _glfwLoadLocalVulkanLoaderCocoa(void); + +GLFWbool _glfwInitNSGL(void); +void _glfwTerminateNSGL(void); +GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig); +void _glfwDestroyContextNSGL(_GLFWwindow* window); + diff --git a/dependencies/glfw-3.4/src/cocoa_time.c b/dependencies/glfw-3.4/src/cocoa_time.c new file mode 100644 index 0000000..d56f145 --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_time.c @@ -0,0 +1,57 @@ +//======================================================================== +// GLFW 3.4 macOS - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2009-2016 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_COCOA_TIMER) + +#include + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwPlatformInitTimer(void) +{ + mach_timebase_info_data_t info; + mach_timebase_info(&info); + + _glfw.timer.ns.frequency = (info.denom * 1e9) / info.numer; +} + +uint64_t _glfwPlatformGetTimerValue(void) +{ + return mach_absolute_time(); +} + +uint64_t _glfwPlatformGetTimerFrequency(void) +{ + return _glfw.timer.ns.frequency; +} + +#endif // GLFW_BUILD_COCOA_TIMER + diff --git a/dependencies/glfw-3.4/src/cocoa_time.h b/dependencies/glfw-3.4/src/cocoa_time.h new file mode 100644 index 0000000..3512e8b --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_time.h @@ -0,0 +1,35 @@ +//======================================================================== +// GLFW 3.4 macOS - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2009-2021 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLFW_COCOA_LIBRARY_TIMER_STATE _GLFWtimerNS ns; + +// Cocoa-specific global timer data +// +typedef struct _GLFWtimerNS +{ + uint64_t frequency; +} _GLFWtimerNS; + diff --git a/dependencies/glfw-3.4/src/cocoa_window.m b/dependencies/glfw-3.4/src/cocoa_window.m new file mode 100644 index 0000000..0dcf0a3 --- /dev/null +++ b/dependencies/glfw-3.4/src/cocoa_window.m @@ -0,0 +1,2072 @@ +//======================================================================== +// GLFW 3.4 macOS - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2009-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_COCOA) + +#include +#include + +// HACK: This enum value is missing from framework headers on OS X 10.11 despite +// having been (according to documentation) added in Mac OS X 10.7 +#define NSWindowCollectionBehaviorFullScreenNone (1 << 9) + +// Returns whether the cursor is in the content area of the specified window +// +static GLFWbool cursorInContentArea(_GLFWwindow* window) +{ + const NSPoint pos = [window->ns.object mouseLocationOutsideOfEventStream]; + return [window->ns.view mouse:pos inRect:[window->ns.view frame]]; +} + +// Hides the cursor if not already hidden +// +static void hideCursor(_GLFWwindow* window) +{ + if (!_glfw.ns.cursorHidden) + { + [NSCursor hide]; + _glfw.ns.cursorHidden = GLFW_TRUE; + } +} + +// Shows the cursor if not already shown +// +static void showCursor(_GLFWwindow* window) +{ + if (_glfw.ns.cursorHidden) + { + [NSCursor unhide]; + _glfw.ns.cursorHidden = GLFW_FALSE; + } +} + +// Updates the cursor image according to its cursor mode +// +static void updateCursorImage(_GLFWwindow* window) +{ + if (window->cursorMode == GLFW_CURSOR_NORMAL) + { + showCursor(window); + + if (window->cursor) + [(NSCursor*) window->cursor->ns.object set]; + else + [[NSCursor arrowCursor] set]; + } + else + hideCursor(window); +} + +// Apply chosen cursor mode to a focused window +// +static void updateCursorMode(_GLFWwindow* window) +{ + if (window->cursorMode == GLFW_CURSOR_DISABLED) + { + _glfw.ns.disabledCursorWindow = window; + _glfwGetCursorPosCocoa(window, + &_glfw.ns.restoreCursorPosX, + &_glfw.ns.restoreCursorPosY); + _glfwCenterCursorInContentArea(window); + CGAssociateMouseAndMouseCursorPosition(false); + } + else if (_glfw.ns.disabledCursorWindow == window) + { + _glfw.ns.disabledCursorWindow = NULL; + _glfwSetCursorPosCocoa(window, + _glfw.ns.restoreCursorPosX, + _glfw.ns.restoreCursorPosY); + // NOTE: The matching CGAssociateMouseAndMouseCursorPosition call is + // made in _glfwSetCursorPosCocoa as part of a workaround + } + + if (cursorInContentArea(window)) + updateCursorImage(window); +} + +// Make the specified window and its video mode active on its monitor +// +static void acquireMonitor(_GLFWwindow* window) +{ + _glfwSetVideoModeCocoa(window->monitor, &window->videoMode); + const CGRect bounds = CGDisplayBounds(window->monitor->ns.displayID); + const NSRect frame = NSMakeRect(bounds.origin.x, + _glfwTransformYCocoa(bounds.origin.y + bounds.size.height - 1), + bounds.size.width, + bounds.size.height); + + [window->ns.object setFrame:frame display:YES]; + + _glfwInputMonitorWindow(window->monitor, window); +} + +// Remove the window and restore the original video mode +// +static void releaseMonitor(_GLFWwindow* window) +{ + if (window->monitor->window != window) + return; + + _glfwInputMonitorWindow(window->monitor, NULL); + _glfwRestoreVideoModeCocoa(window->monitor); +} + +// Translates macOS key modifiers into GLFW ones +// +static int translateFlags(NSUInteger flags) +{ + int mods = 0; + + if (flags & NSEventModifierFlagShift) + mods |= GLFW_MOD_SHIFT; + if (flags & NSEventModifierFlagControl) + mods |= GLFW_MOD_CONTROL; + if (flags & NSEventModifierFlagOption) + mods |= GLFW_MOD_ALT; + if (flags & NSEventModifierFlagCommand) + mods |= GLFW_MOD_SUPER; + if (flags & NSEventModifierFlagCapsLock) + mods |= GLFW_MOD_CAPS_LOCK; + + return mods; +} + +// Translates a macOS keycode to a GLFW keycode +// +static int translateKey(unsigned int key) +{ + if (key >= sizeof(_glfw.ns.keycodes) / sizeof(_glfw.ns.keycodes[0])) + return GLFW_KEY_UNKNOWN; + + return _glfw.ns.keycodes[key]; +} + +// Translate a GLFW keycode to a Cocoa modifier flag +// +static NSUInteger translateKeyToModifierFlag(int key) +{ + switch (key) + { + case GLFW_KEY_LEFT_SHIFT: + case GLFW_KEY_RIGHT_SHIFT: + return NSEventModifierFlagShift; + case GLFW_KEY_LEFT_CONTROL: + case GLFW_KEY_RIGHT_CONTROL: + return NSEventModifierFlagControl; + case GLFW_KEY_LEFT_ALT: + case GLFW_KEY_RIGHT_ALT: + return NSEventModifierFlagOption; + case GLFW_KEY_LEFT_SUPER: + case GLFW_KEY_RIGHT_SUPER: + return NSEventModifierFlagCommand; + case GLFW_KEY_CAPS_LOCK: + return NSEventModifierFlagCapsLock; + } + + return 0; +} + +// Defines a constant for empty ranges in NSTextInputClient +// +static const NSRange kEmptyRange = { NSNotFound, 0 }; + + +//------------------------------------------------------------------------ +// Delegate for window related notifications +//------------------------------------------------------------------------ + +@interface GLFWWindowDelegate : NSObject +{ + _GLFWwindow* window; +} + +- (instancetype)initWithGlfwWindow:(_GLFWwindow *)initWindow; + +@end + +@implementation GLFWWindowDelegate + +- (instancetype)initWithGlfwWindow:(_GLFWwindow *)initWindow +{ + self = [super init]; + if (self != nil) + window = initWindow; + + return self; +} + +- (BOOL)windowShouldClose:(id)sender +{ + _glfwInputWindowCloseRequest(window); + return NO; +} + +- (void)windowDidResize:(NSNotification *)notification +{ + if (window->context.source == GLFW_NATIVE_CONTEXT_API) + [window->context.nsgl.object update]; + + if (_glfw.ns.disabledCursorWindow == window) + _glfwCenterCursorInContentArea(window); + + const int maximized = [window->ns.object isZoomed]; + if (window->ns.maximized != maximized) + { + window->ns.maximized = maximized; + _glfwInputWindowMaximize(window, maximized); + } + + const NSRect contentRect = [window->ns.view frame]; + const NSRect fbRect = [window->ns.view convertRectToBacking:contentRect]; + + if (fbRect.size.width != window->ns.fbWidth || + fbRect.size.height != window->ns.fbHeight) + { + window->ns.fbWidth = fbRect.size.width; + window->ns.fbHeight = fbRect.size.height; + _glfwInputFramebufferSize(window, fbRect.size.width, fbRect.size.height); + } + + if (contentRect.size.width != window->ns.width || + contentRect.size.height != window->ns.height) + { + window->ns.width = contentRect.size.width; + window->ns.height = contentRect.size.height; + _glfwInputWindowSize(window, contentRect.size.width, contentRect.size.height); + } +} + +- (void)windowDidMove:(NSNotification *)notification +{ + if (window->context.source == GLFW_NATIVE_CONTEXT_API) + [window->context.nsgl.object update]; + + if (_glfw.ns.disabledCursorWindow == window) + _glfwCenterCursorInContentArea(window); + + int x, y; + _glfwGetWindowPosCocoa(window, &x, &y); + _glfwInputWindowPos(window, x, y); +} + +- (void)windowDidMiniaturize:(NSNotification *)notification +{ + if (window->monitor) + releaseMonitor(window); + + _glfwInputWindowIconify(window, GLFW_TRUE); +} + +- (void)windowDidDeminiaturize:(NSNotification *)notification +{ + if (window->monitor) + acquireMonitor(window); + + _glfwInputWindowIconify(window, GLFW_FALSE); +} + +- (void)windowDidBecomeKey:(NSNotification *)notification +{ + if (_glfw.ns.disabledCursorWindow == window) + _glfwCenterCursorInContentArea(window); + + _glfwInputWindowFocus(window, GLFW_TRUE); + updateCursorMode(window); +} + +- (void)windowDidResignKey:(NSNotification *)notification +{ + if (window->monitor && window->autoIconify) + _glfwIconifyWindowCocoa(window); + + _glfwInputWindowFocus(window, GLFW_FALSE); +} + +- (void)windowDidChangeOcclusionState:(NSNotification* )notification +{ +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1090 + if ([window->ns.object respondsToSelector:@selector(occlusionState)]) + { + if ([window->ns.object occlusionState] & NSWindowOcclusionStateVisible) + window->ns.occluded = GLFW_FALSE; + else + window->ns.occluded = GLFW_TRUE; + } +#endif +} + +@end + + +//------------------------------------------------------------------------ +// Content view class for the GLFW window +//------------------------------------------------------------------------ + +@interface GLFWContentView : NSView +{ + _GLFWwindow* window; + NSTrackingArea* trackingArea; + NSMutableAttributedString* markedText; +} + +- (instancetype)initWithGlfwWindow:(_GLFWwindow *)initWindow; + +@end + +@implementation GLFWContentView + +- (instancetype)initWithGlfwWindow:(_GLFWwindow *)initWindow +{ + self = [super init]; + if (self != nil) + { + window = initWindow; + trackingArea = nil; + markedText = [[NSMutableAttributedString alloc] init]; + + [self updateTrackingAreas]; + [self registerForDraggedTypes:@[NSPasteboardTypeURL]]; + } + + return self; +} + +- (void)dealloc +{ + [trackingArea release]; + [markedText release]; + [super dealloc]; +} + +- (BOOL)isOpaque +{ + return [window->ns.object isOpaque]; +} + +- (BOOL)canBecomeKeyView +{ + return YES; +} + +- (BOOL)acceptsFirstResponder +{ + return YES; +} + +- (BOOL)wantsUpdateLayer +{ + return YES; +} + +- (void)updateLayer +{ + if (window->context.source == GLFW_NATIVE_CONTEXT_API) + [window->context.nsgl.object update]; + + _glfwInputWindowDamage(window); +} + +- (void)cursorUpdate:(NSEvent *)event +{ + updateCursorImage(window); +} + +- (BOOL)acceptsFirstMouse:(NSEvent *)event +{ + return YES; +} + +- (void)mouseDown:(NSEvent *)event +{ + _glfwInputMouseClick(window, + GLFW_MOUSE_BUTTON_LEFT, + GLFW_PRESS, + translateFlags([event modifierFlags])); +} + +- (void)mouseDragged:(NSEvent *)event +{ + [self mouseMoved:event]; +} + +- (void)mouseUp:(NSEvent *)event +{ + _glfwInputMouseClick(window, + GLFW_MOUSE_BUTTON_LEFT, + GLFW_RELEASE, + translateFlags([event modifierFlags])); +} + +- (void)mouseMoved:(NSEvent *)event +{ + if (window->cursorMode == GLFW_CURSOR_DISABLED) + { + const double dx = [event deltaX] - window->ns.cursorWarpDeltaX; + const double dy = [event deltaY] - window->ns.cursorWarpDeltaY; + + _glfwInputCursorPos(window, + window->virtualCursorPosX + dx, + window->virtualCursorPosY + dy); + } + else + { + const NSRect contentRect = [window->ns.view frame]; + // NOTE: The returned location uses base 0,1 not 0,0 + const NSPoint pos = [event locationInWindow]; + + _glfwInputCursorPos(window, pos.x, contentRect.size.height - pos.y); + } + + window->ns.cursorWarpDeltaX = 0; + window->ns.cursorWarpDeltaY = 0; +} + +- (void)rightMouseDown:(NSEvent *)event +{ + _glfwInputMouseClick(window, + GLFW_MOUSE_BUTTON_RIGHT, + GLFW_PRESS, + translateFlags([event modifierFlags])); +} + +- (void)rightMouseDragged:(NSEvent *)event +{ + [self mouseMoved:event]; +} + +- (void)rightMouseUp:(NSEvent *)event +{ + _glfwInputMouseClick(window, + GLFW_MOUSE_BUTTON_RIGHT, + GLFW_RELEASE, + translateFlags([event modifierFlags])); +} + +- (void)otherMouseDown:(NSEvent *)event +{ + _glfwInputMouseClick(window, + (int) [event buttonNumber], + GLFW_PRESS, + translateFlags([event modifierFlags])); +} + +- (void)otherMouseDragged:(NSEvent *)event +{ + [self mouseMoved:event]; +} + +- (void)otherMouseUp:(NSEvent *)event +{ + _glfwInputMouseClick(window, + (int) [event buttonNumber], + GLFW_RELEASE, + translateFlags([event modifierFlags])); +} + +- (void)mouseExited:(NSEvent *)event +{ + if (window->cursorMode == GLFW_CURSOR_HIDDEN) + showCursor(window); + + _glfwInputCursorEnter(window, GLFW_FALSE); +} + +- (void)mouseEntered:(NSEvent *)event +{ + if (window->cursorMode == GLFW_CURSOR_HIDDEN) + hideCursor(window); + + _glfwInputCursorEnter(window, GLFW_TRUE); +} + +- (void)viewDidChangeBackingProperties +{ + const NSRect contentRect = [window->ns.view frame]; + const NSRect fbRect = [window->ns.view convertRectToBacking:contentRect]; + const float xscale = fbRect.size.width / contentRect.size.width; + const float yscale = fbRect.size.height / contentRect.size.height; + + if (xscale != window->ns.xscale || yscale != window->ns.yscale) + { + if (window->ns.scaleFramebuffer && window->ns.layer) + [window->ns.layer setContentsScale:[window->ns.object backingScaleFactor]]; + + window->ns.xscale = xscale; + window->ns.yscale = yscale; + _glfwInputWindowContentScale(window, xscale, yscale); + } + + if (fbRect.size.width != window->ns.fbWidth || + fbRect.size.height != window->ns.fbHeight) + { + window->ns.fbWidth = fbRect.size.width; + window->ns.fbHeight = fbRect.size.height; + _glfwInputFramebufferSize(window, fbRect.size.width, fbRect.size.height); + } +} + +- (void)drawRect:(NSRect)rect +{ + _glfwInputWindowDamage(window); +} + +- (void)updateTrackingAreas +{ + if (trackingArea != nil) + { + [self removeTrackingArea:trackingArea]; + [trackingArea release]; + } + + const NSTrackingAreaOptions options = NSTrackingMouseEnteredAndExited | + NSTrackingActiveInKeyWindow | + NSTrackingEnabledDuringMouseDrag | + NSTrackingCursorUpdate | + NSTrackingInVisibleRect | + NSTrackingAssumeInside; + + trackingArea = [[NSTrackingArea alloc] initWithRect:[self bounds] + options:options + owner:self + userInfo:nil]; + + [self addTrackingArea:trackingArea]; + [super updateTrackingAreas]; +} + +- (void)keyDown:(NSEvent *)event +{ + const int key = translateKey([event keyCode]); + const int mods = translateFlags([event modifierFlags]); + + _glfwInputKey(window, key, [event keyCode], GLFW_PRESS, mods); + + [self interpretKeyEvents:@[event]]; +} + +- (void)flagsChanged:(NSEvent *)event +{ + int action; + const unsigned int modifierFlags = + [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask; + const int key = translateKey([event keyCode]); + const int mods = translateFlags(modifierFlags); + const NSUInteger keyFlag = translateKeyToModifierFlag(key); + + if (keyFlag & modifierFlags) + { + if (window->keys[key] == GLFW_PRESS) + action = GLFW_RELEASE; + else + action = GLFW_PRESS; + } + else + action = GLFW_RELEASE; + + _glfwInputKey(window, key, [event keyCode], action, mods); +} + +- (void)keyUp:(NSEvent *)event +{ + const int key = translateKey([event keyCode]); + const int mods = translateFlags([event modifierFlags]); + _glfwInputKey(window, key, [event keyCode], GLFW_RELEASE, mods); +} + +- (void)scrollWheel:(NSEvent *)event +{ + double deltaX = [event scrollingDeltaX]; + double deltaY = [event scrollingDeltaY]; + + if ([event hasPreciseScrollingDeltas]) + { + deltaX *= 0.1; + deltaY *= 0.1; + } + + if (fabs(deltaX) > 0.0 || fabs(deltaY) > 0.0) + _glfwInputScroll(window, deltaX, deltaY); +} + +- (NSDragOperation)draggingEntered:(id )sender +{ + // HACK: We don't know what to say here because we don't know what the + // application wants to do with the paths + return NSDragOperationGeneric; +} + +- (BOOL)performDragOperation:(id )sender +{ + const NSRect contentRect = [window->ns.view frame]; + // NOTE: The returned location uses base 0,1 not 0,0 + const NSPoint pos = [sender draggingLocation]; + _glfwInputCursorPos(window, pos.x, contentRect.size.height - pos.y); + + NSPasteboard* pasteboard = [sender draggingPasteboard]; + NSDictionary* options = @{NSPasteboardURLReadingFileURLsOnlyKey:@YES}; + NSArray* urls = [pasteboard readObjectsForClasses:@[[NSURL class]] + options:options]; + const NSUInteger count = [urls count]; + if (count) + { + char** paths = _glfw_calloc(count, sizeof(char*)); + + for (NSUInteger i = 0; i < count; i++) + paths[i] = _glfw_strdup([urls[i] fileSystemRepresentation]); + + _glfwInputDrop(window, (int) count, (const char**) paths); + + for (NSUInteger i = 0; i < count; i++) + _glfw_free(paths[i]); + _glfw_free(paths); + } + + return YES; +} + +- (BOOL)hasMarkedText +{ + return [markedText length] > 0; +} + +- (NSRange)markedRange +{ + if ([markedText length] > 0) + return NSMakeRange(0, [markedText length] - 1); + else + return kEmptyRange; +} + +- (NSRange)selectedRange +{ + return kEmptyRange; +} + +- (void)setMarkedText:(id)string + selectedRange:(NSRange)selectedRange + replacementRange:(NSRange)replacementRange +{ + [markedText release]; + if ([string isKindOfClass:[NSAttributedString class]]) + markedText = [[NSMutableAttributedString alloc] initWithAttributedString:string]; + else + markedText = [[NSMutableAttributedString alloc] initWithString:string]; +} + +- (void)unmarkText +{ + [[markedText mutableString] setString:@""]; +} + +- (NSArray*)validAttributesForMarkedText +{ + return [NSArray array]; +} + +- (NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range + actualRange:(NSRangePointer)actualRange +{ + return nil; +} + +- (NSUInteger)characterIndexForPoint:(NSPoint)point +{ + return 0; +} + +- (NSRect)firstRectForCharacterRange:(NSRange)range + actualRange:(NSRangePointer)actualRange +{ + const NSRect frame = [window->ns.view frame]; + return NSMakeRect(frame.origin.x, frame.origin.y, 0.0, 0.0); +} + +- (void)insertText:(id)string replacementRange:(NSRange)replacementRange +{ + NSString* characters; + NSEvent* event = [NSApp currentEvent]; + const int mods = translateFlags([event modifierFlags]); + const int plain = !(mods & GLFW_MOD_SUPER); + + if ([string isKindOfClass:[NSAttributedString class]]) + characters = [string string]; + else + characters = (NSString*) string; + + NSRange range = NSMakeRange(0, [characters length]); + while (range.length) + { + uint32_t codepoint = 0; + + if ([characters getBytes:&codepoint + maxLength:sizeof(codepoint) + usedLength:NULL + encoding:NSUTF32StringEncoding + options:0 + range:range + remainingRange:&range]) + { + if (codepoint >= 0xf700 && codepoint <= 0xf7ff) + continue; + + _glfwInputChar(window, codepoint, mods, plain); + } + } +} + +- (void)doCommandBySelector:(SEL)selector +{ +} + +@end + + +//------------------------------------------------------------------------ +// GLFW window class +//------------------------------------------------------------------------ + +@interface GLFWWindow : NSWindow {} +@end + +@implementation GLFWWindow + +- (BOOL)canBecomeKeyWindow +{ + // Required for NSWindowStyleMaskBorderless windows + return YES; +} + +- (BOOL)canBecomeMainWindow +{ + return YES; +} + +@end + + +// Create the Cocoa window +// +static GLFWbool createNativeWindow(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWfbconfig* fbconfig) +{ + window->ns.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window]; + if (window->ns.delegate == nil) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to create window delegate"); + return GLFW_FALSE; + } + + NSRect contentRect; + + if (window->monitor) + { + GLFWvidmode mode; + int xpos, ypos; + + _glfwGetVideoModeCocoa(window->monitor, &mode); + _glfwGetMonitorPosCocoa(window->monitor, &xpos, &ypos); + + contentRect = NSMakeRect(xpos, ypos, mode.width, mode.height); + } + else + { + if (wndconfig->xpos == GLFW_ANY_POSITION || + wndconfig->ypos == GLFW_ANY_POSITION) + { + contentRect = NSMakeRect(0, 0, wndconfig->width, wndconfig->height); + } + else + { + const int xpos = wndconfig->xpos; + const int ypos = _glfwTransformYCocoa(wndconfig->ypos + wndconfig->height - 1); + contentRect = NSMakeRect(xpos, ypos, wndconfig->width, wndconfig->height); + } + } + + NSUInteger styleMask = NSWindowStyleMaskMiniaturizable; + + if (window->monitor || !window->decorated) + styleMask |= NSWindowStyleMaskBorderless; + else + { + styleMask |= (NSWindowStyleMaskTitled | NSWindowStyleMaskClosable); + + if (window->resizable) + styleMask |= NSWindowStyleMaskResizable; + } + + window->ns.object = [[GLFWWindow alloc] + initWithContentRect:contentRect + styleMask:styleMask + backing:NSBackingStoreBuffered + defer:NO]; + + if (window->ns.object == nil) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create window"); + return GLFW_FALSE; + } + + if (window->monitor) + [window->ns.object setLevel:NSMainMenuWindowLevel + 1]; + else + { + if (wndconfig->xpos == GLFW_ANY_POSITION || + wndconfig->ypos == GLFW_ANY_POSITION) + { + [(NSWindow*) window->ns.object center]; + _glfw.ns.cascadePoint = + NSPointToCGPoint([window->ns.object cascadeTopLeftFromPoint: + NSPointFromCGPoint(_glfw.ns.cascadePoint)]); + } + + if (wndconfig->resizable) + { + const NSWindowCollectionBehavior behavior = + NSWindowCollectionBehaviorFullScreenPrimary | + NSWindowCollectionBehaviorManaged; + [window->ns.object setCollectionBehavior:behavior]; + } + else + { + const NSWindowCollectionBehavior behavior = + NSWindowCollectionBehaviorFullScreenNone; + [window->ns.object setCollectionBehavior:behavior]; + } + + if (wndconfig->floating) + [window->ns.object setLevel:NSFloatingWindowLevel]; + + if (wndconfig->maximized) + [window->ns.object zoom:nil]; + } + + if (strlen(wndconfig->ns.frameName)) + [window->ns.object setFrameAutosaveName:@(wndconfig->ns.frameName)]; + + window->ns.view = [[GLFWContentView alloc] initWithGlfwWindow:window]; + window->ns.scaleFramebuffer = wndconfig->scaleFramebuffer; + + if (fbconfig->transparent) + { + [window->ns.object setOpaque:NO]; + [window->ns.object setHasShadow:NO]; + [window->ns.object setBackgroundColor:[NSColor clearColor]]; + } + + [window->ns.object setContentView:window->ns.view]; + [window->ns.object makeFirstResponder:window->ns.view]; + [window->ns.object setTitle:@(wndconfig->title)]; + [window->ns.object setDelegate:window->ns.delegate]; + [window->ns.object setAcceptsMouseMovedEvents:YES]; + [window->ns.object setRestorable:NO]; + +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101200 + if ([window->ns.object respondsToSelector:@selector(setTabbingMode:)]) + [window->ns.object setTabbingMode:NSWindowTabbingModeDisallowed]; +#endif + + _glfwGetWindowSizeCocoa(window, &window->ns.width, &window->ns.height); + _glfwGetFramebufferSizeCocoa(window, &window->ns.fbWidth, &window->ns.fbHeight); + + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Transforms a y-coordinate between the CG display and NS screen spaces +// +float _glfwTransformYCocoa(float y) +{ + return CGDisplayBounds(CGMainDisplayID()).size.height - y - 1; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwCreateWindowCocoa(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + @autoreleasepool { + + if (!createNativeWindow(window, wndconfig, fbconfig)) + return GLFW_FALSE; + + if (ctxconfig->client != GLFW_NO_API) + { + if (ctxconfig->source == GLFW_NATIVE_CONTEXT_API) + { + if (!_glfwInitNSGL()) + return GLFW_FALSE; + if (!_glfwCreateContextNSGL(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_EGL_CONTEXT_API) + { + // EGL implementation on macOS use CALayer* EGLNativeWindowType so we + // need to get the layer for EGL window surface creation. + [window->ns.view setWantsLayer:YES]; + window->ns.layer = [window->ns.view layer]; + + if (!_glfwInitEGL()) + return GLFW_FALSE; + if (!_glfwCreateContextEGL(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_OSMESA_CONTEXT_API) + { + if (!_glfwInitOSMesa()) + return GLFW_FALSE; + if (!_glfwCreateContextOSMesa(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + + if (!_glfwRefreshContextAttribs(window, ctxconfig)) + return GLFW_FALSE; + } + + if (wndconfig->mousePassthrough) + _glfwSetWindowMousePassthroughCocoa(window, GLFW_TRUE); + + if (window->monitor) + { + _glfwShowWindowCocoa(window); + _glfwFocusWindowCocoa(window); + acquireMonitor(window); + + if (wndconfig->centerCursor) + _glfwCenterCursorInContentArea(window); + } + else + { + if (wndconfig->visible) + { + _glfwShowWindowCocoa(window); + if (wndconfig->focused) + _glfwFocusWindowCocoa(window); + } + } + + return GLFW_TRUE; + + } // autoreleasepool +} + +void _glfwDestroyWindowCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + + if (_glfw.ns.disabledCursorWindow == window) + _glfw.ns.disabledCursorWindow = NULL; + + [window->ns.object orderOut:nil]; + + if (window->monitor) + releaseMonitor(window); + + if (window->context.destroy) + window->context.destroy(window); + + [window->ns.object setDelegate:nil]; + [window->ns.delegate release]; + window->ns.delegate = nil; + + [window->ns.view release]; + window->ns.view = nil; + + [window->ns.object close]; + window->ns.object = nil; + + // HACK: Allow Cocoa to catch up before returning + _glfwPollEventsCocoa(); + + } // autoreleasepool +} + +void _glfwSetWindowTitleCocoa(_GLFWwindow* window, const char* title) +{ + @autoreleasepool { + NSString* string = @(title); + [window->ns.object setTitle:string]; + // HACK: Set the miniwindow title explicitly as setTitle: doesn't update it + // if the window lacks NSWindowStyleMaskTitled + [window->ns.object setMiniwindowTitle:string]; + } // autoreleasepool +} + +void _glfwSetWindowIconCocoa(_GLFWwindow* window, + int count, const GLFWimage* images) +{ + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Cocoa: Regular windows do not have icons on macOS"); +} + +void _glfwGetWindowPosCocoa(_GLFWwindow* window, int* xpos, int* ypos) +{ + @autoreleasepool { + + const NSRect contentRect = + [window->ns.object contentRectForFrameRect:[window->ns.object frame]]; + + if (xpos) + *xpos = contentRect.origin.x; + if (ypos) + *ypos = _glfwTransformYCocoa(contentRect.origin.y + contentRect.size.height - 1); + + } // autoreleasepool +} + +void _glfwSetWindowPosCocoa(_GLFWwindow* window, int x, int y) +{ + @autoreleasepool { + + const NSRect contentRect = [window->ns.view frame]; + const NSRect dummyRect = NSMakeRect(x, _glfwTransformYCocoa(y + contentRect.size.height - 1), 0, 0); + const NSRect frameRect = [window->ns.object frameRectForContentRect:dummyRect]; + [window->ns.object setFrameOrigin:frameRect.origin]; + + } // autoreleasepool +} + +void _glfwGetWindowSizeCocoa(_GLFWwindow* window, int* width, int* height) +{ + @autoreleasepool { + + const NSRect contentRect = [window->ns.view frame]; + + if (width) + *width = contentRect.size.width; + if (height) + *height = contentRect.size.height; + + } // autoreleasepool +} + +void _glfwSetWindowSizeCocoa(_GLFWwindow* window, int width, int height) +{ + @autoreleasepool { + + if (window->monitor) + { + if (window->monitor->window == window) + acquireMonitor(window); + } + else + { + NSRect contentRect = + [window->ns.object contentRectForFrameRect:[window->ns.object frame]]; + contentRect.origin.y += contentRect.size.height - height; + contentRect.size = NSMakeSize(width, height); + [window->ns.object setFrame:[window->ns.object frameRectForContentRect:contentRect] + display:YES]; + } + + } // autoreleasepool +} + +void _glfwSetWindowSizeLimitsCocoa(_GLFWwindow* window, + int minwidth, int minheight, + int maxwidth, int maxheight) +{ + @autoreleasepool { + + if (minwidth == GLFW_DONT_CARE || minheight == GLFW_DONT_CARE) + [window->ns.object setContentMinSize:NSMakeSize(0, 0)]; + else + [window->ns.object setContentMinSize:NSMakeSize(minwidth, minheight)]; + + if (maxwidth == GLFW_DONT_CARE || maxheight == GLFW_DONT_CARE) + [window->ns.object setContentMaxSize:NSMakeSize(DBL_MAX, DBL_MAX)]; + else + [window->ns.object setContentMaxSize:NSMakeSize(maxwidth, maxheight)]; + + } // autoreleasepool +} + +void _glfwSetWindowAspectRatioCocoa(_GLFWwindow* window, int numer, int denom) +{ + @autoreleasepool { + if (numer == GLFW_DONT_CARE || denom == GLFW_DONT_CARE) + [window->ns.object setResizeIncrements:NSMakeSize(1.0, 1.0)]; + else + [window->ns.object setContentAspectRatio:NSMakeSize(numer, denom)]; + } // autoreleasepool +} + +void _glfwGetFramebufferSizeCocoa(_GLFWwindow* window, int* width, int* height) +{ + @autoreleasepool { + + const NSRect contentRect = [window->ns.view frame]; + const NSRect fbRect = [window->ns.view convertRectToBacking:contentRect]; + + if (width) + *width = (int) fbRect.size.width; + if (height) + *height = (int) fbRect.size.height; + + } // autoreleasepool +} + +void _glfwGetWindowFrameSizeCocoa(_GLFWwindow* window, + int* left, int* top, + int* right, int* bottom) +{ + @autoreleasepool { + + const NSRect contentRect = [window->ns.view frame]; + const NSRect frameRect = [window->ns.object frameRectForContentRect:contentRect]; + + if (left) + *left = contentRect.origin.x - frameRect.origin.x; + if (top) + *top = frameRect.origin.y + frameRect.size.height - + contentRect.origin.y - contentRect.size.height; + if (right) + *right = frameRect.origin.x + frameRect.size.width - + contentRect.origin.x - contentRect.size.width; + if (bottom) + *bottom = contentRect.origin.y - frameRect.origin.y; + + } // autoreleasepool +} + +void _glfwGetWindowContentScaleCocoa(_GLFWwindow* window, + float* xscale, float* yscale) +{ + @autoreleasepool { + + const NSRect points = [window->ns.view frame]; + const NSRect pixels = [window->ns.view convertRectToBacking:points]; + + if (xscale) + *xscale = (float) (pixels.size.width / points.size.width); + if (yscale) + *yscale = (float) (pixels.size.height / points.size.height); + + } // autoreleasepool +} + +void _glfwIconifyWindowCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + [window->ns.object miniaturize:nil]; + } // autoreleasepool +} + +void _glfwRestoreWindowCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + if ([window->ns.object isMiniaturized]) + [window->ns.object deminiaturize:nil]; + else if ([window->ns.object isZoomed]) + [window->ns.object zoom:nil]; + } // autoreleasepool +} + +void _glfwMaximizeWindowCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + if (![window->ns.object isZoomed]) + [window->ns.object zoom:nil]; + } // autoreleasepool +} + +void _glfwShowWindowCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + [window->ns.object orderFront:nil]; + } // autoreleasepool +} + +void _glfwHideWindowCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + [window->ns.object orderOut:nil]; + } // autoreleasepool +} + +void _glfwRequestWindowAttentionCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + [NSApp requestUserAttention:NSInformationalRequest]; + } // autoreleasepool +} + +void _glfwFocusWindowCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + // Make us the active application + // HACK: This is here to prevent applications using only hidden windows from + // being activated, but should probably not be done every time any + // window is shown + [NSApp activateIgnoringOtherApps:YES]; + [window->ns.object makeKeyAndOrderFront:nil]; + } // autoreleasepool +} + +void _glfwSetWindowMonitorCocoa(_GLFWwindow* window, + _GLFWmonitor* monitor, + int xpos, int ypos, + int width, int height, + int refreshRate) +{ + @autoreleasepool { + + if (window->monitor == monitor) + { + if (monitor) + { + if (monitor->window == window) + acquireMonitor(window); + } + else + { + const NSRect contentRect = + NSMakeRect(xpos, _glfwTransformYCocoa(ypos + height - 1), width, height); + const NSUInteger styleMask = [window->ns.object styleMask]; + const NSRect frameRect = + [window->ns.object frameRectForContentRect:contentRect + styleMask:styleMask]; + + [window->ns.object setFrame:frameRect display:YES]; + } + + return; + } + + if (window->monitor) + releaseMonitor(window); + + _glfwInputWindowMonitor(window, monitor); + + // HACK: Allow the state cached in Cocoa to catch up to reality + // TODO: Solve this in a less terrible way + _glfwPollEventsCocoa(); + + NSUInteger styleMask = [window->ns.object styleMask]; + + if (window->monitor) + { + styleMask &= ~(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable); + styleMask |= NSWindowStyleMaskBorderless; + } + else + { + if (window->decorated) + { + styleMask &= ~NSWindowStyleMaskBorderless; + styleMask |= (NSWindowStyleMaskTitled | NSWindowStyleMaskClosable); + } + + if (window->resizable) + styleMask |= NSWindowStyleMaskResizable; + else + styleMask &= ~NSWindowStyleMaskResizable; + } + + [window->ns.object setStyleMask:styleMask]; + // HACK: Changing the style mask can cause the first responder to be cleared + [window->ns.object makeFirstResponder:window->ns.view]; + + if (window->monitor) + { + [window->ns.object setLevel:NSMainMenuWindowLevel + 1]; + [window->ns.object setHasShadow:NO]; + + acquireMonitor(window); + } + else + { + NSRect contentRect = NSMakeRect(xpos, _glfwTransformYCocoa(ypos + height - 1), + width, height); + NSRect frameRect = [window->ns.object frameRectForContentRect:contentRect + styleMask:styleMask]; + [window->ns.object setFrame:frameRect display:YES]; + + if (window->numer != GLFW_DONT_CARE && + window->denom != GLFW_DONT_CARE) + { + [window->ns.object setContentAspectRatio:NSMakeSize(window->numer, + window->denom)]; + } + + if (window->minwidth != GLFW_DONT_CARE && + window->minheight != GLFW_DONT_CARE) + { + [window->ns.object setContentMinSize:NSMakeSize(window->minwidth, + window->minheight)]; + } + + if (window->maxwidth != GLFW_DONT_CARE && + window->maxheight != GLFW_DONT_CARE) + { + [window->ns.object setContentMaxSize:NSMakeSize(window->maxwidth, + window->maxheight)]; + } + + if (window->floating) + [window->ns.object setLevel:NSFloatingWindowLevel]; + else + [window->ns.object setLevel:NSNormalWindowLevel]; + + if (window->resizable) + { + const NSWindowCollectionBehavior behavior = + NSWindowCollectionBehaviorFullScreenPrimary | + NSWindowCollectionBehaviorManaged; + [window->ns.object setCollectionBehavior:behavior]; + } + else + { + const NSWindowCollectionBehavior behavior = + NSWindowCollectionBehaviorFullScreenNone; + [window->ns.object setCollectionBehavior:behavior]; + } + + [window->ns.object setHasShadow:YES]; + // HACK: Clearing NSWindowStyleMaskTitled resets and disables the window + // title property but the miniwindow title property is unaffected + [window->ns.object setTitle:[window->ns.object miniwindowTitle]]; + } + + } // autoreleasepool +} + +GLFWbool _glfwWindowFocusedCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + return [window->ns.object isKeyWindow]; + } // autoreleasepool +} + +GLFWbool _glfwWindowIconifiedCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + return [window->ns.object isMiniaturized]; + } // autoreleasepool +} + +GLFWbool _glfwWindowVisibleCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + return [window->ns.object isVisible]; + } // autoreleasepool +} + +GLFWbool _glfwWindowMaximizedCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + + if (window->resizable) + return [window->ns.object isZoomed]; + else + return GLFW_FALSE; + + } // autoreleasepool +} + +GLFWbool _glfwWindowHoveredCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + + const NSPoint point = [NSEvent mouseLocation]; + + if ([NSWindow windowNumberAtPoint:point belowWindowWithWindowNumber:0] != + [window->ns.object windowNumber]) + { + return GLFW_FALSE; + } + + return NSMouseInRect(point, + [window->ns.object convertRectToScreen:[window->ns.view frame]], NO); + + } // autoreleasepool +} + +GLFWbool _glfwFramebufferTransparentCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + return ![window->ns.object isOpaque] && ![window->ns.view isOpaque]; + } // autoreleasepool +} + +void _glfwSetWindowResizableCocoa(_GLFWwindow* window, GLFWbool enabled) +{ + @autoreleasepool { + + const NSUInteger styleMask = [window->ns.object styleMask]; + if (enabled) + { + [window->ns.object setStyleMask:(styleMask | NSWindowStyleMaskResizable)]; + const NSWindowCollectionBehavior behavior = + NSWindowCollectionBehaviorFullScreenPrimary | + NSWindowCollectionBehaviorManaged; + [window->ns.object setCollectionBehavior:behavior]; + } + else + { + [window->ns.object setStyleMask:(styleMask & ~NSWindowStyleMaskResizable)]; + const NSWindowCollectionBehavior behavior = + NSWindowCollectionBehaviorFullScreenNone; + [window->ns.object setCollectionBehavior:behavior]; + } + + } // autoreleasepool +} + +void _glfwSetWindowDecoratedCocoa(_GLFWwindow* window, GLFWbool enabled) +{ + @autoreleasepool { + + NSUInteger styleMask = [window->ns.object styleMask]; + if (enabled) + { + styleMask |= (NSWindowStyleMaskTitled | NSWindowStyleMaskClosable); + styleMask &= ~NSWindowStyleMaskBorderless; + } + else + { + styleMask |= NSWindowStyleMaskBorderless; + styleMask &= ~(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable); + } + + [window->ns.object setStyleMask:styleMask]; + [window->ns.object makeFirstResponder:window->ns.view]; + + } // autoreleasepool +} + +void _glfwSetWindowFloatingCocoa(_GLFWwindow* window, GLFWbool enabled) +{ + @autoreleasepool { + if (enabled) + [window->ns.object setLevel:NSFloatingWindowLevel]; + else + [window->ns.object setLevel:NSNormalWindowLevel]; + } // autoreleasepool +} + +void _glfwSetWindowMousePassthroughCocoa(_GLFWwindow* window, GLFWbool enabled) +{ + @autoreleasepool { + [window->ns.object setIgnoresMouseEvents:enabled]; + } +} + +float _glfwGetWindowOpacityCocoa(_GLFWwindow* window) +{ + @autoreleasepool { + return (float) [window->ns.object alphaValue]; + } // autoreleasepool +} + +void _glfwSetWindowOpacityCocoa(_GLFWwindow* window, float opacity) +{ + @autoreleasepool { + [window->ns.object setAlphaValue:opacity]; + } // autoreleasepool +} + +void _glfwSetRawMouseMotionCocoa(_GLFWwindow *window, GLFWbool enabled) +{ + _glfwInputError(GLFW_FEATURE_UNIMPLEMENTED, + "Cocoa: Raw mouse motion not yet implemented"); +} + +GLFWbool _glfwRawMouseMotionSupportedCocoa(void) +{ + return GLFW_FALSE; +} + +void _glfwPollEventsCocoa(void) +{ + @autoreleasepool { + + for (;;) + { + NSEvent* event = [NSApp nextEventMatchingMask:NSEventMaskAny + untilDate:[NSDate distantPast] + inMode:NSDefaultRunLoopMode + dequeue:YES]; + if (event == nil) + break; + + [NSApp sendEvent:event]; + } + + } // autoreleasepool +} + +void _glfwWaitEventsCocoa(void) +{ + @autoreleasepool { + + // I wanted to pass NO to dequeue:, and rely on PollEvents to + // dequeue and send. For reasons not at all clear to me, passing + // NO to dequeue: causes this method never to return. + NSEvent *event = [NSApp nextEventMatchingMask:NSEventMaskAny + untilDate:[NSDate distantFuture] + inMode:NSDefaultRunLoopMode + dequeue:YES]; + [NSApp sendEvent:event]; + + _glfwPollEventsCocoa(); + + } // autoreleasepool +} + +void _glfwWaitEventsTimeoutCocoa(double timeout) +{ + @autoreleasepool { + + NSDate* date = [NSDate dateWithTimeIntervalSinceNow:timeout]; + NSEvent* event = [NSApp nextEventMatchingMask:NSEventMaskAny + untilDate:date + inMode:NSDefaultRunLoopMode + dequeue:YES]; + if (event) + [NSApp sendEvent:event]; + + _glfwPollEventsCocoa(); + + } // autoreleasepool +} + +void _glfwPostEmptyEventCocoa(void) +{ + @autoreleasepool { + + NSEvent* event = [NSEvent otherEventWithType:NSEventTypeApplicationDefined + location:NSMakePoint(0, 0) + modifierFlags:0 + timestamp:0 + windowNumber:0 + context:nil + subtype:0 + data1:0 + data2:0]; + [NSApp postEvent:event atStart:YES]; + + } // autoreleasepool +} + +void _glfwGetCursorPosCocoa(_GLFWwindow* window, double* xpos, double* ypos) +{ + @autoreleasepool { + + const NSRect contentRect = [window->ns.view frame]; + // NOTE: The returned location uses base 0,1 not 0,0 + const NSPoint pos = [window->ns.object mouseLocationOutsideOfEventStream]; + + if (xpos) + *xpos = pos.x; + if (ypos) + *ypos = contentRect.size.height - pos.y; + + } // autoreleasepool +} + +void _glfwSetCursorPosCocoa(_GLFWwindow* window, double x, double y) +{ + @autoreleasepool { + + updateCursorImage(window); + + const NSRect contentRect = [window->ns.view frame]; + // NOTE: The returned location uses base 0,1 not 0,0 + const NSPoint pos = [window->ns.object mouseLocationOutsideOfEventStream]; + + window->ns.cursorWarpDeltaX += x - pos.x; + window->ns.cursorWarpDeltaY += y - contentRect.size.height + pos.y; + + if (window->monitor) + { + CGDisplayMoveCursorToPoint(window->monitor->ns.displayID, + CGPointMake(x, y)); + } + else + { + const NSRect localRect = NSMakeRect(x, contentRect.size.height - y - 1, 0, 0); + const NSRect globalRect = [window->ns.object convertRectToScreen:localRect]; + const NSPoint globalPoint = globalRect.origin; + + CGWarpMouseCursorPosition(CGPointMake(globalPoint.x, + _glfwTransformYCocoa(globalPoint.y))); + } + + // HACK: Calling this right after setting the cursor position prevents macOS + // from freezing the cursor for a fraction of a second afterwards + if (window->cursorMode != GLFW_CURSOR_DISABLED) + CGAssociateMouseAndMouseCursorPosition(true); + + } // autoreleasepool +} + +void _glfwSetCursorModeCocoa(_GLFWwindow* window, int mode) +{ + @autoreleasepool { + + if (mode == GLFW_CURSOR_CAPTURED) + { + _glfwInputError(GLFW_FEATURE_UNIMPLEMENTED, + "Cocoa: Captured cursor mode not yet implemented"); + } + + if (_glfwWindowFocusedCocoa(window)) + updateCursorMode(window); + + } // autoreleasepool +} + +const char* _glfwGetScancodeNameCocoa(int scancode) +{ + @autoreleasepool { + + if (scancode < 0 || scancode > 0xff) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode %i", scancode); + return NULL; + } + + const int key = _glfw.ns.keycodes[scancode]; + if (key == GLFW_KEY_UNKNOWN) + return NULL; + + UInt32 deadKeyState = 0; + UniChar characters[4]; + UniCharCount characterCount = 0; + + if (UCKeyTranslate([(NSData*) _glfw.ns.unicodeData bytes], + scancode, + kUCKeyActionDisplay, + 0, + LMGetKbdType(), + kUCKeyTranslateNoDeadKeysBit, + &deadKeyState, + sizeof(characters) / sizeof(characters[0]), + &characterCount, + characters) != noErr) + { + return NULL; + } + + if (!characterCount) + return NULL; + + CFStringRef string = CFStringCreateWithCharactersNoCopy(kCFAllocatorDefault, + characters, + characterCount, + kCFAllocatorNull); + CFStringGetCString(string, + _glfw.ns.keynames[key], + sizeof(_glfw.ns.keynames[key]), + kCFStringEncodingUTF8); + CFRelease(string); + + return _glfw.ns.keynames[key]; + + } // autoreleasepool +} + +int _glfwGetKeyScancodeCocoa(int key) +{ + return _glfw.ns.scancodes[key]; +} + +GLFWbool _glfwCreateCursorCocoa(_GLFWcursor* cursor, + const GLFWimage* image, + int xhot, int yhot) +{ + @autoreleasepool { + + NSImage* native; + NSBitmapImageRep* rep; + + rep = [[NSBitmapImageRep alloc] + initWithBitmapDataPlanes:NULL + pixelsWide:image->width + pixelsHigh:image->height + bitsPerSample:8 + samplesPerPixel:4 + hasAlpha:YES + isPlanar:NO + colorSpaceName:NSCalibratedRGBColorSpace + bitmapFormat:NSBitmapFormatAlphaNonpremultiplied + bytesPerRow:image->width * 4 + bitsPerPixel:32]; + + if (rep == nil) + return GLFW_FALSE; + + memcpy([rep bitmapData], image->pixels, image->width * image->height * 4); + + native = [[NSImage alloc] initWithSize:NSMakeSize(image->width, image->height)]; + [native addRepresentation:rep]; + + cursor->ns.object = [[NSCursor alloc] initWithImage:native + hotSpot:NSMakePoint(xhot, yhot)]; + + [native release]; + [rep release]; + + if (cursor->ns.object == nil) + return GLFW_FALSE; + + return GLFW_TRUE; + + } // autoreleasepool +} + +GLFWbool _glfwCreateStandardCursorCocoa(_GLFWcursor* cursor, int shape) +{ + @autoreleasepool { + + SEL cursorSelector = NULL; + + // HACK: Try to use a private message + switch (shape) + { + case GLFW_RESIZE_EW_CURSOR: + cursorSelector = NSSelectorFromString(@"_windowResizeEastWestCursor"); + break; + case GLFW_RESIZE_NS_CURSOR: + cursorSelector = NSSelectorFromString(@"_windowResizeNorthSouthCursor"); + break; + case GLFW_RESIZE_NWSE_CURSOR: + cursorSelector = NSSelectorFromString(@"_windowResizeNorthWestSouthEastCursor"); + break; + case GLFW_RESIZE_NESW_CURSOR: + cursorSelector = NSSelectorFromString(@"_windowResizeNorthEastSouthWestCursor"); + break; + } + + if (cursorSelector && [NSCursor respondsToSelector:cursorSelector]) + { + id object = [NSCursor performSelector:cursorSelector]; + if ([object isKindOfClass:[NSCursor class]]) + cursor->ns.object = object; + } + + if (!cursor->ns.object) + { + switch (shape) + { + case GLFW_ARROW_CURSOR: + cursor->ns.object = [NSCursor arrowCursor]; + break; + case GLFW_IBEAM_CURSOR: + cursor->ns.object = [NSCursor IBeamCursor]; + break; + case GLFW_CROSSHAIR_CURSOR: + cursor->ns.object = [NSCursor crosshairCursor]; + break; + case GLFW_POINTING_HAND_CURSOR: + cursor->ns.object = [NSCursor pointingHandCursor]; + break; + case GLFW_RESIZE_EW_CURSOR: + cursor->ns.object = [NSCursor resizeLeftRightCursor]; + break; + case GLFW_RESIZE_NS_CURSOR: + cursor->ns.object = [NSCursor resizeUpDownCursor]; + break; + case GLFW_RESIZE_ALL_CURSOR: + cursor->ns.object = [NSCursor closedHandCursor]; + break; + case GLFW_NOT_ALLOWED_CURSOR: + cursor->ns.object = [NSCursor operationNotAllowedCursor]; + break; + } + } + + if (!cursor->ns.object) + { + _glfwInputError(GLFW_CURSOR_UNAVAILABLE, + "Cocoa: Standard cursor shape unavailable"); + return GLFW_FALSE; + } + + [cursor->ns.object retain]; + return GLFW_TRUE; + + } // autoreleasepool +} + +void _glfwDestroyCursorCocoa(_GLFWcursor* cursor) +{ + @autoreleasepool { + if (cursor->ns.object) + [(NSCursor*) cursor->ns.object release]; + } // autoreleasepool +} + +void _glfwSetCursorCocoa(_GLFWwindow* window, _GLFWcursor* cursor) +{ + @autoreleasepool { + if (cursorInContentArea(window)) + updateCursorImage(window); + } // autoreleasepool +} + +void _glfwSetClipboardStringCocoa(const char* string) +{ + @autoreleasepool { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + [pasteboard declareTypes:@[NSPasteboardTypeString] owner:nil]; + [pasteboard setString:@(string) forType:NSPasteboardTypeString]; + } // autoreleasepool +} + +const char* _glfwGetClipboardStringCocoa(void) +{ + @autoreleasepool { + + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + + if (![[pasteboard types] containsObject:NSPasteboardTypeString]) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "Cocoa: Failed to retrieve string from pasteboard"); + return NULL; + } + + NSString* object = [pasteboard stringForType:NSPasteboardTypeString]; + if (!object) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to retrieve object from pasteboard"); + return NULL; + } + + _glfw_free(_glfw.ns.clipboardString); + _glfw.ns.clipboardString = _glfw_strdup([object UTF8String]); + + return _glfw.ns.clipboardString; + + } // autoreleasepool +} + +EGLenum _glfwGetEGLPlatformCocoa(EGLint** attribs) +{ + if (_glfw.egl.ANGLE_platform_angle) + { + int type = 0; + + if (_glfw.egl.ANGLE_platform_angle_opengl) + { + if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_OPENGL) + type = EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE; + } + + if (_glfw.egl.ANGLE_platform_angle_metal) + { + if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_METAL) + type = EGL_PLATFORM_ANGLE_TYPE_METAL_ANGLE; + } + + if (type) + { + *attribs = _glfw_calloc(3, sizeof(EGLint)); + (*attribs)[0] = EGL_PLATFORM_ANGLE_TYPE_ANGLE; + (*attribs)[1] = type; + (*attribs)[2] = EGL_NONE; + return EGL_PLATFORM_ANGLE_ANGLE; + } + } + + return 0; +} + +EGLNativeDisplayType _glfwGetEGLNativeDisplayCocoa(void) +{ + return EGL_DEFAULT_DISPLAY; +} + +EGLNativeWindowType _glfwGetEGLNativeWindowCocoa(_GLFWwindow* window) +{ + return window->ns.layer; +} + +void _glfwGetRequiredInstanceExtensionsCocoa(char** extensions) +{ + if (_glfw.vk.KHR_surface && _glfw.vk.EXT_metal_surface) + { + extensions[0] = "VK_KHR_surface"; + extensions[1] = "VK_EXT_metal_surface"; + } + else if (_glfw.vk.KHR_surface && _glfw.vk.MVK_macos_surface) + { + extensions[0] = "VK_KHR_surface"; + extensions[1] = "VK_MVK_macos_surface"; + } +} + +GLFWbool _glfwGetPhysicalDevicePresentationSupportCocoa(VkInstance instance, + VkPhysicalDevice device, + uint32_t queuefamily) +{ + return GLFW_TRUE; +} + +VkResult _glfwCreateWindowSurfaceCocoa(VkInstance instance, + _GLFWwindow* window, + const VkAllocationCallbacks* allocator, + VkSurfaceKHR* surface) +{ + @autoreleasepool { + +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101100 + // HACK: Dynamically load Core Animation to avoid adding an extra + // dependency for the majority who don't use MoltenVK + NSBundle* bundle = [NSBundle bundleWithPath:@"/System/Library/Frameworks/QuartzCore.framework"]; + if (!bundle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to find QuartzCore.framework"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + // NOTE: Create the layer here as makeBackingLayer should not return nil + window->ns.layer = [[bundle classNamed:@"CAMetalLayer"] layer]; + if (!window->ns.layer) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to create layer for view"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + if (window->ns.scaleFramebuffer) + [window->ns.layer setContentsScale:[window->ns.object backingScaleFactor]]; + + [window->ns.view setLayer:window->ns.layer]; + [window->ns.view setWantsLayer:YES]; + + VkResult err; + + if (_glfw.vk.EXT_metal_surface) + { + VkMetalSurfaceCreateInfoEXT sci; + + PFN_vkCreateMetalSurfaceEXT vkCreateMetalSurfaceEXT; + vkCreateMetalSurfaceEXT = (PFN_vkCreateMetalSurfaceEXT) + vkGetInstanceProcAddr(instance, "vkCreateMetalSurfaceEXT"); + if (!vkCreateMetalSurfaceEXT) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Cocoa: Vulkan instance missing VK_EXT_metal_surface extension"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + memset(&sci, 0, sizeof(sci)); + sci.sType = VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT; + sci.pLayer = window->ns.layer; + + err = vkCreateMetalSurfaceEXT(instance, &sci, allocator, surface); + } + else + { + VkMacOSSurfaceCreateInfoMVK sci; + + PFN_vkCreateMacOSSurfaceMVK vkCreateMacOSSurfaceMVK; + vkCreateMacOSSurfaceMVK = (PFN_vkCreateMacOSSurfaceMVK) + vkGetInstanceProcAddr(instance, "vkCreateMacOSSurfaceMVK"); + if (!vkCreateMacOSSurfaceMVK) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Cocoa: Vulkan instance missing VK_MVK_macos_surface extension"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + memset(&sci, 0, sizeof(sci)); + sci.sType = VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK; + sci.pView = window->ns.view; + + err = vkCreateMacOSSurfaceMVK(instance, &sci, allocator, surface); + } + + if (err) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Cocoa: Failed to create Vulkan surface: %s", + _glfwGetVulkanResultString(err)); + } + + return err; +#else + return VK_ERROR_EXTENSION_NOT_PRESENT; +#endif + + } // autoreleasepool +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI id glfwGetCocoaWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(nil); + + if (_glfw.platform.platformID != GLFW_PLATFORM_COCOA) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "Cocoa: Platform not initialized"); + return nil; + } + + return window->ns.object; +} + +GLFWAPI id glfwGetCocoaView(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(nil); + + if (_glfw.platform.platformID != GLFW_PLATFORM_COCOA) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "Cocoa: Platform not initialized"); + return nil; + } + + return window->ns.view; +} + +#endif // _GLFW_COCOA + diff --git a/dependencies/glfw-3.4/src/context.c b/dependencies/glfw-3.4/src/context.c new file mode 100644 index 0000000..cc1fac4 --- /dev/null +++ b/dependencies/glfw-3.4/src/context.c @@ -0,0 +1,765 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2016 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include +#include +#include + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Checks whether the desired context attributes are valid +// +// This function checks things like whether the specified client API version +// exists and whether all relevant options have supported and non-conflicting +// values +// +GLFWbool _glfwIsValidContextConfig(const _GLFWctxconfig* ctxconfig) +{ + if (ctxconfig->source != GLFW_NATIVE_CONTEXT_API && + ctxconfig->source != GLFW_EGL_CONTEXT_API && + ctxconfig->source != GLFW_OSMESA_CONTEXT_API) + { + _glfwInputError(GLFW_INVALID_ENUM, + "Invalid context creation API 0x%08X", + ctxconfig->source); + return GLFW_FALSE; + } + + if (ctxconfig->client != GLFW_NO_API && + ctxconfig->client != GLFW_OPENGL_API && + ctxconfig->client != GLFW_OPENGL_ES_API) + { + _glfwInputError(GLFW_INVALID_ENUM, + "Invalid client API 0x%08X", + ctxconfig->client); + return GLFW_FALSE; + } + + if (ctxconfig->share) + { + if (ctxconfig->client == GLFW_NO_API || + ctxconfig->share->context.client == GLFW_NO_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return GLFW_FALSE; + } + + if (ctxconfig->source != ctxconfig->share->context.source) + { + _glfwInputError(GLFW_INVALID_ENUM, + "Context creation APIs do not match between contexts"); + return GLFW_FALSE; + } + } + + if (ctxconfig->client == GLFW_OPENGL_API) + { + if ((ctxconfig->major < 1 || ctxconfig->minor < 0) || + (ctxconfig->major == 1 && ctxconfig->minor > 5) || + (ctxconfig->major == 2 && ctxconfig->minor > 1) || + (ctxconfig->major == 3 && ctxconfig->minor > 3)) + { + // OpenGL 1.0 is the smallest valid version + // OpenGL 1.x series ended with version 1.5 + // OpenGL 2.x series ended with version 2.1 + // OpenGL 3.x series ended with version 3.3 + // For now, let everything else through + + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid OpenGL version %i.%i", + ctxconfig->major, ctxconfig->minor); + return GLFW_FALSE; + } + + if (ctxconfig->profile) + { + if (ctxconfig->profile != GLFW_OPENGL_CORE_PROFILE && + ctxconfig->profile != GLFW_OPENGL_COMPAT_PROFILE) + { + _glfwInputError(GLFW_INVALID_ENUM, + "Invalid OpenGL profile 0x%08X", + ctxconfig->profile); + return GLFW_FALSE; + } + + if (ctxconfig->major <= 2 || + (ctxconfig->major == 3 && ctxconfig->minor < 2)) + { + // Desktop OpenGL context profiles are only defined for version 3.2 + // and above + + _glfwInputError(GLFW_INVALID_VALUE, + "Context profiles are only defined for OpenGL version 3.2 and above"); + return GLFW_FALSE; + } + } + + if (ctxconfig->forward && ctxconfig->major <= 2) + { + // Forward-compatible contexts are only defined for OpenGL version 3.0 and above + _glfwInputError(GLFW_INVALID_VALUE, + "Forward-compatibility is only defined for OpenGL version 3.0 and above"); + return GLFW_FALSE; + } + } + else if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + if (ctxconfig->major < 1 || ctxconfig->minor < 0 || + (ctxconfig->major == 1 && ctxconfig->minor > 1) || + (ctxconfig->major == 2 && ctxconfig->minor > 0)) + { + // OpenGL ES 1.0 is the smallest valid version + // OpenGL ES 1.x series ended with version 1.1 + // OpenGL ES 2.x series ended with version 2.0 + // For now, let everything else through + + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid OpenGL ES version %i.%i", + ctxconfig->major, ctxconfig->minor); + return GLFW_FALSE; + } + } + + if (ctxconfig->robustness) + { + if (ctxconfig->robustness != GLFW_NO_RESET_NOTIFICATION && + ctxconfig->robustness != GLFW_LOSE_CONTEXT_ON_RESET) + { + _glfwInputError(GLFW_INVALID_ENUM, + "Invalid context robustness mode 0x%08X", + ctxconfig->robustness); + return GLFW_FALSE; + } + } + + if (ctxconfig->release) + { + if (ctxconfig->release != GLFW_RELEASE_BEHAVIOR_NONE && + ctxconfig->release != GLFW_RELEASE_BEHAVIOR_FLUSH) + { + _glfwInputError(GLFW_INVALID_ENUM, + "Invalid context release behavior 0x%08X", + ctxconfig->release); + return GLFW_FALSE; + } + } + + return GLFW_TRUE; +} + +// Chooses the framebuffer config that best matches the desired one +// +const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired, + const _GLFWfbconfig* alternatives, + unsigned int count) +{ + unsigned int i; + unsigned int missing, leastMissing = UINT_MAX; + unsigned int colorDiff, leastColorDiff = UINT_MAX; + unsigned int extraDiff, leastExtraDiff = UINT_MAX; + const _GLFWfbconfig* current; + const _GLFWfbconfig* closest = NULL; + + for (i = 0; i < count; i++) + { + current = alternatives + i; + + if (desired->stereo > 0 && current->stereo == 0) + { + // Stereo is a hard constraint + continue; + } + + // Count number of missing buffers + { + missing = 0; + + if (desired->alphaBits > 0 && current->alphaBits == 0) + missing++; + + if (desired->depthBits > 0 && current->depthBits == 0) + missing++; + + if (desired->stencilBits > 0 && current->stencilBits == 0) + missing++; + + if (desired->auxBuffers > 0 && + current->auxBuffers < desired->auxBuffers) + { + missing += desired->auxBuffers - current->auxBuffers; + } + + if (desired->samples > 0 && current->samples == 0) + { + // Technically, several multisampling buffers could be + // involved, but that's a lower level implementation detail and + // not important to us here, so we count them as one + missing++; + } + + if (desired->transparent != current->transparent) + missing++; + } + + // These polynomials make many small channel size differences matter + // less than one large channel size difference + + // Calculate color channel size difference value + { + colorDiff = 0; + + if (desired->redBits != GLFW_DONT_CARE) + { + colorDiff += (desired->redBits - current->redBits) * + (desired->redBits - current->redBits); + } + + if (desired->greenBits != GLFW_DONT_CARE) + { + colorDiff += (desired->greenBits - current->greenBits) * + (desired->greenBits - current->greenBits); + } + + if (desired->blueBits != GLFW_DONT_CARE) + { + colorDiff += (desired->blueBits - current->blueBits) * + (desired->blueBits - current->blueBits); + } + } + + // Calculate non-color channel size difference value + { + extraDiff = 0; + + if (desired->alphaBits != GLFW_DONT_CARE) + { + extraDiff += (desired->alphaBits - current->alphaBits) * + (desired->alphaBits - current->alphaBits); + } + + if (desired->depthBits != GLFW_DONT_CARE) + { + extraDiff += (desired->depthBits - current->depthBits) * + (desired->depthBits - current->depthBits); + } + + if (desired->stencilBits != GLFW_DONT_CARE) + { + extraDiff += (desired->stencilBits - current->stencilBits) * + (desired->stencilBits - current->stencilBits); + } + + if (desired->accumRedBits != GLFW_DONT_CARE) + { + extraDiff += (desired->accumRedBits - current->accumRedBits) * + (desired->accumRedBits - current->accumRedBits); + } + + if (desired->accumGreenBits != GLFW_DONT_CARE) + { + extraDiff += (desired->accumGreenBits - current->accumGreenBits) * + (desired->accumGreenBits - current->accumGreenBits); + } + + if (desired->accumBlueBits != GLFW_DONT_CARE) + { + extraDiff += (desired->accumBlueBits - current->accumBlueBits) * + (desired->accumBlueBits - current->accumBlueBits); + } + + if (desired->accumAlphaBits != GLFW_DONT_CARE) + { + extraDiff += (desired->accumAlphaBits - current->accumAlphaBits) * + (desired->accumAlphaBits - current->accumAlphaBits); + } + + if (desired->samples != GLFW_DONT_CARE) + { + extraDiff += (desired->samples - current->samples) * + (desired->samples - current->samples); + } + + if (desired->sRGB && !current->sRGB) + extraDiff++; + } + + // Figure out if the current one is better than the best one found so far + // Least number of missing buffers is the most important heuristic, + // then color buffer size match and lastly size match for other buffers + + if (missing < leastMissing) + closest = current; + else if (missing == leastMissing) + { + if ((colorDiff < leastColorDiff) || + (colorDiff == leastColorDiff && extraDiff < leastExtraDiff)) + { + closest = current; + } + } + + if (current == closest) + { + leastMissing = missing; + leastColorDiff = colorDiff; + leastExtraDiff = extraDiff; + } + } + + return closest; +} + +// Retrieves the attributes of the current context +// +GLFWbool _glfwRefreshContextAttribs(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig) +{ + int i; + _GLFWwindow* previous; + const char* version; + const char* prefixes[] = + { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + window->context.source = ctxconfig->source; + window->context.client = GLFW_OPENGL_API; + + previous = _glfwPlatformGetTls(&_glfw.contextSlot); + glfwMakeContextCurrent((GLFWwindow*) window); + if (_glfwPlatformGetTls(&_glfw.contextSlot) != window) + return GLFW_FALSE; + + window->context.GetIntegerv = (PFNGLGETINTEGERVPROC) + window->context.getProcAddress("glGetIntegerv"); + window->context.GetString = (PFNGLGETSTRINGPROC) + window->context.getProcAddress("glGetString"); + if (!window->context.GetIntegerv || !window->context.GetString) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Entry point retrieval is broken"); + glfwMakeContextCurrent((GLFWwindow*) previous); + return GLFW_FALSE; + } + + version = (const char*) window->context.GetString(GL_VERSION); + if (!version) + { + if (ctxconfig->client == GLFW_OPENGL_API) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "OpenGL version string retrieval is broken"); + } + else + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "OpenGL ES version string retrieval is broken"); + } + + glfwMakeContextCurrent((GLFWwindow*) previous); + return GLFW_FALSE; + } + + for (i = 0; prefixes[i]; i++) + { + const size_t length = strlen(prefixes[i]); + + if (strncmp(version, prefixes[i], length) == 0) + { + version += length; + window->context.client = GLFW_OPENGL_ES_API; + break; + } + } + + if (!sscanf(version, "%d.%d.%d", + &window->context.major, + &window->context.minor, + &window->context.revision)) + { + if (window->context.client == GLFW_OPENGL_API) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "No version found in OpenGL version string"); + } + else + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "No version found in OpenGL ES version string"); + } + + glfwMakeContextCurrent((GLFWwindow*) previous); + return GLFW_FALSE; + } + + if (window->context.major < ctxconfig->major || + (window->context.major == ctxconfig->major && + window->context.minor < ctxconfig->minor)) + { + // The desired OpenGL version is greater than the actual version + // This only happens if the machine lacks {GLX|WGL}_ARB_create_context + // /and/ the user has requested an OpenGL version greater than 1.0 + + // For API consistency, we emulate the behavior of the + // {GLX|WGL}_ARB_create_context extension and fail here + + if (window->context.client == GLFW_OPENGL_API) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "Requested OpenGL version %i.%i, got version %i.%i", + ctxconfig->major, ctxconfig->minor, + window->context.major, window->context.minor); + } + else + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "Requested OpenGL ES version %i.%i, got version %i.%i", + ctxconfig->major, ctxconfig->minor, + window->context.major, window->context.minor); + } + + glfwMakeContextCurrent((GLFWwindow*) previous); + return GLFW_FALSE; + } + + if (window->context.major >= 3) + { + // OpenGL 3.0+ uses a different function for extension string retrieval + // We cache it here instead of in glfwExtensionSupported mostly to alert + // users as early as possible that their build may be broken + + window->context.GetStringi = (PFNGLGETSTRINGIPROC) + window->context.getProcAddress("glGetStringi"); + if (!window->context.GetStringi) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Entry point retrieval is broken"); + glfwMakeContextCurrent((GLFWwindow*) previous); + return GLFW_FALSE; + } + } + + if (window->context.client == GLFW_OPENGL_API) + { + // Read back context flags (OpenGL 3.0 and above) + if (window->context.major >= 3) + { + GLint flags; + window->context.GetIntegerv(GL_CONTEXT_FLAGS, &flags); + + if (flags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT) + window->context.forward = GLFW_TRUE; + + if (flags & GL_CONTEXT_FLAG_DEBUG_BIT) + window->context.debug = GLFW_TRUE; + else if (glfwExtensionSupported("GL_ARB_debug_output") && + ctxconfig->debug) + { + // HACK: This is a workaround for older drivers (pre KHR_debug) + // not setting the debug bit in the context flags for + // debug contexts + window->context.debug = GLFW_TRUE; + } + + if (flags & GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR) + window->context.noerror = GLFW_TRUE; + } + + // Read back OpenGL context profile (OpenGL 3.2 and above) + if (window->context.major >= 4 || + (window->context.major == 3 && window->context.minor >= 2)) + { + GLint mask; + window->context.GetIntegerv(GL_CONTEXT_PROFILE_MASK, &mask); + + if (mask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) + window->context.profile = GLFW_OPENGL_COMPAT_PROFILE; + else if (mask & GL_CONTEXT_CORE_PROFILE_BIT) + window->context.profile = GLFW_OPENGL_CORE_PROFILE; + else if (glfwExtensionSupported("GL_ARB_compatibility")) + { + // HACK: This is a workaround for the compatibility profile bit + // not being set in the context flags if an OpenGL 3.2+ + // context was created without having requested a specific + // version + window->context.profile = GLFW_OPENGL_COMPAT_PROFILE; + } + } + + // Read back robustness strategy + if (glfwExtensionSupported("GL_ARB_robustness")) + { + // NOTE: We avoid using the context flags for detection, as they are + // only present from 3.0 while the extension applies from 1.1 + + GLint strategy; + window->context.GetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_ARB, + &strategy); + + if (strategy == GL_LOSE_CONTEXT_ON_RESET_ARB) + window->context.robustness = GLFW_LOSE_CONTEXT_ON_RESET; + else if (strategy == GL_NO_RESET_NOTIFICATION_ARB) + window->context.robustness = GLFW_NO_RESET_NOTIFICATION; + } + } + else + { + // Read back robustness strategy + if (glfwExtensionSupported("GL_EXT_robustness")) + { + // NOTE: The values of these constants match those of the OpenGL ARB + // one, so we can reuse them here + + GLint strategy; + window->context.GetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_ARB, + &strategy); + + if (strategy == GL_LOSE_CONTEXT_ON_RESET_ARB) + window->context.robustness = GLFW_LOSE_CONTEXT_ON_RESET; + else if (strategy == GL_NO_RESET_NOTIFICATION_ARB) + window->context.robustness = GLFW_NO_RESET_NOTIFICATION; + } + } + + if (glfwExtensionSupported("GL_KHR_context_flush_control")) + { + GLint behavior; + window->context.GetIntegerv(GL_CONTEXT_RELEASE_BEHAVIOR, &behavior); + + if (behavior == GL_NONE) + window->context.release = GLFW_RELEASE_BEHAVIOR_NONE; + else if (behavior == GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH) + window->context.release = GLFW_RELEASE_BEHAVIOR_FLUSH; + } + + // Clearing the front buffer to black to avoid garbage pixels left over from + // previous uses of our bit of VRAM + { + PFNGLCLEARPROC glClear = (PFNGLCLEARPROC) + window->context.getProcAddress("glClear"); + glClear(GL_COLOR_BUFFER_BIT); + + if (window->doublebuffer) + window->context.swapBuffers(window); + } + + glfwMakeContextCurrent((GLFWwindow*) previous); + return GLFW_TRUE; +} + +// Searches an extension string for the specified extension +// +GLFWbool _glfwStringInExtensionString(const char* string, const char* extensions) +{ + const char* start = extensions; + + for (;;) + { + const char* where; + const char* terminator; + + where = strstr(start, string); + if (!where) + return GLFW_FALSE; + + terminator = where + strlen(string); + if (where == start || *(where - 1) == ' ') + { + if (*terminator == ' ' || *terminator == '\0') + break; + } + + start = terminator; + } + + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW public API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI void glfwMakeContextCurrent(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFWwindow* previous; + + _GLFW_REQUIRE_INIT(); + + previous = _glfwPlatformGetTls(&_glfw.contextSlot); + + if (window && window->context.client == GLFW_NO_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, + "Cannot make current with a window that has no OpenGL or OpenGL ES context"); + return; + } + + if (previous) + { + if (!window || window->context.source != previous->context.source) + previous->context.makeCurrent(NULL); + } + + if (window) + window->context.makeCurrent(window); +} + +GLFWAPI GLFWwindow* glfwGetCurrentContext(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + return _glfwPlatformGetTls(&_glfw.contextSlot); +} + +GLFWAPI void glfwSwapBuffers(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + if (window->context.client == GLFW_NO_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, + "Cannot swap buffers of a window that has no OpenGL or OpenGL ES context"); + return; + } + + window->context.swapBuffers(window); +} + +GLFWAPI void glfwSwapInterval(int interval) +{ + _GLFWwindow* window; + + _GLFW_REQUIRE_INIT(); + + window = _glfwPlatformGetTls(&_glfw.contextSlot); + if (!window) + { + _glfwInputError(GLFW_NO_CURRENT_CONTEXT, + "Cannot set swap interval without a current OpenGL or OpenGL ES context"); + return; + } + + window->context.swapInterval(interval); +} + +GLFWAPI int glfwExtensionSupported(const char* extension) +{ + _GLFWwindow* window; + assert(extension != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + window = _glfwPlatformGetTls(&_glfw.contextSlot); + if (!window) + { + _glfwInputError(GLFW_NO_CURRENT_CONTEXT, + "Cannot query extension without a current OpenGL or OpenGL ES context"); + return GLFW_FALSE; + } + + if (*extension == '\0') + { + _glfwInputError(GLFW_INVALID_VALUE, "Extension name cannot be an empty string"); + return GLFW_FALSE; + } + + if (window->context.major >= 3) + { + int i; + GLint count; + + // Check if extension is in the modern OpenGL extensions string list + + window->context.GetIntegerv(GL_NUM_EXTENSIONS, &count); + + for (i = 0; i < count; i++) + { + const char* en = (const char*) + window->context.GetStringi(GL_EXTENSIONS, i); + if (!en) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Extension string retrieval is broken"); + return GLFW_FALSE; + } + + if (strcmp(en, extension) == 0) + return GLFW_TRUE; + } + } + else + { + // Check if extension is in the old style OpenGL extensions string + + const char* extensions = (const char*) + window->context.GetString(GL_EXTENSIONS); + if (!extensions) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Extension string retrieval is broken"); + return GLFW_FALSE; + } + + if (_glfwStringInExtensionString(extension, extensions)) + return GLFW_TRUE; + } + + // Check if extension is in the platform-specific string + return window->context.extensionSupported(extension); +} + +GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname) +{ + _GLFWwindow* window; + assert(procname != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + window = _glfwPlatformGetTls(&_glfw.contextSlot); + if (!window) + { + _glfwInputError(GLFW_NO_CURRENT_CONTEXT, + "Cannot query entry point without a current OpenGL or OpenGL ES context"); + return NULL; + } + + return window->context.getProcAddress(procname); +} + diff --git a/dependencies/glfw-3.4/src/egl_context.c b/dependencies/glfw-3.4/src/egl_context.c new file mode 100644 index 0000000..ef65dd3 --- /dev/null +++ b/dependencies/glfw-3.4/src/egl_context.c @@ -0,0 +1,911 @@ +//======================================================================== +// GLFW 3.4 EGL - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include +#include + + +// Return a description of the specified EGL error +// +static const char* getEGLErrorString(EGLint error) +{ + switch (error) + { + case EGL_SUCCESS: + return "Success"; + case EGL_NOT_INITIALIZED: + return "EGL is not or could not be initialized"; + case EGL_BAD_ACCESS: + return "EGL cannot access a requested resource"; + case EGL_BAD_ALLOC: + return "EGL failed to allocate resources for the requested operation"; + case EGL_BAD_ATTRIBUTE: + return "An unrecognized attribute or attribute value was passed in the attribute list"; + case EGL_BAD_CONTEXT: + return "An EGLContext argument does not name a valid EGL rendering context"; + case EGL_BAD_CONFIG: + return "An EGLConfig argument does not name a valid EGL frame buffer configuration"; + case EGL_BAD_CURRENT_SURFACE: + return "The current surface of the calling thread is a window, pixel buffer or pixmap that is no longer valid"; + case EGL_BAD_DISPLAY: + return "An EGLDisplay argument does not name a valid EGL display connection"; + case EGL_BAD_SURFACE: + return "An EGLSurface argument does not name a valid surface configured for GL rendering"; + case EGL_BAD_MATCH: + return "Arguments are inconsistent"; + case EGL_BAD_PARAMETER: + return "One or more argument values are invalid"; + case EGL_BAD_NATIVE_PIXMAP: + return "A NativePixmapType argument does not refer to a valid native pixmap"; + case EGL_BAD_NATIVE_WINDOW: + return "A NativeWindowType argument does not refer to a valid native window"; + case EGL_CONTEXT_LOST: + return "The application must destroy all contexts and reinitialise"; + default: + return "ERROR: UNKNOWN EGL ERROR"; + } +} + +// Returns the specified attribute of the specified EGLConfig +// +static int getEGLConfigAttrib(EGLConfig config, int attrib) +{ + int value; + eglGetConfigAttrib(_glfw.egl.display, config, attrib, &value); + return value; +} + +// Return the EGLConfig most closely matching the specified hints +// +static GLFWbool chooseEGLConfig(const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig, + EGLConfig* result) +{ + EGLConfig* nativeConfigs; + _GLFWfbconfig* usableConfigs; + const _GLFWfbconfig* closest; + int i, nativeCount, usableCount, apiBit; + GLFWbool wrongApiAvailable = GLFW_FALSE; + + if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + if (ctxconfig->major == 1) + apiBit = EGL_OPENGL_ES_BIT; + else + apiBit = EGL_OPENGL_ES2_BIT; + } + else + apiBit = EGL_OPENGL_BIT; + + if (fbconfig->stereo) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, "EGL: Stereo rendering not supported"); + return GLFW_FALSE; + } + + eglGetConfigs(_glfw.egl.display, NULL, 0, &nativeCount); + if (!nativeCount) + { + _glfwInputError(GLFW_API_UNAVAILABLE, "EGL: No EGLConfigs returned"); + return GLFW_FALSE; + } + + nativeConfigs = _glfw_calloc(nativeCount, sizeof(EGLConfig)); + eglGetConfigs(_glfw.egl.display, nativeConfigs, nativeCount, &nativeCount); + + usableConfigs = _glfw_calloc(nativeCount, sizeof(_GLFWfbconfig)); + usableCount = 0; + + for (i = 0; i < nativeCount; i++) + { + const EGLConfig n = nativeConfigs[i]; + _GLFWfbconfig* u = usableConfigs + usableCount; + + // Only consider RGB(A) EGLConfigs + if (getEGLConfigAttrib(n, EGL_COLOR_BUFFER_TYPE) != EGL_RGB_BUFFER) + continue; + + // Only consider window EGLConfigs + if (!(getEGLConfigAttrib(n, EGL_SURFACE_TYPE) & EGL_WINDOW_BIT)) + continue; + +#if defined(_GLFW_X11) + if (_glfw.platform.platformID == GLFW_PLATFORM_X11) + { + XVisualInfo vi = {0}; + + // Only consider EGLConfigs with associated Visuals + vi.visualid = getEGLConfigAttrib(n, EGL_NATIVE_VISUAL_ID); + if (!vi.visualid) + continue; + + if (fbconfig->transparent) + { + int count; + XVisualInfo* vis = + XGetVisualInfo(_glfw.x11.display, VisualIDMask, &vi, &count); + if (vis) + { + u->transparent = _glfwIsVisualTransparentX11(vis[0].visual); + XFree(vis); + } + } + } +#endif // _GLFW_X11 + + if (!(getEGLConfigAttrib(n, EGL_RENDERABLE_TYPE) & apiBit)) + { + wrongApiAvailable = GLFW_TRUE; + continue; + } + + u->redBits = getEGLConfigAttrib(n, EGL_RED_SIZE); + u->greenBits = getEGLConfigAttrib(n, EGL_GREEN_SIZE); + u->blueBits = getEGLConfigAttrib(n, EGL_BLUE_SIZE); + + u->alphaBits = getEGLConfigAttrib(n, EGL_ALPHA_SIZE); + u->depthBits = getEGLConfigAttrib(n, EGL_DEPTH_SIZE); + u->stencilBits = getEGLConfigAttrib(n, EGL_STENCIL_SIZE); + +#if defined(_GLFW_WAYLAND) + if (_glfw.platform.platformID == GLFW_PLATFORM_WAYLAND) + { + // NOTE: The wl_surface opaque region is no guarantee that its buffer + // is presented as opaque, if it also has an alpha channel + // HACK: If EGL_EXT_present_opaque is unavailable, ignore any config + // with an alpha channel to ensure the buffer is opaque + if (!_glfw.egl.EXT_present_opaque) + { + if (!fbconfig->transparent && u->alphaBits > 0) + continue; + } + } +#endif // _GLFW_WAYLAND + + u->samples = getEGLConfigAttrib(n, EGL_SAMPLES); + u->doublebuffer = fbconfig->doublebuffer; + + u->handle = (uintptr_t) n; + usableCount++; + } + + closest = _glfwChooseFBConfig(fbconfig, usableConfigs, usableCount); + if (closest) + *result = (EGLConfig) closest->handle; + else + { + if (wrongApiAvailable) + { + if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + if (ctxconfig->major == 1) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to find support for OpenGL ES 1.x"); + } + else + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to find support for OpenGL ES 2 or later"); + } + } + else + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to find support for OpenGL"); + } + } + else + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "EGL: Failed to find a suitable EGLConfig"); + } + } + + _glfw_free(nativeConfigs); + _glfw_free(usableConfigs); + + return closest != NULL; +} + +static void makeContextCurrentEGL(_GLFWwindow* window) +{ + if (window) + { + if (!eglMakeCurrent(_glfw.egl.display, + window->context.egl.surface, + window->context.egl.surface, + window->context.egl.handle)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "EGL: Failed to make context current: %s", + getEGLErrorString(eglGetError())); + return; + } + } + else + { + if (!eglMakeCurrent(_glfw.egl.display, + EGL_NO_SURFACE, + EGL_NO_SURFACE, + EGL_NO_CONTEXT)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "EGL: Failed to clear current context: %s", + getEGLErrorString(eglGetError())); + return; + } + } + + _glfwPlatformSetTls(&_glfw.contextSlot, window); +} + +static void swapBuffersEGL(_GLFWwindow* window) +{ + if (window != _glfwPlatformGetTls(&_glfw.contextSlot)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "EGL: The context must be current on the calling thread when swapping buffers"); + return; + } + +#if defined(_GLFW_WAYLAND) + if (_glfw.platform.platformID == GLFW_PLATFORM_WAYLAND) + { + // NOTE: Swapping buffers on a hidden window on Wayland makes it visible + if (!window->wl.visible) + return; + } +#endif + + eglSwapBuffers(_glfw.egl.display, window->context.egl.surface); +} + +static void swapIntervalEGL(int interval) +{ + eglSwapInterval(_glfw.egl.display, interval); +} + +static int extensionSupportedEGL(const char* extension) +{ + const char* extensions = eglQueryString(_glfw.egl.display, EGL_EXTENSIONS); + if (extensions) + { + if (_glfwStringInExtensionString(extension, extensions)) + return GLFW_TRUE; + } + + return GLFW_FALSE; +} + +static GLFWglproc getProcAddressEGL(const char* procname) +{ + _GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot); + assert(window != NULL); + + if (window->context.egl.client) + { + GLFWglproc proc = (GLFWglproc) + _glfwPlatformGetModuleSymbol(window->context.egl.client, procname); + if (proc) + return proc; + } + + return eglGetProcAddress(procname); +} + +static void destroyContextEGL(_GLFWwindow* window) +{ + // NOTE: Do not unload libGL.so.1 while the X11 display is still open, + // as it will make XCloseDisplay segfault + if (_glfw.platform.platformID != GLFW_PLATFORM_X11 || + window->context.client != GLFW_OPENGL_API) + { + if (window->context.egl.client) + { + _glfwPlatformFreeModule(window->context.egl.client); + window->context.egl.client = NULL; + } + } + + if (window->context.egl.surface) + { + eglDestroySurface(_glfw.egl.display, window->context.egl.surface); + window->context.egl.surface = EGL_NO_SURFACE; + } + + if (window->context.egl.handle) + { + eglDestroyContext(_glfw.egl.display, window->context.egl.handle); + window->context.egl.handle = EGL_NO_CONTEXT; + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Initialize EGL +// +GLFWbool _glfwInitEGL(void) +{ + int i; + EGLint* attribs = NULL; + const char* extensions; + const char* sonames[] = + { +#if defined(_GLFW_EGL_LIBRARY) + _GLFW_EGL_LIBRARY, +#elif defined(_GLFW_WIN32) + "libEGL.dll", + "EGL.dll", +#elif defined(_GLFW_COCOA) + "libEGL.dylib", +#elif defined(__CYGWIN__) + "libEGL-1.so", +#elif defined(__OpenBSD__) || defined(__NetBSD__) + "libEGL.so", +#else + "libEGL.so.1", +#endif + NULL + }; + + if (_glfw.egl.handle) + return GLFW_TRUE; + + for (i = 0; sonames[i]; i++) + { + _glfw.egl.handle = _glfwPlatformLoadModule(sonames[i]); + if (_glfw.egl.handle) + break; + } + + if (!_glfw.egl.handle) + { + _glfwInputError(GLFW_API_UNAVAILABLE, "EGL: Library not found"); + return GLFW_FALSE; + } + + _glfw.egl.prefix = (strncmp(sonames[i], "lib", 3) == 0); + + _glfw.egl.GetConfigAttrib = (PFN_eglGetConfigAttrib) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglGetConfigAttrib"); + _glfw.egl.GetConfigs = (PFN_eglGetConfigs) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglGetConfigs"); + _glfw.egl.GetDisplay = (PFN_eglGetDisplay) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglGetDisplay"); + _glfw.egl.GetError = (PFN_eglGetError) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglGetError"); + _glfw.egl.Initialize = (PFN_eglInitialize) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglInitialize"); + _glfw.egl.Terminate = (PFN_eglTerminate) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglTerminate"); + _glfw.egl.BindAPI = (PFN_eglBindAPI) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglBindAPI"); + _glfw.egl.CreateContext = (PFN_eglCreateContext) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglCreateContext"); + _glfw.egl.DestroySurface = (PFN_eglDestroySurface) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglDestroySurface"); + _glfw.egl.DestroyContext = (PFN_eglDestroyContext) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglDestroyContext"); + _glfw.egl.CreateWindowSurface = (PFN_eglCreateWindowSurface) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglCreateWindowSurface"); + _glfw.egl.MakeCurrent = (PFN_eglMakeCurrent) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglMakeCurrent"); + _glfw.egl.SwapBuffers = (PFN_eglSwapBuffers) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglSwapBuffers"); + _glfw.egl.SwapInterval = (PFN_eglSwapInterval) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglSwapInterval"); + _glfw.egl.QueryString = (PFN_eglQueryString) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglQueryString"); + _glfw.egl.GetProcAddress = (PFN_eglGetProcAddress) + _glfwPlatformGetModuleSymbol(_glfw.egl.handle, "eglGetProcAddress"); + + if (!_glfw.egl.GetConfigAttrib || + !_glfw.egl.GetConfigs || + !_glfw.egl.GetDisplay || + !_glfw.egl.GetError || + !_glfw.egl.Initialize || + !_glfw.egl.Terminate || + !_glfw.egl.BindAPI || + !_glfw.egl.CreateContext || + !_glfw.egl.DestroySurface || + !_glfw.egl.DestroyContext || + !_glfw.egl.CreateWindowSurface || + !_glfw.egl.MakeCurrent || + !_glfw.egl.SwapBuffers || + !_glfw.egl.SwapInterval || + !_glfw.egl.QueryString || + !_glfw.egl.GetProcAddress) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "EGL: Failed to load required entry points"); + + _glfwTerminateEGL(); + return GLFW_FALSE; + } + + extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS); + if (extensions && eglGetError() == EGL_SUCCESS) + _glfw.egl.EXT_client_extensions = GLFW_TRUE; + + if (_glfw.egl.EXT_client_extensions) + { + _glfw.egl.EXT_platform_base = + _glfwStringInExtensionString("EGL_EXT_platform_base", extensions); + _glfw.egl.EXT_platform_x11 = + _glfwStringInExtensionString("EGL_EXT_platform_x11", extensions); + _glfw.egl.EXT_platform_wayland = + _glfwStringInExtensionString("EGL_EXT_platform_wayland", extensions); + _glfw.egl.ANGLE_platform_angle = + _glfwStringInExtensionString("EGL_ANGLE_platform_angle", extensions); + _glfw.egl.ANGLE_platform_angle_opengl = + _glfwStringInExtensionString("EGL_ANGLE_platform_angle_opengl", extensions); + _glfw.egl.ANGLE_platform_angle_d3d = + _glfwStringInExtensionString("EGL_ANGLE_platform_angle_d3d", extensions); + _glfw.egl.ANGLE_platform_angle_vulkan = + _glfwStringInExtensionString("EGL_ANGLE_platform_angle_vulkan", extensions); + _glfw.egl.ANGLE_platform_angle_metal = + _glfwStringInExtensionString("EGL_ANGLE_platform_angle_metal", extensions); + } + + if (_glfw.egl.EXT_platform_base) + { + _glfw.egl.GetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC) + eglGetProcAddress("eglGetPlatformDisplayEXT"); + _glfw.egl.CreatePlatformWindowSurfaceEXT = (PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) + eglGetProcAddress("eglCreatePlatformWindowSurfaceEXT"); + } + + _glfw.egl.platform = _glfw.platform.getEGLPlatform(&attribs); + if (_glfw.egl.platform) + { + _glfw.egl.display = + eglGetPlatformDisplayEXT(_glfw.egl.platform, + _glfw.platform.getEGLNativeDisplay(), + attribs); + } + else + _glfw.egl.display = eglGetDisplay(_glfw.platform.getEGLNativeDisplay()); + + _glfw_free(attribs); + + if (_glfw.egl.display == EGL_NO_DISPLAY) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to get EGL display: %s", + getEGLErrorString(eglGetError())); + + _glfwTerminateEGL(); + return GLFW_FALSE; + } + + if (!eglInitialize(_glfw.egl.display, &_glfw.egl.major, &_glfw.egl.minor)) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to initialize EGL: %s", + getEGLErrorString(eglGetError())); + + _glfwTerminateEGL(); + return GLFW_FALSE; + } + + _glfw.egl.KHR_create_context = + extensionSupportedEGL("EGL_KHR_create_context"); + _glfw.egl.KHR_create_context_no_error = + extensionSupportedEGL("EGL_KHR_create_context_no_error"); + _glfw.egl.KHR_gl_colorspace = + extensionSupportedEGL("EGL_KHR_gl_colorspace"); + _glfw.egl.KHR_get_all_proc_addresses = + extensionSupportedEGL("EGL_KHR_get_all_proc_addresses"); + _glfw.egl.KHR_context_flush_control = + extensionSupportedEGL("EGL_KHR_context_flush_control"); + _glfw.egl.EXT_present_opaque = + extensionSupportedEGL("EGL_EXT_present_opaque"); + + return GLFW_TRUE; +} + +// Terminate EGL +// +void _glfwTerminateEGL(void) +{ + if (_glfw.egl.display) + { + eglTerminate(_glfw.egl.display); + _glfw.egl.display = EGL_NO_DISPLAY; + } + + if (_glfw.egl.handle) + { + _glfwPlatformFreeModule(_glfw.egl.handle); + _glfw.egl.handle = NULL; + } +} + +#define SET_ATTRIB(a, v) \ +{ \ + assert(((size_t) index + 1) < sizeof(attribs) / sizeof(attribs[0])); \ + attribs[index++] = a; \ + attribs[index++] = v; \ +} + +// Create the OpenGL or OpenGL ES context +// +GLFWbool _glfwCreateContextEGL(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + EGLint attribs[40]; + EGLConfig config; + EGLContext share = NULL; + EGLNativeWindowType native; + int index = 0; + + if (!_glfw.egl.display) + { + _glfwInputError(GLFW_API_UNAVAILABLE, "EGL: API not available"); + return GLFW_FALSE; + } + + if (ctxconfig->share) + share = ctxconfig->share->context.egl.handle; + + if (!chooseEGLConfig(ctxconfig, fbconfig, &config)) + return GLFW_FALSE; + + if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + if (!eglBindAPI(EGL_OPENGL_ES_API)) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to bind OpenGL ES: %s", + getEGLErrorString(eglGetError())); + return GLFW_FALSE; + } + } + else + { + if (!eglBindAPI(EGL_OPENGL_API)) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to bind OpenGL: %s", + getEGLErrorString(eglGetError())); + return GLFW_FALSE; + } + } + + if (_glfw.egl.KHR_create_context) + { + int mask = 0, flags = 0; + + if (ctxconfig->client == GLFW_OPENGL_API) + { + if (ctxconfig->forward) + flags |= EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR; + + if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE) + mask |= EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR; + else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE) + mask |= EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR; + } + + if (ctxconfig->debug) + flags |= EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR; + + if (ctxconfig->robustness) + { + if (ctxconfig->robustness == GLFW_NO_RESET_NOTIFICATION) + { + SET_ATTRIB(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR, + EGL_NO_RESET_NOTIFICATION_KHR); + } + else if (ctxconfig->robustness == GLFW_LOSE_CONTEXT_ON_RESET) + { + SET_ATTRIB(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR, + EGL_LOSE_CONTEXT_ON_RESET_KHR); + } + + flags |= EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR; + } + + if (ctxconfig->major != 1 || ctxconfig->minor != 0) + { + SET_ATTRIB(EGL_CONTEXT_MAJOR_VERSION_KHR, ctxconfig->major); + SET_ATTRIB(EGL_CONTEXT_MINOR_VERSION_KHR, ctxconfig->minor); + } + + if (ctxconfig->noerror) + { + if (_glfw.egl.KHR_create_context_no_error) + SET_ATTRIB(EGL_CONTEXT_OPENGL_NO_ERROR_KHR, GLFW_TRUE); + } + + if (mask) + SET_ATTRIB(EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, mask); + + if (flags) + SET_ATTRIB(EGL_CONTEXT_FLAGS_KHR, flags); + } + else + { + if (ctxconfig->client == GLFW_OPENGL_ES_API) + SET_ATTRIB(EGL_CONTEXT_CLIENT_VERSION, ctxconfig->major); + } + + if (_glfw.egl.KHR_context_flush_control) + { + if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_NONE) + { + SET_ATTRIB(EGL_CONTEXT_RELEASE_BEHAVIOR_KHR, + EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR); + } + else if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_FLUSH) + { + SET_ATTRIB(EGL_CONTEXT_RELEASE_BEHAVIOR_KHR, + EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR); + } + } + + SET_ATTRIB(EGL_NONE, EGL_NONE); + + window->context.egl.handle = eglCreateContext(_glfw.egl.display, + config, share, attribs); + + if (window->context.egl.handle == EGL_NO_CONTEXT) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "EGL: Failed to create context: %s", + getEGLErrorString(eglGetError())); + return GLFW_FALSE; + } + + // Set up attributes for surface creation + index = 0; + + if (fbconfig->sRGB) + { + if (_glfw.egl.KHR_gl_colorspace) + SET_ATTRIB(EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR); + } + + if (!fbconfig->doublebuffer) + SET_ATTRIB(EGL_RENDER_BUFFER, EGL_SINGLE_BUFFER); + + if (_glfw.platform.platformID == GLFW_PLATFORM_WAYLAND) + { + if (_glfw.egl.EXT_present_opaque) + SET_ATTRIB(EGL_PRESENT_OPAQUE_EXT, !fbconfig->transparent); + } + + SET_ATTRIB(EGL_NONE, EGL_NONE); + + native = _glfw.platform.getEGLNativeWindow(window); + // HACK: ANGLE does not implement eglCreatePlatformWindowSurfaceEXT + // despite reporting EGL_EXT_platform_base + if (_glfw.egl.platform && _glfw.egl.platform != EGL_PLATFORM_ANGLE_ANGLE) + { + window->context.egl.surface = + eglCreatePlatformWindowSurfaceEXT(_glfw.egl.display, config, native, attribs); + } + else + { + window->context.egl.surface = + eglCreateWindowSurface(_glfw.egl.display, config, native, attribs); + } + + if (window->context.egl.surface == EGL_NO_SURFACE) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "EGL: Failed to create window surface: %s", + getEGLErrorString(eglGetError())); + return GLFW_FALSE; + } + + window->context.egl.config = config; + + // Load the appropriate client library + if (!_glfw.egl.KHR_get_all_proc_addresses) + { + int i; + const char** sonames; + const char* es1sonames[] = + { +#if defined(_GLFW_GLESV1_LIBRARY) + _GLFW_GLESV1_LIBRARY, +#elif defined(_GLFW_WIN32) + "GLESv1_CM.dll", + "libGLES_CM.dll", +#elif defined(_GLFW_COCOA) + "libGLESv1_CM.dylib", +#elif defined(__OpenBSD__) || defined(__NetBSD__) + "libGLESv1_CM.so", +#else + "libGLESv1_CM.so.1", + "libGLES_CM.so.1", +#endif + NULL + }; + const char* es2sonames[] = + { +#if defined(_GLFW_GLESV2_LIBRARY) + _GLFW_GLESV2_LIBRARY, +#elif defined(_GLFW_WIN32) + "GLESv2.dll", + "libGLESv2.dll", +#elif defined(_GLFW_COCOA) + "libGLESv2.dylib", +#elif defined(__CYGWIN__) + "libGLESv2-2.so", +#elif defined(__OpenBSD__) || defined(__NetBSD__) + "libGLESv2.so", +#else + "libGLESv2.so.2", +#endif + NULL + }; + const char* glsonames[] = + { +#if defined(_GLFW_OPENGL_LIBRARY) + _GLFW_OPENGL_LIBRARY, +#elif defined(_GLFW_WIN32) +#elif defined(_GLFW_COCOA) +#elif defined(__OpenBSD__) || defined(__NetBSD__) + "libGL.so", +#else + "libOpenGL.so.0", + "libGL.so.1", +#endif + NULL + }; + + if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + if (ctxconfig->major == 1) + sonames = es1sonames; + else + sonames = es2sonames; + } + else + sonames = glsonames; + + for (i = 0; sonames[i]; i++) + { + // HACK: Match presence of lib prefix to increase chance of finding + // a matching pair in the jungle that is Win32 EGL/GLES + if (_glfw.egl.prefix != (strncmp(sonames[i], "lib", 3) == 0)) + continue; + + window->context.egl.client = _glfwPlatformLoadModule(sonames[i]); + if (window->context.egl.client) + break; + } + + if (!window->context.egl.client) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "EGL: Failed to load client library"); + return GLFW_FALSE; + } + } + + window->context.makeCurrent = makeContextCurrentEGL; + window->context.swapBuffers = swapBuffersEGL; + window->context.swapInterval = swapIntervalEGL; + window->context.extensionSupported = extensionSupportedEGL; + window->context.getProcAddress = getProcAddressEGL; + window->context.destroy = destroyContextEGL; + + return GLFW_TRUE; +} + +#undef SET_ATTRIB + +// Returns the Visual and depth of the chosen EGLConfig +// +#if defined(_GLFW_X11) +GLFWbool _glfwChooseVisualEGL(const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig, + Visual** visual, int* depth) +{ + XVisualInfo* result; + XVisualInfo desired; + EGLConfig native; + EGLint visualID = 0, count = 0; + const long vimask = VisualScreenMask | VisualIDMask; + + if (!chooseEGLConfig(ctxconfig, fbconfig, &native)) + return GLFW_FALSE; + + eglGetConfigAttrib(_glfw.egl.display, native, + EGL_NATIVE_VISUAL_ID, &visualID); + + desired.screen = _glfw.x11.screen; + desired.visualid = visualID; + + result = XGetVisualInfo(_glfw.x11.display, vimask, &desired, &count); + if (!result) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "EGL: Failed to retrieve Visual for EGLConfig"); + return GLFW_FALSE; + } + + *visual = result->visual; + *depth = result->depth; + + XFree(result); + return GLFW_TRUE; +} +#endif // _GLFW_X11 + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI EGLDisplay glfwGetEGLDisplay(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_DISPLAY); + return _glfw.egl.display; +} + +GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_CONTEXT); + + if (window->context.source != GLFW_EGL_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return EGL_NO_CONTEXT; + } + + return window->context.egl.handle; +} + +GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_SURFACE); + + if (window->context.source != GLFW_EGL_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return EGL_NO_SURFACE; + } + + return window->context.egl.surface; +} + diff --git a/dependencies/glfw-3.4/src/glfw.rc.in b/dependencies/glfw-3.4/src/glfw.rc.in new file mode 100644 index 0000000..ac3460a --- /dev/null +++ b/dependencies/glfw-3.4/src/glfw.rc.in @@ -0,0 +1,30 @@ + +#include + +VS_VERSION_INFO VERSIONINFO +FILEVERSION @GLFW_VERSION_MAJOR@,@GLFW_VERSION_MINOR@,@GLFW_VERSION_PATCH@,0 +PRODUCTVERSION @GLFW_VERSION_MAJOR@,@GLFW_VERSION_MINOR@,@GLFW_VERSION_PATCH@,0 +FILEFLAGSMASK VS_FFI_FILEFLAGSMASK +FILEFLAGS 0 +FILEOS VOS_NT_WINDOWS32 +FILETYPE VFT_DLL +FILESUBTYPE 0 +{ + BLOCK "StringFileInfo" + { + BLOCK "040904B0" + { + VALUE "CompanyName", "GLFW" + VALUE "FileDescription", "GLFW @GLFW_VERSION@ DLL" + VALUE "FileVersion", "@GLFW_VERSION@" + VALUE "OriginalFilename", "glfw3.dll" + VALUE "ProductName", "GLFW" + VALUE "ProductVersion", "@GLFW_VERSION@" + } + } + BLOCK "VarFileInfo" + { + VALUE "Translation", 0x409, 1200 + } +} + diff --git a/dependencies/glfw-3.4/src/glx_context.c b/dependencies/glfw-3.4/src/glx_context.c new file mode 100644 index 0000000..7082682 --- /dev/null +++ b/dependencies/glfw-3.4/src/glx_context.c @@ -0,0 +1,719 @@ +//======================================================================== +// GLFW 3.4 GLX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_X11) + +#include +#include +#include + +#ifndef GLXBadProfileARB + #define GLXBadProfileARB 13 +#endif + + +// Returns the specified attribute of the specified GLXFBConfig +// +static int getGLXFBConfigAttrib(GLXFBConfig fbconfig, int attrib) +{ + int value; + glXGetFBConfigAttrib(_glfw.x11.display, fbconfig, attrib, &value); + return value; +} + +// Return the GLXFBConfig most closely matching the specified hints +// +static GLFWbool chooseGLXFBConfig(const _GLFWfbconfig* desired, + GLXFBConfig* result) +{ + GLXFBConfig* nativeConfigs; + _GLFWfbconfig* usableConfigs; + const _GLFWfbconfig* closest; + int nativeCount, usableCount; + const char* vendor; + GLFWbool trustWindowBit = GLFW_TRUE; + + // HACK: This is a (hopefully temporary) workaround for Chromium + // (VirtualBox GL) not setting the window bit on any GLXFBConfigs + vendor = glXGetClientString(_glfw.x11.display, GLX_VENDOR); + if (vendor && strcmp(vendor, "Chromium") == 0) + trustWindowBit = GLFW_FALSE; + + nativeConfigs = + glXGetFBConfigs(_glfw.x11.display, _glfw.x11.screen, &nativeCount); + if (!nativeConfigs || !nativeCount) + { + _glfwInputError(GLFW_API_UNAVAILABLE, "GLX: No GLXFBConfigs returned"); + return GLFW_FALSE; + } + + usableConfigs = _glfw_calloc(nativeCount, sizeof(_GLFWfbconfig)); + usableCount = 0; + + for (int i = 0; i < nativeCount; i++) + { + const GLXFBConfig n = nativeConfigs[i]; + _GLFWfbconfig* u = usableConfigs + usableCount; + + // Only consider RGBA GLXFBConfigs + if (!(getGLXFBConfigAttrib(n, GLX_RENDER_TYPE) & GLX_RGBA_BIT)) + continue; + + // Only consider window GLXFBConfigs + if (!(getGLXFBConfigAttrib(n, GLX_DRAWABLE_TYPE) & GLX_WINDOW_BIT)) + { + if (trustWindowBit) + continue; + } + + if (getGLXFBConfigAttrib(n, GLX_DOUBLEBUFFER) != desired->doublebuffer) + continue; + + if (desired->transparent) + { + XVisualInfo* vi = glXGetVisualFromFBConfig(_glfw.x11.display, n); + if (vi) + { + u->transparent = _glfwIsVisualTransparentX11(vi->visual); + XFree(vi); + } + } + + u->redBits = getGLXFBConfigAttrib(n, GLX_RED_SIZE); + u->greenBits = getGLXFBConfigAttrib(n, GLX_GREEN_SIZE); + u->blueBits = getGLXFBConfigAttrib(n, GLX_BLUE_SIZE); + + u->alphaBits = getGLXFBConfigAttrib(n, GLX_ALPHA_SIZE); + u->depthBits = getGLXFBConfigAttrib(n, GLX_DEPTH_SIZE); + u->stencilBits = getGLXFBConfigAttrib(n, GLX_STENCIL_SIZE); + + u->accumRedBits = getGLXFBConfigAttrib(n, GLX_ACCUM_RED_SIZE); + u->accumGreenBits = getGLXFBConfigAttrib(n, GLX_ACCUM_GREEN_SIZE); + u->accumBlueBits = getGLXFBConfigAttrib(n, GLX_ACCUM_BLUE_SIZE); + u->accumAlphaBits = getGLXFBConfigAttrib(n, GLX_ACCUM_ALPHA_SIZE); + + u->auxBuffers = getGLXFBConfigAttrib(n, GLX_AUX_BUFFERS); + + if (getGLXFBConfigAttrib(n, GLX_STEREO)) + u->stereo = GLFW_TRUE; + + if (_glfw.glx.ARB_multisample) + u->samples = getGLXFBConfigAttrib(n, GLX_SAMPLES); + + if (_glfw.glx.ARB_framebuffer_sRGB || _glfw.glx.EXT_framebuffer_sRGB) + u->sRGB = getGLXFBConfigAttrib(n, GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB); + + u->handle = (uintptr_t) n; + usableCount++; + } + + closest = _glfwChooseFBConfig(desired, usableConfigs, usableCount); + if (closest) + *result = (GLXFBConfig) closest->handle; + + XFree(nativeConfigs); + _glfw_free(usableConfigs); + + return closest != NULL; +} + +// Create the OpenGL context using legacy API +// +static GLXContext createLegacyContextGLX(_GLFWwindow* window, + GLXFBConfig fbconfig, + GLXContext share) +{ + return glXCreateNewContext(_glfw.x11.display, + fbconfig, + GLX_RGBA_TYPE, + share, + True); +} + +static void makeContextCurrentGLX(_GLFWwindow* window) +{ + if (window) + { + if (!glXMakeCurrent(_glfw.x11.display, + window->context.glx.window, + window->context.glx.handle)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "GLX: Failed to make context current"); + return; + } + } + else + { + if (!glXMakeCurrent(_glfw.x11.display, None, NULL)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "GLX: Failed to clear current context"); + return; + } + } + + _glfwPlatformSetTls(&_glfw.contextSlot, window); +} + +static void swapBuffersGLX(_GLFWwindow* window) +{ + glXSwapBuffers(_glfw.x11.display, window->context.glx.window); +} + +static void swapIntervalGLX(int interval) +{ + _GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot); + assert(window != NULL); + + if (_glfw.glx.EXT_swap_control) + { + _glfw.glx.SwapIntervalEXT(_glfw.x11.display, + window->context.glx.window, + interval); + } + else if (_glfw.glx.MESA_swap_control) + _glfw.glx.SwapIntervalMESA(interval); + else if (_glfw.glx.SGI_swap_control) + { + if (interval > 0) + _glfw.glx.SwapIntervalSGI(interval); + } +} + +static int extensionSupportedGLX(const char* extension) +{ + const char* extensions = + glXQueryExtensionsString(_glfw.x11.display, _glfw.x11.screen); + if (extensions) + { + if (_glfwStringInExtensionString(extension, extensions)) + return GLFW_TRUE; + } + + return GLFW_FALSE; +} + +static GLFWglproc getProcAddressGLX(const char* procname) +{ + if (_glfw.glx.GetProcAddress) + return _glfw.glx.GetProcAddress((const GLubyte*) procname); + else if (_glfw.glx.GetProcAddressARB) + return _glfw.glx.GetProcAddressARB((const GLubyte*) procname); + else + { + // NOTE: glvnd provides GLX 1.4, so this can only happen with libGL + return _glfwPlatformGetModuleSymbol(_glfw.glx.handle, procname); + } +} + +static void destroyContextGLX(_GLFWwindow* window) +{ + if (window->context.glx.window) + { + glXDestroyWindow(_glfw.x11.display, window->context.glx.window); + window->context.glx.window = None; + } + + if (window->context.glx.handle) + { + glXDestroyContext(_glfw.x11.display, window->context.glx.handle); + window->context.glx.handle = NULL; + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Initialize GLX +// +GLFWbool _glfwInitGLX(void) +{ + const char* sonames[] = + { +#if defined(_GLFW_GLX_LIBRARY) + _GLFW_GLX_LIBRARY, +#elif defined(__CYGWIN__) + "libGL-1.so", +#elif defined(__OpenBSD__) || defined(__NetBSD__) + "libGL.so", +#else + "libGLX.so.0", + "libGL.so.1", + "libGL.so", +#endif + NULL + }; + + if (_glfw.glx.handle) + return GLFW_TRUE; + + for (int i = 0; sonames[i]; i++) + { + _glfw.glx.handle = _glfwPlatformLoadModule(sonames[i]); + if (_glfw.glx.handle) + break; + } + + if (!_glfw.glx.handle) + { + _glfwInputError(GLFW_API_UNAVAILABLE, "GLX: Failed to load GLX"); + return GLFW_FALSE; + } + + _glfw.glx.GetFBConfigs = (PFNGLXGETFBCONFIGSPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXGetFBConfigs"); + _glfw.glx.GetFBConfigAttrib = (PFNGLXGETFBCONFIGATTRIBPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXGetFBConfigAttrib"); + _glfw.glx.GetClientString = (PFNGLXGETCLIENTSTRINGPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXGetClientString"); + _glfw.glx.QueryExtension = (PFNGLXQUERYEXTENSIONPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXQueryExtension"); + _glfw.glx.QueryVersion = (PFNGLXQUERYVERSIONPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXQueryVersion"); + _glfw.glx.DestroyContext = (PFNGLXDESTROYCONTEXTPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXDestroyContext"); + _glfw.glx.MakeCurrent = (PFNGLXMAKECURRENTPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXMakeCurrent"); + _glfw.glx.SwapBuffers = (PFNGLXSWAPBUFFERSPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXSwapBuffers"); + _glfw.glx.QueryExtensionsString = (PFNGLXQUERYEXTENSIONSSTRINGPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXQueryExtensionsString"); + _glfw.glx.CreateNewContext = (PFNGLXCREATENEWCONTEXTPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXCreateNewContext"); + _glfw.glx.CreateWindow = (PFNGLXCREATEWINDOWPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXCreateWindow"); + _glfw.glx.DestroyWindow = (PFNGLXDESTROYWINDOWPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXDestroyWindow"); + _glfw.glx.GetVisualFromFBConfig = (PFNGLXGETVISUALFROMFBCONFIGPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXGetVisualFromFBConfig"); + + if (!_glfw.glx.GetFBConfigs || + !_glfw.glx.GetFBConfigAttrib || + !_glfw.glx.GetClientString || + !_glfw.glx.QueryExtension || + !_glfw.glx.QueryVersion || + !_glfw.glx.DestroyContext || + !_glfw.glx.MakeCurrent || + !_glfw.glx.SwapBuffers || + !_glfw.glx.QueryExtensionsString || + !_glfw.glx.CreateNewContext || + !_glfw.glx.CreateWindow || + !_glfw.glx.DestroyWindow || + !_glfw.glx.GetVisualFromFBConfig) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "GLX: Failed to load required entry points"); + return GLFW_FALSE; + } + + // NOTE: Unlike GLX 1.3 entry points these are not required to be present + _glfw.glx.GetProcAddress = (PFNGLXGETPROCADDRESSPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXGetProcAddress"); + _glfw.glx.GetProcAddressARB = (PFNGLXGETPROCADDRESSPROC) + _glfwPlatformGetModuleSymbol(_glfw.glx.handle, "glXGetProcAddressARB"); + + if (!glXQueryExtension(_glfw.x11.display, + &_glfw.glx.errorBase, + &_glfw.glx.eventBase)) + { + _glfwInputError(GLFW_API_UNAVAILABLE, "GLX: GLX extension not found"); + return GLFW_FALSE; + } + + if (!glXQueryVersion(_glfw.x11.display, &_glfw.glx.major, &_glfw.glx.minor)) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "GLX: Failed to query GLX version"); + return GLFW_FALSE; + } + + if (_glfw.glx.major == 1 && _glfw.glx.minor < 3) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "GLX: GLX version 1.3 is required"); + return GLFW_FALSE; + } + + if (extensionSupportedGLX("GLX_EXT_swap_control")) + { + _glfw.glx.SwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC) + getProcAddressGLX("glXSwapIntervalEXT"); + + if (_glfw.glx.SwapIntervalEXT) + _glfw.glx.EXT_swap_control = GLFW_TRUE; + } + + if (extensionSupportedGLX("GLX_SGI_swap_control")) + { + _glfw.glx.SwapIntervalSGI = (PFNGLXSWAPINTERVALSGIPROC) + getProcAddressGLX("glXSwapIntervalSGI"); + + if (_glfw.glx.SwapIntervalSGI) + _glfw.glx.SGI_swap_control = GLFW_TRUE; + } + + if (extensionSupportedGLX("GLX_MESA_swap_control")) + { + _glfw.glx.SwapIntervalMESA = (PFNGLXSWAPINTERVALMESAPROC) + getProcAddressGLX("glXSwapIntervalMESA"); + + if (_glfw.glx.SwapIntervalMESA) + _glfw.glx.MESA_swap_control = GLFW_TRUE; + } + + if (extensionSupportedGLX("GLX_ARB_multisample")) + _glfw.glx.ARB_multisample = GLFW_TRUE; + + if (extensionSupportedGLX("GLX_ARB_framebuffer_sRGB")) + _glfw.glx.ARB_framebuffer_sRGB = GLFW_TRUE; + + if (extensionSupportedGLX("GLX_EXT_framebuffer_sRGB")) + _glfw.glx.EXT_framebuffer_sRGB = GLFW_TRUE; + + if (extensionSupportedGLX("GLX_ARB_create_context")) + { + _glfw.glx.CreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC) + getProcAddressGLX("glXCreateContextAttribsARB"); + + if (_glfw.glx.CreateContextAttribsARB) + _glfw.glx.ARB_create_context = GLFW_TRUE; + } + + if (extensionSupportedGLX("GLX_ARB_create_context_robustness")) + _glfw.glx.ARB_create_context_robustness = GLFW_TRUE; + + if (extensionSupportedGLX("GLX_ARB_create_context_profile")) + _glfw.glx.ARB_create_context_profile = GLFW_TRUE; + + if (extensionSupportedGLX("GLX_EXT_create_context_es2_profile")) + _glfw.glx.EXT_create_context_es2_profile = GLFW_TRUE; + + if (extensionSupportedGLX("GLX_ARB_create_context_no_error")) + _glfw.glx.ARB_create_context_no_error = GLFW_TRUE; + + if (extensionSupportedGLX("GLX_ARB_context_flush_control")) + _glfw.glx.ARB_context_flush_control = GLFW_TRUE; + + return GLFW_TRUE; +} + +// Terminate GLX +// +void _glfwTerminateGLX(void) +{ + // NOTE: This function must not call any X11 functions, as it is called + // after XCloseDisplay (see _glfwTerminateX11 for details) + + if (_glfw.glx.handle) + { + _glfwPlatformFreeModule(_glfw.glx.handle); + _glfw.glx.handle = NULL; + } +} + +#define SET_ATTRIB(a, v) \ +{ \ + assert(((size_t) index + 1) < sizeof(attribs) / sizeof(attribs[0])); \ + attribs[index++] = a; \ + attribs[index++] = v; \ +} + +// Create the OpenGL or OpenGL ES context +// +GLFWbool _glfwCreateContextGLX(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + int attribs[40]; + GLXFBConfig native = NULL; + GLXContext share = NULL; + + if (ctxconfig->share) + share = ctxconfig->share->context.glx.handle; + + if (!chooseGLXFBConfig(fbconfig, &native)) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "GLX: Failed to find a suitable GLXFBConfig"); + return GLFW_FALSE; + } + + if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + if (!_glfw.glx.ARB_create_context || + !_glfw.glx.ARB_create_context_profile || + !_glfw.glx.EXT_create_context_es2_profile) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "GLX: OpenGL ES requested but GLX_EXT_create_context_es2_profile is unavailable"); + return GLFW_FALSE; + } + } + + if (ctxconfig->forward) + { + if (!_glfw.glx.ARB_create_context) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "GLX: Forward compatibility requested but GLX_ARB_create_context_profile is unavailable"); + return GLFW_FALSE; + } + } + + if (ctxconfig->profile) + { + if (!_glfw.glx.ARB_create_context || + !_glfw.glx.ARB_create_context_profile) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "GLX: An OpenGL profile requested but GLX_ARB_create_context_profile is unavailable"); + return GLFW_FALSE; + } + } + + _glfwGrabErrorHandlerX11(); + + if (_glfw.glx.ARB_create_context) + { + int index = 0, mask = 0, flags = 0; + + if (ctxconfig->client == GLFW_OPENGL_API) + { + if (ctxconfig->forward) + flags |= GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB; + + if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE) + mask |= GLX_CONTEXT_CORE_PROFILE_BIT_ARB; + else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE) + mask |= GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; + } + else + mask |= GLX_CONTEXT_ES2_PROFILE_BIT_EXT; + + if (ctxconfig->debug) + flags |= GLX_CONTEXT_DEBUG_BIT_ARB; + + if (ctxconfig->robustness) + { + if (_glfw.glx.ARB_create_context_robustness) + { + if (ctxconfig->robustness == GLFW_NO_RESET_NOTIFICATION) + { + SET_ATTRIB(GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB, + GLX_NO_RESET_NOTIFICATION_ARB); + } + else if (ctxconfig->robustness == GLFW_LOSE_CONTEXT_ON_RESET) + { + SET_ATTRIB(GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB, + GLX_LOSE_CONTEXT_ON_RESET_ARB); + } + + flags |= GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB; + } + } + + if (ctxconfig->release) + { + if (_glfw.glx.ARB_context_flush_control) + { + if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_NONE) + { + SET_ATTRIB(GLX_CONTEXT_RELEASE_BEHAVIOR_ARB, + GLX_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB); + } + else if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_FLUSH) + { + SET_ATTRIB(GLX_CONTEXT_RELEASE_BEHAVIOR_ARB, + GLX_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB); + } + } + } + + if (ctxconfig->noerror) + { + if (_glfw.glx.ARB_create_context_no_error) + SET_ATTRIB(GLX_CONTEXT_OPENGL_NO_ERROR_ARB, GLFW_TRUE); + } + + // NOTE: Only request an explicitly versioned context when necessary, as + // explicitly requesting version 1.0 does not always return the + // highest version supported by the driver + if (ctxconfig->major != 1 || ctxconfig->minor != 0) + { + SET_ATTRIB(GLX_CONTEXT_MAJOR_VERSION_ARB, ctxconfig->major); + SET_ATTRIB(GLX_CONTEXT_MINOR_VERSION_ARB, ctxconfig->minor); + } + + if (mask) + SET_ATTRIB(GLX_CONTEXT_PROFILE_MASK_ARB, mask); + + if (flags) + SET_ATTRIB(GLX_CONTEXT_FLAGS_ARB, flags); + + SET_ATTRIB(None, None); + + window->context.glx.handle = + _glfw.glx.CreateContextAttribsARB(_glfw.x11.display, + native, + share, + True, + attribs); + + // HACK: This is a fallback for broken versions of the Mesa + // implementation of GLX_ARB_create_context_profile that fail + // default 1.0 context creation with a GLXBadProfileARB error in + // violation of the extension spec + if (!window->context.glx.handle) + { + if (_glfw.x11.errorCode == _glfw.glx.errorBase + GLXBadProfileARB && + ctxconfig->client == GLFW_OPENGL_API && + ctxconfig->profile == GLFW_OPENGL_ANY_PROFILE && + ctxconfig->forward == GLFW_FALSE) + { + window->context.glx.handle = + createLegacyContextGLX(window, native, share); + } + } + } + else + { + window->context.glx.handle = + createLegacyContextGLX(window, native, share); + } + + _glfwReleaseErrorHandlerX11(); + + if (!window->context.glx.handle) + { + _glfwInputErrorX11(GLFW_VERSION_UNAVAILABLE, "GLX: Failed to create context"); + return GLFW_FALSE; + } + + window->context.glx.window = + glXCreateWindow(_glfw.x11.display, native, window->x11.handle, NULL); + if (!window->context.glx.window) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "GLX: Failed to create window"); + return GLFW_FALSE; + } + + window->context.makeCurrent = makeContextCurrentGLX; + window->context.swapBuffers = swapBuffersGLX; + window->context.swapInterval = swapIntervalGLX; + window->context.extensionSupported = extensionSupportedGLX; + window->context.getProcAddress = getProcAddressGLX; + window->context.destroy = destroyContextGLX; + + return GLFW_TRUE; +} + +#undef SET_ATTRIB + +// Returns the Visual and depth of the chosen GLXFBConfig +// +GLFWbool _glfwChooseVisualGLX(const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig, + Visual** visual, int* depth) +{ + GLXFBConfig native; + XVisualInfo* result; + + if (!chooseGLXFBConfig(fbconfig, &native)) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "GLX: Failed to find a suitable GLXFBConfig"); + return GLFW_FALSE; + } + + result = glXGetVisualFromFBConfig(_glfw.x11.display, native); + if (!result) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "GLX: Failed to retrieve Visual for GLXFBConfig"); + return GLFW_FALSE; + } + + *visual = result->visual; + *depth = result->depth; + + XFree(result); + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "GLX: Platform not initialized"); + return NULL; + } + + if (window->context.source != GLFW_NATIVE_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return NULL; + } + + return window->context.glx.handle; +} + +GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(None); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "GLX: Platform not initialized"); + return None; + } + + if (window->context.source != GLFW_NATIVE_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return None; + } + + return window->context.glx.window; +} + +#endif // _GLFW_X11 + diff --git a/dependencies/glfw-3.4/src/init.c b/dependencies/glfw-3.4/src/init.c new file mode 100644 index 0000000..532264e --- /dev/null +++ b/dependencies/glfw-3.4/src/init.c @@ -0,0 +1,528 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2018 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include +#include +#include + + +// NOTE: The global variables below comprise all mutable global data in GLFW +// Any other mutable global variable is a bug + +// This contains all mutable state shared between compilation units of GLFW +// +_GLFWlibrary _glfw = { GLFW_FALSE }; + +// These are outside of _glfw so they can be used before initialization and +// after termination without special handling when _glfw is cleared to zero +// +static _GLFWerror _glfwMainThreadError; +static GLFWerrorfun _glfwErrorCallback; +static GLFWallocator _glfwInitAllocator; +static _GLFWinitconfig _glfwInitHints = +{ + .hatButtons = GLFW_TRUE, + .angleType = GLFW_ANGLE_PLATFORM_TYPE_NONE, + .platformID = GLFW_ANY_PLATFORM, + .vulkanLoader = NULL, + .ns = + { + .menubar = GLFW_TRUE, + .chdir = GLFW_TRUE + }, + .x11 = + { + .xcbVulkanSurface = GLFW_TRUE, + }, + .wl = + { + .libdecorMode = GLFW_WAYLAND_PREFER_LIBDECOR + }, +}; + +// The allocation function used when no custom allocator is set +// +static void* defaultAllocate(size_t size, void* user) +{ + return malloc(size); +} + +// The deallocation function used when no custom allocator is set +// +static void defaultDeallocate(void* block, void* user) +{ + free(block); +} + +// The reallocation function used when no custom allocator is set +// +static void* defaultReallocate(void* block, size_t size, void* user) +{ + return realloc(block, size); +} + +// Terminate the library +// +static void terminate(void) +{ + int i; + + memset(&_glfw.callbacks, 0, sizeof(_glfw.callbacks)); + + while (_glfw.windowListHead) + glfwDestroyWindow((GLFWwindow*) _glfw.windowListHead); + + while (_glfw.cursorListHead) + glfwDestroyCursor((GLFWcursor*) _glfw.cursorListHead); + + for (i = 0; i < _glfw.monitorCount; i++) + { + _GLFWmonitor* monitor = _glfw.monitors[i]; + if (monitor->originalRamp.size) + _glfw.platform.setGammaRamp(monitor, &monitor->originalRamp); + _glfwFreeMonitor(monitor); + } + + _glfw_free(_glfw.monitors); + _glfw.monitors = NULL; + _glfw.monitorCount = 0; + + _glfw_free(_glfw.mappings); + _glfw.mappings = NULL; + _glfw.mappingCount = 0; + + _glfwTerminateVulkan(); + _glfw.platform.terminateJoysticks(); + _glfw.platform.terminate(); + + _glfw.initialized = GLFW_FALSE; + + while (_glfw.errorListHead) + { + _GLFWerror* error = _glfw.errorListHead; + _glfw.errorListHead = error->next; + _glfw_free(error); + } + + _glfwPlatformDestroyTls(&_glfw.contextSlot); + _glfwPlatformDestroyTls(&_glfw.errorSlot); + _glfwPlatformDestroyMutex(&_glfw.errorLock); + + memset(&_glfw, 0, sizeof(_glfw)); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Encode a Unicode code point to a UTF-8 stream +// Based on cutef8 by Jeff Bezanson (Public Domain) +// +size_t _glfwEncodeUTF8(char* s, uint32_t codepoint) +{ + size_t count = 0; + + if (codepoint < 0x80) + s[count++] = (char) codepoint; + else if (codepoint < 0x800) + { + s[count++] = (codepoint >> 6) | 0xc0; + s[count++] = (codepoint & 0x3f) | 0x80; + } + else if (codepoint < 0x10000) + { + s[count++] = (codepoint >> 12) | 0xe0; + s[count++] = ((codepoint >> 6) & 0x3f) | 0x80; + s[count++] = (codepoint & 0x3f) | 0x80; + } + else if (codepoint < 0x110000) + { + s[count++] = (codepoint >> 18) | 0xf0; + s[count++] = ((codepoint >> 12) & 0x3f) | 0x80; + s[count++] = ((codepoint >> 6) & 0x3f) | 0x80; + s[count++] = (codepoint & 0x3f) | 0x80; + } + + return count; +} + +// Splits and translates a text/uri-list into separate file paths +// NOTE: This function destroys the provided string +// +char** _glfwParseUriList(char* text, int* count) +{ + const char* prefix = "file://"; + char** paths = NULL; + char* line; + + *count = 0; + + while ((line = strtok(text, "\r\n"))) + { + char* path; + + text = NULL; + + if (line[0] == '#') + continue; + + if (strncmp(line, prefix, strlen(prefix)) == 0) + { + line += strlen(prefix); + // TODO: Validate hostname + while (*line != '/') + line++; + } + + (*count)++; + + path = _glfw_calloc(strlen(line) + 1, 1); + paths = _glfw_realloc(paths, *count * sizeof(char*)); + paths[*count - 1] = path; + + while (*line) + { + if (line[0] == '%' && line[1] && line[2]) + { + const char digits[3] = { line[1], line[2], '\0' }; + *path = (char) strtol(digits, NULL, 16); + line += 2; + } + else + *path = *line; + + path++; + line++; + } + } + + return paths; +} + +char* _glfw_strdup(const char* source) +{ + const size_t length = strlen(source); + char* result = _glfw_calloc(length + 1, 1); + strcpy(result, source); + return result; +} + +int _glfw_min(int a, int b) +{ + return a < b ? a : b; +} + +int _glfw_max(int a, int b) +{ + return a > b ? a : b; +} + +void* _glfw_calloc(size_t count, size_t size) +{ + if (count && size) + { + void* block; + + if (count > SIZE_MAX / size) + { + _glfwInputError(GLFW_INVALID_VALUE, "Allocation size overflow"); + return NULL; + } + + block = _glfw.allocator.allocate(count * size, _glfw.allocator.user); + if (block) + return memset(block, 0, count * size); + else + { + _glfwInputError(GLFW_OUT_OF_MEMORY, NULL); + return NULL; + } + } + else + return NULL; +} + +void* _glfw_realloc(void* block, size_t size) +{ + if (block && size) + { + void* resized = _glfw.allocator.reallocate(block, size, _glfw.allocator.user); + if (resized) + return resized; + else + { + _glfwInputError(GLFW_OUT_OF_MEMORY, NULL); + return NULL; + } + } + else if (block) + { + _glfw_free(block); + return NULL; + } + else + return _glfw_calloc(1, size); +} + +void _glfw_free(void* block) +{ + if (block) + _glfw.allocator.deallocate(block, _glfw.allocator.user); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW event API ////// +////////////////////////////////////////////////////////////////////////// + +// Notifies shared code of an error +// +void _glfwInputError(int code, const char* format, ...) +{ + _GLFWerror* error; + char description[_GLFW_MESSAGE_SIZE]; + + if (format) + { + va_list vl; + + va_start(vl, format); + vsnprintf(description, sizeof(description), format, vl); + va_end(vl); + + description[sizeof(description) - 1] = '\0'; + } + else + { + if (code == GLFW_NOT_INITIALIZED) + strcpy(description, "The GLFW library is not initialized"); + else if (code == GLFW_NO_CURRENT_CONTEXT) + strcpy(description, "There is no current context"); + else if (code == GLFW_INVALID_ENUM) + strcpy(description, "Invalid argument for enum parameter"); + else if (code == GLFW_INVALID_VALUE) + strcpy(description, "Invalid value for parameter"); + else if (code == GLFW_OUT_OF_MEMORY) + strcpy(description, "Out of memory"); + else if (code == GLFW_API_UNAVAILABLE) + strcpy(description, "The requested API is unavailable"); + else if (code == GLFW_VERSION_UNAVAILABLE) + strcpy(description, "The requested API version is unavailable"); + else if (code == GLFW_PLATFORM_ERROR) + strcpy(description, "A platform-specific error occurred"); + else if (code == GLFW_FORMAT_UNAVAILABLE) + strcpy(description, "The requested format is unavailable"); + else if (code == GLFW_NO_WINDOW_CONTEXT) + strcpy(description, "The specified window has no context"); + else if (code == GLFW_CURSOR_UNAVAILABLE) + strcpy(description, "The specified cursor shape is unavailable"); + else if (code == GLFW_FEATURE_UNAVAILABLE) + strcpy(description, "The requested feature cannot be implemented for this platform"); + else if (code == GLFW_FEATURE_UNIMPLEMENTED) + strcpy(description, "The requested feature has not yet been implemented for this platform"); + else if (code == GLFW_PLATFORM_UNAVAILABLE) + strcpy(description, "The requested platform is unavailable"); + else + strcpy(description, "ERROR: UNKNOWN GLFW ERROR"); + } + + if (_glfw.initialized) + { + error = _glfwPlatformGetTls(&_glfw.errorSlot); + if (!error) + { + error = _glfw_calloc(1, sizeof(_GLFWerror)); + _glfwPlatformSetTls(&_glfw.errorSlot, error); + _glfwPlatformLockMutex(&_glfw.errorLock); + error->next = _glfw.errorListHead; + _glfw.errorListHead = error; + _glfwPlatformUnlockMutex(&_glfw.errorLock); + } + } + else + error = &_glfwMainThreadError; + + error->code = code; + strcpy(error->description, description); + + if (_glfwErrorCallback) + _glfwErrorCallback(code, description); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW public API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI int glfwInit(void) +{ + if (_glfw.initialized) + return GLFW_TRUE; + + memset(&_glfw, 0, sizeof(_glfw)); + _glfw.hints.init = _glfwInitHints; + + _glfw.allocator = _glfwInitAllocator; + if (!_glfw.allocator.allocate) + { + _glfw.allocator.allocate = defaultAllocate; + _glfw.allocator.reallocate = defaultReallocate; + _glfw.allocator.deallocate = defaultDeallocate; + } + + if (!_glfwSelectPlatform(_glfw.hints.init.platformID, &_glfw.platform)) + return GLFW_FALSE; + + if (!_glfw.platform.init()) + { + terminate(); + return GLFW_FALSE; + } + + if (!_glfwPlatformCreateMutex(&_glfw.errorLock) || + !_glfwPlatformCreateTls(&_glfw.errorSlot) || + !_glfwPlatformCreateTls(&_glfw.contextSlot)) + { + terminate(); + return GLFW_FALSE; + } + + _glfwPlatformSetTls(&_glfw.errorSlot, &_glfwMainThreadError); + + _glfwInitGamepadMappings(); + + _glfwPlatformInitTimer(); + _glfw.timer.offset = _glfwPlatformGetTimerValue(); + + _glfw.initialized = GLFW_TRUE; + + glfwDefaultWindowHints(); + return GLFW_TRUE; +} + +GLFWAPI void glfwTerminate(void) +{ + if (!_glfw.initialized) + return; + + terminate(); +} + +GLFWAPI void glfwInitHint(int hint, int value) +{ + switch (hint) + { + case GLFW_JOYSTICK_HAT_BUTTONS: + _glfwInitHints.hatButtons = value; + return; + case GLFW_ANGLE_PLATFORM_TYPE: + _glfwInitHints.angleType = value; + return; + case GLFW_PLATFORM: + _glfwInitHints.platformID = value; + return; + case GLFW_COCOA_CHDIR_RESOURCES: + _glfwInitHints.ns.chdir = value; + return; + case GLFW_COCOA_MENUBAR: + _glfwInitHints.ns.menubar = value; + return; + case GLFW_X11_XCB_VULKAN_SURFACE: + _glfwInitHints.x11.xcbVulkanSurface = value; + return; + case GLFW_WAYLAND_LIBDECOR: + _glfwInitHints.wl.libdecorMode = value; + return; + } + + _glfwInputError(GLFW_INVALID_ENUM, + "Invalid init hint 0x%08X", hint); +} + +GLFWAPI void glfwInitAllocator(const GLFWallocator* allocator) +{ + if (allocator) + { + if (allocator->allocate && allocator->reallocate && allocator->deallocate) + _glfwInitAllocator = *allocator; + else + _glfwInputError(GLFW_INVALID_VALUE, "Missing function in allocator"); + } + else + memset(&_glfwInitAllocator, 0, sizeof(GLFWallocator)); +} + +GLFWAPI void glfwInitVulkanLoader(PFN_vkGetInstanceProcAddr loader) +{ + _glfwInitHints.vulkanLoader = loader; +} + +GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev) +{ + if (major != NULL) + *major = GLFW_VERSION_MAJOR; + if (minor != NULL) + *minor = GLFW_VERSION_MINOR; + if (rev != NULL) + *rev = GLFW_VERSION_REVISION; +} + +GLFWAPI int glfwGetError(const char** description) +{ + _GLFWerror* error; + int code = GLFW_NO_ERROR; + + if (description) + *description = NULL; + + if (_glfw.initialized) + error = _glfwPlatformGetTls(&_glfw.errorSlot); + else + error = &_glfwMainThreadError; + + if (error) + { + code = error->code; + error->code = GLFW_NO_ERROR; + if (description && code) + *description = error->description; + } + + return code; +} + +GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun) +{ + _GLFW_SWAP(GLFWerrorfun, _glfwErrorCallback, cbfun); + return cbfun; +} + diff --git a/dependencies/glfw-3.4/src/input.c b/dependencies/glfw-3.4/src/input.c new file mode 100644 index 0000000..7b3b340 --- /dev/null +++ b/dependencies/glfw-3.4/src/input.c @@ -0,0 +1,1505 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" +#include "mappings.h" + +#include +#include +#include +#include +#include + +// Internal key state used for sticky keys +#define _GLFW_STICK 3 + +// Internal constants for gamepad mapping source types +#define _GLFW_JOYSTICK_AXIS 1 +#define _GLFW_JOYSTICK_BUTTON 2 +#define _GLFW_JOYSTICK_HATBIT 3 + +#define GLFW_MOD_MASK (GLFW_MOD_SHIFT | \ + GLFW_MOD_CONTROL | \ + GLFW_MOD_ALT | \ + GLFW_MOD_SUPER | \ + GLFW_MOD_CAPS_LOCK | \ + GLFW_MOD_NUM_LOCK) + +// Initializes the platform joystick API if it has not been already +// +static GLFWbool initJoysticks(void) +{ + if (!_glfw.joysticksInitialized) + { + if (!_glfw.platform.initJoysticks()) + { + _glfw.platform.terminateJoysticks(); + return GLFW_FALSE; + } + } + + return _glfw.joysticksInitialized = GLFW_TRUE; +} + +// Finds a mapping based on joystick GUID +// +static _GLFWmapping* findMapping(const char* guid) +{ + int i; + + for (i = 0; i < _glfw.mappingCount; i++) + { + if (strcmp(_glfw.mappings[i].guid, guid) == 0) + return _glfw.mappings + i; + } + + return NULL; +} + +// Checks whether a gamepad mapping element is present in the hardware +// +static GLFWbool isValidElementForJoystick(const _GLFWmapelement* e, + const _GLFWjoystick* js) +{ + if (e->type == _GLFW_JOYSTICK_HATBIT && (e->index >> 4) >= js->hatCount) + return GLFW_FALSE; + else if (e->type == _GLFW_JOYSTICK_BUTTON && e->index >= js->buttonCount) + return GLFW_FALSE; + else if (e->type == _GLFW_JOYSTICK_AXIS && e->index >= js->axisCount) + return GLFW_FALSE; + + return GLFW_TRUE; +} + +// Finds a mapping based on joystick GUID and verifies element indices +// +static _GLFWmapping* findValidMapping(const _GLFWjoystick* js) +{ + _GLFWmapping* mapping = findMapping(js->guid); + if (mapping) + { + int i; + + for (i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) + { + if (!isValidElementForJoystick(mapping->buttons + i, js)) + return NULL; + } + + for (i = 0; i <= GLFW_GAMEPAD_AXIS_LAST; i++) + { + if (!isValidElementForJoystick(mapping->axes + i, js)) + return NULL; + } + } + + return mapping; +} + +// Parses an SDL_GameControllerDB line and adds it to the mapping list +// +static GLFWbool parseMapping(_GLFWmapping* mapping, const char* string) +{ + const char* c = string; + size_t i, length; + struct + { + const char* name; + _GLFWmapelement* element; + } fields[] = + { + { "platform", NULL }, + { "a", mapping->buttons + GLFW_GAMEPAD_BUTTON_A }, + { "b", mapping->buttons + GLFW_GAMEPAD_BUTTON_B }, + { "x", mapping->buttons + GLFW_GAMEPAD_BUTTON_X }, + { "y", mapping->buttons + GLFW_GAMEPAD_BUTTON_Y }, + { "back", mapping->buttons + GLFW_GAMEPAD_BUTTON_BACK }, + { "start", mapping->buttons + GLFW_GAMEPAD_BUTTON_START }, + { "guide", mapping->buttons + GLFW_GAMEPAD_BUTTON_GUIDE }, + { "leftshoulder", mapping->buttons + GLFW_GAMEPAD_BUTTON_LEFT_BUMPER }, + { "rightshoulder", mapping->buttons + GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER }, + { "leftstick", mapping->buttons + GLFW_GAMEPAD_BUTTON_LEFT_THUMB }, + { "rightstick", mapping->buttons + GLFW_GAMEPAD_BUTTON_RIGHT_THUMB }, + { "dpup", mapping->buttons + GLFW_GAMEPAD_BUTTON_DPAD_UP }, + { "dpright", mapping->buttons + GLFW_GAMEPAD_BUTTON_DPAD_RIGHT }, + { "dpdown", mapping->buttons + GLFW_GAMEPAD_BUTTON_DPAD_DOWN }, + { "dpleft", mapping->buttons + GLFW_GAMEPAD_BUTTON_DPAD_LEFT }, + { "lefttrigger", mapping->axes + GLFW_GAMEPAD_AXIS_LEFT_TRIGGER }, + { "righttrigger", mapping->axes + GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER }, + { "leftx", mapping->axes + GLFW_GAMEPAD_AXIS_LEFT_X }, + { "lefty", mapping->axes + GLFW_GAMEPAD_AXIS_LEFT_Y }, + { "rightx", mapping->axes + GLFW_GAMEPAD_AXIS_RIGHT_X }, + { "righty", mapping->axes + GLFW_GAMEPAD_AXIS_RIGHT_Y } + }; + + length = strcspn(c, ","); + if (length != 32 || c[length] != ',') + { + _glfwInputError(GLFW_INVALID_VALUE, NULL); + return GLFW_FALSE; + } + + memcpy(mapping->guid, c, length); + c += length + 1; + + length = strcspn(c, ","); + if (length >= sizeof(mapping->name) || c[length] != ',') + { + _glfwInputError(GLFW_INVALID_VALUE, NULL); + return GLFW_FALSE; + } + + memcpy(mapping->name, c, length); + c += length + 1; + + while (*c) + { + // TODO: Implement output modifiers + if (*c == '+' || *c == '-') + return GLFW_FALSE; + + for (i = 0; i < sizeof(fields) / sizeof(fields[0]); i++) + { + length = strlen(fields[i].name); + if (strncmp(c, fields[i].name, length) != 0 || c[length] != ':') + continue; + + c += length + 1; + + if (fields[i].element) + { + _GLFWmapelement* e = fields[i].element; + int8_t minimum = -1; + int8_t maximum = 1; + + if (*c == '+') + { + minimum = 0; + c += 1; + } + else if (*c == '-') + { + maximum = 0; + c += 1; + } + + if (*c == 'a') + e->type = _GLFW_JOYSTICK_AXIS; + else if (*c == 'b') + e->type = _GLFW_JOYSTICK_BUTTON; + else if (*c == 'h') + e->type = _GLFW_JOYSTICK_HATBIT; + else + break; + + if (e->type == _GLFW_JOYSTICK_HATBIT) + { + const unsigned long hat = strtoul(c + 1, (char**) &c, 10); + const unsigned long bit = strtoul(c + 1, (char**) &c, 10); + e->index = (uint8_t) ((hat << 4) | bit); + } + else + e->index = (uint8_t) strtoul(c + 1, (char**) &c, 10); + + if (e->type == _GLFW_JOYSTICK_AXIS) + { + e->axisScale = 2 / (maximum - minimum); + e->axisOffset = -(maximum + minimum); + + if (*c == '~') + { + e->axisScale = -e->axisScale; + e->axisOffset = -e->axisOffset; + } + } + } + else + { + const char* name = _glfw.platform.getMappingName(); + length = strlen(name); + if (strncmp(c, name, length) != 0) + return GLFW_FALSE; + } + + break; + } + + c += strcspn(c, ","); + c += strspn(c, ","); + } + + for (i = 0; i < 32; i++) + { + if (mapping->guid[i] >= 'A' && mapping->guid[i] <= 'F') + mapping->guid[i] += 'a' - 'A'; + } + + _glfw.platform.updateGamepadGUID(mapping->guid); + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW event API ////// +////////////////////////////////////////////////////////////////////////// + +// Notifies shared code of a physical key event +// +void _glfwInputKey(_GLFWwindow* window, int key, int scancode, int action, int mods) +{ + assert(window != NULL); + assert(key >= 0 || key == GLFW_KEY_UNKNOWN); + assert(key <= GLFW_KEY_LAST); + assert(action == GLFW_PRESS || action == GLFW_RELEASE); + assert(mods == (mods & GLFW_MOD_MASK)); + + if (key >= 0 && key <= GLFW_KEY_LAST) + { + GLFWbool repeated = GLFW_FALSE; + + if (action == GLFW_RELEASE && window->keys[key] == GLFW_RELEASE) + return; + + if (action == GLFW_PRESS && window->keys[key] == GLFW_PRESS) + repeated = GLFW_TRUE; + + if (action == GLFW_RELEASE && window->stickyKeys) + window->keys[key] = _GLFW_STICK; + else + window->keys[key] = (char) action; + + if (repeated) + action = GLFW_REPEAT; + } + + if (!window->lockKeyMods) + mods &= ~(GLFW_MOD_CAPS_LOCK | GLFW_MOD_NUM_LOCK); + + if (window->callbacks.key) + window->callbacks.key((GLFWwindow*) window, key, scancode, action, mods); +} + +// Notifies shared code of a Unicode codepoint input event +// The 'plain' parameter determines whether to emit a regular character event +// +void _glfwInputChar(_GLFWwindow* window, uint32_t codepoint, int mods, GLFWbool plain) +{ + assert(window != NULL); + assert(mods == (mods & GLFW_MOD_MASK)); + assert(plain == GLFW_TRUE || plain == GLFW_FALSE); + + if (codepoint < 32 || (codepoint > 126 && codepoint < 160)) + return; + + if (!window->lockKeyMods) + mods &= ~(GLFW_MOD_CAPS_LOCK | GLFW_MOD_NUM_LOCK); + + if (window->callbacks.charmods) + window->callbacks.charmods((GLFWwindow*) window, codepoint, mods); + + if (plain) + { + if (window->callbacks.character) + window->callbacks.character((GLFWwindow*) window, codepoint); + } +} + +// Notifies shared code of a scroll event +// +void _glfwInputScroll(_GLFWwindow* window, double xoffset, double yoffset) +{ + assert(window != NULL); + assert(xoffset > -FLT_MAX); + assert(xoffset < FLT_MAX); + assert(yoffset > -FLT_MAX); + assert(yoffset < FLT_MAX); + + if (window->callbacks.scroll) + window->callbacks.scroll((GLFWwindow*) window, xoffset, yoffset); +} + +// Notifies shared code of a mouse button click event +// +void _glfwInputMouseClick(_GLFWwindow* window, int button, int action, int mods) +{ + assert(window != NULL); + assert(button >= 0); + assert(button <= GLFW_MOUSE_BUTTON_LAST); + assert(action == GLFW_PRESS || action == GLFW_RELEASE); + assert(mods == (mods & GLFW_MOD_MASK)); + + if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST) + return; + + if (!window->lockKeyMods) + mods &= ~(GLFW_MOD_CAPS_LOCK | GLFW_MOD_NUM_LOCK); + + if (action == GLFW_RELEASE && window->stickyMouseButtons) + window->mouseButtons[button] = _GLFW_STICK; + else + window->mouseButtons[button] = (char) action; + + if (window->callbacks.mouseButton) + window->callbacks.mouseButton((GLFWwindow*) window, button, action, mods); +} + +// Notifies shared code of a cursor motion event +// The position is specified in content area relative screen coordinates +// +void _glfwInputCursorPos(_GLFWwindow* window, double xpos, double ypos) +{ + assert(window != NULL); + assert(xpos > -FLT_MAX); + assert(xpos < FLT_MAX); + assert(ypos > -FLT_MAX); + assert(ypos < FLT_MAX); + + if (window->virtualCursorPosX == xpos && window->virtualCursorPosY == ypos) + return; + + window->virtualCursorPosX = xpos; + window->virtualCursorPosY = ypos; + + if (window->callbacks.cursorPos) + window->callbacks.cursorPos((GLFWwindow*) window, xpos, ypos); +} + +// Notifies shared code of a cursor enter/leave event +// +void _glfwInputCursorEnter(_GLFWwindow* window, GLFWbool entered) +{ + assert(window != NULL); + assert(entered == GLFW_TRUE || entered == GLFW_FALSE); + + if (window->callbacks.cursorEnter) + window->callbacks.cursorEnter((GLFWwindow*) window, entered); +} + +// Notifies shared code of files or directories dropped on a window +// +void _glfwInputDrop(_GLFWwindow* window, int count, const char** paths) +{ + assert(window != NULL); + assert(count > 0); + assert(paths != NULL); + + if (window->callbacks.drop) + window->callbacks.drop((GLFWwindow*) window, count, paths); +} + +// Notifies shared code of a joystick connection or disconnection +// +void _glfwInputJoystick(_GLFWjoystick* js, int event) +{ + assert(js != NULL); + assert(event == GLFW_CONNECTED || event == GLFW_DISCONNECTED); + + if (event == GLFW_CONNECTED) + js->connected = GLFW_TRUE; + else if (event == GLFW_DISCONNECTED) + js->connected = GLFW_FALSE; + + if (_glfw.callbacks.joystick) + _glfw.callbacks.joystick((int) (js - _glfw.joysticks), event); +} + +// Notifies shared code of the new value of a joystick axis +// +void _glfwInputJoystickAxis(_GLFWjoystick* js, int axis, float value) +{ + assert(js != NULL); + assert(axis >= 0); + assert(axis < js->axisCount); + + js->axes[axis] = value; +} + +// Notifies shared code of the new value of a joystick button +// +void _glfwInputJoystickButton(_GLFWjoystick* js, int button, char value) +{ + assert(js != NULL); + assert(button >= 0); + assert(button < js->buttonCount); + assert(value == GLFW_PRESS || value == GLFW_RELEASE); + + js->buttons[button] = value; +} + +// Notifies shared code of the new value of a joystick hat +// +void _glfwInputJoystickHat(_GLFWjoystick* js, int hat, char value) +{ + int base; + + assert(js != NULL); + assert(hat >= 0); + assert(hat < js->hatCount); + + // Valid hat values only use the least significant nibble + assert((value & 0xf0) == 0); + // Valid hat values do not have both bits of an axis set + assert((value & GLFW_HAT_LEFT) == 0 || (value & GLFW_HAT_RIGHT) == 0); + assert((value & GLFW_HAT_UP) == 0 || (value & GLFW_HAT_DOWN) == 0); + + base = js->buttonCount + hat * 4; + + js->buttons[base + 0] = (value & 0x01) ? GLFW_PRESS : GLFW_RELEASE; + js->buttons[base + 1] = (value & 0x02) ? GLFW_PRESS : GLFW_RELEASE; + js->buttons[base + 2] = (value & 0x04) ? GLFW_PRESS : GLFW_RELEASE; + js->buttons[base + 3] = (value & 0x08) ? GLFW_PRESS : GLFW_RELEASE; + + js->hats[hat] = value; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Adds the built-in set of gamepad mappings +// +void _glfwInitGamepadMappings(void) +{ + size_t i; + const size_t count = sizeof(_glfwDefaultMappings) / sizeof(char*); + _glfw.mappings = _glfw_calloc(count, sizeof(_GLFWmapping)); + + for (i = 0; i < count; i++) + { + if (parseMapping(&_glfw.mappings[_glfw.mappingCount], _glfwDefaultMappings[i])) + _glfw.mappingCount++; + } +} + +// Returns an available joystick object with arrays and name allocated +// +_GLFWjoystick* _glfwAllocJoystick(const char* name, + const char* guid, + int axisCount, + int buttonCount, + int hatCount) +{ + int jid; + _GLFWjoystick* js; + + for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (!_glfw.joysticks[jid].allocated) + break; + } + + if (jid > GLFW_JOYSTICK_LAST) + return NULL; + + js = _glfw.joysticks + jid; + js->allocated = GLFW_TRUE; + js->axes = _glfw_calloc(axisCount, sizeof(float)); + js->buttons = _glfw_calloc(buttonCount + (size_t) hatCount * 4, 1); + js->hats = _glfw_calloc(hatCount, 1); + js->axisCount = axisCount; + js->buttonCount = buttonCount; + js->hatCount = hatCount; + + strncpy(js->name, name, sizeof(js->name) - 1); + strncpy(js->guid, guid, sizeof(js->guid) - 1); + js->mapping = findValidMapping(js); + + return js; +} + +// Frees arrays and name and flags the joystick object as unused +// +void _glfwFreeJoystick(_GLFWjoystick* js) +{ + _glfw_free(js->axes); + _glfw_free(js->buttons); + _glfw_free(js->hats); + memset(js, 0, sizeof(_GLFWjoystick)); +} + +// Center the cursor in the content area of the specified window +// +void _glfwCenterCursorInContentArea(_GLFWwindow* window) +{ + int width, height; + + _glfw.platform.getWindowSize(window, &width, &height); + _glfw.platform.setCursorPos(window, width / 2.0, height / 2.0); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW public API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI int glfwGetInputMode(GLFWwindow* handle, int mode) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(0); + + switch (mode) + { + case GLFW_CURSOR: + return window->cursorMode; + case GLFW_STICKY_KEYS: + return window->stickyKeys; + case GLFW_STICKY_MOUSE_BUTTONS: + return window->stickyMouseButtons; + case GLFW_LOCK_KEY_MODS: + return window->lockKeyMods; + case GLFW_RAW_MOUSE_MOTION: + return window->rawMouseMotion; + } + + _glfwInputError(GLFW_INVALID_ENUM, "Invalid input mode 0x%08X", mode); + return 0; +} + +GLFWAPI void glfwSetInputMode(GLFWwindow* handle, int mode, int value) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + switch (mode) + { + case GLFW_CURSOR: + { + if (value != GLFW_CURSOR_NORMAL && + value != GLFW_CURSOR_HIDDEN && + value != GLFW_CURSOR_DISABLED && + value != GLFW_CURSOR_CAPTURED) + { + _glfwInputError(GLFW_INVALID_ENUM, + "Invalid cursor mode 0x%08X", + value); + return; + } + + if (window->cursorMode == value) + return; + + window->cursorMode = value; + + _glfw.platform.getCursorPos(window, + &window->virtualCursorPosX, + &window->virtualCursorPosY); + _glfw.platform.setCursorMode(window, value); + return; + } + + case GLFW_STICKY_KEYS: + { + value = value ? GLFW_TRUE : GLFW_FALSE; + if (window->stickyKeys == value) + return; + + if (!value) + { + int i; + + // Release all sticky keys + for (i = 0; i <= GLFW_KEY_LAST; i++) + { + if (window->keys[i] == _GLFW_STICK) + window->keys[i] = GLFW_RELEASE; + } + } + + window->stickyKeys = value; + return; + } + + case GLFW_STICKY_MOUSE_BUTTONS: + { + value = value ? GLFW_TRUE : GLFW_FALSE; + if (window->stickyMouseButtons == value) + return; + + if (!value) + { + int i; + + // Release all sticky mouse buttons + for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++) + { + if (window->mouseButtons[i] == _GLFW_STICK) + window->mouseButtons[i] = GLFW_RELEASE; + } + } + + window->stickyMouseButtons = value; + return; + } + + case GLFW_LOCK_KEY_MODS: + { + window->lockKeyMods = value ? GLFW_TRUE : GLFW_FALSE; + return; + } + + case GLFW_RAW_MOUSE_MOTION: + { + if (!_glfw.platform.rawMouseMotionSupported()) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Raw mouse motion is not supported on this system"); + return; + } + + value = value ? GLFW_TRUE : GLFW_FALSE; + if (window->rawMouseMotion == value) + return; + + window->rawMouseMotion = value; + _glfw.platform.setRawMouseMotion(window, value); + return; + } + } + + _glfwInputError(GLFW_INVALID_ENUM, "Invalid input mode 0x%08X", mode); +} + +GLFWAPI int glfwRawMouseMotionSupported(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + return _glfw.platform.rawMouseMotionSupported(); +} + +GLFWAPI const char* glfwGetKeyName(int key, int scancode) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (key != GLFW_KEY_UNKNOWN) + { + if (key < GLFW_KEY_SPACE || key > GLFW_KEY_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid key %i", key); + return NULL; + } + + if (key != GLFW_KEY_KP_EQUAL && + (key < GLFW_KEY_KP_0 || key > GLFW_KEY_KP_ADD) && + (key < GLFW_KEY_APOSTROPHE || key > GLFW_KEY_WORLD_2)) + { + return NULL; + } + + scancode = _glfw.platform.getKeyScancode(key); + } + + return _glfw.platform.getScancodeName(scancode); +} + +GLFWAPI int glfwGetKeyScancode(int key) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(0); + + if (key < GLFW_KEY_SPACE || key > GLFW_KEY_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid key %i", key); + return -1; + } + + return _glfw.platform.getKeyScancode(key); +} + +GLFWAPI int glfwGetKey(GLFWwindow* handle, int key) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_RELEASE); + + if (key < GLFW_KEY_SPACE || key > GLFW_KEY_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid key %i", key); + return GLFW_RELEASE; + } + + if (window->keys[key] == _GLFW_STICK) + { + // Sticky mode: release key now + window->keys[key] = GLFW_RELEASE; + return GLFW_PRESS; + } + + return (int) window->keys[key]; +} + +GLFWAPI int glfwGetMouseButton(GLFWwindow* handle, int button) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_RELEASE); + + if (button < GLFW_MOUSE_BUTTON_1 || button > GLFW_MOUSE_BUTTON_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid mouse button %i", button); + return GLFW_RELEASE; + } + + if (window->mouseButtons[button] == _GLFW_STICK) + { + // Sticky mode: release mouse button now + window->mouseButtons[button] = GLFW_RELEASE; + return GLFW_PRESS; + } + + return (int) window->mouseButtons[button]; +} + +GLFWAPI void glfwGetCursorPos(GLFWwindow* handle, double* xpos, double* ypos) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + if (xpos) + *xpos = 0; + if (ypos) + *ypos = 0; + + _GLFW_REQUIRE_INIT(); + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + { + if (xpos) + *xpos = window->virtualCursorPosX; + if (ypos) + *ypos = window->virtualCursorPosY; + } + else + _glfw.platform.getCursorPos(window, xpos, ypos); +} + +GLFWAPI void glfwSetCursorPos(GLFWwindow* handle, double xpos, double ypos) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + if (xpos != xpos || xpos < -DBL_MAX || xpos > DBL_MAX || + ypos != ypos || ypos < -DBL_MAX || ypos > DBL_MAX) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid cursor position %f %f", + xpos, ypos); + return; + } + + if (!_glfw.platform.windowFocused(window)) + return; + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + { + // Only update the accumulated position if the cursor is disabled + window->virtualCursorPosX = xpos; + window->virtualCursorPosY = ypos; + } + else + { + // Update system cursor position + _glfw.platform.setCursorPos(window, xpos, ypos); + } +} + +GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot) +{ + _GLFWcursor* cursor; + + assert(image != NULL); + assert(image->pixels != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (image->width <= 0 || image->height <= 0) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid image dimensions for cursor"); + return NULL; + } + + cursor = _glfw_calloc(1, sizeof(_GLFWcursor)); + cursor->next = _glfw.cursorListHead; + _glfw.cursorListHead = cursor; + + if (!_glfw.platform.createCursor(cursor, image, xhot, yhot)) + { + glfwDestroyCursor((GLFWcursor*) cursor); + return NULL; + } + + return (GLFWcursor*) cursor; +} + +GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape) +{ + _GLFWcursor* cursor; + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (shape != GLFW_ARROW_CURSOR && + shape != GLFW_IBEAM_CURSOR && + shape != GLFW_CROSSHAIR_CURSOR && + shape != GLFW_POINTING_HAND_CURSOR && + shape != GLFW_RESIZE_EW_CURSOR && + shape != GLFW_RESIZE_NS_CURSOR && + shape != GLFW_RESIZE_NWSE_CURSOR && + shape != GLFW_RESIZE_NESW_CURSOR && + shape != GLFW_RESIZE_ALL_CURSOR && + shape != GLFW_NOT_ALLOWED_CURSOR) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid standard cursor 0x%08X", shape); + return NULL; + } + + cursor = _glfw_calloc(1, sizeof(_GLFWcursor)); + cursor->next = _glfw.cursorListHead; + _glfw.cursorListHead = cursor; + + if (!_glfw.platform.createStandardCursor(cursor, shape)) + { + glfwDestroyCursor((GLFWcursor*) cursor); + return NULL; + } + + return (GLFWcursor*) cursor; +} + +GLFWAPI void glfwDestroyCursor(GLFWcursor* handle) +{ + _GLFWcursor* cursor = (_GLFWcursor*) handle; + + _GLFW_REQUIRE_INIT(); + + if (cursor == NULL) + return; + + // Make sure the cursor is not being used by any window + { + _GLFWwindow* window; + + for (window = _glfw.windowListHead; window; window = window->next) + { + if (window->cursor == cursor) + glfwSetCursor((GLFWwindow*) window, NULL); + } + } + + _glfw.platform.destroyCursor(cursor); + + // Unlink cursor from global linked list + { + _GLFWcursor** prev = &_glfw.cursorListHead; + + while (*prev != cursor) + prev = &((*prev)->next); + + *prev = cursor->next; + } + + _glfw_free(cursor); +} + +GLFWAPI void glfwSetCursor(GLFWwindow* windowHandle, GLFWcursor* cursorHandle) +{ + _GLFWwindow* window = (_GLFWwindow*) windowHandle; + _GLFWcursor* cursor = (_GLFWcursor*) cursorHandle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + window->cursor = cursor; + + _glfw.platform.setCursor(window, cursor); +} + +GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* handle, GLFWkeyfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWkeyfun, window->callbacks.key, cbfun); + return cbfun; +} + +GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* handle, GLFWcharfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWcharfun, window->callbacks.character, cbfun); + return cbfun; +} + +GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* handle, GLFWcharmodsfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWcharmodsfun, window->callbacks.charmods, cbfun); + return cbfun; +} + +GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* handle, + GLFWmousebuttonfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWmousebuttonfun, window->callbacks.mouseButton, cbfun); + return cbfun; +} + +GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* handle, + GLFWcursorposfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWcursorposfun, window->callbacks.cursorPos, cbfun); + return cbfun; +} + +GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* handle, + GLFWcursorenterfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWcursorenterfun, window->callbacks.cursorEnter, cbfun); + return cbfun; +} + +GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* handle, + GLFWscrollfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWscrollfun, window->callbacks.scroll, cbfun); + return cbfun; +} + +GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* handle, GLFWdropfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWdropfun, window->callbacks.drop, cbfun); + return cbfun; +} + +GLFWAPI int glfwJoystickPresent(int jid) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return GLFW_FALSE; + } + + if (!initJoysticks()) + return GLFW_FALSE; + + js = _glfw.joysticks + jid; + if (!js->connected) + return GLFW_FALSE; + + return _glfw.platform.pollJoystick(js, _GLFW_POLL_PRESENCE); +} + +GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + assert(count != NULL); + + *count = 0; + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return NULL; + } + + if (!initJoysticks()) + return NULL; + + js = _glfw.joysticks + jid; + if (!js->connected) + return NULL; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_AXES)) + return NULL; + + *count = js->axisCount; + return js->axes; +} + +GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + assert(count != NULL); + + *count = 0; + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return NULL; + } + + if (!initJoysticks()) + return NULL; + + js = _glfw.joysticks + jid; + if (!js->connected) + return NULL; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_BUTTONS)) + return NULL; + + if (_glfw.hints.init.hatButtons) + *count = js->buttonCount + js->hatCount * 4; + else + *count = js->buttonCount; + + return js->buttons; +} + +GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + assert(count != NULL); + + *count = 0; + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return NULL; + } + + if (!initJoysticks()) + return NULL; + + js = _glfw.joysticks + jid; + if (!js->connected) + return NULL; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_BUTTONS)) + return NULL; + + *count = js->hatCount; + return js->hats; +} + +GLFWAPI const char* glfwGetJoystickName(int jid) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return NULL; + } + + if (!initJoysticks()) + return NULL; + + js = _glfw.joysticks + jid; + if (!js->connected) + return NULL; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_PRESENCE)) + return NULL; + + return js->name; +} + +GLFWAPI const char* glfwGetJoystickGUID(int jid) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return NULL; + } + + if (!initJoysticks()) + return NULL; + + js = _glfw.joysticks + jid; + if (!js->connected) + return NULL; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_PRESENCE)) + return NULL; + + return js->guid; +} + +GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + + _GLFW_REQUIRE_INIT(); + + js = _glfw.joysticks + jid; + if (!js->allocated) + return; + + js->userPointer = pointer; +} + +GLFWAPI void* glfwGetJoystickUserPointer(int jid) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + js = _glfw.joysticks + jid; + if (!js->allocated) + return NULL; + + return js->userPointer; +} + +GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (!initJoysticks()) + return NULL; + + _GLFW_SWAP(GLFWjoystickfun, _glfw.callbacks.joystick, cbfun); + return cbfun; +} + +GLFWAPI int glfwUpdateGamepadMappings(const char* string) +{ + int jid; + const char* c = string; + + assert(string != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + while (*c) + { + if ((*c >= '0' && *c <= '9') || + (*c >= 'a' && *c <= 'f') || + (*c >= 'A' && *c <= 'F')) + { + char line[1024]; + + const size_t length = strcspn(c, "\r\n"); + if (length < sizeof(line)) + { + _GLFWmapping mapping = {{0}}; + + memcpy(line, c, length); + line[length] = '\0'; + + if (parseMapping(&mapping, line)) + { + _GLFWmapping* previous = findMapping(mapping.guid); + if (previous) + *previous = mapping; + else + { + _glfw.mappingCount++; + _glfw.mappings = + _glfw_realloc(_glfw.mappings, + sizeof(_GLFWmapping) * _glfw.mappingCount); + _glfw.mappings[_glfw.mappingCount - 1] = mapping; + } + } + } + + c += length; + } + else + { + c += strcspn(c, "\r\n"); + c += strspn(c, "\r\n"); + } + } + + for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + _GLFWjoystick* js = _glfw.joysticks + jid; + if (js->connected) + js->mapping = findValidMapping(js); + } + + return GLFW_TRUE; +} + +GLFWAPI int glfwJoystickIsGamepad(int jid) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return GLFW_FALSE; + } + + if (!initJoysticks()) + return GLFW_FALSE; + + js = _glfw.joysticks + jid; + if (!js->connected) + return GLFW_FALSE; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_PRESENCE)) + return GLFW_FALSE; + + return js->mapping != NULL; +} + +GLFWAPI const char* glfwGetGamepadName(int jid) +{ + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return NULL; + } + + if (!initJoysticks()) + return NULL; + + js = _glfw.joysticks + jid; + if (!js->connected) + return NULL; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_PRESENCE)) + return NULL; + + if (!js->mapping) + return NULL; + + return js->mapping->name; +} + +GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state) +{ + int i; + _GLFWjoystick* js; + + assert(jid >= GLFW_JOYSTICK_1); + assert(jid <= GLFW_JOYSTICK_LAST); + assert(state != NULL); + + memset(state, 0, sizeof(GLFWgamepadstate)); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + if (jid < 0 || jid > GLFW_JOYSTICK_LAST) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid); + return GLFW_FALSE; + } + + if (!initJoysticks()) + return GLFW_FALSE; + + js = _glfw.joysticks + jid; + if (!js->connected) + return GLFW_FALSE; + + if (!_glfw.platform.pollJoystick(js, _GLFW_POLL_ALL)) + return GLFW_FALSE; + + if (!js->mapping) + return GLFW_FALSE; + + for (i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) + { + const _GLFWmapelement* e = js->mapping->buttons + i; + if (e->type == _GLFW_JOYSTICK_AXIS) + { + const float value = js->axes[e->index] * e->axisScale + e->axisOffset; + // HACK: This should be baked into the value transform + // TODO: Bake into transform when implementing output modifiers + if (e->axisOffset < 0 || (e->axisOffset == 0 && e->axisScale > 0)) + { + if (value >= 0.f) + state->buttons[i] = GLFW_PRESS; + } + else + { + if (value <= 0.f) + state->buttons[i] = GLFW_PRESS; + } + } + else if (e->type == _GLFW_JOYSTICK_HATBIT) + { + const unsigned int hat = e->index >> 4; + const unsigned int bit = e->index & 0xf; + if (js->hats[hat] & bit) + state->buttons[i] = GLFW_PRESS; + } + else if (e->type == _GLFW_JOYSTICK_BUTTON) + state->buttons[i] = js->buttons[e->index]; + } + + for (i = 0; i <= GLFW_GAMEPAD_AXIS_LAST; i++) + { + const _GLFWmapelement* e = js->mapping->axes + i; + if (e->type == _GLFW_JOYSTICK_AXIS) + { + const float value = js->axes[e->index] * e->axisScale + e->axisOffset; + state->axes[i] = fminf(fmaxf(value, -1.f), 1.f); + } + else if (e->type == _GLFW_JOYSTICK_HATBIT) + { + const unsigned int hat = e->index >> 4; + const unsigned int bit = e->index & 0xf; + if (js->hats[hat] & bit) + state->axes[i] = 1.f; + else + state->axes[i] = -1.f; + } + else if (e->type == _GLFW_JOYSTICK_BUTTON) + state->axes[i] = js->buttons[e->index] * 2.f - 1.f; + } + + return GLFW_TRUE; +} + +GLFWAPI void glfwSetClipboardString(GLFWwindow* handle, const char* string) +{ + assert(string != NULL); + + _GLFW_REQUIRE_INIT(); + _glfw.platform.setClipboardString(string); +} + +GLFWAPI const char* glfwGetClipboardString(GLFWwindow* handle) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + return _glfw.platform.getClipboardString(); +} + +GLFWAPI double glfwGetTime(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(0.0); + return (double) (_glfwPlatformGetTimerValue() - _glfw.timer.offset) / + _glfwPlatformGetTimerFrequency(); +} + +GLFWAPI void glfwSetTime(double time) +{ + _GLFW_REQUIRE_INIT(); + + if (time != time || time < 0.0 || time > 18446744073.0) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid time %f", time); + return; + } + + _glfw.timer.offset = _glfwPlatformGetTimerValue() - + (uint64_t) (time * _glfwPlatformGetTimerFrequency()); +} + +GLFWAPI uint64_t glfwGetTimerValue(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(0); + return _glfwPlatformGetTimerValue(); +} + +GLFWAPI uint64_t glfwGetTimerFrequency(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(0); + return _glfwPlatformGetTimerFrequency(); +} + diff --git a/dependencies/glfw-3.4/src/internal.h b/dependencies/glfw-3.4/src/internal.h new file mode 100644 index 0000000..8873359 --- /dev/null +++ b/dependencies/glfw-3.4/src/internal.h @@ -0,0 +1,1009 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#pragma once + +#if defined(_GLFW_USE_CONFIG_H) + #include "glfw_config.h" +#endif + +#if defined(GLFW_INCLUDE_GLCOREARB) || \ + defined(GLFW_INCLUDE_ES1) || \ + defined(GLFW_INCLUDE_ES2) || \ + defined(GLFW_INCLUDE_ES3) || \ + defined(GLFW_INCLUDE_ES31) || \ + defined(GLFW_INCLUDE_ES32) || \ + defined(GLFW_INCLUDE_NONE) || \ + defined(GLFW_INCLUDE_GLEXT) || \ + defined(GLFW_INCLUDE_GLU) || \ + defined(GLFW_INCLUDE_VULKAN) || \ + defined(GLFW_DLL) + #error "You must not define any header option macros when compiling GLFW" +#endif + +#define GLFW_INCLUDE_NONE +#include "../include/GLFW/glfw3.h" + +#define _GLFW_INSERT_FIRST 0 +#define _GLFW_INSERT_LAST 1 + +#define _GLFW_POLL_PRESENCE 0 +#define _GLFW_POLL_AXES 1 +#define _GLFW_POLL_BUTTONS 2 +#define _GLFW_POLL_ALL (_GLFW_POLL_AXES | _GLFW_POLL_BUTTONS) + +#define _GLFW_MESSAGE_SIZE 1024 + +typedef int GLFWbool; +typedef void (*GLFWproc)(void); + +typedef struct _GLFWerror _GLFWerror; +typedef struct _GLFWinitconfig _GLFWinitconfig; +typedef struct _GLFWwndconfig _GLFWwndconfig; +typedef struct _GLFWctxconfig _GLFWctxconfig; +typedef struct _GLFWfbconfig _GLFWfbconfig; +typedef struct _GLFWcontext _GLFWcontext; +typedef struct _GLFWwindow _GLFWwindow; +typedef struct _GLFWplatform _GLFWplatform; +typedef struct _GLFWlibrary _GLFWlibrary; +typedef struct _GLFWmonitor _GLFWmonitor; +typedef struct _GLFWcursor _GLFWcursor; +typedef struct _GLFWmapelement _GLFWmapelement; +typedef struct _GLFWmapping _GLFWmapping; +typedef struct _GLFWjoystick _GLFWjoystick; +typedef struct _GLFWtls _GLFWtls; +typedef struct _GLFWmutex _GLFWmutex; + +#define GL_VERSION 0x1f02 +#define GL_NONE 0 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_EXTENSIONS 0x1f03 +#define GL_NUM_EXTENSIONS 0x821d +#define GL_CONTEXT_FLAGS 0x821e +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 +#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82fb +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82fc +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 + +typedef int GLint; +typedef unsigned int GLuint; +typedef unsigned int GLenum; +typedef unsigned int GLbitfield; +typedef unsigned char GLubyte; + +typedef void (APIENTRY * PFNGLCLEARPROC)(GLbitfield); +typedef const GLubyte* (APIENTRY * PFNGLGETSTRINGPROC)(GLenum); +typedef void (APIENTRY * PFNGLGETINTEGERVPROC)(GLenum,GLint*); +typedef const GLubyte* (APIENTRY * PFNGLGETSTRINGIPROC)(GLenum,GLuint); + +#define EGL_SUCCESS 0x3000 +#define EGL_NOT_INITIALIZED 0x3001 +#define EGL_BAD_ACCESS 0x3002 +#define EGL_BAD_ALLOC 0x3003 +#define EGL_BAD_ATTRIBUTE 0x3004 +#define EGL_BAD_CONFIG 0x3005 +#define EGL_BAD_CONTEXT 0x3006 +#define EGL_BAD_CURRENT_SURFACE 0x3007 +#define EGL_BAD_DISPLAY 0x3008 +#define EGL_BAD_MATCH 0x3009 +#define EGL_BAD_NATIVE_PIXMAP 0x300a +#define EGL_BAD_NATIVE_WINDOW 0x300b +#define EGL_BAD_PARAMETER 0x300c +#define EGL_BAD_SURFACE 0x300d +#define EGL_CONTEXT_LOST 0x300e +#define EGL_COLOR_BUFFER_TYPE 0x303f +#define EGL_RGB_BUFFER 0x308e +#define EGL_SURFACE_TYPE 0x3033 +#define EGL_WINDOW_BIT 0x0004 +#define EGL_RENDERABLE_TYPE 0x3040 +#define EGL_OPENGL_ES_BIT 0x0001 +#define EGL_OPENGL_ES2_BIT 0x0004 +#define EGL_OPENGL_BIT 0x0008 +#define EGL_ALPHA_SIZE 0x3021 +#define EGL_BLUE_SIZE 0x3022 +#define EGL_GREEN_SIZE 0x3023 +#define EGL_RED_SIZE 0x3024 +#define EGL_DEPTH_SIZE 0x3025 +#define EGL_STENCIL_SIZE 0x3026 +#define EGL_SAMPLES 0x3031 +#define EGL_OPENGL_ES_API 0x30a0 +#define EGL_OPENGL_API 0x30a2 +#define EGL_NONE 0x3038 +#define EGL_RENDER_BUFFER 0x3086 +#define EGL_SINGLE_BUFFER 0x3085 +#define EGL_EXTENSIONS 0x3055 +#define EGL_CONTEXT_CLIENT_VERSION 0x3098 +#define EGL_NATIVE_VISUAL_ID 0x302e +#define EGL_NO_SURFACE ((EGLSurface) 0) +#define EGL_NO_DISPLAY ((EGLDisplay) 0) +#define EGL_NO_CONTEXT ((EGLContext) 0) +#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType) 0) + +#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002 +#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002 +#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31bd +#define EGL_NO_RESET_NOTIFICATION_KHR 0x31be +#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31bf +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004 +#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 +#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30fb +#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30fd +#define EGL_CONTEXT_FLAGS_KHR 0x30fc +#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31b3 +#define EGL_GL_COLORSPACE_KHR 0x309d +#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 +#define EGL_PLATFORM_X11_EXT 0x31d5 +#define EGL_PLATFORM_WAYLAND_EXT 0x31d8 +#define EGL_PRESENT_OPAQUE_EXT 0x31df +#define EGL_PLATFORM_ANGLE_ANGLE 0x3202 +#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203 +#define EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE 0x320d +#define EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE 0x320e +#define EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE 0x3207 +#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208 +#define EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE 0x3450 +#define EGL_PLATFORM_ANGLE_TYPE_METAL_ANGLE 0x3489 +#define EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE 0x348f + +typedef int EGLint; +typedef unsigned int EGLBoolean; +typedef unsigned int EGLenum; +typedef void* EGLConfig; +typedef void* EGLContext; +typedef void* EGLDisplay; +typedef void* EGLSurface; + +typedef void* EGLNativeDisplayType; +typedef void* EGLNativeWindowType; + +// EGL function pointer typedefs +typedef EGLBoolean (APIENTRY * PFN_eglGetConfigAttrib)(EGLDisplay,EGLConfig,EGLint,EGLint*); +typedef EGLBoolean (APIENTRY * PFN_eglGetConfigs)(EGLDisplay,EGLConfig*,EGLint,EGLint*); +typedef EGLDisplay (APIENTRY * PFN_eglGetDisplay)(EGLNativeDisplayType); +typedef EGLint (APIENTRY * PFN_eglGetError)(void); +typedef EGLBoolean (APIENTRY * PFN_eglInitialize)(EGLDisplay,EGLint*,EGLint*); +typedef EGLBoolean (APIENTRY * PFN_eglTerminate)(EGLDisplay); +typedef EGLBoolean (APIENTRY * PFN_eglBindAPI)(EGLenum); +typedef EGLContext (APIENTRY * PFN_eglCreateContext)(EGLDisplay,EGLConfig,EGLContext,const EGLint*); +typedef EGLBoolean (APIENTRY * PFN_eglDestroySurface)(EGLDisplay,EGLSurface); +typedef EGLBoolean (APIENTRY * PFN_eglDestroyContext)(EGLDisplay,EGLContext); +typedef EGLSurface (APIENTRY * PFN_eglCreateWindowSurface)(EGLDisplay,EGLConfig,EGLNativeWindowType,const EGLint*); +typedef EGLBoolean (APIENTRY * PFN_eglMakeCurrent)(EGLDisplay,EGLSurface,EGLSurface,EGLContext); +typedef EGLBoolean (APIENTRY * PFN_eglSwapBuffers)(EGLDisplay,EGLSurface); +typedef EGLBoolean (APIENTRY * PFN_eglSwapInterval)(EGLDisplay,EGLint); +typedef const char* (APIENTRY * PFN_eglQueryString)(EGLDisplay,EGLint); +typedef GLFWglproc (APIENTRY * PFN_eglGetProcAddress)(const char*); +#define eglGetConfigAttrib _glfw.egl.GetConfigAttrib +#define eglGetConfigs _glfw.egl.GetConfigs +#define eglGetDisplay _glfw.egl.GetDisplay +#define eglGetError _glfw.egl.GetError +#define eglInitialize _glfw.egl.Initialize +#define eglTerminate _glfw.egl.Terminate +#define eglBindAPI _glfw.egl.BindAPI +#define eglCreateContext _glfw.egl.CreateContext +#define eglDestroySurface _glfw.egl.DestroySurface +#define eglDestroyContext _glfw.egl.DestroyContext +#define eglCreateWindowSurface _glfw.egl.CreateWindowSurface +#define eglMakeCurrent _glfw.egl.MakeCurrent +#define eglSwapBuffers _glfw.egl.SwapBuffers +#define eglSwapInterval _glfw.egl.SwapInterval +#define eglQueryString _glfw.egl.QueryString +#define eglGetProcAddress _glfw.egl.GetProcAddress + +typedef EGLDisplay (APIENTRY * PFNEGLGETPLATFORMDISPLAYEXTPROC)(EGLenum,void*,const EGLint*); +typedef EGLSurface (APIENTRY * PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC)(EGLDisplay,EGLConfig,void*,const EGLint*); +#define eglGetPlatformDisplayEXT _glfw.egl.GetPlatformDisplayEXT +#define eglCreatePlatformWindowSurfaceEXT _glfw.egl.CreatePlatformWindowSurfaceEXT + +#define OSMESA_RGBA 0x1908 +#define OSMESA_FORMAT 0x22 +#define OSMESA_DEPTH_BITS 0x30 +#define OSMESA_STENCIL_BITS 0x31 +#define OSMESA_ACCUM_BITS 0x32 +#define OSMESA_PROFILE 0x33 +#define OSMESA_CORE_PROFILE 0x34 +#define OSMESA_COMPAT_PROFILE 0x35 +#define OSMESA_CONTEXT_MAJOR_VERSION 0x36 +#define OSMESA_CONTEXT_MINOR_VERSION 0x37 + +typedef void* OSMesaContext; +typedef void (*OSMESAproc)(void); + +typedef OSMesaContext (GLAPIENTRY * PFN_OSMesaCreateContextExt)(GLenum,GLint,GLint,GLint,OSMesaContext); +typedef OSMesaContext (GLAPIENTRY * PFN_OSMesaCreateContextAttribs)(const int*,OSMesaContext); +typedef void (GLAPIENTRY * PFN_OSMesaDestroyContext)(OSMesaContext); +typedef int (GLAPIENTRY * PFN_OSMesaMakeCurrent)(OSMesaContext,void*,int,int,int); +typedef int (GLAPIENTRY * PFN_OSMesaGetColorBuffer)(OSMesaContext,int*,int*,int*,void**); +typedef int (GLAPIENTRY * PFN_OSMesaGetDepthBuffer)(OSMesaContext,int*,int*,int*,void**); +typedef GLFWglproc (GLAPIENTRY * PFN_OSMesaGetProcAddress)(const char*); +#define OSMesaCreateContextExt _glfw.osmesa.CreateContextExt +#define OSMesaCreateContextAttribs _glfw.osmesa.CreateContextAttribs +#define OSMesaDestroyContext _glfw.osmesa.DestroyContext +#define OSMesaMakeCurrent _glfw.osmesa.MakeCurrent +#define OSMesaGetColorBuffer _glfw.osmesa.GetColorBuffer +#define OSMesaGetDepthBuffer _glfw.osmesa.GetDepthBuffer +#define OSMesaGetProcAddress _glfw.osmesa.GetProcAddress + +#define VK_NULL_HANDLE 0 + +typedef void* VkInstance; +typedef void* VkPhysicalDevice; +typedef uint64_t VkSurfaceKHR; +typedef uint32_t VkFlags; +typedef uint32_t VkBool32; + +typedef enum VkStructureType +{ + VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR = 1000004000, + VK_STRUCTURE_TYPE_XCB_SURFACE_CREATE_INFO_KHR = 1000005000, + VK_STRUCTURE_TYPE_WAYLAND_SURFACE_CREATE_INFO_KHR = 1000006000, + VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR = 1000009000, + VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK = 1000123000, + VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT = 1000217000, + VK_STRUCTURE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkStructureType; + +typedef enum VkResult +{ + VK_SUCCESS = 0, + VK_NOT_READY = 1, + VK_TIMEOUT = 2, + VK_EVENT_SET = 3, + VK_EVENT_RESET = 4, + VK_INCOMPLETE = 5, + VK_ERROR_OUT_OF_HOST_MEMORY = -1, + VK_ERROR_OUT_OF_DEVICE_MEMORY = -2, + VK_ERROR_INITIALIZATION_FAILED = -3, + VK_ERROR_DEVICE_LOST = -4, + VK_ERROR_MEMORY_MAP_FAILED = -5, + VK_ERROR_LAYER_NOT_PRESENT = -6, + VK_ERROR_EXTENSION_NOT_PRESENT = -7, + VK_ERROR_FEATURE_NOT_PRESENT = -8, + VK_ERROR_INCOMPATIBLE_DRIVER = -9, + VK_ERROR_TOO_MANY_OBJECTS = -10, + VK_ERROR_FORMAT_NOT_SUPPORTED = -11, + VK_ERROR_SURFACE_LOST_KHR = -1000000000, + VK_SUBOPTIMAL_KHR = 1000001003, + VK_ERROR_OUT_OF_DATE_KHR = -1000001004, + VK_ERROR_INCOMPATIBLE_DISPLAY_KHR = -1000003001, + VK_ERROR_NATIVE_WINDOW_IN_USE_KHR = -1000000001, + VK_ERROR_VALIDATION_FAILED_EXT = -1000011001, + VK_RESULT_MAX_ENUM = 0x7FFFFFFF +} VkResult; + +typedef struct VkAllocationCallbacks VkAllocationCallbacks; + +typedef struct VkExtensionProperties +{ + char extensionName[256]; + uint32_t specVersion; +} VkExtensionProperties; + +typedef void (APIENTRY * PFN_vkVoidFunction)(void); + +typedef PFN_vkVoidFunction (APIENTRY * PFN_vkGetInstanceProcAddr)(VkInstance,const char*); +typedef VkResult (APIENTRY * PFN_vkEnumerateInstanceExtensionProperties)(const char*,uint32_t*,VkExtensionProperties*); +#define vkGetInstanceProcAddr _glfw.vk.GetInstanceProcAddr + +#include "platform.h" + +#define GLFW_NATIVE_INCLUDE_NONE +#include "../include/GLFW/glfw3native.h" + +// Checks for whether the library has been initialized +#define _GLFW_REQUIRE_INIT() \ + if (!_glfw.initialized) \ + { \ + _glfwInputError(GLFW_NOT_INITIALIZED, NULL); \ + return; \ + } +#define _GLFW_REQUIRE_INIT_OR_RETURN(x) \ + if (!_glfw.initialized) \ + { \ + _glfwInputError(GLFW_NOT_INITIALIZED, NULL); \ + return x; \ + } + +// Swaps the provided pointers +#define _GLFW_SWAP(type, x, y) \ + { \ + type t; \ + t = x; \ + x = y; \ + y = t; \ + } + +// Per-thread error structure +// +struct _GLFWerror +{ + _GLFWerror* next; + int code; + char description[_GLFW_MESSAGE_SIZE]; +}; + +// Initialization configuration +// +// Parameters relating to the initialization of the library +// +struct _GLFWinitconfig +{ + GLFWbool hatButtons; + int angleType; + int platformID; + PFN_vkGetInstanceProcAddr vulkanLoader; + struct { + GLFWbool menubar; + GLFWbool chdir; + } ns; + struct { + GLFWbool xcbVulkanSurface; + } x11; + struct { + int libdecorMode; + } wl; +}; + +// Window configuration +// +// Parameters relating to the creation of the window but not directly related +// to the framebuffer. This is used to pass window creation parameters from +// shared code to the platform API. +// +struct _GLFWwndconfig +{ + int xpos; + int ypos; + int width; + int height; + const char* title; + GLFWbool resizable; + GLFWbool visible; + GLFWbool decorated; + GLFWbool focused; + GLFWbool autoIconify; + GLFWbool floating; + GLFWbool maximized; + GLFWbool centerCursor; + GLFWbool focusOnShow; + GLFWbool mousePassthrough; + GLFWbool scaleToMonitor; + GLFWbool scaleFramebuffer; + struct { + char frameName[256]; + } ns; + struct { + char className[256]; + char instanceName[256]; + } x11; + struct { + GLFWbool keymenu; + GLFWbool showDefault; + } win32; + struct { + char appId[256]; + } wl; +}; + +// Context configuration +// +// Parameters relating to the creation of the context but not directly related +// to the framebuffer. This is used to pass context creation parameters from +// shared code to the platform API. +// +struct _GLFWctxconfig +{ + int client; + int source; + int major; + int minor; + GLFWbool forward; + GLFWbool debug; + GLFWbool noerror; + int profile; + int robustness; + int release; + _GLFWwindow* share; + struct { + GLFWbool offline; + } nsgl; +}; + +// Framebuffer configuration +// +// This describes buffers and their sizes. It also contains +// a platform-specific ID used to map back to the backend API object. +// +// It is used to pass framebuffer parameters from shared code to the platform +// API and also to enumerate and select available framebuffer configs. +// +struct _GLFWfbconfig +{ + int redBits; + int greenBits; + int blueBits; + int alphaBits; + int depthBits; + int stencilBits; + int accumRedBits; + int accumGreenBits; + int accumBlueBits; + int accumAlphaBits; + int auxBuffers; + GLFWbool stereo; + int samples; + GLFWbool sRGB; + GLFWbool doublebuffer; + GLFWbool transparent; + uintptr_t handle; +}; + +// Context structure +// +struct _GLFWcontext +{ + int client; + int source; + int major, minor, revision; + GLFWbool forward, debug, noerror; + int profile; + int robustness; + int release; + + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETSTRINGPROC GetString; + + void (*makeCurrent)(_GLFWwindow*); + void (*swapBuffers)(_GLFWwindow*); + void (*swapInterval)(int); + int (*extensionSupported)(const char*); + GLFWglproc (*getProcAddress)(const char*); + void (*destroy)(_GLFWwindow*); + + struct { + EGLConfig config; + EGLContext handle; + EGLSurface surface; + void* client; + } egl; + + struct { + OSMesaContext handle; + int width; + int height; + void* buffer; + } osmesa; + + // This is defined in platform.h + GLFW_PLATFORM_CONTEXT_STATE +}; + +// Window and context structure +// +struct _GLFWwindow +{ + struct _GLFWwindow* next; + + // Window settings and state + GLFWbool resizable; + GLFWbool decorated; + GLFWbool autoIconify; + GLFWbool floating; + GLFWbool focusOnShow; + GLFWbool mousePassthrough; + GLFWbool shouldClose; + void* userPointer; + GLFWbool doublebuffer; + GLFWvidmode videoMode; + _GLFWmonitor* monitor; + _GLFWcursor* cursor; + char* title; + + int minwidth, minheight; + int maxwidth, maxheight; + int numer, denom; + + GLFWbool stickyKeys; + GLFWbool stickyMouseButtons; + GLFWbool lockKeyMods; + int cursorMode; + char mouseButtons[GLFW_MOUSE_BUTTON_LAST + 1]; + char keys[GLFW_KEY_LAST + 1]; + // Virtual cursor position when cursor is disabled + double virtualCursorPosX, virtualCursorPosY; + GLFWbool rawMouseMotion; + + _GLFWcontext context; + + struct { + GLFWwindowposfun pos; + GLFWwindowsizefun size; + GLFWwindowclosefun close; + GLFWwindowrefreshfun refresh; + GLFWwindowfocusfun focus; + GLFWwindowiconifyfun iconify; + GLFWwindowmaximizefun maximize; + GLFWframebuffersizefun fbsize; + GLFWwindowcontentscalefun scale; + GLFWmousebuttonfun mouseButton; + GLFWcursorposfun cursorPos; + GLFWcursorenterfun cursorEnter; + GLFWscrollfun scroll; + GLFWkeyfun key; + GLFWcharfun character; + GLFWcharmodsfun charmods; + GLFWdropfun drop; + } callbacks; + + // This is defined in platform.h + GLFW_PLATFORM_WINDOW_STATE +}; + +// Monitor structure +// +struct _GLFWmonitor +{ + char name[128]; + void* userPointer; + + // Physical dimensions in millimeters. + int widthMM, heightMM; + + // The window whose video mode is current on this monitor + _GLFWwindow* window; + + GLFWvidmode* modes; + int modeCount; + GLFWvidmode currentMode; + + GLFWgammaramp originalRamp; + GLFWgammaramp currentRamp; + + // This is defined in platform.h + GLFW_PLATFORM_MONITOR_STATE +}; + +// Cursor structure +// +struct _GLFWcursor +{ + _GLFWcursor* next; + // This is defined in platform.h + GLFW_PLATFORM_CURSOR_STATE +}; + +// Gamepad mapping element structure +// +struct _GLFWmapelement +{ + uint8_t type; + uint8_t index; + int8_t axisScale; + int8_t axisOffset; +}; + +// Gamepad mapping structure +// +struct _GLFWmapping +{ + char name[128]; + char guid[33]; + _GLFWmapelement buttons[15]; + _GLFWmapelement axes[6]; +}; + +// Joystick structure +// +struct _GLFWjoystick +{ + GLFWbool allocated; + GLFWbool connected; + float* axes; + int axisCount; + unsigned char* buttons; + int buttonCount; + unsigned char* hats; + int hatCount; + char name[128]; + void* userPointer; + char guid[33]; + _GLFWmapping* mapping; + + // This is defined in platform.h + GLFW_PLATFORM_JOYSTICK_STATE +}; + +// Thread local storage structure +// +struct _GLFWtls +{ + // This is defined in platform.h + GLFW_PLATFORM_TLS_STATE +}; + +// Mutex structure +// +struct _GLFWmutex +{ + // This is defined in platform.h + GLFW_PLATFORM_MUTEX_STATE +}; + +// Platform API structure +// +struct _GLFWplatform +{ + int platformID; + // init + GLFWbool (*init)(void); + void (*terminate)(void); + // input + void (*getCursorPos)(_GLFWwindow*,double*,double*); + void (*setCursorPos)(_GLFWwindow*,double,double); + void (*setCursorMode)(_GLFWwindow*,int); + void (*setRawMouseMotion)(_GLFWwindow*,GLFWbool); + GLFWbool (*rawMouseMotionSupported)(void); + GLFWbool (*createCursor)(_GLFWcursor*,const GLFWimage*,int,int); + GLFWbool (*createStandardCursor)(_GLFWcursor*,int); + void (*destroyCursor)(_GLFWcursor*); + void (*setCursor)(_GLFWwindow*,_GLFWcursor*); + const char* (*getScancodeName)(int); + int (*getKeyScancode)(int); + void (*setClipboardString)(const char*); + const char* (*getClipboardString)(void); + GLFWbool (*initJoysticks)(void); + void (*terminateJoysticks)(void); + GLFWbool (*pollJoystick)(_GLFWjoystick*,int); + const char* (*getMappingName)(void); + void (*updateGamepadGUID)(char*); + // monitor + void (*freeMonitor)(_GLFWmonitor*); + void (*getMonitorPos)(_GLFWmonitor*,int*,int*); + void (*getMonitorContentScale)(_GLFWmonitor*,float*,float*); + void (*getMonitorWorkarea)(_GLFWmonitor*,int*,int*,int*,int*); + GLFWvidmode* (*getVideoModes)(_GLFWmonitor*,int*); + GLFWbool (*getVideoMode)(_GLFWmonitor*,GLFWvidmode*); + GLFWbool (*getGammaRamp)(_GLFWmonitor*,GLFWgammaramp*); + void (*setGammaRamp)(_GLFWmonitor*,const GLFWgammaramp*); + // window + GLFWbool (*createWindow)(_GLFWwindow*,const _GLFWwndconfig*,const _GLFWctxconfig*,const _GLFWfbconfig*); + void (*destroyWindow)(_GLFWwindow*); + void (*setWindowTitle)(_GLFWwindow*,const char*); + void (*setWindowIcon)(_GLFWwindow*,int,const GLFWimage*); + void (*getWindowPos)(_GLFWwindow*,int*,int*); + void (*setWindowPos)(_GLFWwindow*,int,int); + void (*getWindowSize)(_GLFWwindow*,int*,int*); + void (*setWindowSize)(_GLFWwindow*,int,int); + void (*setWindowSizeLimits)(_GLFWwindow*,int,int,int,int); + void (*setWindowAspectRatio)(_GLFWwindow*,int,int); + void (*getFramebufferSize)(_GLFWwindow*,int*,int*); + void (*getWindowFrameSize)(_GLFWwindow*,int*,int*,int*,int*); + void (*getWindowContentScale)(_GLFWwindow*,float*,float*); + void (*iconifyWindow)(_GLFWwindow*); + void (*restoreWindow)(_GLFWwindow*); + void (*maximizeWindow)(_GLFWwindow*); + void (*showWindow)(_GLFWwindow*); + void (*hideWindow)(_GLFWwindow*); + void (*requestWindowAttention)(_GLFWwindow*); + void (*focusWindow)(_GLFWwindow*); + void (*setWindowMonitor)(_GLFWwindow*,_GLFWmonitor*,int,int,int,int,int); + GLFWbool (*windowFocused)(_GLFWwindow*); + GLFWbool (*windowIconified)(_GLFWwindow*); + GLFWbool (*windowVisible)(_GLFWwindow*); + GLFWbool (*windowMaximized)(_GLFWwindow*); + GLFWbool (*windowHovered)(_GLFWwindow*); + GLFWbool (*framebufferTransparent)(_GLFWwindow*); + float (*getWindowOpacity)(_GLFWwindow*); + void (*setWindowResizable)(_GLFWwindow*,GLFWbool); + void (*setWindowDecorated)(_GLFWwindow*,GLFWbool); + void (*setWindowFloating)(_GLFWwindow*,GLFWbool); + void (*setWindowOpacity)(_GLFWwindow*,float); + void (*setWindowMousePassthrough)(_GLFWwindow*,GLFWbool); + void (*pollEvents)(void); + void (*waitEvents)(void); + void (*waitEventsTimeout)(double); + void (*postEmptyEvent)(void); + // EGL + EGLenum (*getEGLPlatform)(EGLint**); + EGLNativeDisplayType (*getEGLNativeDisplay)(void); + EGLNativeWindowType (*getEGLNativeWindow)(_GLFWwindow*); + // vulkan + void (*getRequiredInstanceExtensions)(char**); + GLFWbool (*getPhysicalDevicePresentationSupport)(VkInstance,VkPhysicalDevice,uint32_t); + VkResult (*createWindowSurface)(VkInstance,_GLFWwindow*,const VkAllocationCallbacks*,VkSurfaceKHR*); +}; + +// Library global data +// +struct _GLFWlibrary +{ + GLFWbool initialized; + GLFWallocator allocator; + + _GLFWplatform platform; + + struct { + _GLFWinitconfig init; + _GLFWfbconfig framebuffer; + _GLFWwndconfig window; + _GLFWctxconfig context; + int refreshRate; + } hints; + + _GLFWerror* errorListHead; + _GLFWcursor* cursorListHead; + _GLFWwindow* windowListHead; + + _GLFWmonitor** monitors; + int monitorCount; + + GLFWbool joysticksInitialized; + _GLFWjoystick joysticks[GLFW_JOYSTICK_LAST + 1]; + _GLFWmapping* mappings; + int mappingCount; + + _GLFWtls errorSlot; + _GLFWtls contextSlot; + _GLFWmutex errorLock; + + struct { + uint64_t offset; + // This is defined in platform.h + GLFW_PLATFORM_LIBRARY_TIMER_STATE + } timer; + + struct { + EGLenum platform; + EGLDisplay display; + EGLint major, minor; + GLFWbool prefix; + + GLFWbool KHR_create_context; + GLFWbool KHR_create_context_no_error; + GLFWbool KHR_gl_colorspace; + GLFWbool KHR_get_all_proc_addresses; + GLFWbool KHR_context_flush_control; + GLFWbool EXT_client_extensions; + GLFWbool EXT_platform_base; + GLFWbool EXT_platform_x11; + GLFWbool EXT_platform_wayland; + GLFWbool EXT_present_opaque; + GLFWbool ANGLE_platform_angle; + GLFWbool ANGLE_platform_angle_opengl; + GLFWbool ANGLE_platform_angle_d3d; + GLFWbool ANGLE_platform_angle_vulkan; + GLFWbool ANGLE_platform_angle_metal; + + void* handle; + + PFN_eglGetConfigAttrib GetConfigAttrib; + PFN_eglGetConfigs GetConfigs; + PFN_eglGetDisplay GetDisplay; + PFN_eglGetError GetError; + PFN_eglInitialize Initialize; + PFN_eglTerminate Terminate; + PFN_eglBindAPI BindAPI; + PFN_eglCreateContext CreateContext; + PFN_eglDestroySurface DestroySurface; + PFN_eglDestroyContext DestroyContext; + PFN_eglCreateWindowSurface CreateWindowSurface; + PFN_eglMakeCurrent MakeCurrent; + PFN_eglSwapBuffers SwapBuffers; + PFN_eglSwapInterval SwapInterval; + PFN_eglQueryString QueryString; + PFN_eglGetProcAddress GetProcAddress; + + PFNEGLGETPLATFORMDISPLAYEXTPROC GetPlatformDisplayEXT; + PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC CreatePlatformWindowSurfaceEXT; + } egl; + + struct { + void* handle; + + PFN_OSMesaCreateContextExt CreateContextExt; + PFN_OSMesaCreateContextAttribs CreateContextAttribs; + PFN_OSMesaDestroyContext DestroyContext; + PFN_OSMesaMakeCurrent MakeCurrent; + PFN_OSMesaGetColorBuffer GetColorBuffer; + PFN_OSMesaGetDepthBuffer GetDepthBuffer; + PFN_OSMesaGetProcAddress GetProcAddress; + + } osmesa; + + struct { + GLFWbool available; + void* handle; + char* extensions[2]; + PFN_vkGetInstanceProcAddr GetInstanceProcAddr; + GLFWbool KHR_surface; + GLFWbool KHR_win32_surface; + GLFWbool MVK_macos_surface; + GLFWbool EXT_metal_surface; + GLFWbool KHR_xlib_surface; + GLFWbool KHR_xcb_surface; + GLFWbool KHR_wayland_surface; + } vk; + + struct { + GLFWmonitorfun monitor; + GLFWjoystickfun joystick; + } callbacks; + + // These are defined in platform.h + GLFW_PLATFORM_LIBRARY_WINDOW_STATE + GLFW_PLATFORM_LIBRARY_CONTEXT_STATE + GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE +}; + +// Global state shared between compilation units of GLFW +// +extern _GLFWlibrary _glfw; + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwPlatformInitTimer(void); +uint64_t _glfwPlatformGetTimerValue(void); +uint64_t _glfwPlatformGetTimerFrequency(void); + +GLFWbool _glfwPlatformCreateTls(_GLFWtls* tls); +void _glfwPlatformDestroyTls(_GLFWtls* tls); +void* _glfwPlatformGetTls(_GLFWtls* tls); +void _glfwPlatformSetTls(_GLFWtls* tls, void* value); + +GLFWbool _glfwPlatformCreateMutex(_GLFWmutex* mutex); +void _glfwPlatformDestroyMutex(_GLFWmutex* mutex); +void _glfwPlatformLockMutex(_GLFWmutex* mutex); +void _glfwPlatformUnlockMutex(_GLFWmutex* mutex); + +void* _glfwPlatformLoadModule(const char* path); +void _glfwPlatformFreeModule(void* module); +GLFWproc _glfwPlatformGetModuleSymbol(void* module, const char* name); + + +////////////////////////////////////////////////////////////////////////// +////// GLFW event API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwInputWindowFocus(_GLFWwindow* window, GLFWbool focused); +void _glfwInputWindowPos(_GLFWwindow* window, int xpos, int ypos); +void _glfwInputWindowSize(_GLFWwindow* window, int width, int height); +void _glfwInputFramebufferSize(_GLFWwindow* window, int width, int height); +void _glfwInputWindowContentScale(_GLFWwindow* window, + float xscale, float yscale); +void _glfwInputWindowIconify(_GLFWwindow* window, GLFWbool iconified); +void _glfwInputWindowMaximize(_GLFWwindow* window, GLFWbool maximized); +void _glfwInputWindowDamage(_GLFWwindow* window); +void _glfwInputWindowCloseRequest(_GLFWwindow* window); +void _glfwInputWindowMonitor(_GLFWwindow* window, _GLFWmonitor* monitor); + +void _glfwInputKey(_GLFWwindow* window, + int key, int scancode, int action, int mods); +void _glfwInputChar(_GLFWwindow* window, + uint32_t codepoint, int mods, GLFWbool plain); +void _glfwInputScroll(_GLFWwindow* window, double xoffset, double yoffset); +void _glfwInputMouseClick(_GLFWwindow* window, int button, int action, int mods); +void _glfwInputCursorPos(_GLFWwindow* window, double xpos, double ypos); +void _glfwInputCursorEnter(_GLFWwindow* window, GLFWbool entered); +void _glfwInputDrop(_GLFWwindow* window, int count, const char** names); +void _glfwInputJoystick(_GLFWjoystick* js, int event); +void _glfwInputJoystickAxis(_GLFWjoystick* js, int axis, float value); +void _glfwInputJoystickButton(_GLFWjoystick* js, int button, char value); +void _glfwInputJoystickHat(_GLFWjoystick* js, int hat, char value); + +void _glfwInputMonitor(_GLFWmonitor* monitor, int action, int placement); +void _glfwInputMonitorWindow(_GLFWmonitor* monitor, _GLFWwindow* window); + +#if defined(__GNUC__) +void _glfwInputError(int code, const char* format, ...) + __attribute__((format(printf, 2, 3))); +#else +void _glfwInputError(int code, const char* format, ...); +#endif + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwSelectPlatform(int platformID, _GLFWplatform* platform); + +GLFWbool _glfwStringInExtensionString(const char* string, const char* extensions); +const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired, + const _GLFWfbconfig* alternatives, + unsigned int count); +GLFWbool _glfwRefreshContextAttribs(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig); +GLFWbool _glfwIsValidContextConfig(const _GLFWctxconfig* ctxconfig); + +const GLFWvidmode* _glfwChooseVideoMode(_GLFWmonitor* monitor, + const GLFWvidmode* desired); +int _glfwCompareVideoModes(const GLFWvidmode* first, const GLFWvidmode* second); +_GLFWmonitor* _glfwAllocMonitor(const char* name, int widthMM, int heightMM); +void _glfwFreeMonitor(_GLFWmonitor* monitor); +void _glfwAllocGammaArrays(GLFWgammaramp* ramp, unsigned int size); +void _glfwFreeGammaArrays(GLFWgammaramp* ramp); +void _glfwSplitBPP(int bpp, int* red, int* green, int* blue); + +void _glfwInitGamepadMappings(void); +_GLFWjoystick* _glfwAllocJoystick(const char* name, + const char* guid, + int axisCount, + int buttonCount, + int hatCount); +void _glfwFreeJoystick(_GLFWjoystick* js); +void _glfwCenterCursorInContentArea(_GLFWwindow* window); + +GLFWbool _glfwInitEGL(void); +void _glfwTerminateEGL(void); +GLFWbool _glfwCreateContextEGL(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig); +#if defined(_GLFW_X11) +GLFWbool _glfwChooseVisualEGL(const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig, + Visual** visual, int* depth); +#endif /*_GLFW_X11*/ + +GLFWbool _glfwInitOSMesa(void); +void _glfwTerminateOSMesa(void); +GLFWbool _glfwCreateContextOSMesa(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig); + +GLFWbool _glfwInitVulkan(int mode); +void _glfwTerminateVulkan(void); +const char* _glfwGetVulkanResultString(VkResult result); + +size_t _glfwEncodeUTF8(char* s, uint32_t codepoint); +char** _glfwParseUriList(char* text, int* count); + +char* _glfw_strdup(const char* source); +int _glfw_min(int a, int b); +int _glfw_max(int a, int b); + +void* _glfw_calloc(size_t count, size_t size); +void* _glfw_realloc(void* pointer, size_t size); +void _glfw_free(void* pointer); + diff --git a/dependencies/glfw-3.4/src/linux_joystick.c b/dependencies/glfw-3.4/src/linux_joystick.c new file mode 100644 index 0000000..07d41d3 --- /dev/null +++ b/dependencies/glfw-3.4/src/linux_joystick.c @@ -0,0 +1,436 @@ +//======================================================================== +// GLFW 3.4 Linux - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_LINUX_JOYSTICK) + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#ifndef SYN_DROPPED // < v2.6.39 kernel headers +// Workaround for CentOS-6, which is supported till 2020-11-30, but still on v2.6.32 +#define SYN_DROPPED 3 +#endif + +// Apply an EV_KEY event to the specified joystick +// +static void handleKeyEvent(_GLFWjoystick* js, int code, int value) +{ + _glfwInputJoystickButton(js, + js->linjs.keyMap[code - BTN_MISC], + value ? GLFW_PRESS : GLFW_RELEASE); +} + +// Apply an EV_ABS event to the specified joystick +// +static void handleAbsEvent(_GLFWjoystick* js, int code, int value) +{ + const int index = js->linjs.absMap[code]; + + if (code >= ABS_HAT0X && code <= ABS_HAT3Y) + { + static const char stateMap[3][3] = + { + { GLFW_HAT_CENTERED, GLFW_HAT_UP, GLFW_HAT_DOWN }, + { GLFW_HAT_LEFT, GLFW_HAT_LEFT_UP, GLFW_HAT_LEFT_DOWN }, + { GLFW_HAT_RIGHT, GLFW_HAT_RIGHT_UP, GLFW_HAT_RIGHT_DOWN }, + }; + + const int hat = (code - ABS_HAT0X) / 2; + const int axis = (code - ABS_HAT0X) % 2; + int* state = js->linjs.hats[hat]; + + // NOTE: Looking at several input drivers, it seems all hat events use + // -1 for left / up, 0 for centered and 1 for right / down + if (value == 0) + state[axis] = 0; + else if (value < 0) + state[axis] = 1; + else if (value > 0) + state[axis] = 2; + + _glfwInputJoystickHat(js, index, stateMap[state[0]][state[1]]); + } + else + { + const struct input_absinfo* info = &js->linjs.absInfo[code]; + float normalized = value; + + const int range = info->maximum - info->minimum; + if (range) + { + // Normalize to 0.0 -> 1.0 + normalized = (normalized - info->minimum) / range; + // Normalize to -1.0 -> 1.0 + normalized = normalized * 2.0f - 1.0f; + } + + _glfwInputJoystickAxis(js, index, normalized); + } +} + +// Poll state of absolute axes +// +static void pollAbsState(_GLFWjoystick* js) +{ + for (int code = 0; code < ABS_CNT; code++) + { + if (js->linjs.absMap[code] < 0) + continue; + + struct input_absinfo* info = &js->linjs.absInfo[code]; + + if (ioctl(js->linjs.fd, EVIOCGABS(code), info) < 0) + continue; + + handleAbsEvent(js, code, info->value); + } +} + +#define isBitSet(bit, arr) (arr[(bit) / 8] & (1 << ((bit) % 8))) + +// Attempt to open the specified joystick device +// +static GLFWbool openJoystickDevice(const char* path) +{ + for (int jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (!_glfw.joysticks[jid].connected) + continue; + if (strcmp(_glfw.joysticks[jid].linjs.path, path) == 0) + return GLFW_FALSE; + } + + _GLFWjoystickLinux linjs = {0}; + linjs.fd = open(path, O_RDONLY | O_NONBLOCK | O_CLOEXEC); + if (linjs.fd == -1) + return GLFW_FALSE; + + char evBits[(EV_CNT + 7) / 8] = {0}; + char keyBits[(KEY_CNT + 7) / 8] = {0}; + char absBits[(ABS_CNT + 7) / 8] = {0}; + struct input_id id; + + if (ioctl(linjs.fd, EVIOCGBIT(0, sizeof(evBits)), evBits) < 0 || + ioctl(linjs.fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits) < 0 || + ioctl(linjs.fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits) < 0 || + ioctl(linjs.fd, EVIOCGID, &id) < 0) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Linux: Failed to query input device: %s", + strerror(errno)); + close(linjs.fd); + return GLFW_FALSE; + } + + // Ensure this device supports the events expected of a joystick + if (!isBitSet(EV_ABS, evBits)) + { + close(linjs.fd); + return GLFW_FALSE; + } + + char name[256] = ""; + + if (ioctl(linjs.fd, EVIOCGNAME(sizeof(name)), name) < 0) + strncpy(name, "Unknown", sizeof(name)); + + char guid[33] = ""; + + // Generate a joystick GUID that matches the SDL 2.0.5+ one + if (id.vendor && id.product && id.version) + { + sprintf(guid, "%02x%02x0000%02x%02x0000%02x%02x0000%02x%02x0000", + id.bustype & 0xff, id.bustype >> 8, + id.vendor & 0xff, id.vendor >> 8, + id.product & 0xff, id.product >> 8, + id.version & 0xff, id.version >> 8); + } + else + { + sprintf(guid, "%02x%02x0000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x00", + id.bustype & 0xff, id.bustype >> 8, + name[0], name[1], name[2], name[3], + name[4], name[5], name[6], name[7], + name[8], name[9], name[10]); + } + + int axisCount = 0, buttonCount = 0, hatCount = 0; + + for (int code = BTN_MISC; code < KEY_CNT; code++) + { + if (!isBitSet(code, keyBits)) + continue; + + linjs.keyMap[code - BTN_MISC] = buttonCount; + buttonCount++; + } + + for (int code = 0; code < ABS_CNT; code++) + { + linjs.absMap[code] = -1; + if (!isBitSet(code, absBits)) + continue; + + if (code >= ABS_HAT0X && code <= ABS_HAT3Y) + { + linjs.absMap[code] = hatCount; + hatCount++; + // Skip the Y axis + code++; + } + else + { + if (ioctl(linjs.fd, EVIOCGABS(code), &linjs.absInfo[code]) < 0) + continue; + + linjs.absMap[code] = axisCount; + axisCount++; + } + } + + _GLFWjoystick* js = + _glfwAllocJoystick(name, guid, axisCount, buttonCount, hatCount); + if (!js) + { + close(linjs.fd); + return GLFW_FALSE; + } + + strncpy(linjs.path, path, sizeof(linjs.path) - 1); + memcpy(&js->linjs, &linjs, sizeof(linjs)); + + pollAbsState(js); + + _glfwInputJoystick(js, GLFW_CONNECTED); + return GLFW_TRUE; +} + +#undef isBitSet + +// Frees all resources associated with the specified joystick +// +static void closeJoystick(_GLFWjoystick* js) +{ + _glfwInputJoystick(js, GLFW_DISCONNECTED); + close(js->linjs.fd); + _glfwFreeJoystick(js); +} + +// Lexically compare joysticks by name; used by qsort +// +static int compareJoysticks(const void* fp, const void* sp) +{ + const _GLFWjoystick* fj = fp; + const _GLFWjoystick* sj = sp; + return strcmp(fj->linjs.path, sj->linjs.path); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwDetectJoystickConnectionLinux(void) +{ + if (_glfw.linjs.inotify <= 0) + return; + + ssize_t offset = 0; + char buffer[16384]; + const ssize_t size = read(_glfw.linjs.inotify, buffer, sizeof(buffer)); + + while (size > offset) + { + regmatch_t match; + const struct inotify_event* e = (struct inotify_event*) (buffer + offset); + + offset += sizeof(struct inotify_event) + e->len; + + if (regexec(&_glfw.linjs.regex, e->name, 1, &match, 0) != 0) + continue; + + char path[PATH_MAX]; + snprintf(path, sizeof(path), "/dev/input/%s", e->name); + + if (e->mask & (IN_CREATE | IN_ATTRIB)) + openJoystickDevice(path); + else if (e->mask & IN_DELETE) + { + for (int jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (strcmp(_glfw.joysticks[jid].linjs.path, path) == 0) + { + closeJoystick(_glfw.joysticks + jid); + break; + } + } + } + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwInitJoysticksLinux(void) +{ + const char* dirname = "/dev/input"; + + _glfw.linjs.inotify = inotify_init1(IN_NONBLOCK | IN_CLOEXEC); + if (_glfw.linjs.inotify > 0) + { + // HACK: Register for IN_ATTRIB to get notified when udev is done + // This works well in practice but the true way is libudev + + _glfw.linjs.watch = inotify_add_watch(_glfw.linjs.inotify, + dirname, + IN_CREATE | IN_ATTRIB | IN_DELETE); + } + + // Continue without device connection notifications if inotify fails + + _glfw.linjs.regexCompiled = (regcomp(&_glfw.linjs.regex, "^event[0-9]\\+$", 0) == 0); + if (!_glfw.linjs.regexCompiled) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Linux: Failed to compile regex"); + return GLFW_FALSE; + } + + int count = 0; + + DIR* dir = opendir(dirname); + if (dir) + { + struct dirent* entry; + + while ((entry = readdir(dir))) + { + regmatch_t match; + + if (regexec(&_glfw.linjs.regex, entry->d_name, 1, &match, 0) != 0) + continue; + + char path[PATH_MAX]; + + snprintf(path, sizeof(path), "%s/%s", dirname, entry->d_name); + + if (openJoystickDevice(path)) + count++; + } + + closedir(dir); + } + + // Continue with no joysticks if enumeration fails + + qsort(_glfw.joysticks, count, sizeof(_GLFWjoystick), compareJoysticks); + return GLFW_TRUE; +} + +void _glfwTerminateJoysticksLinux(void) +{ + for (int jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + _GLFWjoystick* js = _glfw.joysticks + jid; + if (js->connected) + closeJoystick(js); + } + + if (_glfw.linjs.inotify > 0) + { + if (_glfw.linjs.watch > 0) + inotify_rm_watch(_glfw.linjs.inotify, _glfw.linjs.watch); + + close(_glfw.linjs.inotify); + } + + if (_glfw.linjs.regexCompiled) + regfree(&_glfw.linjs.regex); +} + +GLFWbool _glfwPollJoystickLinux(_GLFWjoystick* js, int mode) +{ + // Read all queued events (non-blocking) + for (;;) + { + struct input_event e; + + errno = 0; + if (read(js->linjs.fd, &e, sizeof(e)) < 0) + { + // Reset the joystick slot if the device was disconnected + if (errno == ENODEV) + closeJoystick(js); + + break; + } + + if (e.type == EV_SYN) + { + if (e.code == SYN_DROPPED) + _glfw.linjs.dropped = GLFW_TRUE; + else if (e.code == SYN_REPORT) + { + _glfw.linjs.dropped = GLFW_FALSE; + pollAbsState(js); + } + } + + if (_glfw.linjs.dropped) + continue; + + if (e.type == EV_KEY) + handleKeyEvent(js, e.code, e.value); + else if (e.type == EV_ABS) + handleAbsEvent(js, e.code, e.value); + } + + return js->connected; +} + +const char* _glfwGetMappingNameLinux(void) +{ + return "Linux"; +} + +void _glfwUpdateGamepadGUIDLinux(char* guid) +{ +} + +#endif // GLFW_BUILD_LINUX_JOYSTICK + diff --git a/dependencies/glfw-3.4/src/linux_joystick.h b/dependencies/glfw-3.4/src/linux_joystick.h new file mode 100644 index 0000000..64462b0 --- /dev/null +++ b/dependencies/glfw-3.4/src/linux_joystick.h @@ -0,0 +1,64 @@ +//======================================================================== +// GLFW 3.4 Linux - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2014 Jonas Ådahl +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include +#include +#include + +#define GLFW_LINUX_JOYSTICK_STATE _GLFWjoystickLinux linjs; +#define GLFW_LINUX_LIBRARY_JOYSTICK_STATE _GLFWlibraryLinux linjs; + +// Linux-specific joystick data +// +typedef struct _GLFWjoystickLinux +{ + int fd; + char path[PATH_MAX]; + int keyMap[KEY_CNT - BTN_MISC]; + int absMap[ABS_CNT]; + struct input_absinfo absInfo[ABS_CNT]; + int hats[4][2]; +} _GLFWjoystickLinux; + +// Linux-specific joystick API data +// +typedef struct _GLFWlibraryLinux +{ + int inotify; + int watch; + regex_t regex; + GLFWbool regexCompiled; + GLFWbool dropped; +} _GLFWlibraryLinux; + +void _glfwDetectJoystickConnectionLinux(void); + +GLFWbool _glfwInitJoysticksLinux(void); +void _glfwTerminateJoysticksLinux(void); +GLFWbool _glfwPollJoystickLinux(_GLFWjoystick* js, int mode); +const char* _glfwGetMappingNameLinux(void); +void _glfwUpdateGamepadGUIDLinux(char* guid); + diff --git a/dependencies/glfw-3.4/src/mappings.h b/dependencies/glfw-3.4/src/mappings.h new file mode 100644 index 0000000..270fa4c --- /dev/null +++ b/dependencies/glfw-3.4/src/mappings.h @@ -0,0 +1,1001 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2006-2018 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// As mappings.h.in, this file is used by CMake to produce the mappings.h +// header file. If you are adding a GLFW specific gamepad mapping, this is +// where to put it. +//======================================================================== +// As mappings.h, this provides all pre-defined gamepad mappings, including +// all available in SDL_GameControllerDB. Do not edit this file. Any gamepad +// mappings not specific to GLFW should be submitted to SDL_GameControllerDB. +// This file can be re-generated from mappings.h.in and the upstream +// gamecontrollerdb.txt with the 'update_mappings' CMake target. +//======================================================================== + +// All gamepad mappings not labeled GLFW are copied from the +// SDL_GameControllerDB project under the following license: +// +// Simple DirectMedia Layer +// Copyright (C) 1997-2013 Sam Lantinga +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the +// use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not be +// misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. + +const char* _glfwDefaultMappings[] = +{ +#if defined(_GLFW_WIN32) +"03000000fa2d00000100000000000000,3DRUDDER,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows,", +"03000000c82d00002038000000000000,8bitdo,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000951000000000000,8BitDo Dogbone Modkit,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Windows,", +"03000000c82d000011ab000000000000,8BitDo F30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00001038000000000000,8BitDo F30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000090000000000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000650000000000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:a4,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c82d00005106000000000000,8BitDo M30 Gamepad,a:b1,b:b0,back:b10,guide:b2,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000151000000000000,8BitDo M30 ModKit,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c82d00000310000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c82d00002028000000000000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00008010000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c82d00000451000000000000,8BitDo N30 Modkit,a:b1,b:b0,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,start:b11,platform:Windows,", +"03000000c82d00000190000000000000,8BitDo N30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00001590000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00006528000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000022000000090000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000203800000900000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000360000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00002867000000000000,8BitDo S30 Modkit,a:b0,b:b1,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b8,lefttrigger:b9,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c82d00000130000000000000,8BitDo SF30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000060000000000000,8Bitdo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000061000000000000,8Bitdo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d000021ab000000000000,8BitDo SFC30,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000102800000900000000000000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00003028000000000000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000030000000000000,8BitDo SN30,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00001290000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d000020ab000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00004028000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00006228000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000351000000000000,8BitDo SN30 Modkit,a:b1,b:b0,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000121000000000000,8BitDo SN30 Pro for Android,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c82d00000260000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000261000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00000031000000000000,8BitDo Wireless Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,", +"03000000c82d00003032000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,", +"03000000a00500003232000000000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,", +"03000000a30c00002700000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,", +"03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,", +"030000008f0e00001200000000000000,Acme GA-02,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows,", +"03000000c01100000355000011010000,ACRUX USB GAME PAD,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000fa190000f0ff000000000000,Acteck AGJ-3200,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"030000006f0e00001413000000000000,Afterglow,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000341a00003608000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00000263000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00001101000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00001401000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00001402000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00001901000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00001a01000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000d62000001d57000000000000,Airflo PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000491900001904000000000000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows,", +"03000000710100001904000000000000,Amazon Luna Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b8,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b4,rightstick:b7,rightx:a3,righty:a4,start:b6,x:b3,y:b2,platform:Windows,", +"03000000ef0500000300000000000000,AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows,", +"03000000d6200000e557000000000000,Batarang,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows,", +"030000006f0e00003201000000000000,Battlefield 4 PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000d62000002a79000000000000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000bc2000006012000000000000,Betop 2126F,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000bc2000000055000000000000,Betop BFM Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000bc2000006312000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000bc2000006321000000000000,BETOP CONTROLLER,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000bc2000006412000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000c01100000555000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000c01100000655000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000790000000700000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,", +"03000000808300000300000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,", +"030000006b1400000055000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000006b1400000103000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,", +"03000000120c0000210e000000000000,Brook Mars,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"0300000066f700000500000000000000,BrutalLegendTest,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,", +"03000000d81d00000b00000000000000,BUFFALO BSGP1601 Series ,a:b5,b:b3,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b4,y:b2,platform:Windows,", +"03000000e82000006058000000000000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000457500000401000000000000,Cobra,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000005e0400008e02000000000000,Controller (XBOX 360 For Windows),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"030000005e040000a102000000000000,Controller (Xbox 360 Wireless Receiver for Windows),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"030000005e040000ff02000000000000,Controller (Xbox One For Windows) - Wired,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"030000005e040000ea02000000000000,Controller (Xbox One For Windows) - Wireless,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"03000000260900008888000000000000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a4,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Windows,", +"03000000a306000022f6000000000000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000451300000830000000000000,Defender Game Racer X7,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000007d0400000840000000000000,Destroyer Tiltpad,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,x:b0,y:b3,platform:Windows,", +"03000000791d00000103000000000000,Dual Box WII,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000bd12000002e0000000000000,Dual USB Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows,", +"030000008f0e00000910000000000000,DualShock 2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows,", +"030000006f0e00003001000000000000,EA SPORTS PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000b80500000410000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,", +"03000000b80500000610000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,", +"03000000120c0000f61c000000000000,Elite,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000008f0e00000f31000000000000,EXEQ,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,", +"03000000341a00000108000000000000,EXEQ RF USB Gamepad 8206,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000006f0e00008401000000000000,Faceoff Deluxe+ Audio Wired Controller for Nintendo Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00008001000000000000,Faceoff Wired Pro Controller for Nintendo Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000852100000201000000000000,FF-GP1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00008500000000000000,Fighting Commander 2016 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00008400000000000000,Fighting Commander 5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00008700000000000000,Fighting Stick mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00008800000000000000,Fighting Stick mini 4,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,", +"030000000d0f00002700000000000000,FIGHTING STICK V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"78696e70757403000000000000000000,Fightstick TES,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Windows,", +"03000000790000002201000000000000,Game Controller for PC,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows,", +"03000000260900002625000000000000,Gamecube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows,", +"03000000790000004618000000000000,GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,", +"030000008f0e00000d31000000000000,GAMEPAD 3 TURBO,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000280400000140000000000000,GamePad Pro USB,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"03000000ac0500003d03000000000000,GameSir,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000ac0500004d04000000000000,GameSir,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000ffff00000000000000000000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000c01100000140000000000000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000009b2800003200000000000000,GC/N64 to USB v3.4,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows,", +"030000009b2800006000000000000000,GC/N64 to USB v3.6,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows,", +"030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000005c1a00003330000000000000,Genius MaxFire Grandias 12V,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows,", +"03000000300f00000b01000000000000,GGE909 Recoil Pad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,", +"03000000f0250000c283000000000000,Gioteck,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000f025000021c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000f0250000c383000000000000,Gioteck VX2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000f0250000c483000000000000,Gioteck VX2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"030000007d0400000540000000000000,Gravis Eliminator GamePad Pro,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"03000000341a00000302000000000000,Hama Scorpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00004900000000000000,Hatsune Miku Sho Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000001008000001e1000000000000,Havit HV-G60,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b0,platform:Windows,", +"03000000d81400000862000000000000,HitBox Edition Cthulhu+,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,", +"03000000632500002605000000000000,HJD-X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"030000000d0f00002d00000000000000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00005f00000000000000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00005e00000000000000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00004000000000000000,Hori Fighting Stick Mini 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00005400000000000000,Hori Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00000900000000000000,Hori Pad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00004d00000000000000,Hori Pad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00009200000000000000,Hori Pokken Tournament DX Pro Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00001600000000007803,HORI Real Arcade Pro EX-SE (Xbox 360),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Windows,", +"030000000d0f00009c00000000000000,Hori TAC Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f0000c100000000000000,Horipad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00006e00000000000000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00006600000000000000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00005500000000000000,Horipad 4 FPS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f0000ee00000000000000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000250900000017000000000000,HRAP2 on PS/SS/N64 Joypad to USB BOX,a:b2,b:b1,back:b9,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b8,x:b3,y:b0,platform:Windows,", +"030000008f0e00001330000000000000,HuiJia SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b9,x:b3,y:b0,platform:Windows,", +"03000000d81d00000f00000000000000,iBUFFALO BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000d81d00001000000000000000,iBUFFALO BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000830500006020000000000000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Windows,", +"03000000b50700001403000000000000,Impact Black,a:b2,b:b3,back:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,", +"030000006f0e00002401000000000000,INJUSTICE FightStick PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"03000000ac0500002c02000000000000,IPEGA,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000491900000204000000000000,Ipega PG-9023,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000491900000304000000000000,Ipega PG-9087 - Bluetooth Gamepad,+righty:+a5,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows,", +"030000006e0500000a20000000000000,JC-DUX60 ELECOM MMO Gamepad,a:b2,b:b3,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b14,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b15,righttrigger:b13,rightx:a3,righty:a4,start:b20,x:b0,y:b1,platform:Windows,", +"030000006e0500000520000000000000,JC-P301U,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,", +"030000006e0500000320000000000000,JC-U3613M (DInput),a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,", +"030000006e0500000720000000000000,JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,", +"030000007e0500000620000000000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows,", +"030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows,", +"030000007e0500000720000000000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,", +"030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,", +"03000000bd12000003c0000010010000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000bd12000003c0000000000000,JY-P70UR,a:b1,b:b0,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b11,righttrigger:b9,rightx:a3,righty:a2,start:b4,x:b3,y:b2,platform:Windows,", +"03000000242f00002d00000000000000,JYS Wireless Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000242f00008a00000000000000,JYS Wireless Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,", +"03000000790000000200000000000000,King PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,", +"030000006d040000d1ca000000000000,Logitech ChillStream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006d040000d2ca000000000000,Logitech Cordless Precision,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006d04000011c2000000000000,Logitech Cordless Wingman,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows,", +"030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006d04000018c2000000000000,Logitech F510 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006d04000019c2000000000000,Logitech F710 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006d0400001ac2000000000000,Logitech Precision Gamepad,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000006d0400000ac2000000000000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows,", +"03000000380700006652000000000000,Mad Catz C.T.R.L.R,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700005032000000000000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700005082000000000000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700008433000000000000,Mad Catz FightStick TE S+ (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700008483000000000000,Mad Catz FightStick TE S+ (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700008134000000000000,Mad Catz FightStick TE2+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700008184000000000000,Mad Catz FightStick TE2+ PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,leftstick:b10,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700006252000000000000,Mad Catz Micro C.T.R.L.R,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700008034000000000000,Mad Catz TE2 PS3 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700008532000000000000,Madcatz Arcade Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700003888000000000000,Madcatz Arcade Fightstick TE S+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000380700001888000000000000,MadCatz SFIV FightStick PS3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000380700008081000000000000,MADCATZ SFV Arcade FightStick Alpha PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000002a0600001024000000000000,Matricom,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,", +"030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,", +"03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,", +"03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,", +"03000000790000004318000000000000,Mayflash GameCube Controller Adapter,a:b1,b:b2,back:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b0,leftshoulder:b4,leftstick:b0,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b0,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,", +"03000000242f00007300000000000000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,", +"0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000008f0e00001030000000000000,Mayflash USB Adapter for original Sega Saturn controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,rightshoulder:b2,righttrigger:b7,start:b9,x:b3,y:b4,platform:Windows,", +"0300000025090000e803000000000000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,", +"03000000790000000018000000000000,Mayflash WiiU Pro Game Controller Adapter (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000790000002418000000000000,Mega Drive,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b2,start:b9,x:b3,y:b4,platform:Windows,", +"03000000380700006382000000000000,MLG GamePad PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000c62400002a89000000000000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c62400002b89000000000000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c62400001a89000000000000,MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000c62400001b89000000000000,MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000efbe0000edfe000000000000,Monect Virtual Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows,", +"03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,", +"030000006b140000010c000000000000,NACON GC-400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000921200004b46000000000000,NES 2-port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Windows,", +"03000000790000004518000000000000,NEXILUX GAMECUBE Controller Adapter,platform:Windows,a:b1,b:b0,x:b2,y:b3,start:b9,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a5,righty:a2,lefttrigger:a3,righttrigger:a4,", +"030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Windows,", +"03000000152000000182000000000000,NGDS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows,", +"03000000bd12000015d0000000000000,Nintendo Retrolink USB Super SNES Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows,", +"030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000000d0500000308000000000000,Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows,", +"03000000550900001472000000000000,NVIDIA Controller v01.04,a:b11,b:b10,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b5,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b4,righttrigger:a5,rightx:a3,righty:a6,start:b3,x:b9,y:b8,platform:Windows,", +"030000004b120000014d000000000000,NYKO AIRFLO,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a3,leftstick:a0,lefttrigger:b6,rightshoulder:b5,rightstick:a2,righttrigger:b7,start:b9,x:b2,y:b3,platform:Windows,", +"03000000d620000013a7000000000000,NSW wired controller,platform:Windows,a:b1,b:b2,x:b0,y:b3,back:b8,guide:b12,start:b9,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7,", +"03000000782300000a10000000000000,Onlive Wireless Controller,a:b15,b:b14,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b11,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b13,y:b12,platform:Windows,", +"03000000d62000006d57000000000000,OPP PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,", +"03000000362800000100000000000000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows,", +"03000000120c0000f60e000000000000,P4 Wired Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00000901000000000000,PDP Versus Fighting Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,", +"030000004c050000da0c000000000000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,", +"030000004c0500003713000000000000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000d62000009557000000000000,Pro Elite PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000d62000009f31000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000d6200000c757000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000632500002306000000000000,PS Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,", +"03000000e30500009605000000000000,PS to USB convert cable,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,", +"03000000100800000100000000000000,PS1 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,", +"030000008f0e00007530000000000000,PS1 Controller,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b1,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000100800000300000000000000,PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows,", +"03000000250900008888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,", +"03000000666600006706000000000000,PS2 Controller,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows,", +"030000006b1400000303000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000009d0d00001330000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000250900000500000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,platform:Windows,", +"030000004c0500006802000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b8,x:b3,y:b0,platform:Windows,", +"03000000632500007505000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,", +"030000008f0e00001431000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000003807000056a8000000000000,PS3 RF pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000100000008200000000000000,PS360+ v1.66,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:h0.4,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000004c050000a00b000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000004c050000cc09000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000004c050000e60c000000000000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000ff000000cb01000000000000,PSP,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,", +"03000000300f00000011000000000000,QanBa Arcade JoyStick 1008,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b10,x:b0,y:b3,platform:Windows,", +"03000000300f00001611000000000000,QanBa Arcade JoyStick 4018,a:b1,b:b2,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,", +"03000000222c00000020000000000000,QANBA DRONE ARCADE JOYSTICK,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000300f00001210000000000000,QanBa Joystick Plus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,", +"03000000341a00000104000000000000,QanBa Joystick Q4RAF,a:b5,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b1,y:b2,platform:Windows,", +"03000000222c00000223000000000000,Qanba Obsidian Arcade Joystick PS3 Mode,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000222c00000023000000000000,Qanba Obsidian Arcade Joystick PS4 Mode,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"03000000321500000204000000000000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000321500000104000000000000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000321500000507000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000321500000707000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000321500000011000000000000,Razer Raion Fightpad for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000321500000009000000000000,Razer Serval,+lefty:+a2,-lefty:-a1,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,leftx:a0,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"030000000d0f00001100000000000000,REAL ARCADE PRO.3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00006a00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00006b00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00008a00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00008b00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00007000000000000000,REAL ARCADE PRO.4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00002200000000000000,REAL ARCADE Pro.V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00005b00000000000000,Real Arcade Pro.V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000000d0f00005c00000000000000,Real Arcade Pro.V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000790000001100000000000000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows,", +"03000000bd12000013d0000000000000,Retrolink USB SEGA Saturn Classic,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,lefttrigger:b6,rightshoulder:b2,righttrigger:b7,start:b8,x:b3,y:b4,platform:Windows,", +"0300000000f000000300000000000000,RetroUSB.com RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows,", +"0300000000f00000f100000000000000,RetroUSB.com Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows,", +"030000006b140000010d000000000000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000006b140000020d000000000000,Revolution Pro Controller 2(1/2),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000006b140000130d000000000000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000004f04000003d0000000000000,run'n'drive,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000a30600001af5000000000000,Saitek Cyborg,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000a306000023f6000000000000,Saitek Cyborg V.1 Game pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000300f00001201000000000000,Saitek Dual Analog Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,", +"03000000a30600000701000000000000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Windows,", +"03000000a30600000cff000000000000,Saitek P2500 Force Rumble Pad,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b0,y:b1,platform:Windows,", +"03000000a30600000c04000000000000,Saitek P2900,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,", +"03000000300f00001001000000000000,Saitek P480 Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,", +"03000000a30600000b04000000000000,Saitek P990,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,", +"03000000a30600000b04000000010000,Saitek P990 Dual Analog Pad,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Windows,", +"03000000a30600002106000000000000,Saitek PS1000,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000a306000020f6000000000000,Saitek PS2700,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,", +"03000000300f00001101000000000000,Saitek Rumble Pad,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,", +"03000000730700000401000000000000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Windows,", +"0300000000050000289b000000000000,Saturn_Adapter_2.0,a:b1,b:b2,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,", +"030000009b2800000500000000000000,Saturn_Adapter_2.0,a:b1,b:b2,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,", +"03000000a30c00002500000000000000,Sega Genesis Mini 3B controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows,", +"03000000a30c00002400000000000000,Sega Mega Drive Mini 6B controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,", +"03000000341a00000208000000000000,SL-6555-SBK,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a3,righty:a2,start:b7,x:b2,y:b3,platform:Windows,", +"03000000341a00000908000000000000,SL-6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000008f0e00000800000000000000,SpeedLink Strike FX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000c01100000591000000000000,Speedlink Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000d11800000094000000000000,Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,", +"03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,", +"03000000110100003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000381000001814000000000000,SteelSeries Stratus XL,a:b0,b:b1,back:b18,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b19,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b2,y:b3,platform:Windows,", +"03000000790000001c18000000000000,STK-7024X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000ff1100003133000000000000,SVEN X-PAD,a:b2,b:b3,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a4,start:b5,x:b0,y:b1,platform:Windows,", +"03000000d620000011a7000000000000,Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000457500002211000000000000,SZMY-POWER PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000004f04000007d0000000000000,T Mini Wireless,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000004f0400000ab1000000000000,T.16000M,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b10,x:b2,y:b3,platform:Windows,", +"03000000fa1900000706000000000000,Team 5,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000b50700001203000000000000,Techmobility X6-38V,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,", +"030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,", +"030000004f04000023b3000000000000,Thrustmaster Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000004f0400000ed0000000000000,ThrustMaster eSwap PRO Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows,", +"030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,", +"03000000666600000488000000000000,TigerGame PS/PS2 Game Controller Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,", +"03000000d62000006000000000000000,Tournament PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows,", +"03000000d90400000200000000000000,TwinShock PS2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,", +"030000006e0500001320000000000000,U4113,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000101c0000171c000000000000,uRage Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000300f00000701000000000000,USB 4-Axis 12-Button Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,", +"03000000341a00002308000000000000,USB gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"030000005509000000b4000000000000,USB gamepad,a:b10,b:b11,back:b5,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,guide:b14,leftshoulder:b8,leftstick:b6,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:a5,rightx:a2,righty:a3,start:b4,x:b12,y:b13,platform:Windows,", +"030000006b1400000203000000000000,USB gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000790000000a00000000000000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,", +"03000000f0250000c183000000000000,USB gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000ff1100004133000000000000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows,", +"03000000632500002305000000000000,USB Vibration Joystick (BM),a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000790000001a18000000000000,Venom,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,", +"03000000790000001b18000000000000,Venom Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00000302000000000000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"030000006f0e00000702000000000000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,", +"0300000034120000adbe000000000000,vJoy Device,a:b0,b:b1,back:b15,dpdown:b6,dpleft:b7,dpright:b8,dpup:b5,guide:b16,leftshoulder:b9,leftstick:b13,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b14,righttrigger:b12,rightx:a3,righty:a4,start:b4,x:b2,y:b3,platform:Windows,", +"030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"030000005e040000130b000000000000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"03000000341a00000608000000000000,Xeox,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000450c00002043000000000000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", +"03000000ac0500005b05000000000000,Xiaoji Gamesir-G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,", +"03000000172700004431000000000000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,", +"03000000786901006e70000000000000,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +"03000000790000004f18000000000000,ZD-T Android,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,", +"03000000120c0000101e000000000000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,", +"78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +#endif // _GLFW_WIN32 + +#if defined(_GLFW_COCOA) +"030000008f0e00000300000009010000,2In1 USB Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000c82d00000090000001000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00000650000001000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000c82d00005106000000010000,8BitDo M30 Gamepad,a:b1,b:b0,back:b10,guide:b2,leftshoulder:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00001590000001000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"030000003512000012ab000001000000,8BitDo NES30 Gamepad,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000022000000090000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00000190000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000102800000900000000000000,8Bitdo SFC30 GamePad Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00001290000001000000,8BitDo SN30 Gamepad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00004028000000010000,8Bitdo SN30 GamePad,a:b1,b:b0,x:b4,y:b3,back:b10,start:b11,leftshoulder:b6,rightshoulder:b7,dpup:-a1,dpdown:+a1,dpleft:-a0,dpright:+a0,platform:Mac OS X,", +"03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00000260000001000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00000031000001000000,8BitDo Wireless Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000c82d00001890000001000000,8BitDo Zero 2,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a31,start:b11,x:b4,y:b3,platform:Mac OS X,", +"03000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000a00500003232000009010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000a30c00002700000003030000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000a30c00002800000003030000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,", +"03000000ef0500000300000000020000,AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Mac OS X,", +"03000000491900001904000001010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Mac OS X,", +"03000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X,", +"03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,", +"03000000c62400001b89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000d62000002a79000000010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000120c0000200e000000010000,Brook Mars,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000120c0000210e000000010000,Brook Mars,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X,", +"03000000a306000022f6000001030000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X,", +"03000000ad1b000001f9000000000000,Gamestop BB-070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,", +"03000000c01100000140000000010000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006f0e00000102000000000000,GameStop Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000007d0400000540000001010000,Gravis Eliminator GamePad Pro,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000280400000140000000020000,Gravis Gamepad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000008f0e00000300000007010000,GreenAsia Inc. USB Joystick,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Mac OS X,", +"030000000d0f00002d00000000100000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00005f00000000010000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00005e00000000010000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00005f00000000000000,HORI Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00005e00000000000000,HORI Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00004d00000000000000,HORI Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00006e00000000010000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00006600000000010000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f00006600000000000000,HORIPAD FPS PLUS 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000000d0f0000ee00000000010000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000008f0e00001330000011010000,HuiJia SNES Controller,a:b4,b:b2,back:b16,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b12,rightshoulder:b14,start:b18,x:b6,y:b0,platform:Mac OS X,", +"03000000830500006020000000010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X,", +"03000000830500006020000000000000,iBuffalo USB 2-axis 8-button Gamepad,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X,", +"030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Mac OS X,", +"03000000242f00002d00000007010000,JYS Wireless Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,", +"030000006d04000016c2000000020000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006d04000016c2000000030000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006d04000016c2000014040000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006d04000016c2000000000000,Logitech F310 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006d04000018c2000000000000,Logitech F510 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006d04000019c2000005030000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006d0400001fc2000000000000,Logitech F710 Gamepad (XInput),a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000006d04000018c2000000010000,Logitech RumblePad 2 USB,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3~,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006d04000019c2000000000000,Logitech Wireless Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000380700005032000000010000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000380700005082000000010000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000380700008433000000010000,Mad Catz FightStick TE S+ (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000380700008483000000010000,Mad Catz FightStick TE S+ (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000790000000600000007010000,Marvo GT-004,a:b2,b:b1,x:b3,y:b0,back:b8,start:b9,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7,platform:Mac OS X,", +"03000000790000004418000000010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000242f00007300000000020000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Mac OS X,", +"0300000079000000d218000026010000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000d620000010a7000003010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"0300000025090000e803000000000000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Mac OS X,", +"03000000790000000018000000010000,Mayflash Wii U Pro Controller Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,", +"03000000790000000018000000000000,Mayflash WiiU Pro Game Controller Adapter (DInput),a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,", +"03000000d8140000cecf000000000000,MC Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000005e0400002700000001010000,Microsoft SideWinder Plug & Play Game Pad,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,leftx:a0,lefty:a1,righttrigger:b5,x:b2,y:b3,platform:Mac OS X,", +"03000000d62000007162000001000000,Moga Pro 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X,", +"03000000c62400002a89000000010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000c62400002b89000000010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000632500007505000000020000,NEOGEO mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X,", +"03000000921200004b46000003020000,NES 2-port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Mac OS X,", +"030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000d620000011a7000000020000,Nintendo Switch Core (Plus) Wired Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000d620000011a7000010050000,Nintendo Switch PowerA Wired Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,", +"030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,", +"03000000550900001472000025050000,NVIDIA Controller v01.04,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X,", +"030000006f0e00000901000002010000,PDP Versus Fighting Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X,", +"030000004c050000da0c000000010000,Playstation Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,", +"030000004c0500003713000000010000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000100800000300000006010000,PS2 Adapter,a:b2,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,", +"030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,", +"030000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,", +"030000004c050000a00b000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000008916000000fd000000000000,Razer Onza TE,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"03000000321500000204000000010000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000321500000104000000010000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000321500000010000000010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000321500000507000001010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000321500000011000000010000,Razer Raion Fightpad for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000321500000009000000020000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X,", +"030000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X,", +"0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"03000000790000001100000000000000,Retrolink Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a3,lefty:a4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000790000001100000006010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,", +"030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006b140000130d000000010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000c6240000fefa000000000000,Rock Candy Gamepad for PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Mac OS X,", +"03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X,", +"03000000b40400000a01000000000000,Sega Saturn USB Gamepad,a:b0,b:b1,back:b5,guide:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Mac OS X,", +"030000003512000021ab000000000000,SFC30 Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,", +"0300000000f00000f100000000000000,SNES RetroPort,a:b2,b:b3,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,rightshoulder:b7,start:b6,x:b0,y:b1,platform:Mac OS X,", +"030000004c050000e60c000000010000,Sony DualSense,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000004c050000cc09000000000000,Sony DualShock 4 V2,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000004c050000a00b000000000000,Sony DualShock 4 Wireless Adaptor,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000d11800000094000000010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X,", +"030000005e0400008e02000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Mac OS X,", +"03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,", +"03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,", +"050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X,", +"03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,", +"03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,", +"03000000457500002211000000010000,SZMY-POWER PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X,", +"030000004f0400000ed0000000020000,ThrustMaster eSwap PRO Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X,", +"03000000bd12000015d0000000000000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000bd12000015d0000000010000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,", +"03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X,", +"030000006f0e00000302000025040000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,", +"030000006f0e00000702000003060000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000791d00000103000009010000,Wii Classic Controller,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,", +"050000005769696d6f74652028303000,Wii Remote,a:b4,b:b5,back:b7,dpdown:b3,dpleft:b0,dpright:b1,dpup:b2,guide:b8,leftshoulder:b11,lefttrigger:b12,leftx:a0,lefty:a1,start:b6,x:b10,y:b9,platform:Mac OS X,", +"050000005769696d6f74652028313800,Wii U Pro Controller,a:b16,b:b15,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b8,leftshoulder:b19,leftstick:b23,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b24,righttrigger:b22,rightx:a2,righty:a3,start:b6,x:b18,y:b17,platform:Mac OS X,", +"030000005e0400008e02000000000000,X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000006f0e00000104000000000000,Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"03000000c6240000045d000000000000,Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000050b000003090000,Xbox Elite Wireless Controller Series 2,a:b0,b:b1,back:b31,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b53,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000c62400003a54000000000000,Xbox One PowerA Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000d102000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000dd02000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000e302000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"030000005e040000e002000000000000,Xbox Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000e002000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000ea02000000000000,Xbox Wireless Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,", +"030000005e040000fd02000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X,", +"03000000120c0000100e000000010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +"03000000120c0000101e000000010000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +#endif // _GLFW_COCOA + +#if defined(GLFW_BUILD_LINUX_JOYSTICK) +"03000000c82d00000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00001038000000010000,8Bitdo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00005106000000010000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Linux,", +"03000000c82d00001590000011010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00000310000011010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux,", +"05000000c82d00008010000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux,", +"03000000022000000090000011010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00002038000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00000190000011010000,8Bitdo NES30 Pro 8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00000060000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00000061000000010000,8Bitdo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d000021ab000010010000,8BitDo SFC30,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,", +"030000003512000012ab000010010000,8Bitdo SFC30 GamePad,a:b2,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux,", +"05000000102800000900000000010000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00003028000000010000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00000160000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00001290000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00006228000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00000260000011010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"05000000202800000900000000010000,8BitDo SNES30 Gamepad,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,", +"03000000c82d00000031000011010000,8BitDo Wireless Adapter (DInput),a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000005e0400008e02000020010000,8BitDo Wireless Adapter (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c82d00001890000011010000,8BitDo Zero 2,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,", +"05000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", +"050000005e040000e002000030110000,8BitDo Zero 2 (XInput),a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux,", +"05000000a00500003232000001000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,", +"05000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,", +"03000000c01100000355000011010000,ACRUX USB GAME PAD,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006f0e00001302000000010000,Afterglow,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e00003901000020060000,Afterglow Controller for Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e00003901000000430000,Afterglow Prismatic Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e00003901000013020000,Afterglow Prismatic Wired Controller 048-007-NA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000100000008200000011010000,Akishop Customs PS360+ v1.66,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"030000007c1800000006000010010000,Alienware Dual Compatible Game Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Linux,", +"05000000491900000204000021000000,Amazon Fire Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b17,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"03000000491900001904000011010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux,", +"05000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,", +"03000000790000003018000011010000,Arcade Fightstick F300,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"03000000a30c00002700000011010000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,", +"03000000a30c00002800000011010000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,", +"05000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux,", +"05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux,", +"03000000503200000110000000000000,Atari Classic Controller,a:b0,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,x:b1,platform:Linux,", +"05000000503200000110000000000000,Atari Classic Controller,a:b0,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,x:b1,platform:Linux,", +"03000000503200000210000000000000,Atari Game Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,", +"05000000503200000210000000000000,Atari Game Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,", +"03000000120c00000500000010010000,AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux,", +"03000000ef0500000300000000010000,AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux,", +"03000000c62400001b89000011010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"03000000d62000002a79000011010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000c21100000791000011010000,Be1 GC101 Controller 1.03 mode,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000c31100000791000011010000,Be1 GC101 GAMEPAD 1.03 mode,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000005e0400008e02000003030000,Be1 GC101 Xbox 360 Controller mode,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"05000000bc2000000055000001000000,BETOP AX1 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"03000000666600006706000000010000,boom PSX to PC Converter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux,", +"03000000120c0000200e000011010000,Brook Mars,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000120c0000210e000011010000,Brook Mars,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000120c0000f70e000011010000,Brook Universal Fighting Board,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"03000000ffff0000ffff000000010000,Chinese-made Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,", +"03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"030000000b0400003365000000010000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Linux,", +"03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux,", +"03000000a306000022f6000011010000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,", +"03000000b40400000a01000000010000,CYPRESS USB Gamepad,a:b0,b:b1,back:b5,guide:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,", +"03000000790000000600000010010000,DragonRise Inc. Generic USB Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,", +"030000004f04000004b3000010010000,Dual Power 2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,", +"030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000341a000005f7000010010000,GameCube {HuiJia USB box},a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,", +"03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000008f0e00000800000010010000,Gasia Co. Ltd PS(R) Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"030000006f0e00001304000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000451300000010000010010000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"03000000f0250000c183000010010000,Goodbetterbest Ltd USB Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"0300000079000000d418000000010000,GPD Win 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000007d0400000540000000010000,Gravis Eliminator GamePad Pro,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"03000000280400000140000000010000,Gravis GamePad Pro USB ,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"030000008f0e00000610000000010000,GreenAsia Electronics 4Axes 12Keys GamePad ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Linux,", +"030000008f0e00001200000010010000,GreenAsia Inc. USB Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,", +"0500000047532067616d657061640000,GS gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"03000000f0250000c383000010010000,GT VX2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"06000000adde0000efbe000002010000,Hidromancer Game Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000d81400000862000011010000,HitBox (PS3/PC) Analog Mode,a:b1,b:b2,back:b8,guide:b9,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b12,x:b0,y:b3,platform:Linux,", +"03000000c9110000f055000011010000,HJC Game GAMEPAD,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"03000000632500002605000010010000,HJD-X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000000d0f00000d00000000010000,hori,a:b0,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftx:b4,lefty:b5,rightshoulder:b7,start:b9,x:b1,y:b2,platform:Linux,", +"030000000d0f00001000000011010000,HORI CO. LTD. FIGHTING STICK 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f0000c100000011010000,HORI CO. LTD. HORIPAD S,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00006a00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00006b00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00002200000011010000,HORI CO. LTD. REAL ARCADE Pro.V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00008500000010010000,HORI Fighting Commander,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00008600000002010000,Hori Fighting Commander,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"030000000d0f00005f00000011010000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00005e00000011010000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000ad1b000001f5000033050000,Hori Pad EX Turbo 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000000d0f00009200000011010000,Hori Pokken Tournament DX Pro Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f0000aa00000011010000,HORI Real Arcade Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"030000000d0f0000d800000072056800,HORI Real Arcade Pro S,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,", +"030000000d0f00001600000000010000,Hori Real Arcade Pro.EX-SE (Xbox 360),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux,", +"030000000d0f00006e00000011010000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00006600000011010000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f0000ee00000011010000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000000d0f00006700000001010000,HORIPAD ONE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000008f0e00001330000010010000,HuiJia SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b9,x:b3,y:b0,platform:Linux,", +"03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,", +"050000006964726f69643a636f6e0000,idroid:con,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000b50700001503000010010000,impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,", +"03000000d80400008200000003000000,IMS PCU#0 Gamepad Interface,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b5,x:b3,y:b2,platform:Linux,", +"03000000fd0500000030000000010000,InterAct GoPad I-73000 (Fighting Game Layout),a:b3,b:b4,back:b6,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b7,x:b0,y:b1,platform:Linux,", +"0500000049190000020400001b010000,Ipega PG-9069 - Bluetooth Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b161,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"03000000632500007505000011010000,Ipega PG-9099 - Bluetooth Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"030000006e0500000320000010010000,JC-U3613M - DirectInput Mode,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux,", +"03000000300f00001001000010010000,Jess Tech Dual Analog Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,", +"03000000300f00000b01000010010000,Jess Tech GGE909 PC Recoil Pad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,", +"03000000ba2200002010000001010000,Jess Technology USB Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,", +"030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux,", +"050000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux,", +"030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux,", +"050000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux,", +"03000000bd12000003c0000010010000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000242f00002d00000011010000,JYS Wireless Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000242f00008a00000011010000,JYS Wireless Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux,", +"030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006d040000d1ca000000000000,Logitech ChillStream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006d04000019c2000010010000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006d04000016c2000011010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006d0400001dc2000014400000,Logitech F310 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006d0400001ec2000019200000,Logitech F510 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006d0400001ec2000020200000,Logitech F510 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006d04000019c2000011010000,Logitech F710 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006d0400001fc2000005030000,Logitech F710 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006d0400000ac2000010010000,Logitech Inc. WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Linux,", +"030000006d04000018c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006d04000011c2000010010000,Logitech WingMan Cordless RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux,", +"050000004d4f435554452d3035305800,M54-PC,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"05000000380700006652000025010000,Mad Catz C.T.R.L.R ,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000380700005032000011010000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000380700005082000011010000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000ad1b00002ef0000090040000,Mad Catz Fightpad SFxT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux,", +"03000000380700008034000011010000,Mad Catz fightstick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000380700008084000011010000,Mad Catz fightstick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000380700008433000011010000,Mad Catz FightStick TE S+ (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000380700008483000011010000,Mad Catz FightStick TE S+ (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000380700001647000010040000,Mad Catz Wired Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000380700003847000090040000,Mad Catz Wired Xbox 360 Controller (SFIV),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"03000000ad1b000016f0000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000380700001888000010010000,MadCatz PC USB Wired Stick 8818,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000380700003888000010010000,MadCatz PC USB Wired Stick 8838,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:a0,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000242f0000f700000001010000,Magic-S Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000120c00000500000000010000,Manta Dualshock 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,", +"03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux,", +"03000000790000004318000010010000,Mayflash GameCube Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,", +"03000000242f00007300000011010000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux,", +"0300000079000000d218000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000d620000010a7000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"0300000025090000e803000001010000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,", +"03000000780000000600000010010000,Microntek USB Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,", +"030000005e0400000e00000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,", +"030000005e0400008e02000004010000,Microsoft X-Box 360 pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e0400008e02000062230000,Microsoft X-Box 360 pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"050000005e040000050b000003090000,Microsoft X-Box One Elite 2 pad,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000005e040000e302000003020000,Microsoft X-Box One Elite pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000d102000001010000,Microsoft X-Box One pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000dd02000003020000,Microsoft X-Box One pad (Firmware 2015),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000d102000003020000,Microsoft X-Box One pad v2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e0400008502000000010000,Microsoft X-Box pad (Japan),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,", +"030000005e0400008902000021010000,Microsoft X-Box pad v2 (US),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,", +"030000005e040000000b000008040000,Microsoft Xbox One Elite 2 pad - Wired,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000ea02000008040000,Microsoft Xbox One S pad - Wired,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c62400001a53000000010000,Mini PE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,", +"05000000d6200000e589000001000000,Moga 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,", +"05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,", +"05000000d62000007162000001000000,Moga Pro 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,", +"03000000c62400002b89000011010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"05000000c62400002a89000000010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b22,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"05000000c62400001a89000000010000,MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"03000000250900006688000000010000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,", +"030000006b140000010c000010010000,NACON GC-400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000790000004518000010010000,NEXILUX GAMECUBE Controller Adapter,a:b1,b:b0,x:b2,y:b3,start:b9,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a5,righty:a2,lefttrigger:a3,righttrigger:a4,platform:Linux,", +"030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Linux,", +"060000007e0500003713000000000000,Nintendo 3DS,a:b0,b:b1,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,", +"060000007e0500000820000000000000,Nintendo Combined Joy-Cons (joycond),a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,", +"030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux,", +"03000000790000004618000010010000,Nintendo GameCube Controller Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux,", +"050000007e0500000620000001800000,Nintendo Switch Left Joy-Con,a:b9,b:b8,back:b5,leftshoulder:b2,leftstick:b6,leftx:a1,lefty:a0~,rightshoulder:b4,start:b0,x:b7,y:b10,platform:Linux,", +"030000007e0500000920000011810000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,", +"050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"050000007e0500000920000001800000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,", +"050000007e0500000720000001800000,Nintendo Switch Right Joy-Con,a:b1,b:b2,back:b9,leftshoulder:b4,leftstick:b10,leftx:a1~,lefty:a0~,rightshoulder:b6,start:b8,x:b0,y:b3,platform:Linux,", +"050000007e0500001720000001000000,Nintendo Switch SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux,", +"050000007e0500003003000001000000,Nintendo Wii Remote Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,", +"05000000010000000100000003000000,Nintendo Wiimote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"030000000d0500000308000010010000,Nostromo n45 Dual Analog Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,", +"03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,", +"03000000550900001472000011010000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,", +"05000000550900001472000001000000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,", +"03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"19000000010000000100000001010000,odroidgo2_joypad,a:b1,b:b0,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,guide:b10,leftshoulder:b4,leftstick:b12,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b14,start:b15,x:b2,y:b3,platform:Linux,", +"19000000010000000200000011000000,odroidgo2_joypad_v11,a:b1,b:b0,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b12,leftshoulder:b4,leftstick:b14,lefttrigger:b13,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b16,start:b17,x:b2,y:b3,platform:Linux,", +"030000005e0400000202000000010000,Old Xbox pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,", +"03000000c0160000dc27000001010000,OnyxSoft Dual JoyDivision,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:Linux,", +"05000000362800000100000002010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux,", +"05000000362800000100000003010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux,", +"03000000830500005020000010010000,Padix Co. Ltd. Rockfire PSX/USB Bridge,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Linux,", +"03000000790000001c18000011010000,PC Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000ff1100003133000010010000,PC Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"030000006f0e0000b802000001010000,PDP AFTERGLOW Wired Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e0000b802000013020000,PDP AFTERGLOW Wired Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e00006401000001010000,PDP Battlefield One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e00008001000011010000,PDP CO. LTD. Faceoff Wired Pro Controller for Nintendo Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006f0e00003101000000010000,PDP EA Sports Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e0000c802000012010000,PDP Kingdom Hearts Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e00008701000011010000,PDP Rock Candy Wired Controller for Nintendo Switch,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"030000006f0e00000901000011010000,PDP Versus Fighting Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"030000006f0e0000a802000023020000,PDP Wired Controller for Xbox One,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"030000006f0e00008501000011010000,PDP Wired Fight Pad Pro for Nintendo Switch,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"0500000049190000030400001b010000,PG-9099,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"05000000491900000204000000000000,PG-9118,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000004c050000da0c000011010000,Playstation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,", +"030000004c0500003713000011010000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux,", +"03000000c62400000053000000010000,PowerA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c62400003a54000001010000,PowerA 1428124-01,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000d62000006dca000011010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000d62000000228000001010000,PowerA Wired Controller for Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c62400001a58000001010000,PowerA Xbox One Cabled,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c62400001a54000001010000,PowerA Xbox One Mini Wired Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,", +"03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000004c0500006802000010010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,", +"030000004c0500006802000010810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"030000004c0500006802000011010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,", +"030000004c0500006802000011810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"030000006f0e00001402000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000008f0e00000300000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"050000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,", +"050000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:a12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:a13,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,", +"050000004c0500006802000000800000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"050000004c0500006802000000810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"05000000504c415953544154494f4e00,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,", +"060000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,", +"030000004c050000a00b000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000004c050000a00b000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"030000004c050000c405000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000004c050000c405000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000004c050000cc09000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000004c050000cc09000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"03000000c01100000140000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"050000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"050000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"050000004c050000c405000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"050000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"050000004c050000cc09000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"050000004c050000cc09000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"030000004c050000e60c000011010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000ff000000cb01000010010000,PSP,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux,", +"03000000300f00001211000011010000,QanBa Arcade JoyStick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux,", +"030000009b2800004200000001010000,Raphnet Technologies Dual NES to USB v2.0,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Linux,", +"030000009b2800003200000001010000,Raphnet Technologies GC/N64 to USB v3.4,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,", +"030000009b2800006000000001010000,Raphnet Technologies GC/N64 to USB v3.6,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,", +"030000009b2800000300000001010000,raphnet.net 4nes4snes v1.5,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux,", +"030000008916000001fd000024010000,Razer Onza Classic Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000008916000000fd000024010000,Razer Onza Tournament Edition,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000321500000204000011010000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"03000000321500000104000011010000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000321500000810000011010000,Razer Panthera Evo Arcade Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000321500000010000011010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000321500000507000000010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"03000000321500000011000011010000,Razer Raion Fightpad for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000008916000000fe000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c6240000045d000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c6240000045d000025010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000321500000009000011010000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,", +"050000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,", +"0300000032150000030a000001010000,Razer Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000790000001100000010010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,", +"0300000081170000990a000001010000,Retronic Adapter,a:b0,leftx:a0,lefty:a1,platform:Linux,", +"0300000000f000000300000000010000,RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux,", +"030000006b140000010d000011010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000006b140000130d000011010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000006f0e00001f01000000010000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000006f0e00001e01000011010000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000006f0e00004601000001010000,Rock Candy Xbox One Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000a306000023f6000011010000,Saitek Cyborg V.1 Game Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,", +"03000000a30600001005000000010000,Saitek P150,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b2,righttrigger:b5,x:b3,y:b4,platform:Linux,", +"03000000a30600000701000000010000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Linux,", +"03000000a30600000cff000010010000,Saitek P2500 Force Rumble Pad,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b0,y:b1,platform:Linux,", +"03000000a30600000c04000011010000,Saitek P2900 Wireless Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux,", +"03000000300f00001201000010010000,Saitek P380,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,", +"03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux,", +"03000000a30600000b04000000010000,Saitek P990 Dual Analog Pad,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux,", +"03000000a306000018f5000010010000,Saitek PLC Saitek P3200 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux,", +"03000000a306000020f6000011010000,Saitek PS2700 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,", +"03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux,", +"03000000f025000021c1000010010000,ShanWan Gioteck PS3 Wired Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000632500007505000010010000,SHANWAN PS3/PC Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000bc2000000055000010010000,ShanWan PS3/PC Wired GamePad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000005f140000c501000010010000,SHANWAN Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000632500002305000010010000,ShanWan USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000341a00000908000010010000,SL-6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"030000004c050000e60c000011810000,Sony DualSense,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"050000004c050000e60c000000810000,Sony DualSense ,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,", +"03000000250900000500000000010000,Sony PS2 pad with SmartJoy adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,", +"030000005e0400008e02000073050000,Speedlink TORID Wireless Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e0400008e02000020200000,SpeedLink XEOX Pro Analog Gamepad pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000d11800000094000011010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,", +"03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,", +"03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,", +"03000000de2800000211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,", +"03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,", +"03000000de2800004211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,", +"03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,", +"05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,", +"05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,", +"03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"0500000011010000311400001b010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b32,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"05000000110100001914000009010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"03000000ad1b000038f0000090040000,Street Fighter IV FightStick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000003b07000004a1000000010000,Suncom SFX Plus for USB,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Linux,", +"03000000666600000488000000010000,Super Joy Box 5 Pro,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,", +"0300000000f00000f100000000010000,Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux,", +"03000000457500002211000010010000,SZMY-POWER CO. LTD. GAMEPAD,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"030000008f0e00000d31000010010000,SZMY-POWER CO. LTD. GAMEPAD 3 TURBO,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000008f0e00001431000010010000,SZMY-POWER CO. LTD. PS3 gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000004f04000020b3000010010000,Thrustmaster 2 in 1 DT,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,", +"030000004f04000015b3000010010000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,", +"030000004f04000023b3000000010000,Thrustmaster Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000004f0400000ed0000011010000,ThrustMaster eSwap PRO Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000b50700000399000000010000,Thrustmaster Firestorm Digital 2,a:b2,b:b4,back:b11,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b0,righttrigger:b9,start:b1,x:b3,y:b5,platform:Linux,", +"030000004f04000003b3000010010000,Thrustmaster Firestorm Dual Analog 2,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b9,rightx:a2,righty:a3,x:b1,y:b3,platform:Linux,", +"030000004f04000000b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Linux,", +"030000004f04000026b3000002040000,Thrustmaster Gamepad GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c6240000025b000002020000,Thrustmaster GPX Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000004f04000008d0000000010000,Thrustmaster Run N Drive Wireless,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"030000004f04000009d0000000010000,Thrustmaster Run N Drive Wireless PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000004f04000007d0000000010000,Thrustmaster T Mini Wireless,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,", +"030000004f04000012b3000010010000,Thrustmaster vibrating gamepad,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,", +"03000000bd12000015d0000010010000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,", +"03000000d814000007cd000011010000,Toodles 2008 Chimp PC/PS3,a:b0,b:b1,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux,", +"030000005e0400008e02000070050000,Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000c01100000591000011010000,Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"03000000100800000100000010010000,Twin USB PS2 Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,", +"03000000100800000300000010010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,", +"03000000790000000600000007010000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,", +"03000000790000001100000000010000,USB Gamepad1,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux,", +"030000006f0e00000302000011010000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"030000006f0e00000702000011010000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,", +"05000000ac0500003232000001000000,VR-BOX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,", +"03000000791d00000103000010010000,Wii Classic Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"050000000d0f0000f600000001000000,Wireless HORIPAD Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"030000005e0400008e02000010010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e0400008e02000014010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e0400001907000000010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e0400009102000007010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000a102000000010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000a102000007010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"0000000058626f782033363020576900,Xbox 360 Wireless Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux,", +"030000005e040000a102000014010000,Xbox 360 Wireless Receiver (XBOX),a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"0000000058626f782047616d65706100,Xbox Gamepad (userspace driver),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000005e040000ea02000000000000,Xbox One Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"050000005e040000e002000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"050000005e040000fd02000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000005e040000ea02000001030000,Xbox One Wireless Controller (Model 1708),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000120b000001050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"050000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"050000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,", +"030000005e040000120b000005050000,XBox Series pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"030000005e0400008e02000000010000,xbox360 Wireless EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,", +"03000000450c00002043000010010000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,", +"03000000ac0500005b05000010010000,Xiaoji Gamesir-G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,", +"05000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux,", +"03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,", +"03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000120c0000101e000011010000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +#endif // GLFW_BUILD_LINUX_JOYSTICK +}; + diff --git a/dependencies/glfw-3.4/src/mappings.h.in b/dependencies/glfw-3.4/src/mappings.h.in new file mode 100644 index 0000000..ed62368 --- /dev/null +++ b/dependencies/glfw-3.4/src/mappings.h.in @@ -0,0 +1,82 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2006-2018 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// As mappings.h.in, this file is used by CMake to produce the mappings.h +// header file. If you are adding a GLFW specific gamepad mapping, this is +// where to put it. +//======================================================================== +// As mappings.h, this provides all pre-defined gamepad mappings, including +// all available in SDL_GameControllerDB. Do not edit this file. Any gamepad +// mappings not specific to GLFW should be submitted to SDL_GameControllerDB. +// This file can be re-generated from mappings.h.in and the upstream +// gamecontrollerdb.txt with the 'update_mappings' CMake target. +//======================================================================== + +// All gamepad mappings not labeled GLFW are copied from the +// SDL_GameControllerDB project under the following license: +// +// Simple DirectMedia Layer +// Copyright (C) 1997-2013 Sam Lantinga +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the +// use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not be +// misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. + +const char* _glfwDefaultMappings[] = +{ +#if defined(_GLFW_WIN32) +@GLFW_WIN32_MAPPINGS@ +"78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +"78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +#endif // _GLFW_WIN32 + +#if defined(_GLFW_COCOA) +@GLFW_COCOA_MAPPINGS@ +#endif // _GLFW_COCOA + +#if defined(GLFW_BUILD_LINUX_JOYSTICK) +@GLFW_LINUX_MAPPINGS@ +#endif // GLFW_BUILD_LINUX_JOYSTICK +}; + diff --git a/dependencies/glfw-3.4/src/monitor.c b/dependencies/glfw-3.4/src/monitor.c new file mode 100644 index 0000000..efc286d --- /dev/null +++ b/dependencies/glfw-3.4/src/monitor.c @@ -0,0 +1,548 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include +#include +#include +#include + + +// Lexically compare video modes, used by qsort +// +static int compareVideoModes(const void* fp, const void* sp) +{ + const GLFWvidmode* fm = fp; + const GLFWvidmode* sm = sp; + const int fbpp = fm->redBits + fm->greenBits + fm->blueBits; + const int sbpp = sm->redBits + sm->greenBits + sm->blueBits; + const int farea = fm->width * fm->height; + const int sarea = sm->width * sm->height; + + // First sort on color bits per pixel + if (fbpp != sbpp) + return fbpp - sbpp; + + // Then sort on screen area + if (farea != sarea) + return farea - sarea; + + // Then sort on width + if (fm->width != sm->width) + return fm->width - sm->width; + + // Lastly sort on refresh rate + return fm->refreshRate - sm->refreshRate; +} + +// Retrieves the available modes for the specified monitor +// +static GLFWbool refreshVideoModes(_GLFWmonitor* monitor) +{ + int modeCount; + GLFWvidmode* modes; + + if (monitor->modes) + return GLFW_TRUE; + + modes = _glfw.platform.getVideoModes(monitor, &modeCount); + if (!modes) + return GLFW_FALSE; + + qsort(modes, modeCount, sizeof(GLFWvidmode), compareVideoModes); + + _glfw_free(monitor->modes); + monitor->modes = modes; + monitor->modeCount = modeCount; + + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW event API ////// +////////////////////////////////////////////////////////////////////////// + +// Notifies shared code of a monitor connection or disconnection +// +void _glfwInputMonitor(_GLFWmonitor* monitor, int action, int placement) +{ + assert(monitor != NULL); + assert(action == GLFW_CONNECTED || action == GLFW_DISCONNECTED); + assert(placement == _GLFW_INSERT_FIRST || placement == _GLFW_INSERT_LAST); + + if (action == GLFW_CONNECTED) + { + _glfw.monitorCount++; + _glfw.monitors = + _glfw_realloc(_glfw.monitors, + sizeof(_GLFWmonitor*) * _glfw.monitorCount); + + if (placement == _GLFW_INSERT_FIRST) + { + memmove(_glfw.monitors + 1, + _glfw.monitors, + ((size_t) _glfw.monitorCount - 1) * sizeof(_GLFWmonitor*)); + _glfw.monitors[0] = monitor; + } + else + _glfw.monitors[_glfw.monitorCount - 1] = monitor; + } + else if (action == GLFW_DISCONNECTED) + { + int i; + _GLFWwindow* window; + + for (window = _glfw.windowListHead; window; window = window->next) + { + if (window->monitor == monitor) + { + int width, height, xoff, yoff; + _glfw.platform.getWindowSize(window, &width, &height); + _glfw.platform.setWindowMonitor(window, NULL, 0, 0, width, height, 0); + _glfw.platform.getWindowFrameSize(window, &xoff, &yoff, NULL, NULL); + _glfw.platform.setWindowPos(window, xoff, yoff); + } + } + + for (i = 0; i < _glfw.monitorCount; i++) + { + if (_glfw.monitors[i] == monitor) + { + _glfw.monitorCount--; + memmove(_glfw.monitors + i, + _glfw.monitors + i + 1, + ((size_t) _glfw.monitorCount - i) * sizeof(_GLFWmonitor*)); + break; + } + } + } + + if (_glfw.callbacks.monitor) + _glfw.callbacks.monitor((GLFWmonitor*) monitor, action); + + if (action == GLFW_DISCONNECTED) + _glfwFreeMonitor(monitor); +} + +// Notifies shared code that a full screen window has acquired or released +// a monitor +// +void _glfwInputMonitorWindow(_GLFWmonitor* monitor, _GLFWwindow* window) +{ + assert(monitor != NULL); + monitor->window = window; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Allocates and returns a monitor object with the specified name and dimensions +// +_GLFWmonitor* _glfwAllocMonitor(const char* name, int widthMM, int heightMM) +{ + _GLFWmonitor* monitor = _glfw_calloc(1, sizeof(_GLFWmonitor)); + monitor->widthMM = widthMM; + monitor->heightMM = heightMM; + + strncpy(monitor->name, name, sizeof(monitor->name) - 1); + + return monitor; +} + +// Frees a monitor object and any data associated with it +// +void _glfwFreeMonitor(_GLFWmonitor* monitor) +{ + if (monitor == NULL) + return; + + _glfw.platform.freeMonitor(monitor); + + _glfwFreeGammaArrays(&monitor->originalRamp); + _glfwFreeGammaArrays(&monitor->currentRamp); + + _glfw_free(monitor->modes); + _glfw_free(monitor); +} + +// Allocates red, green and blue value arrays of the specified size +// +void _glfwAllocGammaArrays(GLFWgammaramp* ramp, unsigned int size) +{ + ramp->red = _glfw_calloc(size, sizeof(unsigned short)); + ramp->green = _glfw_calloc(size, sizeof(unsigned short)); + ramp->blue = _glfw_calloc(size, sizeof(unsigned short)); + ramp->size = size; +} + +// Frees the red, green and blue value arrays and clears the struct +// +void _glfwFreeGammaArrays(GLFWgammaramp* ramp) +{ + _glfw_free(ramp->red); + _glfw_free(ramp->green); + _glfw_free(ramp->blue); + + memset(ramp, 0, sizeof(GLFWgammaramp)); +} + +// Chooses the video mode most closely matching the desired one +// +const GLFWvidmode* _glfwChooseVideoMode(_GLFWmonitor* monitor, + const GLFWvidmode* desired) +{ + int i; + unsigned int sizeDiff, leastSizeDiff = UINT_MAX; + unsigned int rateDiff, leastRateDiff = UINT_MAX; + unsigned int colorDiff, leastColorDiff = UINT_MAX; + const GLFWvidmode* current; + const GLFWvidmode* closest = NULL; + + if (!refreshVideoModes(monitor)) + return NULL; + + for (i = 0; i < monitor->modeCount; i++) + { + current = monitor->modes + i; + + colorDiff = 0; + + if (desired->redBits != GLFW_DONT_CARE) + colorDiff += abs(current->redBits - desired->redBits); + if (desired->greenBits != GLFW_DONT_CARE) + colorDiff += abs(current->greenBits - desired->greenBits); + if (desired->blueBits != GLFW_DONT_CARE) + colorDiff += abs(current->blueBits - desired->blueBits); + + sizeDiff = abs((current->width - desired->width) * + (current->width - desired->width) + + (current->height - desired->height) * + (current->height - desired->height)); + + if (desired->refreshRate != GLFW_DONT_CARE) + rateDiff = abs(current->refreshRate - desired->refreshRate); + else + rateDiff = UINT_MAX - current->refreshRate; + + if ((colorDiff < leastColorDiff) || + (colorDiff == leastColorDiff && sizeDiff < leastSizeDiff) || + (colorDiff == leastColorDiff && sizeDiff == leastSizeDiff && rateDiff < leastRateDiff)) + { + closest = current; + leastSizeDiff = sizeDiff; + leastRateDiff = rateDiff; + leastColorDiff = colorDiff; + } + } + + return closest; +} + +// Performs lexical comparison between two @ref GLFWvidmode structures +// +int _glfwCompareVideoModes(const GLFWvidmode* fm, const GLFWvidmode* sm) +{ + return compareVideoModes(fm, sm); +} + +// Splits a color depth into red, green and blue bit depths +// +void _glfwSplitBPP(int bpp, int* red, int* green, int* blue) +{ + int delta; + + // We assume that by 32 the user really meant 24 + if (bpp == 32) + bpp = 24; + + // Convert "bits per pixel" to red, green & blue sizes + + *red = *green = *blue = bpp / 3; + delta = bpp - (*red * 3); + if (delta >= 1) + *green = *green + 1; + + if (delta == 2) + *red = *red + 1; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW public API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI GLFWmonitor** glfwGetMonitors(int* count) +{ + assert(count != NULL); + + *count = 0; + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + *count = _glfw.monitorCount; + return (GLFWmonitor**) _glfw.monitors; +} + +GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (!_glfw.monitorCount) + return NULL; + + return (GLFWmonitor*) _glfw.monitors[0]; +} + +GLFWAPI void glfwGetMonitorPos(GLFWmonitor* handle, int* xpos, int* ypos) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + if (xpos) + *xpos = 0; + if (ypos) + *ypos = 0; + + _GLFW_REQUIRE_INIT(); + + _glfw.platform.getMonitorPos(monitor, xpos, ypos); +} + +GLFWAPI void glfwGetMonitorWorkarea(GLFWmonitor* handle, + int* xpos, int* ypos, + int* width, int* height) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + if (xpos) + *xpos = 0; + if (ypos) + *ypos = 0; + if (width) + *width = 0; + if (height) + *height = 0; + + _GLFW_REQUIRE_INIT(); + + _glfw.platform.getMonitorWorkarea(monitor, xpos, ypos, width, height); +} + +GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* handle, int* widthMM, int* heightMM) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + if (widthMM) + *widthMM = 0; + if (heightMM) + *heightMM = 0; + + _GLFW_REQUIRE_INIT(); + + if (widthMM) + *widthMM = monitor->widthMM; + if (heightMM) + *heightMM = monitor->heightMM; +} + +GLFWAPI void glfwGetMonitorContentScale(GLFWmonitor* handle, + float* xscale, float* yscale) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + if (xscale) + *xscale = 0.f; + if (yscale) + *yscale = 0.f; + + _GLFW_REQUIRE_INIT(); + _glfw.platform.getMonitorContentScale(monitor, xscale, yscale); +} + +GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + return monitor->name; +} + +GLFWAPI void glfwSetMonitorUserPointer(GLFWmonitor* handle, void* pointer) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + _GLFW_REQUIRE_INIT(); + monitor->userPointer = pointer; +} + +GLFWAPI void* glfwGetMonitorUserPointer(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + return monitor->userPointer; +} + +GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWmonitorfun, _glfw.callbacks.monitor, cbfun); + return cbfun; +} + +GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* handle, int* count) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + assert(count != NULL); + + *count = 0; + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (!refreshVideoModes(monitor)) + return NULL; + + *count = monitor->modeCount; + return monitor->modes; +} + +GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (!_glfw.platform.getVideoMode(monitor, &monitor->currentMode)) + return NULL; + + return &monitor->currentMode; +} + +GLFWAPI void glfwSetGamma(GLFWmonitor* handle, float gamma) +{ + unsigned int i; + unsigned short* values; + GLFWgammaramp ramp; + const GLFWgammaramp* original; + assert(handle != NULL); + assert(gamma > 0.f); + assert(gamma <= FLT_MAX); + + _GLFW_REQUIRE_INIT(); + + if (gamma != gamma || gamma <= 0.f || gamma > FLT_MAX) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid gamma value %f", gamma); + return; + } + + original = glfwGetGammaRamp(handle); + if (!original) + return; + + values = _glfw_calloc(original->size, sizeof(unsigned short)); + + for (i = 0; i < original->size; i++) + { + float value; + + // Calculate intensity + value = i / (float) (original->size - 1); + // Apply gamma curve + value = powf(value, 1.f / gamma) * 65535.f + 0.5f; + // Clamp to value range + value = fminf(value, 65535.f); + + values[i] = (unsigned short) value; + } + + ramp.red = values; + ramp.green = values; + ramp.blue = values; + ramp.size = original->size; + + glfwSetGammaRamp(handle, &ramp); + _glfw_free(values); +} + +GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + _glfwFreeGammaArrays(&monitor->currentRamp); + if (!_glfw.platform.getGammaRamp(monitor, &monitor->currentRamp)) + return NULL; + + return &monitor->currentRamp; +} + +GLFWAPI void glfwSetGammaRamp(GLFWmonitor* handle, const GLFWgammaramp* ramp) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + assert(monitor != NULL); + assert(ramp != NULL); + assert(ramp->size > 0); + assert(ramp->red != NULL); + assert(ramp->green != NULL); + assert(ramp->blue != NULL); + + _GLFW_REQUIRE_INIT(); + + if (ramp->size <= 0) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid gamma ramp size %i", + ramp->size); + return; + } + + if (!monitor->originalRamp.size) + { + if (!_glfw.platform.getGammaRamp(monitor, &monitor->originalRamp)) + return; + } + + _glfw.platform.setGammaRamp(monitor, ramp); +} + diff --git a/dependencies/glfw-3.4/src/nsgl_context.m b/dependencies/glfw-3.4/src/nsgl_context.m new file mode 100644 index 0000000..daa8367 --- /dev/null +++ b/dependencies/glfw-3.4/src/nsgl_context.m @@ -0,0 +1,384 @@ +//======================================================================== +// GLFW 3.4 macOS - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2009-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_COCOA) + +#include +#include + +static void makeContextCurrentNSGL(_GLFWwindow* window) +{ + @autoreleasepool { + + if (window) + [window->context.nsgl.object makeCurrentContext]; + else + [NSOpenGLContext clearCurrentContext]; + + _glfwPlatformSetTls(&_glfw.contextSlot, window); + + } // autoreleasepool +} + +static void swapBuffersNSGL(_GLFWwindow* window) +{ + @autoreleasepool { + + // HACK: Simulate vsync with usleep as NSGL swap interval does not apply to + // windows with a non-visible occlusion state + if (window->ns.occluded) + { + int interval = 0; + [window->context.nsgl.object getValues:&interval + forParameter:NSOpenGLContextParameterSwapInterval]; + + if (interval > 0) + { + const double framerate = 60.0; + const uint64_t frequency = _glfwPlatformGetTimerFrequency(); + const uint64_t value = _glfwPlatformGetTimerValue(); + + const double elapsed = value / (double) frequency; + const double period = 1.0 / framerate; + const double delay = period - fmod(elapsed, period); + + usleep(floorl(delay * 1e6)); + } + } + + [window->context.nsgl.object flushBuffer]; + + } // autoreleasepool +} + +static void swapIntervalNSGL(int interval) +{ + @autoreleasepool { + + _GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot); + assert(window != NULL); + + [window->context.nsgl.object setValues:&interval + forParameter:NSOpenGLContextParameterSwapInterval]; + + } // autoreleasepool +} + +static int extensionSupportedNSGL(const char* extension) +{ + // There are no NSGL extensions + return GLFW_FALSE; +} + +static GLFWglproc getProcAddressNSGL(const char* procname) +{ + CFStringRef symbolName = CFStringCreateWithCString(kCFAllocatorDefault, + procname, + kCFStringEncodingASCII); + + GLFWglproc symbol = CFBundleGetFunctionPointerForName(_glfw.nsgl.framework, + symbolName); + + CFRelease(symbolName); + + return symbol; +} + +static void destroyContextNSGL(_GLFWwindow* window) +{ + @autoreleasepool { + + [window->context.nsgl.pixelFormat release]; + window->context.nsgl.pixelFormat = nil; + + [window->context.nsgl.object release]; + window->context.nsgl.object = nil; + + } // autoreleasepool +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Initialize OpenGL support +// +GLFWbool _glfwInitNSGL(void) +{ + if (_glfw.nsgl.framework) + return GLFW_TRUE; + + _glfw.nsgl.framework = + CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl")); + if (_glfw.nsgl.framework == NULL) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "NSGL: Failed to locate OpenGL framework"); + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +// Terminate OpenGL support +// +void _glfwTerminateNSGL(void) +{ +} + +// Create the OpenGL context +// +GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "NSGL: OpenGL ES is not available via NSGL"); + return GLFW_FALSE; + } + + if (ctxconfig->major > 2) + { + if (ctxconfig->major == 3 && ctxconfig->minor < 2) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "NSGL: The targeted version of macOS does not support OpenGL 3.0 or 3.1 but may support 3.2 and above"); + return GLFW_FALSE; + } + } + + if (ctxconfig->major >= 3 && ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "NSGL: The compatibility profile is not available on macOS"); + return GLFW_FALSE; + } + + // Context robustness modes (GL_KHR_robustness) are not yet supported by + // macOS but are not a hard constraint, so ignore and continue + + // Context release behaviors (GL_KHR_context_flush_control) are not yet + // supported by macOS but are not a hard constraint, so ignore and continue + + // Debug contexts (GL_KHR_debug) are not yet supported by macOS but are not + // a hard constraint, so ignore and continue + + // No-error contexts (GL_KHR_no_error) are not yet supported by macOS but + // are not a hard constraint, so ignore and continue + +#define ADD_ATTRIB(a) \ +{ \ + assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \ + attribs[index++] = a; \ +} +#define SET_ATTRIB(a, v) { ADD_ATTRIB(a); ADD_ATTRIB(v); } + + NSOpenGLPixelFormatAttribute attribs[40]; + int index = 0; + + ADD_ATTRIB(NSOpenGLPFAAccelerated); + ADD_ATTRIB(NSOpenGLPFAClosestPolicy); + + if (ctxconfig->nsgl.offline) + { + ADD_ATTRIB(NSOpenGLPFAAllowOfflineRenderers); + // NOTE: This replaces the NSSupportsAutomaticGraphicsSwitching key in + // Info.plist for unbundled applications + // HACK: This assumes that NSOpenGLPixelFormat will remain + // a straightforward wrapper of its CGL counterpart + ADD_ATTRIB(kCGLPFASupportsAutomaticGraphicsSwitching); + } + +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101000 + if (ctxconfig->major >= 4) + { + SET_ATTRIB(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion4_1Core); + } + else +#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/ + if (ctxconfig->major >= 3) + { + SET_ATTRIB(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core); + } + + if (ctxconfig->major <= 2) + { + if (fbconfig->auxBuffers != GLFW_DONT_CARE) + SET_ATTRIB(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers); + + if (fbconfig->accumRedBits != GLFW_DONT_CARE && + fbconfig->accumGreenBits != GLFW_DONT_CARE && + fbconfig->accumBlueBits != GLFW_DONT_CARE && + fbconfig->accumAlphaBits != GLFW_DONT_CARE) + { + const int accumBits = fbconfig->accumRedBits + + fbconfig->accumGreenBits + + fbconfig->accumBlueBits + + fbconfig->accumAlphaBits; + + SET_ATTRIB(NSOpenGLPFAAccumSize, accumBits); + } + } + + if (fbconfig->redBits != GLFW_DONT_CARE && + fbconfig->greenBits != GLFW_DONT_CARE && + fbconfig->blueBits != GLFW_DONT_CARE) + { + int colorBits = fbconfig->redBits + + fbconfig->greenBits + + fbconfig->blueBits; + + // macOS needs non-zero color size, so set reasonable values + if (colorBits == 0) + colorBits = 24; + else if (colorBits < 15) + colorBits = 15; + + SET_ATTRIB(NSOpenGLPFAColorSize, colorBits); + } + + if (fbconfig->alphaBits != GLFW_DONT_CARE) + SET_ATTRIB(NSOpenGLPFAAlphaSize, fbconfig->alphaBits); + + if (fbconfig->depthBits != GLFW_DONT_CARE) + SET_ATTRIB(NSOpenGLPFADepthSize, fbconfig->depthBits); + + if (fbconfig->stencilBits != GLFW_DONT_CARE) + SET_ATTRIB(NSOpenGLPFAStencilSize, fbconfig->stencilBits); + + if (fbconfig->stereo) + { +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 101200 + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "NSGL: Stereo rendering is deprecated"); + return GLFW_FALSE; +#else + ADD_ATTRIB(NSOpenGLPFAStereo); +#endif + } + + if (fbconfig->doublebuffer) + ADD_ATTRIB(NSOpenGLPFADoubleBuffer); + + if (fbconfig->samples != GLFW_DONT_CARE) + { + if (fbconfig->samples == 0) + { + SET_ATTRIB(NSOpenGLPFASampleBuffers, 0); + } + else + { + SET_ATTRIB(NSOpenGLPFASampleBuffers, 1); + SET_ATTRIB(NSOpenGLPFASamples, fbconfig->samples); + } + } + + // NOTE: All NSOpenGLPixelFormats on the relevant cards support sRGB + // framebuffer, so there's no need (and no way) to request it + + ADD_ATTRIB(0); + +#undef ADD_ATTRIB +#undef SET_ATTRIB + + window->context.nsgl.pixelFormat = + [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs]; + if (window->context.nsgl.pixelFormat == nil) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "NSGL: Failed to find a suitable pixel format"); + return GLFW_FALSE; + } + + NSOpenGLContext* share = nil; + + if (ctxconfig->share) + share = ctxconfig->share->context.nsgl.object; + + window->context.nsgl.object = + [[NSOpenGLContext alloc] initWithFormat:window->context.nsgl.pixelFormat + shareContext:share]; + if (window->context.nsgl.object == nil) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "NSGL: Failed to create OpenGL context"); + return GLFW_FALSE; + } + + if (fbconfig->transparent) + { + GLint opaque = 0; + [window->context.nsgl.object setValues:&opaque + forParameter:NSOpenGLContextParameterSurfaceOpacity]; + } + + [window->ns.view setWantsBestResolutionOpenGLSurface:window->ns.scaleFramebuffer]; + + [window->context.nsgl.object setView:window->ns.view]; + + window->context.makeCurrent = makeContextCurrentNSGL; + window->context.swapBuffers = swapBuffersNSGL; + window->context.swapInterval = swapIntervalNSGL; + window->context.extensionSupported = extensionSupportedNSGL; + window->context.getProcAddress = getProcAddressNSGL; + window->context.destroy = destroyContextNSGL; + + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI id glfwGetNSGLContext(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(nil); + + if (_glfw.platform.platformID != GLFW_PLATFORM_COCOA) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "NSGL: Platform not initialized"); + return nil; + } + + if (window->context.source != GLFW_NATIVE_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return nil; + } + + return window->context.nsgl.object; +} + +#endif // _GLFW_COCOA + diff --git a/dependencies/glfw-3.4/src/null_init.c b/dependencies/glfw-3.4/src/null_init.c new file mode 100644 index 0000000..88940fc --- /dev/null +++ b/dependencies/glfw-3.4/src/null_init.c @@ -0,0 +1,264 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2016 Google Inc. +// Copyright (c) 2016-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwConnectNull(int platformID, _GLFWplatform* platform) +{ + const _GLFWplatform null = + { + .platformID = GLFW_PLATFORM_NULL, + .init = _glfwInitNull, + .terminate = _glfwTerminateNull, + .getCursorPos = _glfwGetCursorPosNull, + .setCursorPos = _glfwSetCursorPosNull, + .setCursorMode = _glfwSetCursorModeNull, + .setRawMouseMotion = _glfwSetRawMouseMotionNull, + .rawMouseMotionSupported = _glfwRawMouseMotionSupportedNull, + .createCursor = _glfwCreateCursorNull, + .createStandardCursor = _glfwCreateStandardCursorNull, + .destroyCursor = _glfwDestroyCursorNull, + .setCursor = _glfwSetCursorNull, + .getScancodeName = _glfwGetScancodeNameNull, + .getKeyScancode = _glfwGetKeyScancodeNull, + .setClipboardString = _glfwSetClipboardStringNull, + .getClipboardString = _glfwGetClipboardStringNull, + .initJoysticks = _glfwInitJoysticksNull, + .terminateJoysticks = _glfwTerminateJoysticksNull, + .pollJoystick = _glfwPollJoystickNull, + .getMappingName = _glfwGetMappingNameNull, + .updateGamepadGUID = _glfwUpdateGamepadGUIDNull, + .freeMonitor = _glfwFreeMonitorNull, + .getMonitorPos = _glfwGetMonitorPosNull, + .getMonitorContentScale = _glfwGetMonitorContentScaleNull, + .getMonitorWorkarea = _glfwGetMonitorWorkareaNull, + .getVideoModes = _glfwGetVideoModesNull, + .getVideoMode = _glfwGetVideoModeNull, + .getGammaRamp = _glfwGetGammaRampNull, + .setGammaRamp = _glfwSetGammaRampNull, + .createWindow = _glfwCreateWindowNull, + .destroyWindow = _glfwDestroyWindowNull, + .setWindowTitle = _glfwSetWindowTitleNull, + .setWindowIcon = _glfwSetWindowIconNull, + .getWindowPos = _glfwGetWindowPosNull, + .setWindowPos = _glfwSetWindowPosNull, + .getWindowSize = _glfwGetWindowSizeNull, + .setWindowSize = _glfwSetWindowSizeNull, + .setWindowSizeLimits = _glfwSetWindowSizeLimitsNull, + .setWindowAspectRatio = _glfwSetWindowAspectRatioNull, + .getFramebufferSize = _glfwGetFramebufferSizeNull, + .getWindowFrameSize = _glfwGetWindowFrameSizeNull, + .getWindowContentScale = _glfwGetWindowContentScaleNull, + .iconifyWindow = _glfwIconifyWindowNull, + .restoreWindow = _glfwRestoreWindowNull, + .maximizeWindow = _glfwMaximizeWindowNull, + .showWindow = _glfwShowWindowNull, + .hideWindow = _glfwHideWindowNull, + .requestWindowAttention = _glfwRequestWindowAttentionNull, + .focusWindow = _glfwFocusWindowNull, + .setWindowMonitor = _glfwSetWindowMonitorNull, + .windowFocused = _glfwWindowFocusedNull, + .windowIconified = _glfwWindowIconifiedNull, + .windowVisible = _glfwWindowVisibleNull, + .windowMaximized = _glfwWindowMaximizedNull, + .windowHovered = _glfwWindowHoveredNull, + .framebufferTransparent = _glfwFramebufferTransparentNull, + .getWindowOpacity = _glfwGetWindowOpacityNull, + .setWindowResizable = _glfwSetWindowResizableNull, + .setWindowDecorated = _glfwSetWindowDecoratedNull, + .setWindowFloating = _glfwSetWindowFloatingNull, + .setWindowOpacity = _glfwSetWindowOpacityNull, + .setWindowMousePassthrough = _glfwSetWindowMousePassthroughNull, + .pollEvents = _glfwPollEventsNull, + .waitEvents = _glfwWaitEventsNull, + .waitEventsTimeout = _glfwWaitEventsTimeoutNull, + .postEmptyEvent = _glfwPostEmptyEventNull, + .getEGLPlatform = _glfwGetEGLPlatformNull, + .getEGLNativeDisplay = _glfwGetEGLNativeDisplayNull, + .getEGLNativeWindow = _glfwGetEGLNativeWindowNull, + .getRequiredInstanceExtensions = _glfwGetRequiredInstanceExtensionsNull, + .getPhysicalDevicePresentationSupport = _glfwGetPhysicalDevicePresentationSupportNull, + .createWindowSurface = _glfwCreateWindowSurfaceNull + }; + + *platform = null; + return GLFW_TRUE; +} + +int _glfwInitNull(void) +{ + int scancode; + + memset(_glfw.null.keycodes, -1, sizeof(_glfw.null.keycodes)); + memset(_glfw.null.scancodes, -1, sizeof(_glfw.null.scancodes)); + + _glfw.null.keycodes[GLFW_NULL_SC_SPACE] = GLFW_KEY_SPACE; + _glfw.null.keycodes[GLFW_NULL_SC_APOSTROPHE] = GLFW_KEY_APOSTROPHE; + _glfw.null.keycodes[GLFW_NULL_SC_COMMA] = GLFW_KEY_COMMA; + _glfw.null.keycodes[GLFW_NULL_SC_MINUS] = GLFW_KEY_MINUS; + _glfw.null.keycodes[GLFW_NULL_SC_PERIOD] = GLFW_KEY_PERIOD; + _glfw.null.keycodes[GLFW_NULL_SC_SLASH] = GLFW_KEY_SLASH; + _glfw.null.keycodes[GLFW_NULL_SC_0] = GLFW_KEY_0; + _glfw.null.keycodes[GLFW_NULL_SC_1] = GLFW_KEY_1; + _glfw.null.keycodes[GLFW_NULL_SC_2] = GLFW_KEY_2; + _glfw.null.keycodes[GLFW_NULL_SC_3] = GLFW_KEY_3; + _glfw.null.keycodes[GLFW_NULL_SC_4] = GLFW_KEY_4; + _glfw.null.keycodes[GLFW_NULL_SC_5] = GLFW_KEY_5; + _glfw.null.keycodes[GLFW_NULL_SC_6] = GLFW_KEY_6; + _glfw.null.keycodes[GLFW_NULL_SC_7] = GLFW_KEY_7; + _glfw.null.keycodes[GLFW_NULL_SC_8] = GLFW_KEY_8; + _glfw.null.keycodes[GLFW_NULL_SC_9] = GLFW_KEY_9; + _glfw.null.keycodes[GLFW_NULL_SC_SEMICOLON] = GLFW_KEY_SEMICOLON; + _glfw.null.keycodes[GLFW_NULL_SC_EQUAL] = GLFW_KEY_EQUAL; + _glfw.null.keycodes[GLFW_NULL_SC_A] = GLFW_KEY_A; + _glfw.null.keycodes[GLFW_NULL_SC_B] = GLFW_KEY_B; + _glfw.null.keycodes[GLFW_NULL_SC_C] = GLFW_KEY_C; + _glfw.null.keycodes[GLFW_NULL_SC_D] = GLFW_KEY_D; + _glfw.null.keycodes[GLFW_NULL_SC_E] = GLFW_KEY_E; + _glfw.null.keycodes[GLFW_NULL_SC_F] = GLFW_KEY_F; + _glfw.null.keycodes[GLFW_NULL_SC_G] = GLFW_KEY_G; + _glfw.null.keycodes[GLFW_NULL_SC_H] = GLFW_KEY_H; + _glfw.null.keycodes[GLFW_NULL_SC_I] = GLFW_KEY_I; + _glfw.null.keycodes[GLFW_NULL_SC_J] = GLFW_KEY_J; + _glfw.null.keycodes[GLFW_NULL_SC_K] = GLFW_KEY_K; + _glfw.null.keycodes[GLFW_NULL_SC_L] = GLFW_KEY_L; + _glfw.null.keycodes[GLFW_NULL_SC_M] = GLFW_KEY_M; + _glfw.null.keycodes[GLFW_NULL_SC_N] = GLFW_KEY_N; + _glfw.null.keycodes[GLFW_NULL_SC_O] = GLFW_KEY_O; + _glfw.null.keycodes[GLFW_NULL_SC_P] = GLFW_KEY_P; + _glfw.null.keycodes[GLFW_NULL_SC_Q] = GLFW_KEY_Q; + _glfw.null.keycodes[GLFW_NULL_SC_R] = GLFW_KEY_R; + _glfw.null.keycodes[GLFW_NULL_SC_S] = GLFW_KEY_S; + _glfw.null.keycodes[GLFW_NULL_SC_T] = GLFW_KEY_T; + _glfw.null.keycodes[GLFW_NULL_SC_U] = GLFW_KEY_U; + _glfw.null.keycodes[GLFW_NULL_SC_V] = GLFW_KEY_V; + _glfw.null.keycodes[GLFW_NULL_SC_W] = GLFW_KEY_W; + _glfw.null.keycodes[GLFW_NULL_SC_X] = GLFW_KEY_X; + _glfw.null.keycodes[GLFW_NULL_SC_Y] = GLFW_KEY_Y; + _glfw.null.keycodes[GLFW_NULL_SC_Z] = GLFW_KEY_Z; + _glfw.null.keycodes[GLFW_NULL_SC_LEFT_BRACKET] = GLFW_KEY_LEFT_BRACKET; + _glfw.null.keycodes[GLFW_NULL_SC_BACKSLASH] = GLFW_KEY_BACKSLASH; + _glfw.null.keycodes[GLFW_NULL_SC_RIGHT_BRACKET] = GLFW_KEY_RIGHT_BRACKET; + _glfw.null.keycodes[GLFW_NULL_SC_GRAVE_ACCENT] = GLFW_KEY_GRAVE_ACCENT; + _glfw.null.keycodes[GLFW_NULL_SC_WORLD_1] = GLFW_KEY_WORLD_1; + _glfw.null.keycodes[GLFW_NULL_SC_WORLD_2] = GLFW_KEY_WORLD_2; + _glfw.null.keycodes[GLFW_NULL_SC_ESCAPE] = GLFW_KEY_ESCAPE; + _glfw.null.keycodes[GLFW_NULL_SC_ENTER] = GLFW_KEY_ENTER; + _glfw.null.keycodes[GLFW_NULL_SC_TAB] = GLFW_KEY_TAB; + _glfw.null.keycodes[GLFW_NULL_SC_BACKSPACE] = GLFW_KEY_BACKSPACE; + _glfw.null.keycodes[GLFW_NULL_SC_INSERT] = GLFW_KEY_INSERT; + _glfw.null.keycodes[GLFW_NULL_SC_DELETE] = GLFW_KEY_DELETE; + _glfw.null.keycodes[GLFW_NULL_SC_RIGHT] = GLFW_KEY_RIGHT; + _glfw.null.keycodes[GLFW_NULL_SC_LEFT] = GLFW_KEY_LEFT; + _glfw.null.keycodes[GLFW_NULL_SC_DOWN] = GLFW_KEY_DOWN; + _glfw.null.keycodes[GLFW_NULL_SC_UP] = GLFW_KEY_UP; + _glfw.null.keycodes[GLFW_NULL_SC_PAGE_UP] = GLFW_KEY_PAGE_UP; + _glfw.null.keycodes[GLFW_NULL_SC_PAGE_DOWN] = GLFW_KEY_PAGE_DOWN; + _glfw.null.keycodes[GLFW_NULL_SC_HOME] = GLFW_KEY_HOME; + _glfw.null.keycodes[GLFW_NULL_SC_END] = GLFW_KEY_END; + _glfw.null.keycodes[GLFW_NULL_SC_CAPS_LOCK] = GLFW_KEY_CAPS_LOCK; + _glfw.null.keycodes[GLFW_NULL_SC_SCROLL_LOCK] = GLFW_KEY_SCROLL_LOCK; + _glfw.null.keycodes[GLFW_NULL_SC_NUM_LOCK] = GLFW_KEY_NUM_LOCK; + _glfw.null.keycodes[GLFW_NULL_SC_PRINT_SCREEN] = GLFW_KEY_PRINT_SCREEN; + _glfw.null.keycodes[GLFW_NULL_SC_PAUSE] = GLFW_KEY_PAUSE; + _glfw.null.keycodes[GLFW_NULL_SC_F1] = GLFW_KEY_F1; + _glfw.null.keycodes[GLFW_NULL_SC_F2] = GLFW_KEY_F2; + _glfw.null.keycodes[GLFW_NULL_SC_F3] = GLFW_KEY_F3; + _glfw.null.keycodes[GLFW_NULL_SC_F4] = GLFW_KEY_F4; + _glfw.null.keycodes[GLFW_NULL_SC_F5] = GLFW_KEY_F5; + _glfw.null.keycodes[GLFW_NULL_SC_F6] = GLFW_KEY_F6; + _glfw.null.keycodes[GLFW_NULL_SC_F7] = GLFW_KEY_F7; + _glfw.null.keycodes[GLFW_NULL_SC_F8] = GLFW_KEY_F8; + _glfw.null.keycodes[GLFW_NULL_SC_F9] = GLFW_KEY_F9; + _glfw.null.keycodes[GLFW_NULL_SC_F10] = GLFW_KEY_F10; + _glfw.null.keycodes[GLFW_NULL_SC_F11] = GLFW_KEY_F11; + _glfw.null.keycodes[GLFW_NULL_SC_F12] = GLFW_KEY_F12; + _glfw.null.keycodes[GLFW_NULL_SC_F13] = GLFW_KEY_F13; + _glfw.null.keycodes[GLFW_NULL_SC_F14] = GLFW_KEY_F14; + _glfw.null.keycodes[GLFW_NULL_SC_F15] = GLFW_KEY_F15; + _glfw.null.keycodes[GLFW_NULL_SC_F16] = GLFW_KEY_F16; + _glfw.null.keycodes[GLFW_NULL_SC_F17] = GLFW_KEY_F17; + _glfw.null.keycodes[GLFW_NULL_SC_F18] = GLFW_KEY_F18; + _glfw.null.keycodes[GLFW_NULL_SC_F19] = GLFW_KEY_F19; + _glfw.null.keycodes[GLFW_NULL_SC_F20] = GLFW_KEY_F20; + _glfw.null.keycodes[GLFW_NULL_SC_F21] = GLFW_KEY_F21; + _glfw.null.keycodes[GLFW_NULL_SC_F22] = GLFW_KEY_F22; + _glfw.null.keycodes[GLFW_NULL_SC_F23] = GLFW_KEY_F23; + _glfw.null.keycodes[GLFW_NULL_SC_F24] = GLFW_KEY_F24; + _glfw.null.keycodes[GLFW_NULL_SC_F25] = GLFW_KEY_F25; + _glfw.null.keycodes[GLFW_NULL_SC_KP_0] = GLFW_KEY_KP_0; + _glfw.null.keycodes[GLFW_NULL_SC_KP_1] = GLFW_KEY_KP_1; + _glfw.null.keycodes[GLFW_NULL_SC_KP_2] = GLFW_KEY_KP_2; + _glfw.null.keycodes[GLFW_NULL_SC_KP_3] = GLFW_KEY_KP_3; + _glfw.null.keycodes[GLFW_NULL_SC_KP_4] = GLFW_KEY_KP_4; + _glfw.null.keycodes[GLFW_NULL_SC_KP_5] = GLFW_KEY_KP_5; + _glfw.null.keycodes[GLFW_NULL_SC_KP_6] = GLFW_KEY_KP_6; + _glfw.null.keycodes[GLFW_NULL_SC_KP_7] = GLFW_KEY_KP_7; + _glfw.null.keycodes[GLFW_NULL_SC_KP_8] = GLFW_KEY_KP_8; + _glfw.null.keycodes[GLFW_NULL_SC_KP_9] = GLFW_KEY_KP_9; + _glfw.null.keycodes[GLFW_NULL_SC_KP_DECIMAL] = GLFW_KEY_KP_DECIMAL; + _glfw.null.keycodes[GLFW_NULL_SC_KP_DIVIDE] = GLFW_KEY_KP_DIVIDE; + _glfw.null.keycodes[GLFW_NULL_SC_KP_MULTIPLY] = GLFW_KEY_KP_MULTIPLY; + _glfw.null.keycodes[GLFW_NULL_SC_KP_SUBTRACT] = GLFW_KEY_KP_SUBTRACT; + _glfw.null.keycodes[GLFW_NULL_SC_KP_ADD] = GLFW_KEY_KP_ADD; + _glfw.null.keycodes[GLFW_NULL_SC_KP_ENTER] = GLFW_KEY_KP_ENTER; + _glfw.null.keycodes[GLFW_NULL_SC_KP_EQUAL] = GLFW_KEY_KP_EQUAL; + _glfw.null.keycodes[GLFW_NULL_SC_LEFT_SHIFT] = GLFW_KEY_LEFT_SHIFT; + _glfw.null.keycodes[GLFW_NULL_SC_LEFT_CONTROL] = GLFW_KEY_LEFT_CONTROL; + _glfw.null.keycodes[GLFW_NULL_SC_LEFT_ALT] = GLFW_KEY_LEFT_ALT; + _glfw.null.keycodes[GLFW_NULL_SC_LEFT_SUPER] = GLFW_KEY_LEFT_SUPER; + _glfw.null.keycodes[GLFW_NULL_SC_RIGHT_SHIFT] = GLFW_KEY_RIGHT_SHIFT; + _glfw.null.keycodes[GLFW_NULL_SC_RIGHT_CONTROL] = GLFW_KEY_RIGHT_CONTROL; + _glfw.null.keycodes[GLFW_NULL_SC_RIGHT_ALT] = GLFW_KEY_RIGHT_ALT; + _glfw.null.keycodes[GLFW_NULL_SC_RIGHT_SUPER] = GLFW_KEY_RIGHT_SUPER; + _glfw.null.keycodes[GLFW_NULL_SC_MENU] = GLFW_KEY_MENU; + + for (scancode = GLFW_NULL_SC_FIRST; scancode < GLFW_NULL_SC_LAST; scancode++) + { + if (_glfw.null.keycodes[scancode] > 0) + _glfw.null.scancodes[_glfw.null.keycodes[scancode]] = scancode; + } + + _glfwPollMonitorsNull(); + return GLFW_TRUE; +} + +void _glfwTerminateNull(void) +{ + free(_glfw.null.clipboardString); + _glfwTerminateOSMesa(); + _glfwTerminateEGL(); +} + diff --git a/dependencies/glfw-3.4/src/null_joystick.c b/dependencies/glfw-3.4/src/null_joystick.c new file mode 100644 index 0000000..ec1f6b5 --- /dev/null +++ b/dependencies/glfw-3.4/src/null_joystick.c @@ -0,0 +1,56 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2016-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwInitJoysticksNull(void) +{ + return GLFW_TRUE; +} + +void _glfwTerminateJoysticksNull(void) +{ +} + +GLFWbool _glfwPollJoystickNull(_GLFWjoystick* js, int mode) +{ + return GLFW_FALSE; +} + +const char* _glfwGetMappingNameNull(void) +{ + return ""; +} + +void _glfwUpdateGamepadGUIDNull(char* guid) +{ +} + diff --git a/dependencies/glfw-3.4/src/null_joystick.h b/dependencies/glfw-3.4/src/null_joystick.h new file mode 100644 index 0000000..a2199c5 --- /dev/null +++ b/dependencies/glfw-3.4/src/null_joystick.h @@ -0,0 +1,32 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +GLFWbool _glfwInitJoysticksNull(void); +void _glfwTerminateJoysticksNull(void); +GLFWbool _glfwPollJoystickNull(_GLFWjoystick* js, int mode); +const char* _glfwGetMappingNameNull(void); +void _glfwUpdateGamepadGUIDNull(char* guid); + diff --git a/dependencies/glfw-3.4/src/null_monitor.c b/dependencies/glfw-3.4/src/null_monitor.c new file mode 100644 index 0000000..d818f45 --- /dev/null +++ b/dependencies/glfw-3.4/src/null_monitor.c @@ -0,0 +1,160 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2016 Google Inc. +// Copyright (c) 2016-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include + +// The the sole (fake) video mode of our (sole) fake monitor +// +static GLFWvidmode getVideoMode(void) +{ + GLFWvidmode mode; + mode.width = 1920; + mode.height = 1080; + mode.redBits = 8; + mode.greenBits = 8; + mode.blueBits = 8; + mode.refreshRate = 60; + return mode; +} + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwPollMonitorsNull(void) +{ + const float dpi = 141.f; + const GLFWvidmode mode = getVideoMode(); + _GLFWmonitor* monitor = _glfwAllocMonitor("Null SuperNoop 0", + (int) (mode.width * 25.4f / dpi), + (int) (mode.height * 25.4f / dpi)); + _glfwInputMonitor(monitor, GLFW_CONNECTED, _GLFW_INSERT_FIRST); +} + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwFreeMonitorNull(_GLFWmonitor* monitor) +{ + _glfwFreeGammaArrays(&monitor->null.ramp); +} + +void _glfwGetMonitorPosNull(_GLFWmonitor* monitor, int* xpos, int* ypos) +{ + if (xpos) + *xpos = 0; + if (ypos) + *ypos = 0; +} + +void _glfwGetMonitorContentScaleNull(_GLFWmonitor* monitor, + float* xscale, float* yscale) +{ + if (xscale) + *xscale = 1.f; + if (yscale) + *yscale = 1.f; +} + +void _glfwGetMonitorWorkareaNull(_GLFWmonitor* monitor, + int* xpos, int* ypos, + int* width, int* height) +{ + const GLFWvidmode mode = getVideoMode(); + + if (xpos) + *xpos = 0; + if (ypos) + *ypos = 10; + if (width) + *width = mode.width; + if (height) + *height = mode.height - 10; +} + +GLFWvidmode* _glfwGetVideoModesNull(_GLFWmonitor* monitor, int* found) +{ + GLFWvidmode* mode = _glfw_calloc(1, sizeof(GLFWvidmode)); + *mode = getVideoMode(); + *found = 1; + return mode; +} + +GLFWbool _glfwGetVideoModeNull(_GLFWmonitor* monitor, GLFWvidmode* mode) +{ + *mode = getVideoMode(); + return GLFW_TRUE; +} + +GLFWbool _glfwGetGammaRampNull(_GLFWmonitor* monitor, GLFWgammaramp* ramp) +{ + if (!monitor->null.ramp.size) + { + unsigned int i; + + _glfwAllocGammaArrays(&monitor->null.ramp, 256); + + for (i = 0; i < monitor->null.ramp.size; i++) + { + const float gamma = 2.2f; + float value; + value = i / (float) (monitor->null.ramp.size - 1); + value = powf(value, 1.f / gamma) * 65535.f + 0.5f; + value = fminf(value, 65535.f); + + monitor->null.ramp.red[i] = (unsigned short) value; + monitor->null.ramp.green[i] = (unsigned short) value; + monitor->null.ramp.blue[i] = (unsigned short) value; + } + } + + _glfwAllocGammaArrays(ramp, monitor->null.ramp.size); + memcpy(ramp->red, monitor->null.ramp.red, sizeof(short) * ramp->size); + memcpy(ramp->green, monitor->null.ramp.green, sizeof(short) * ramp->size); + memcpy(ramp->blue, monitor->null.ramp.blue, sizeof(short) * ramp->size); + return GLFW_TRUE; +} + +void _glfwSetGammaRampNull(_GLFWmonitor* monitor, const GLFWgammaramp* ramp) +{ + if (monitor->null.ramp.size != ramp->size) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Null: Gamma ramp size must match current ramp size"); + return; + } + + memcpy(monitor->null.ramp.red, ramp->red, sizeof(short) * ramp->size); + memcpy(monitor->null.ramp.green, ramp->green, sizeof(short) * ramp->size); + memcpy(monitor->null.ramp.blue, ramp->blue, sizeof(short) * ramp->size); +} + diff --git a/dependencies/glfw-3.4/src/null_platform.h b/dependencies/glfw-3.4/src/null_platform.h new file mode 100644 index 0000000..4843a76 --- /dev/null +++ b/dependencies/glfw-3.4/src/null_platform.h @@ -0,0 +1,271 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2016 Google Inc. +// Copyright (c) 2016-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLFW_NULL_WINDOW_STATE _GLFWwindowNull null; +#define GLFW_NULL_LIBRARY_WINDOW_STATE _GLFWlibraryNull null; +#define GLFW_NULL_MONITOR_STATE _GLFWmonitorNull null; + +#define GLFW_NULL_CONTEXT_STATE +#define GLFW_NULL_CURSOR_STATE +#define GLFW_NULL_LIBRARY_CONTEXT_STATE + +#define GLFW_NULL_SC_FIRST GLFW_NULL_SC_SPACE +#define GLFW_NULL_SC_SPACE 1 +#define GLFW_NULL_SC_APOSTROPHE 2 +#define GLFW_NULL_SC_COMMA 3 +#define GLFW_NULL_SC_MINUS 4 +#define GLFW_NULL_SC_PERIOD 5 +#define GLFW_NULL_SC_SLASH 6 +#define GLFW_NULL_SC_0 7 +#define GLFW_NULL_SC_1 8 +#define GLFW_NULL_SC_2 9 +#define GLFW_NULL_SC_3 10 +#define GLFW_NULL_SC_4 11 +#define GLFW_NULL_SC_5 12 +#define GLFW_NULL_SC_6 13 +#define GLFW_NULL_SC_7 14 +#define GLFW_NULL_SC_8 15 +#define GLFW_NULL_SC_9 16 +#define GLFW_NULL_SC_SEMICOLON 17 +#define GLFW_NULL_SC_EQUAL 18 +#define GLFW_NULL_SC_LEFT_BRACKET 19 +#define GLFW_NULL_SC_BACKSLASH 20 +#define GLFW_NULL_SC_RIGHT_BRACKET 21 +#define GLFW_NULL_SC_GRAVE_ACCENT 22 +#define GLFW_NULL_SC_WORLD_1 23 +#define GLFW_NULL_SC_WORLD_2 24 +#define GLFW_NULL_SC_ESCAPE 25 +#define GLFW_NULL_SC_ENTER 26 +#define GLFW_NULL_SC_TAB 27 +#define GLFW_NULL_SC_BACKSPACE 28 +#define GLFW_NULL_SC_INSERT 29 +#define GLFW_NULL_SC_DELETE 30 +#define GLFW_NULL_SC_RIGHT 31 +#define GLFW_NULL_SC_LEFT 32 +#define GLFW_NULL_SC_DOWN 33 +#define GLFW_NULL_SC_UP 34 +#define GLFW_NULL_SC_PAGE_UP 35 +#define GLFW_NULL_SC_PAGE_DOWN 36 +#define GLFW_NULL_SC_HOME 37 +#define GLFW_NULL_SC_END 38 +#define GLFW_NULL_SC_CAPS_LOCK 39 +#define GLFW_NULL_SC_SCROLL_LOCK 40 +#define GLFW_NULL_SC_NUM_LOCK 41 +#define GLFW_NULL_SC_PRINT_SCREEN 42 +#define GLFW_NULL_SC_PAUSE 43 +#define GLFW_NULL_SC_A 44 +#define GLFW_NULL_SC_B 45 +#define GLFW_NULL_SC_C 46 +#define GLFW_NULL_SC_D 47 +#define GLFW_NULL_SC_E 48 +#define GLFW_NULL_SC_F 49 +#define GLFW_NULL_SC_G 50 +#define GLFW_NULL_SC_H 51 +#define GLFW_NULL_SC_I 52 +#define GLFW_NULL_SC_J 53 +#define GLFW_NULL_SC_K 54 +#define GLFW_NULL_SC_L 55 +#define GLFW_NULL_SC_M 56 +#define GLFW_NULL_SC_N 57 +#define GLFW_NULL_SC_O 58 +#define GLFW_NULL_SC_P 59 +#define GLFW_NULL_SC_Q 60 +#define GLFW_NULL_SC_R 61 +#define GLFW_NULL_SC_S 62 +#define GLFW_NULL_SC_T 63 +#define GLFW_NULL_SC_U 64 +#define GLFW_NULL_SC_V 65 +#define GLFW_NULL_SC_W 66 +#define GLFW_NULL_SC_X 67 +#define GLFW_NULL_SC_Y 68 +#define GLFW_NULL_SC_Z 69 +#define GLFW_NULL_SC_F1 70 +#define GLFW_NULL_SC_F2 71 +#define GLFW_NULL_SC_F3 72 +#define GLFW_NULL_SC_F4 73 +#define GLFW_NULL_SC_F5 74 +#define GLFW_NULL_SC_F6 75 +#define GLFW_NULL_SC_F7 76 +#define GLFW_NULL_SC_F8 77 +#define GLFW_NULL_SC_F9 78 +#define GLFW_NULL_SC_F10 79 +#define GLFW_NULL_SC_F11 80 +#define GLFW_NULL_SC_F12 81 +#define GLFW_NULL_SC_F13 82 +#define GLFW_NULL_SC_F14 83 +#define GLFW_NULL_SC_F15 84 +#define GLFW_NULL_SC_F16 85 +#define GLFW_NULL_SC_F17 86 +#define GLFW_NULL_SC_F18 87 +#define GLFW_NULL_SC_F19 88 +#define GLFW_NULL_SC_F20 89 +#define GLFW_NULL_SC_F21 90 +#define GLFW_NULL_SC_F22 91 +#define GLFW_NULL_SC_F23 92 +#define GLFW_NULL_SC_F24 93 +#define GLFW_NULL_SC_F25 94 +#define GLFW_NULL_SC_KP_0 95 +#define GLFW_NULL_SC_KP_1 96 +#define GLFW_NULL_SC_KP_2 97 +#define GLFW_NULL_SC_KP_3 98 +#define GLFW_NULL_SC_KP_4 99 +#define GLFW_NULL_SC_KP_5 100 +#define GLFW_NULL_SC_KP_6 101 +#define GLFW_NULL_SC_KP_7 102 +#define GLFW_NULL_SC_KP_8 103 +#define GLFW_NULL_SC_KP_9 104 +#define GLFW_NULL_SC_KP_DECIMAL 105 +#define GLFW_NULL_SC_KP_DIVIDE 106 +#define GLFW_NULL_SC_KP_MULTIPLY 107 +#define GLFW_NULL_SC_KP_SUBTRACT 108 +#define GLFW_NULL_SC_KP_ADD 109 +#define GLFW_NULL_SC_KP_ENTER 110 +#define GLFW_NULL_SC_KP_EQUAL 111 +#define GLFW_NULL_SC_LEFT_SHIFT 112 +#define GLFW_NULL_SC_LEFT_CONTROL 113 +#define GLFW_NULL_SC_LEFT_ALT 114 +#define GLFW_NULL_SC_LEFT_SUPER 115 +#define GLFW_NULL_SC_RIGHT_SHIFT 116 +#define GLFW_NULL_SC_RIGHT_CONTROL 117 +#define GLFW_NULL_SC_RIGHT_ALT 118 +#define GLFW_NULL_SC_RIGHT_SUPER 119 +#define GLFW_NULL_SC_MENU 120 +#define GLFW_NULL_SC_LAST GLFW_NULL_SC_MENU + +// Null-specific per-window data +// +typedef struct _GLFWwindowNull +{ + int xpos; + int ypos; + int width; + int height; + GLFWbool visible; + GLFWbool iconified; + GLFWbool maximized; + GLFWbool resizable; + GLFWbool decorated; + GLFWbool floating; + GLFWbool transparent; + float opacity; +} _GLFWwindowNull; + +// Null-specific per-monitor data +// +typedef struct _GLFWmonitorNull +{ + GLFWgammaramp ramp; +} _GLFWmonitorNull; + +// Null-specific global data +// +typedef struct _GLFWlibraryNull +{ + int xcursor; + int ycursor; + char* clipboardString; + _GLFWwindow* focusedWindow; + uint16_t keycodes[GLFW_NULL_SC_LAST + 1]; + uint8_t scancodes[GLFW_KEY_LAST + 1]; +} _GLFWlibraryNull; + +void _glfwPollMonitorsNull(void); + +GLFWbool _glfwConnectNull(int platformID, _GLFWplatform* platform); +int _glfwInitNull(void); +void _glfwTerminateNull(void); + +void _glfwFreeMonitorNull(_GLFWmonitor* monitor); +void _glfwGetMonitorPosNull(_GLFWmonitor* monitor, int* xpos, int* ypos); +void _glfwGetMonitorContentScaleNull(_GLFWmonitor* monitor, float* xscale, float* yscale); +void _glfwGetMonitorWorkareaNull(_GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); +GLFWvidmode* _glfwGetVideoModesNull(_GLFWmonitor* monitor, int* found); +GLFWbool _glfwGetVideoModeNull(_GLFWmonitor* monitor, GLFWvidmode* mode); +GLFWbool _glfwGetGammaRampNull(_GLFWmonitor* monitor, GLFWgammaramp* ramp); +void _glfwSetGammaRampNull(_GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +GLFWbool _glfwCreateWindowNull(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig); +void _glfwDestroyWindowNull(_GLFWwindow* window); +void _glfwSetWindowTitleNull(_GLFWwindow* window, const char* title); +void _glfwSetWindowIconNull(_GLFWwindow* window, int count, const GLFWimage* images); +void _glfwSetWindowMonitorNull(_GLFWwindow* window, _GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); +void _glfwGetWindowPosNull(_GLFWwindow* window, int* xpos, int* ypos); +void _glfwSetWindowPosNull(_GLFWwindow* window, int xpos, int ypos); +void _glfwGetWindowSizeNull(_GLFWwindow* window, int* width, int* height); +void _glfwSetWindowSizeNull(_GLFWwindow* window, int width, int height); +void _glfwSetWindowSizeLimitsNull(_GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); +void _glfwSetWindowAspectRatioNull(_GLFWwindow* window, int n, int d); +void _glfwGetFramebufferSizeNull(_GLFWwindow* window, int* width, int* height); +void _glfwGetWindowFrameSizeNull(_GLFWwindow* window, int* left, int* top, int* right, int* bottom); +void _glfwGetWindowContentScaleNull(_GLFWwindow* window, float* xscale, float* yscale); +void _glfwIconifyWindowNull(_GLFWwindow* window); +void _glfwRestoreWindowNull(_GLFWwindow* window); +void _glfwMaximizeWindowNull(_GLFWwindow* window); +GLFWbool _glfwWindowMaximizedNull(_GLFWwindow* window); +GLFWbool _glfwWindowHoveredNull(_GLFWwindow* window); +GLFWbool _glfwFramebufferTransparentNull(_GLFWwindow* window); +void _glfwSetWindowResizableNull(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowDecoratedNull(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowFloatingNull(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowMousePassthroughNull(_GLFWwindow* window, GLFWbool enabled); +float _glfwGetWindowOpacityNull(_GLFWwindow* window); +void _glfwSetWindowOpacityNull(_GLFWwindow* window, float opacity); +void _glfwSetRawMouseMotionNull(_GLFWwindow *window, GLFWbool enabled); +GLFWbool _glfwRawMouseMotionSupportedNull(void); +void _glfwShowWindowNull(_GLFWwindow* window); +void _glfwRequestWindowAttentionNull(_GLFWwindow* window); +void _glfwHideWindowNull(_GLFWwindow* window); +void _glfwFocusWindowNull(_GLFWwindow* window); +GLFWbool _glfwWindowFocusedNull(_GLFWwindow* window); +GLFWbool _glfwWindowIconifiedNull(_GLFWwindow* window); +GLFWbool _glfwWindowVisibleNull(_GLFWwindow* window); +void _glfwPollEventsNull(void); +void _glfwWaitEventsNull(void); +void _glfwWaitEventsTimeoutNull(double timeout); +void _glfwPostEmptyEventNull(void); +void _glfwGetCursorPosNull(_GLFWwindow* window, double* xpos, double* ypos); +void _glfwSetCursorPosNull(_GLFWwindow* window, double x, double y); +void _glfwSetCursorModeNull(_GLFWwindow* window, int mode); +GLFWbool _glfwCreateCursorNull(_GLFWcursor* cursor, const GLFWimage* image, int xhot, int yhot); +GLFWbool _glfwCreateStandardCursorNull(_GLFWcursor* cursor, int shape); +void _glfwDestroyCursorNull(_GLFWcursor* cursor); +void _glfwSetCursorNull(_GLFWwindow* window, _GLFWcursor* cursor); +void _glfwSetClipboardStringNull(const char* string); +const char* _glfwGetClipboardStringNull(void); +const char* _glfwGetScancodeNameNull(int scancode); +int _glfwGetKeyScancodeNull(int key); + +EGLenum _glfwGetEGLPlatformNull(EGLint** attribs); +EGLNativeDisplayType _glfwGetEGLNativeDisplayNull(void); +EGLNativeWindowType _glfwGetEGLNativeWindowNull(_GLFWwindow* window); + +void _glfwGetRequiredInstanceExtensionsNull(char** extensions); +GLFWbool _glfwGetPhysicalDevicePresentationSupportNull(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); +VkResult _glfwCreateWindowSurfaceNull(VkInstance instance, _GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +void _glfwPollMonitorsNull(void); + diff --git a/dependencies/glfw-3.4/src/null_window.c b/dependencies/glfw-3.4/src/null_window.c new file mode 100644 index 0000000..1db0811 --- /dev/null +++ b/dependencies/glfw-3.4/src/null_window.c @@ -0,0 +1,719 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2016 Google Inc. +// Copyright (c) 2016-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include + +static void applySizeLimits(_GLFWwindow* window, int* width, int* height) +{ + if (window->numer != GLFW_DONT_CARE && window->denom != GLFW_DONT_CARE) + { + const float ratio = (float) window->numer / (float) window->denom; + *height = (int) (*width / ratio); + } + + if (window->minwidth != GLFW_DONT_CARE) + *width = _glfw_max(*width, window->minwidth); + else if (window->maxwidth != GLFW_DONT_CARE) + *width = _glfw_min(*width, window->maxwidth); + + if (window->minheight != GLFW_DONT_CARE) + *height = _glfw_min(*height, window->minheight); + else if (window->maxheight != GLFW_DONT_CARE) + *height = _glfw_max(*height, window->maxheight); +} + +static void fitToMonitor(_GLFWwindow* window) +{ + GLFWvidmode mode; + _glfwGetVideoModeNull(window->monitor, &mode); + _glfwGetMonitorPosNull(window->monitor, + &window->null.xpos, + &window->null.ypos); + window->null.width = mode.width; + window->null.height = mode.height; +} + +static void acquireMonitor(_GLFWwindow* window) +{ + _glfwInputMonitorWindow(window->monitor, window); +} + +static void releaseMonitor(_GLFWwindow* window) +{ + if (window->monitor->window != window) + return; + + _glfwInputMonitorWindow(window->monitor, NULL); +} + +static int createNativeWindow(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWfbconfig* fbconfig) +{ + if (window->monitor) + fitToMonitor(window); + else + { + if (wndconfig->xpos == GLFW_ANY_POSITION && wndconfig->ypos == GLFW_ANY_POSITION) + { + window->null.xpos = 17; + window->null.ypos = 17; + } + else + { + window->null.xpos = wndconfig->xpos; + window->null.ypos = wndconfig->ypos; + } + + window->null.width = wndconfig->width; + window->null.height = wndconfig->height; + } + + window->null.visible = wndconfig->visible; + window->null.decorated = wndconfig->decorated; + window->null.maximized = wndconfig->maximized; + window->null.floating = wndconfig->floating; + window->null.transparent = fbconfig->transparent; + window->null.opacity = 1.f; + + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwCreateWindowNull(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + if (!createNativeWindow(window, wndconfig, fbconfig)) + return GLFW_FALSE; + + if (ctxconfig->client != GLFW_NO_API) + { + if (ctxconfig->source == GLFW_NATIVE_CONTEXT_API || + ctxconfig->source == GLFW_OSMESA_CONTEXT_API) + { + if (!_glfwInitOSMesa()) + return GLFW_FALSE; + if (!_glfwCreateContextOSMesa(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_EGL_CONTEXT_API) + { + if (!_glfwInitEGL()) + return GLFW_FALSE; + if (!_glfwCreateContextEGL(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + + if (!_glfwRefreshContextAttribs(window, ctxconfig)) + return GLFW_FALSE; + } + + if (wndconfig->mousePassthrough) + _glfwSetWindowMousePassthroughNull(window, GLFW_TRUE); + + if (window->monitor) + { + _glfwShowWindowNull(window); + _glfwFocusWindowNull(window); + acquireMonitor(window); + + if (wndconfig->centerCursor) + _glfwCenterCursorInContentArea(window); + } + else + { + if (wndconfig->visible) + { + _glfwShowWindowNull(window); + if (wndconfig->focused) + _glfwFocusWindowNull(window); + } + } + + return GLFW_TRUE; +} + +void _glfwDestroyWindowNull(_GLFWwindow* window) +{ + if (window->monitor) + releaseMonitor(window); + + if (_glfw.null.focusedWindow == window) + _glfw.null.focusedWindow = NULL; + + if (window->context.destroy) + window->context.destroy(window); +} + +void _glfwSetWindowTitleNull(_GLFWwindow* window, const char* title) +{ +} + +void _glfwSetWindowIconNull(_GLFWwindow* window, int count, const GLFWimage* images) +{ +} + +void _glfwSetWindowMonitorNull(_GLFWwindow* window, + _GLFWmonitor* monitor, + int xpos, int ypos, + int width, int height, + int refreshRate) +{ + if (window->monitor == monitor) + { + if (!monitor) + { + _glfwSetWindowPosNull(window, xpos, ypos); + _glfwSetWindowSizeNull(window, width, height); + } + + return; + } + + if (window->monitor) + releaseMonitor(window); + + _glfwInputWindowMonitor(window, monitor); + + if (window->monitor) + { + window->null.visible = GLFW_TRUE; + acquireMonitor(window); + fitToMonitor(window); + } + else + { + _glfwSetWindowPosNull(window, xpos, ypos); + _glfwSetWindowSizeNull(window, width, height); + } +} + +void _glfwGetWindowPosNull(_GLFWwindow* window, int* xpos, int* ypos) +{ + if (xpos) + *xpos = window->null.xpos; + if (ypos) + *ypos = window->null.ypos; +} + +void _glfwSetWindowPosNull(_GLFWwindow* window, int xpos, int ypos) +{ + if (window->monitor) + return; + + if (window->null.xpos != xpos || window->null.ypos != ypos) + { + window->null.xpos = xpos; + window->null.ypos = ypos; + _glfwInputWindowPos(window, xpos, ypos); + } +} + +void _glfwGetWindowSizeNull(_GLFWwindow* window, int* width, int* height) +{ + if (width) + *width = window->null.width; + if (height) + *height = window->null.height; +} + +void _glfwSetWindowSizeNull(_GLFWwindow* window, int width, int height) +{ + if (window->monitor) + return; + + if (window->null.width != width || window->null.height != height) + { + window->null.width = width; + window->null.height = height; + _glfwInputFramebufferSize(window, width, height); + _glfwInputWindowDamage(window); + _glfwInputWindowSize(window, width, height); + } +} + +void _glfwSetWindowSizeLimitsNull(_GLFWwindow* window, + int minwidth, int minheight, + int maxwidth, int maxheight) +{ + int width = window->null.width; + int height = window->null.height; + applySizeLimits(window, &width, &height); + _glfwSetWindowSizeNull(window, width, height); +} + +void _glfwSetWindowAspectRatioNull(_GLFWwindow* window, int n, int d) +{ + int width = window->null.width; + int height = window->null.height; + applySizeLimits(window, &width, &height); + _glfwSetWindowSizeNull(window, width, height); +} + +void _glfwGetFramebufferSizeNull(_GLFWwindow* window, int* width, int* height) +{ + if (width) + *width = window->null.width; + if (height) + *height = window->null.height; +} + +void _glfwGetWindowFrameSizeNull(_GLFWwindow* window, + int* left, int* top, + int* right, int* bottom) +{ + if (window->null.decorated && !window->monitor) + { + if (left) + *left = 1; + if (top) + *top = 10; + if (right) + *right = 1; + if (bottom) + *bottom = 1; + } + else + { + if (left) + *left = 0; + if (top) + *top = 0; + if (right) + *right = 0; + if (bottom) + *bottom = 0; + } +} + +void _glfwGetWindowContentScaleNull(_GLFWwindow* window, float* xscale, float* yscale) +{ + if (xscale) + *xscale = 1.f; + if (yscale) + *yscale = 1.f; +} + +void _glfwIconifyWindowNull(_GLFWwindow* window) +{ + if (_glfw.null.focusedWindow == window) + { + _glfw.null.focusedWindow = NULL; + _glfwInputWindowFocus(window, GLFW_FALSE); + } + + if (!window->null.iconified) + { + window->null.iconified = GLFW_TRUE; + _glfwInputWindowIconify(window, GLFW_TRUE); + + if (window->monitor) + releaseMonitor(window); + } +} + +void _glfwRestoreWindowNull(_GLFWwindow* window) +{ + if (window->null.iconified) + { + window->null.iconified = GLFW_FALSE; + _glfwInputWindowIconify(window, GLFW_FALSE); + + if (window->monitor) + acquireMonitor(window); + } + else if (window->null.maximized) + { + window->null.maximized = GLFW_FALSE; + _glfwInputWindowMaximize(window, GLFW_FALSE); + } +} + +void _glfwMaximizeWindowNull(_GLFWwindow* window) +{ + if (!window->null.maximized) + { + window->null.maximized = GLFW_TRUE; + _glfwInputWindowMaximize(window, GLFW_TRUE); + } +} + +GLFWbool _glfwWindowMaximizedNull(_GLFWwindow* window) +{ + return window->null.maximized; +} + +GLFWbool _glfwWindowHoveredNull(_GLFWwindow* window) +{ + return _glfw.null.xcursor >= window->null.xpos && + _glfw.null.ycursor >= window->null.ypos && + _glfw.null.xcursor <= window->null.xpos + window->null.width - 1 && + _glfw.null.ycursor <= window->null.ypos + window->null.height - 1; +} + +GLFWbool _glfwFramebufferTransparentNull(_GLFWwindow* window) +{ + return window->null.transparent; +} + +void _glfwSetWindowResizableNull(_GLFWwindow* window, GLFWbool enabled) +{ + window->null.resizable = enabled; +} + +void _glfwSetWindowDecoratedNull(_GLFWwindow* window, GLFWbool enabled) +{ + window->null.decorated = enabled; +} + +void _glfwSetWindowFloatingNull(_GLFWwindow* window, GLFWbool enabled) +{ + window->null.floating = enabled; +} + +void _glfwSetWindowMousePassthroughNull(_GLFWwindow* window, GLFWbool enabled) +{ +} + +float _glfwGetWindowOpacityNull(_GLFWwindow* window) +{ + return window->null.opacity; +} + +void _glfwSetWindowOpacityNull(_GLFWwindow* window, float opacity) +{ + window->null.opacity = opacity; +} + +void _glfwSetRawMouseMotionNull(_GLFWwindow *window, GLFWbool enabled) +{ +} + +GLFWbool _glfwRawMouseMotionSupportedNull(void) +{ + return GLFW_TRUE; +} + +void _glfwShowWindowNull(_GLFWwindow* window) +{ + window->null.visible = GLFW_TRUE; +} + +void _glfwRequestWindowAttentionNull(_GLFWwindow* window) +{ +} + +void _glfwHideWindowNull(_GLFWwindow* window) +{ + if (_glfw.null.focusedWindow == window) + { + _glfw.null.focusedWindow = NULL; + _glfwInputWindowFocus(window, GLFW_FALSE); + } + + window->null.visible = GLFW_FALSE; +} + +void _glfwFocusWindowNull(_GLFWwindow* window) +{ + _GLFWwindow* previous; + + if (_glfw.null.focusedWindow == window) + return; + + if (!window->null.visible) + return; + + previous = _glfw.null.focusedWindow; + _glfw.null.focusedWindow = window; + + if (previous) + { + _glfwInputWindowFocus(previous, GLFW_FALSE); + if (previous->monitor && previous->autoIconify) + _glfwIconifyWindowNull(previous); + } + + _glfwInputWindowFocus(window, GLFW_TRUE); +} + +GLFWbool _glfwWindowFocusedNull(_GLFWwindow* window) +{ + return _glfw.null.focusedWindow == window; +} + +GLFWbool _glfwWindowIconifiedNull(_GLFWwindow* window) +{ + return window->null.iconified; +} + +GLFWbool _glfwWindowVisibleNull(_GLFWwindow* window) +{ + return window->null.visible; +} + +void _glfwPollEventsNull(void) +{ +} + +void _glfwWaitEventsNull(void) +{ +} + +void _glfwWaitEventsTimeoutNull(double timeout) +{ +} + +void _glfwPostEmptyEventNull(void) +{ +} + +void _glfwGetCursorPosNull(_GLFWwindow* window, double* xpos, double* ypos) +{ + if (xpos) + *xpos = _glfw.null.xcursor - window->null.xpos; + if (ypos) + *ypos = _glfw.null.ycursor - window->null.ypos; +} + +void _glfwSetCursorPosNull(_GLFWwindow* window, double x, double y) +{ + _glfw.null.xcursor = window->null.xpos + (int) x; + _glfw.null.ycursor = window->null.ypos + (int) y; +} + +void _glfwSetCursorModeNull(_GLFWwindow* window, int mode) +{ +} + +GLFWbool _glfwCreateCursorNull(_GLFWcursor* cursor, + const GLFWimage* image, + int xhot, int yhot) +{ + return GLFW_TRUE; +} + +GLFWbool _glfwCreateStandardCursorNull(_GLFWcursor* cursor, int shape) +{ + return GLFW_TRUE; +} + +void _glfwDestroyCursorNull(_GLFWcursor* cursor) +{ +} + +void _glfwSetCursorNull(_GLFWwindow* window, _GLFWcursor* cursor) +{ +} + +void _glfwSetClipboardStringNull(const char* string) +{ + char* copy = _glfw_strdup(string); + _glfw_free(_glfw.null.clipboardString); + _glfw.null.clipboardString = copy; +} + +const char* _glfwGetClipboardStringNull(void) +{ + return _glfw.null.clipboardString; +} + +EGLenum _glfwGetEGLPlatformNull(EGLint** attribs) +{ + return 0; +} + +EGLNativeDisplayType _glfwGetEGLNativeDisplayNull(void) +{ + return 0; +} + +EGLNativeWindowType _glfwGetEGLNativeWindowNull(_GLFWwindow* window) +{ + return 0; +} + +const char* _glfwGetScancodeNameNull(int scancode) +{ + if (scancode < GLFW_NULL_SC_FIRST || scancode > GLFW_NULL_SC_LAST) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode %i", scancode); + return NULL; + } + + switch (scancode) + { + case GLFW_NULL_SC_APOSTROPHE: + return "'"; + case GLFW_NULL_SC_COMMA: + return ","; + case GLFW_NULL_SC_MINUS: + case GLFW_NULL_SC_KP_SUBTRACT: + return "-"; + case GLFW_NULL_SC_PERIOD: + case GLFW_NULL_SC_KP_DECIMAL: + return "."; + case GLFW_NULL_SC_SLASH: + case GLFW_NULL_SC_KP_DIVIDE: + return "/"; + case GLFW_NULL_SC_SEMICOLON: + return ";"; + case GLFW_NULL_SC_EQUAL: + case GLFW_NULL_SC_KP_EQUAL: + return "="; + case GLFW_NULL_SC_LEFT_BRACKET: + return "["; + case GLFW_NULL_SC_RIGHT_BRACKET: + return "]"; + case GLFW_NULL_SC_KP_MULTIPLY: + return "*"; + case GLFW_NULL_SC_KP_ADD: + return "+"; + case GLFW_NULL_SC_BACKSLASH: + case GLFW_NULL_SC_WORLD_1: + case GLFW_NULL_SC_WORLD_2: + return "\\"; + case GLFW_NULL_SC_0: + case GLFW_NULL_SC_KP_0: + return "0"; + case GLFW_NULL_SC_1: + case GLFW_NULL_SC_KP_1: + return "1"; + case GLFW_NULL_SC_2: + case GLFW_NULL_SC_KP_2: + return "2"; + case GLFW_NULL_SC_3: + case GLFW_NULL_SC_KP_3: + return "3"; + case GLFW_NULL_SC_4: + case GLFW_NULL_SC_KP_4: + return "4"; + case GLFW_NULL_SC_5: + case GLFW_NULL_SC_KP_5: + return "5"; + case GLFW_NULL_SC_6: + case GLFW_NULL_SC_KP_6: + return "6"; + case GLFW_NULL_SC_7: + case GLFW_NULL_SC_KP_7: + return "7"; + case GLFW_NULL_SC_8: + case GLFW_NULL_SC_KP_8: + return "8"; + case GLFW_NULL_SC_9: + case GLFW_NULL_SC_KP_9: + return "9"; + case GLFW_NULL_SC_A: + return "a"; + case GLFW_NULL_SC_B: + return "b"; + case GLFW_NULL_SC_C: + return "c"; + case GLFW_NULL_SC_D: + return "d"; + case GLFW_NULL_SC_E: + return "e"; + case GLFW_NULL_SC_F: + return "f"; + case GLFW_NULL_SC_G: + return "g"; + case GLFW_NULL_SC_H: + return "h"; + case GLFW_NULL_SC_I: + return "i"; + case GLFW_NULL_SC_J: + return "j"; + case GLFW_NULL_SC_K: + return "k"; + case GLFW_NULL_SC_L: + return "l"; + case GLFW_NULL_SC_M: + return "m"; + case GLFW_NULL_SC_N: + return "n"; + case GLFW_NULL_SC_O: + return "o"; + case GLFW_NULL_SC_P: + return "p"; + case GLFW_NULL_SC_Q: + return "q"; + case GLFW_NULL_SC_R: + return "r"; + case GLFW_NULL_SC_S: + return "s"; + case GLFW_NULL_SC_T: + return "t"; + case GLFW_NULL_SC_U: + return "u"; + case GLFW_NULL_SC_V: + return "v"; + case GLFW_NULL_SC_W: + return "w"; + case GLFW_NULL_SC_X: + return "x"; + case GLFW_NULL_SC_Y: + return "y"; + case GLFW_NULL_SC_Z: + return "z"; + } + + return NULL; +} + +int _glfwGetKeyScancodeNull(int key) +{ + return _glfw.null.scancodes[key]; +} + +void _glfwGetRequiredInstanceExtensionsNull(char** extensions) +{ +} + +GLFWbool _glfwGetPhysicalDevicePresentationSupportNull(VkInstance instance, + VkPhysicalDevice device, + uint32_t queuefamily) +{ + return GLFW_FALSE; +} + +VkResult _glfwCreateWindowSurfaceNull(VkInstance instance, + _GLFWwindow* window, + const VkAllocationCallbacks* allocator, + VkSurfaceKHR* surface) +{ + // This seems like the most appropriate error to return here + return VK_ERROR_EXTENSION_NOT_PRESENT; +} + diff --git a/dependencies/glfw-3.4/src/osmesa_context.c b/dependencies/glfw-3.4/src/osmesa_context.c new file mode 100644 index 0000000..2f12adf --- /dev/null +++ b/dependencies/glfw-3.4/src/osmesa_context.c @@ -0,0 +1,383 @@ +//======================================================================== +// GLFW 3.4 OSMesa - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2016 Google Inc. +// Copyright (c) 2016-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include + +static void makeContextCurrentOSMesa(_GLFWwindow* window) +{ + if (window) + { + int width, height; + _glfw.platform.getFramebufferSize(window, &width, &height); + + // Check to see if we need to allocate a new buffer + if ((window->context.osmesa.buffer == NULL) || + (width != window->context.osmesa.width) || + (height != window->context.osmesa.height)) + { + _glfw_free(window->context.osmesa.buffer); + + // Allocate the new buffer (width * height * 8-bit RGBA) + window->context.osmesa.buffer = _glfw_calloc(4, (size_t) width * height); + window->context.osmesa.width = width; + window->context.osmesa.height = height; + } + + if (!OSMesaMakeCurrent(window->context.osmesa.handle, + window->context.osmesa.buffer, + GL_UNSIGNED_BYTE, + width, height)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "OSMesa: Failed to make context current"); + return; + } + } + + _glfwPlatformSetTls(&_glfw.contextSlot, window); +} + +static GLFWglproc getProcAddressOSMesa(const char* procname) +{ + return (GLFWglproc) OSMesaGetProcAddress(procname); +} + +static void destroyContextOSMesa(_GLFWwindow* window) +{ + if (window->context.osmesa.handle) + { + OSMesaDestroyContext(window->context.osmesa.handle); + window->context.osmesa.handle = NULL; + } + + if (window->context.osmesa.buffer) + { + _glfw_free(window->context.osmesa.buffer); + window->context.osmesa.width = 0; + window->context.osmesa.height = 0; + } +} + +static void swapBuffersOSMesa(_GLFWwindow* window) +{ + // No double buffering on OSMesa +} + +static void swapIntervalOSMesa(int interval) +{ + // No swap interval on OSMesa +} + +static int extensionSupportedOSMesa(const char* extension) +{ + // OSMesa does not have extensions + return GLFW_FALSE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwInitOSMesa(void) +{ + int i; + const char* sonames[] = + { +#if defined(_GLFW_OSMESA_LIBRARY) + _GLFW_OSMESA_LIBRARY, +#elif defined(_WIN32) + "libOSMesa.dll", + "OSMesa.dll", +#elif defined(__APPLE__) + "libOSMesa.8.dylib", +#elif defined(__CYGWIN__) + "libOSMesa-8.so", +#elif defined(__OpenBSD__) || defined(__NetBSD__) + "libOSMesa.so", +#else + "libOSMesa.so.8", + "libOSMesa.so.6", +#endif + NULL + }; + + if (_glfw.osmesa.handle) + return GLFW_TRUE; + + for (i = 0; sonames[i]; i++) + { + _glfw.osmesa.handle = _glfwPlatformLoadModule(sonames[i]); + if (_glfw.osmesa.handle) + break; + } + + if (!_glfw.osmesa.handle) + { + _glfwInputError(GLFW_API_UNAVAILABLE, "OSMesa: Library not found"); + return GLFW_FALSE; + } + + _glfw.osmesa.CreateContextExt = (PFN_OSMesaCreateContextExt) + _glfwPlatformGetModuleSymbol(_glfw.osmesa.handle, "OSMesaCreateContextExt"); + _glfw.osmesa.CreateContextAttribs = (PFN_OSMesaCreateContextAttribs) + _glfwPlatformGetModuleSymbol(_glfw.osmesa.handle, "OSMesaCreateContextAttribs"); + _glfw.osmesa.DestroyContext = (PFN_OSMesaDestroyContext) + _glfwPlatformGetModuleSymbol(_glfw.osmesa.handle, "OSMesaDestroyContext"); + _glfw.osmesa.MakeCurrent = (PFN_OSMesaMakeCurrent) + _glfwPlatformGetModuleSymbol(_glfw.osmesa.handle, "OSMesaMakeCurrent"); + _glfw.osmesa.GetColorBuffer = (PFN_OSMesaGetColorBuffer) + _glfwPlatformGetModuleSymbol(_glfw.osmesa.handle, "OSMesaGetColorBuffer"); + _glfw.osmesa.GetDepthBuffer = (PFN_OSMesaGetDepthBuffer) + _glfwPlatformGetModuleSymbol(_glfw.osmesa.handle, "OSMesaGetDepthBuffer"); + _glfw.osmesa.GetProcAddress = (PFN_OSMesaGetProcAddress) + _glfwPlatformGetModuleSymbol(_glfw.osmesa.handle, "OSMesaGetProcAddress"); + + if (!_glfw.osmesa.CreateContextExt || + !_glfw.osmesa.DestroyContext || + !_glfw.osmesa.MakeCurrent || + !_glfw.osmesa.GetColorBuffer || + !_glfw.osmesa.GetDepthBuffer || + !_glfw.osmesa.GetProcAddress) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "OSMesa: Failed to load required entry points"); + + _glfwTerminateOSMesa(); + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +void _glfwTerminateOSMesa(void) +{ + if (_glfw.osmesa.handle) + { + _glfwPlatformFreeModule(_glfw.osmesa.handle); + _glfw.osmesa.handle = NULL; + } +} + +#define SET_ATTRIB(a, v) \ +{ \ + assert(((size_t) index + 1) < sizeof(attribs) / sizeof(attribs[0])); \ + attribs[index++] = a; \ + attribs[index++] = v; \ +} + +GLFWbool _glfwCreateContextOSMesa(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + OSMesaContext share = NULL; + const int accumBits = fbconfig->accumRedBits + + fbconfig->accumGreenBits + + fbconfig->accumBlueBits + + fbconfig->accumAlphaBits; + + if (ctxconfig->client == GLFW_OPENGL_ES_API) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "OSMesa: OpenGL ES is not available on OSMesa"); + return GLFW_FALSE; + } + + if (ctxconfig->share) + share = ctxconfig->share->context.osmesa.handle; + + if (OSMesaCreateContextAttribs) + { + int index = 0, attribs[40]; + + SET_ATTRIB(OSMESA_FORMAT, OSMESA_RGBA); + SET_ATTRIB(OSMESA_DEPTH_BITS, fbconfig->depthBits); + SET_ATTRIB(OSMESA_STENCIL_BITS, fbconfig->stencilBits); + SET_ATTRIB(OSMESA_ACCUM_BITS, accumBits); + + if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE) + { + SET_ATTRIB(OSMESA_PROFILE, OSMESA_CORE_PROFILE); + } + else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE) + { + SET_ATTRIB(OSMESA_PROFILE, OSMESA_COMPAT_PROFILE); + } + + if (ctxconfig->major != 1 || ctxconfig->minor != 0) + { + SET_ATTRIB(OSMESA_CONTEXT_MAJOR_VERSION, ctxconfig->major); + SET_ATTRIB(OSMESA_CONTEXT_MINOR_VERSION, ctxconfig->minor); + } + + if (ctxconfig->forward) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "OSMesa: Forward-compatible contexts not supported"); + return GLFW_FALSE; + } + + SET_ATTRIB(0, 0); + + window->context.osmesa.handle = + OSMesaCreateContextAttribs(attribs, share); + } + else + { + if (ctxconfig->profile) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "OSMesa: OpenGL profiles unavailable"); + return GLFW_FALSE; + } + + window->context.osmesa.handle = + OSMesaCreateContextExt(OSMESA_RGBA, + fbconfig->depthBits, + fbconfig->stencilBits, + accumBits, + share); + } + + if (window->context.osmesa.handle == NULL) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "OSMesa: Failed to create context"); + return GLFW_FALSE; + } + + window->context.makeCurrent = makeContextCurrentOSMesa; + window->context.swapBuffers = swapBuffersOSMesa; + window->context.swapInterval = swapIntervalOSMesa; + window->context.extensionSupported = extensionSupportedOSMesa; + window->context.getProcAddress = getProcAddressOSMesa; + window->context.destroy = destroyContextOSMesa; + + return GLFW_TRUE; +} + +#undef SET_ATTRIB + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* handle, int* width, + int* height, int* format, void** buffer) +{ + void* mesaBuffer; + GLint mesaWidth, mesaHeight, mesaFormat; + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + if (window->context.source != GLFW_OSMESA_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return GLFW_FALSE; + } + + if (!OSMesaGetColorBuffer(window->context.osmesa.handle, + &mesaWidth, &mesaHeight, + &mesaFormat, &mesaBuffer)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "OSMesa: Failed to retrieve color buffer"); + return GLFW_FALSE; + } + + if (width) + *width = mesaWidth; + if (height) + *height = mesaHeight; + if (format) + *format = mesaFormat; + if (buffer) + *buffer = mesaBuffer; + + return GLFW_TRUE; +} + +GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* handle, + int* width, int* height, + int* bytesPerValue, + void** buffer) +{ + void* mesaBuffer; + GLint mesaWidth, mesaHeight, mesaBytes; + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + if (window->context.source != GLFW_OSMESA_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return GLFW_FALSE; + } + + if (!OSMesaGetDepthBuffer(window->context.osmesa.handle, + &mesaWidth, &mesaHeight, + &mesaBytes, &mesaBuffer)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "OSMesa: Failed to retrieve depth buffer"); + return GLFW_FALSE; + } + + if (width) + *width = mesaWidth; + if (height) + *height = mesaHeight; + if (bytesPerValue) + *bytesPerValue = mesaBytes; + if (buffer) + *buffer = mesaBuffer; + + return GLFW_TRUE; +} + +GLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (window->context.source != GLFW_OSMESA_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return NULL; + } + + return window->context.osmesa.handle; +} + diff --git a/dependencies/glfw-3.4/src/platform.c b/dependencies/glfw-3.4/src/platform.c new file mode 100644 index 0000000..af1b0f4 --- /dev/null +++ b/dependencies/glfw-3.4/src/platform.c @@ -0,0 +1,212 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2018 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include + +// These construct a string literal from individual numeric constants +#define _GLFW_CONCAT_VERSION(m, n, r) #m "." #n "." #r +#define _GLFW_MAKE_VERSION(m, n, r) _GLFW_CONCAT_VERSION(m, n, r) + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +static const struct +{ + int ID; + GLFWbool (*connect)(int,_GLFWplatform*); +} supportedPlatforms[] = +{ +#if defined(_GLFW_WIN32) + { GLFW_PLATFORM_WIN32, _glfwConnectWin32 }, +#endif +#if defined(_GLFW_COCOA) + { GLFW_PLATFORM_COCOA, _glfwConnectCocoa }, +#endif +#if defined(_GLFW_WAYLAND) + { GLFW_PLATFORM_WAYLAND, _glfwConnectWayland }, +#endif +#if defined(_GLFW_X11) + { GLFW_PLATFORM_X11, _glfwConnectX11 }, +#endif +}; + +GLFWbool _glfwSelectPlatform(int desiredID, _GLFWplatform* platform) +{ + const size_t count = sizeof(supportedPlatforms) / sizeof(supportedPlatforms[0]); + size_t i; + + if (desiredID != GLFW_ANY_PLATFORM && + desiredID != GLFW_PLATFORM_WIN32 && + desiredID != GLFW_PLATFORM_COCOA && + desiredID != GLFW_PLATFORM_WAYLAND && + desiredID != GLFW_PLATFORM_X11 && + desiredID != GLFW_PLATFORM_NULL) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid platform ID 0x%08X", desiredID); + return GLFW_FALSE; + } + + // Only allow the Null platform if specifically requested + if (desiredID == GLFW_PLATFORM_NULL) + return _glfwConnectNull(desiredID, platform); + else if (count == 0) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "This binary only supports the Null platform"); + return GLFW_FALSE; + } + +#if defined(_GLFW_WAYLAND) && defined(_GLFW_X11) + if (desiredID == GLFW_ANY_PLATFORM) + { + const char* const session = getenv("XDG_SESSION_TYPE"); + if (session) + { + // Only follow XDG_SESSION_TYPE if it is set correctly and the + // environment looks plausble; otherwise fall back to detection + if (strcmp(session, "wayland") == 0 && getenv("WAYLAND_DISPLAY")) + desiredID = GLFW_PLATFORM_WAYLAND; + else if (strcmp(session, "x11") == 0 && getenv("DISPLAY")) + desiredID = GLFW_PLATFORM_X11; + } + } +#endif + + if (desiredID == GLFW_ANY_PLATFORM) + { + // If there is exactly one platform available for auto-selection, let it emit the + // error on failure as the platform-specific error description may be more helpful + if (count == 1) + return supportedPlatforms[0].connect(supportedPlatforms[0].ID, platform); + + for (i = 0; i < count; i++) + { + if (supportedPlatforms[i].connect(desiredID, platform)) + return GLFW_TRUE; + } + + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "Failed to detect any supported platform"); + } + else + { + for (i = 0; i < count; i++) + { + if (supportedPlatforms[i].ID == desiredID) + return supportedPlatforms[i].connect(desiredID, platform); + } + + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "The requested platform is not supported"); + } + + return GLFW_FALSE; +} + +////////////////////////////////////////////////////////////////////////// +////// GLFW public API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI int glfwGetPlatform(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(0); + return _glfw.platform.platformID; +} + +GLFWAPI int glfwPlatformSupported(int platformID) +{ + const size_t count = sizeof(supportedPlatforms) / sizeof(supportedPlatforms[0]); + size_t i; + + if (platformID != GLFW_PLATFORM_WIN32 && + platformID != GLFW_PLATFORM_COCOA && + platformID != GLFW_PLATFORM_WAYLAND && + platformID != GLFW_PLATFORM_X11 && + platformID != GLFW_PLATFORM_NULL) + { + _glfwInputError(GLFW_INVALID_ENUM, "Invalid platform ID 0x%08X", platformID); + return GLFW_FALSE; + } + + if (platformID == GLFW_PLATFORM_NULL) + return GLFW_TRUE; + + for (i = 0; i < count; i++) + { + if (platformID == supportedPlatforms[i].ID) + return GLFW_TRUE; + } + + return GLFW_FALSE; +} + +GLFWAPI const char* glfwGetVersionString(void) +{ + return _GLFW_MAKE_VERSION(GLFW_VERSION_MAJOR, + GLFW_VERSION_MINOR, + GLFW_VERSION_REVISION) +#if defined(_GLFW_WIN32) + " Win32 WGL" +#endif +#if defined(_GLFW_COCOA) + " Cocoa NSGL" +#endif +#if defined(_GLFW_WAYLAND) + " Wayland" +#endif +#if defined(_GLFW_X11) + " X11 GLX" +#endif + " Null" + " EGL" + " OSMesa" +#if defined(__MINGW64_VERSION_MAJOR) + " MinGW-w64" +#elif defined(__MINGW32__) + " MinGW" +#elif defined(_MSC_VER) + " VisualC" +#endif +#if defined(_GLFW_USE_HYBRID_HPG) || defined(_GLFW_USE_OPTIMUS_HPG) + " hybrid-GPU" +#endif +#if defined(_POSIX_MONOTONIC_CLOCK) + " monotonic" +#endif +#if defined(_GLFW_BUILD_DLL) +#if defined(_WIN32) + " DLL" +#elif defined(__APPLE__) + " dynamic" +#else + " shared" +#endif +#endif + ; +} + diff --git a/dependencies/glfw-3.4/src/platform.h b/dependencies/glfw-3.4/src/platform.h new file mode 100644 index 0000000..75652dc --- /dev/null +++ b/dependencies/glfw-3.4/src/platform.h @@ -0,0 +1,212 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2018 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#if defined(GLFW_BUILD_WIN32_TIMER) || \ + defined(GLFW_BUILD_WIN32_MODULE) || \ + defined(GLFW_BUILD_WIN32_THREAD) || \ + defined(GLFW_BUILD_COCOA_TIMER) || \ + defined(GLFW_BUILD_POSIX_TIMER) || \ + defined(GLFW_BUILD_POSIX_MODULE) || \ + defined(GLFW_BUILD_POSIX_THREAD) || \ + defined(GLFW_BUILD_POSIX_POLL) || \ + defined(GLFW_BUILD_LINUX_JOYSTICK) + #error "You must not define these; define zero or more _GLFW_ macros instead" +#endif + +#include "null_platform.h" +#define GLFW_EXPOSE_NATIVE_EGL +#define GLFW_EXPOSE_NATIVE_OSMESA + +#if defined(_GLFW_WIN32) + #include "win32_platform.h" + #define GLFW_EXPOSE_NATIVE_WIN32 + #define GLFW_EXPOSE_NATIVE_WGL +#else + #define GLFW_WIN32_WINDOW_STATE + #define GLFW_WIN32_MONITOR_STATE + #define GLFW_WIN32_CURSOR_STATE + #define GLFW_WIN32_LIBRARY_WINDOW_STATE + #define GLFW_WGL_CONTEXT_STATE + #define GLFW_WGL_LIBRARY_CONTEXT_STATE +#endif + +#if defined(_GLFW_COCOA) + #include "cocoa_platform.h" + #define GLFW_EXPOSE_NATIVE_COCOA + #define GLFW_EXPOSE_NATIVE_NSGL +#else + #define GLFW_COCOA_WINDOW_STATE + #define GLFW_COCOA_MONITOR_STATE + #define GLFW_COCOA_CURSOR_STATE + #define GLFW_COCOA_LIBRARY_WINDOW_STATE + #define GLFW_NSGL_CONTEXT_STATE + #define GLFW_NSGL_LIBRARY_CONTEXT_STATE +#endif + +#if defined(_GLFW_WAYLAND) + #include "wl_platform.h" + #define GLFW_EXPOSE_NATIVE_WAYLAND +#else + #define GLFW_WAYLAND_WINDOW_STATE + #define GLFW_WAYLAND_MONITOR_STATE + #define GLFW_WAYLAND_CURSOR_STATE + #define GLFW_WAYLAND_LIBRARY_WINDOW_STATE +#endif + +#if defined(_GLFW_X11) + #include "x11_platform.h" + #define GLFW_EXPOSE_NATIVE_X11 + #define GLFW_EXPOSE_NATIVE_GLX +#else + #define GLFW_X11_WINDOW_STATE + #define GLFW_X11_MONITOR_STATE + #define GLFW_X11_CURSOR_STATE + #define GLFW_X11_LIBRARY_WINDOW_STATE + #define GLFW_GLX_CONTEXT_STATE + #define GLFW_GLX_LIBRARY_CONTEXT_STATE +#endif + +#include "null_joystick.h" + +#if defined(_GLFW_WIN32) + #include "win32_joystick.h" +#else + #define GLFW_WIN32_JOYSTICK_STATE + #define GLFW_WIN32_LIBRARY_JOYSTICK_STATE +#endif + +#if defined(_GLFW_COCOA) + #include "cocoa_joystick.h" +#else + #define GLFW_COCOA_JOYSTICK_STATE + #define GLFW_COCOA_LIBRARY_JOYSTICK_STATE +#endif + +#if (defined(_GLFW_X11) || defined(_GLFW_WAYLAND)) && defined(__linux__) + #define GLFW_BUILD_LINUX_JOYSTICK +#endif + +#if defined(GLFW_BUILD_LINUX_JOYSTICK) + #include "linux_joystick.h" +#else + #define GLFW_LINUX_JOYSTICK_STATE + #define GLFW_LINUX_LIBRARY_JOYSTICK_STATE +#endif + +#define GLFW_PLATFORM_WINDOW_STATE \ + GLFW_WIN32_WINDOW_STATE \ + GLFW_COCOA_WINDOW_STATE \ + GLFW_WAYLAND_WINDOW_STATE \ + GLFW_X11_WINDOW_STATE \ + GLFW_NULL_WINDOW_STATE \ + +#define GLFW_PLATFORM_MONITOR_STATE \ + GLFW_WIN32_MONITOR_STATE \ + GLFW_COCOA_MONITOR_STATE \ + GLFW_WAYLAND_MONITOR_STATE \ + GLFW_X11_MONITOR_STATE \ + GLFW_NULL_MONITOR_STATE \ + +#define GLFW_PLATFORM_CURSOR_STATE \ + GLFW_WIN32_CURSOR_STATE \ + GLFW_COCOA_CURSOR_STATE \ + GLFW_WAYLAND_CURSOR_STATE \ + GLFW_X11_CURSOR_STATE \ + GLFW_NULL_CURSOR_STATE \ + +#define GLFW_PLATFORM_JOYSTICK_STATE \ + GLFW_WIN32_JOYSTICK_STATE \ + GLFW_COCOA_JOYSTICK_STATE \ + GLFW_LINUX_JOYSTICK_STATE + +#define GLFW_PLATFORM_LIBRARY_WINDOW_STATE \ + GLFW_WIN32_LIBRARY_WINDOW_STATE \ + GLFW_COCOA_LIBRARY_WINDOW_STATE \ + GLFW_WAYLAND_LIBRARY_WINDOW_STATE \ + GLFW_X11_LIBRARY_WINDOW_STATE \ + GLFW_NULL_LIBRARY_WINDOW_STATE \ + +#define GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE \ + GLFW_WIN32_LIBRARY_JOYSTICK_STATE \ + GLFW_COCOA_LIBRARY_JOYSTICK_STATE \ + GLFW_LINUX_LIBRARY_JOYSTICK_STATE + +#define GLFW_PLATFORM_CONTEXT_STATE \ + GLFW_WGL_CONTEXT_STATE \ + GLFW_NSGL_CONTEXT_STATE \ + GLFW_GLX_CONTEXT_STATE + +#define GLFW_PLATFORM_LIBRARY_CONTEXT_STATE \ + GLFW_WGL_LIBRARY_CONTEXT_STATE \ + GLFW_NSGL_LIBRARY_CONTEXT_STATE \ + GLFW_GLX_LIBRARY_CONTEXT_STATE + +#if defined(_WIN32) + #define GLFW_BUILD_WIN32_THREAD +#else + #define GLFW_BUILD_POSIX_THREAD +#endif + +#if defined(GLFW_BUILD_WIN32_THREAD) + #include "win32_thread.h" + #define GLFW_PLATFORM_TLS_STATE GLFW_WIN32_TLS_STATE + #define GLFW_PLATFORM_MUTEX_STATE GLFW_WIN32_MUTEX_STATE +#elif defined(GLFW_BUILD_POSIX_THREAD) + #include "posix_thread.h" + #define GLFW_PLATFORM_TLS_STATE GLFW_POSIX_TLS_STATE + #define GLFW_PLATFORM_MUTEX_STATE GLFW_POSIX_MUTEX_STATE +#endif + +#if defined(_WIN32) + #define GLFW_BUILD_WIN32_TIMER +#elif defined(__APPLE__) + #define GLFW_BUILD_COCOA_TIMER +#else + #define GLFW_BUILD_POSIX_TIMER +#endif + +#if defined(GLFW_BUILD_WIN32_TIMER) + #include "win32_time.h" + #define GLFW_PLATFORM_LIBRARY_TIMER_STATE GLFW_WIN32_LIBRARY_TIMER_STATE +#elif defined(GLFW_BUILD_COCOA_TIMER) + #include "cocoa_time.h" + #define GLFW_PLATFORM_LIBRARY_TIMER_STATE GLFW_COCOA_LIBRARY_TIMER_STATE +#elif defined(GLFW_BUILD_POSIX_TIMER) + #include "posix_time.h" + #define GLFW_PLATFORM_LIBRARY_TIMER_STATE GLFW_POSIX_LIBRARY_TIMER_STATE +#endif + +#if defined(_WIN32) + #define GLFW_BUILD_WIN32_MODULE +#else + #define GLFW_BUILD_POSIX_MODULE +#endif + +#if defined(_GLFW_WAYLAND) || defined(_GLFW_X11) + #define GLFW_BUILD_POSIX_POLL +#endif + diff --git a/dependencies/glfw-3.4/src/posix_module.c b/dependencies/glfw-3.4/src/posix_module.c new file mode 100644 index 0000000..7d81c67 --- /dev/null +++ b/dependencies/glfw-3.4/src/posix_module.c @@ -0,0 +1,53 @@ +//======================================================================== +// GLFW 3.4 POSIX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2021 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_POSIX_MODULE) + +#include + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void* _glfwPlatformLoadModule(const char* path) +{ + return dlopen(path, RTLD_LAZY | RTLD_LOCAL); +} + +void _glfwPlatformFreeModule(void* module) +{ + dlclose(module); +} + +GLFWproc _glfwPlatformGetModuleSymbol(void* module, const char* name) +{ + return dlsym(module, name); +} + +#endif // GLFW_BUILD_POSIX_MODULE + diff --git a/dependencies/glfw-3.4/src/posix_poll.c b/dependencies/glfw-3.4/src/posix_poll.c new file mode 100644 index 0000000..b53e36e --- /dev/null +++ b/dependencies/glfw-3.4/src/posix_poll.c @@ -0,0 +1,83 @@ +//======================================================================== +// GLFW 3.4 POSIX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2022 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define _GNU_SOURCE + +#include "internal.h" + +#if defined(GLFW_BUILD_POSIX_POLL) + +#include +#include +#include + +GLFWbool _glfwPollPOSIX(struct pollfd* fds, nfds_t count, double* timeout) +{ + for (;;) + { + if (timeout) + { + const uint64_t base = _glfwPlatformGetTimerValue(); + +#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__CYGWIN__) + const time_t seconds = (time_t) *timeout; + const long nanoseconds = (long) ((*timeout - seconds) * 1e9); + const struct timespec ts = { seconds, nanoseconds }; + const int result = ppoll(fds, count, &ts, NULL); +#elif defined(__NetBSD__) + const time_t seconds = (time_t) *timeout; + const long nanoseconds = (long) ((*timeout - seconds) * 1e9); + const struct timespec ts = { seconds, nanoseconds }; + const int result = pollts(fds, count, &ts, NULL); +#else + const int milliseconds = (int) (*timeout * 1e3); + const int result = poll(fds, count, milliseconds); +#endif + const int error = errno; // clock_gettime may overwrite our error + + *timeout -= (_glfwPlatformGetTimerValue() - base) / + (double) _glfwPlatformGetTimerFrequency(); + + if (result > 0) + return GLFW_TRUE; + else if (result == -1 && error != EINTR && error != EAGAIN) + return GLFW_FALSE; + else if (*timeout <= 0.0) + return GLFW_FALSE; + } + else + { + const int result = poll(fds, count, -1); + if (result > 0) + return GLFW_TRUE; + else if (result == -1 && errno != EINTR && errno != EAGAIN) + return GLFW_FALSE; + } + } +} + +#endif // GLFW_BUILD_POSIX_POLL + diff --git a/dependencies/glfw-3.4/src/posix_poll.h b/dependencies/glfw-3.4/src/posix_poll.h new file mode 100644 index 0000000..4bdd244 --- /dev/null +++ b/dependencies/glfw-3.4/src/posix_poll.h @@ -0,0 +1,30 @@ +//======================================================================== +// GLFW 3.4 POSIX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2022 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include + +GLFWbool _glfwPollPOSIX(struct pollfd* fds, nfds_t count, double* timeout); + diff --git a/dependencies/glfw-3.4/src/posix_thread.c b/dependencies/glfw-3.4/src/posix_thread.c new file mode 100644 index 0000000..3c355a5 --- /dev/null +++ b/dependencies/glfw-3.4/src/posix_thread.c @@ -0,0 +1,107 @@ +//======================================================================== +// GLFW 3.4 POSIX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_POSIX_THREAD) + +#include +#include + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwPlatformCreateTls(_GLFWtls* tls) +{ + assert(tls->posix.allocated == GLFW_FALSE); + + if (pthread_key_create(&tls->posix.key, NULL) != 0) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "POSIX: Failed to create context TLS"); + return GLFW_FALSE; + } + + tls->posix.allocated = GLFW_TRUE; + return GLFW_TRUE; +} + +void _glfwPlatformDestroyTls(_GLFWtls* tls) +{ + if (tls->posix.allocated) + pthread_key_delete(tls->posix.key); + memset(tls, 0, sizeof(_GLFWtls)); +} + +void* _glfwPlatformGetTls(_GLFWtls* tls) +{ + assert(tls->posix.allocated == GLFW_TRUE); + return pthread_getspecific(tls->posix.key); +} + +void _glfwPlatformSetTls(_GLFWtls* tls, void* value) +{ + assert(tls->posix.allocated == GLFW_TRUE); + pthread_setspecific(tls->posix.key, value); +} + +GLFWbool _glfwPlatformCreateMutex(_GLFWmutex* mutex) +{ + assert(mutex->posix.allocated == GLFW_FALSE); + + if (pthread_mutex_init(&mutex->posix.handle, NULL) != 0) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "POSIX: Failed to create mutex"); + return GLFW_FALSE; + } + + return mutex->posix.allocated = GLFW_TRUE; +} + +void _glfwPlatformDestroyMutex(_GLFWmutex* mutex) +{ + if (mutex->posix.allocated) + pthread_mutex_destroy(&mutex->posix.handle); + memset(mutex, 0, sizeof(_GLFWmutex)); +} + +void _glfwPlatformLockMutex(_GLFWmutex* mutex) +{ + assert(mutex->posix.allocated == GLFW_TRUE); + pthread_mutex_lock(&mutex->posix.handle); +} + +void _glfwPlatformUnlockMutex(_GLFWmutex* mutex) +{ + assert(mutex->posix.allocated == GLFW_TRUE); + pthread_mutex_unlock(&mutex->posix.handle); +} + +#endif // GLFW_BUILD_POSIX_THREAD + diff --git a/dependencies/glfw-3.4/src/posix_thread.h b/dependencies/glfw-3.4/src/posix_thread.h new file mode 100644 index 0000000..5a5d7b7 --- /dev/null +++ b/dependencies/glfw-3.4/src/posix_thread.h @@ -0,0 +1,49 @@ +//======================================================================== +// GLFW 3.4 POSIX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include + +#define GLFW_POSIX_TLS_STATE _GLFWtlsPOSIX posix; +#define GLFW_POSIX_MUTEX_STATE _GLFWmutexPOSIX posix; + + +// POSIX-specific thread local storage data +// +typedef struct _GLFWtlsPOSIX +{ + GLFWbool allocated; + pthread_key_t key; +} _GLFWtlsPOSIX; + +// POSIX-specific mutex data +// +typedef struct _GLFWmutexPOSIX +{ + GLFWbool allocated; + pthread_mutex_t handle; +} _GLFWmutexPOSIX; + diff --git a/dependencies/glfw-3.4/src/posix_time.c b/dependencies/glfw-3.4/src/posix_time.c new file mode 100644 index 0000000..a172408 --- /dev/null +++ b/dependencies/glfw-3.4/src/posix_time.c @@ -0,0 +1,65 @@ +//======================================================================== +// GLFW 3.4 POSIX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_POSIX_TIMER) + +#include +#include + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwPlatformInitTimer(void) +{ + _glfw.timer.posix.clock = CLOCK_REALTIME; + _glfw.timer.posix.frequency = 1000000000; + +#if defined(_POSIX_MONOTONIC_CLOCK) + struct timespec ts; + if (clock_gettime(CLOCK_MONOTONIC, &ts) == 0) + _glfw.timer.posix.clock = CLOCK_MONOTONIC; +#endif +} + +uint64_t _glfwPlatformGetTimerValue(void) +{ + struct timespec ts; + clock_gettime(_glfw.timer.posix.clock, &ts); + return (uint64_t) ts.tv_sec * _glfw.timer.posix.frequency + (uint64_t) ts.tv_nsec; +} + +uint64_t _glfwPlatformGetTimerFrequency(void) +{ + return _glfw.timer.posix.frequency; +} + +#endif // GLFW_BUILD_POSIX_TIMER + diff --git a/dependencies/glfw-3.4/src/posix_time.h b/dependencies/glfw-3.4/src/posix_time.h new file mode 100644 index 0000000..94374ad --- /dev/null +++ b/dependencies/glfw-3.4/src/posix_time.h @@ -0,0 +1,41 @@ +//======================================================================== +// GLFW 3.4 POSIX - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLFW_POSIX_LIBRARY_TIMER_STATE _GLFWtimerPOSIX posix; + +#include +#include + + +// POSIX-specific global timer data +// +typedef struct _GLFWtimerPOSIX +{ + clockid_t clock; + uint64_t frequency; +} _GLFWtimerPOSIX; + diff --git a/dependencies/glfw-3.4/src/vulkan.c b/dependencies/glfw-3.4/src/vulkan.c new file mode 100644 index 0000000..d9fabde --- /dev/null +++ b/dependencies/glfw-3.4/src/vulkan.c @@ -0,0 +1,328 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2018 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include + +#define _GLFW_FIND_LOADER 1 +#define _GLFW_REQUIRE_LOADER 2 + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwInitVulkan(int mode) +{ + VkResult err; + VkExtensionProperties* ep; + PFN_vkEnumerateInstanceExtensionProperties vkEnumerateInstanceExtensionProperties; + uint32_t i, count; + + if (_glfw.vk.available) + return GLFW_TRUE; + + if (_glfw.hints.init.vulkanLoader) + _glfw.vk.GetInstanceProcAddr = _glfw.hints.init.vulkanLoader; + else + { +#if defined(_GLFW_VULKAN_LIBRARY) + _glfw.vk.handle = _glfwPlatformLoadModule(_GLFW_VULKAN_LIBRARY); +#elif defined(_GLFW_WIN32) + _glfw.vk.handle = _glfwPlatformLoadModule("vulkan-1.dll"); +#elif defined(_GLFW_COCOA) + _glfw.vk.handle = _glfwPlatformLoadModule("libvulkan.1.dylib"); + if (!_glfw.vk.handle) + _glfw.vk.handle = _glfwLoadLocalVulkanLoaderCocoa(); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.vk.handle = _glfwPlatformLoadModule("libvulkan.so"); +#else + _glfw.vk.handle = _glfwPlatformLoadModule("libvulkan.so.1"); +#endif + if (!_glfw.vk.handle) + { + if (mode == _GLFW_REQUIRE_LOADER) + _glfwInputError(GLFW_API_UNAVAILABLE, "Vulkan: Loader not found"); + + return GLFW_FALSE; + } + + _glfw.vk.GetInstanceProcAddr = (PFN_vkGetInstanceProcAddr) + _glfwPlatformGetModuleSymbol(_glfw.vk.handle, "vkGetInstanceProcAddr"); + if (!_glfw.vk.GetInstanceProcAddr) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Vulkan: Loader does not export vkGetInstanceProcAddr"); + + _glfwTerminateVulkan(); + return GLFW_FALSE; + } + } + + vkEnumerateInstanceExtensionProperties = (PFN_vkEnumerateInstanceExtensionProperties) + vkGetInstanceProcAddr(NULL, "vkEnumerateInstanceExtensionProperties"); + if (!vkEnumerateInstanceExtensionProperties) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Vulkan: Failed to retrieve vkEnumerateInstanceExtensionProperties"); + + _glfwTerminateVulkan(); + return GLFW_FALSE; + } + + err = vkEnumerateInstanceExtensionProperties(NULL, &count, NULL); + if (err) + { + // NOTE: This happens on systems with a loader but without any Vulkan ICD + if (mode == _GLFW_REQUIRE_LOADER) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Vulkan: Failed to query instance extension count: %s", + _glfwGetVulkanResultString(err)); + } + + _glfwTerminateVulkan(); + return GLFW_FALSE; + } + + ep = _glfw_calloc(count, sizeof(VkExtensionProperties)); + + err = vkEnumerateInstanceExtensionProperties(NULL, &count, ep); + if (err) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Vulkan: Failed to query instance extensions: %s", + _glfwGetVulkanResultString(err)); + + _glfw_free(ep); + _glfwTerminateVulkan(); + return GLFW_FALSE; + } + + for (i = 0; i < count; i++) + { + if (strcmp(ep[i].extensionName, "VK_KHR_surface") == 0) + _glfw.vk.KHR_surface = GLFW_TRUE; + else if (strcmp(ep[i].extensionName, "VK_KHR_win32_surface") == 0) + _glfw.vk.KHR_win32_surface = GLFW_TRUE; + else if (strcmp(ep[i].extensionName, "VK_MVK_macos_surface") == 0) + _glfw.vk.MVK_macos_surface = GLFW_TRUE; + else if (strcmp(ep[i].extensionName, "VK_EXT_metal_surface") == 0) + _glfw.vk.EXT_metal_surface = GLFW_TRUE; + else if (strcmp(ep[i].extensionName, "VK_KHR_xlib_surface") == 0) + _glfw.vk.KHR_xlib_surface = GLFW_TRUE; + else if (strcmp(ep[i].extensionName, "VK_KHR_xcb_surface") == 0) + _glfw.vk.KHR_xcb_surface = GLFW_TRUE; + else if (strcmp(ep[i].extensionName, "VK_KHR_wayland_surface") == 0) + _glfw.vk.KHR_wayland_surface = GLFW_TRUE; + } + + _glfw_free(ep); + + _glfw.vk.available = GLFW_TRUE; + + _glfw.platform.getRequiredInstanceExtensions(_glfw.vk.extensions); + + return GLFW_TRUE; +} + +void _glfwTerminateVulkan(void) +{ + if (_glfw.vk.handle) + _glfwPlatformFreeModule(_glfw.vk.handle); +} + +const char* _glfwGetVulkanResultString(VkResult result) +{ + switch (result) + { + case VK_SUCCESS: + return "Success"; + case VK_NOT_READY: + return "A fence or query has not yet completed"; + case VK_TIMEOUT: + return "A wait operation has not completed in the specified time"; + case VK_EVENT_SET: + return "An event is signaled"; + case VK_EVENT_RESET: + return "An event is unsignaled"; + case VK_INCOMPLETE: + return "A return array was too small for the result"; + case VK_ERROR_OUT_OF_HOST_MEMORY: + return "A host memory allocation has failed"; + case VK_ERROR_OUT_OF_DEVICE_MEMORY: + return "A device memory allocation has failed"; + case VK_ERROR_INITIALIZATION_FAILED: + return "Initialization of an object could not be completed for implementation-specific reasons"; + case VK_ERROR_DEVICE_LOST: + return "The logical or physical device has been lost"; + case VK_ERROR_MEMORY_MAP_FAILED: + return "Mapping of a memory object has failed"; + case VK_ERROR_LAYER_NOT_PRESENT: + return "A requested layer is not present or could not be loaded"; + case VK_ERROR_EXTENSION_NOT_PRESENT: + return "A requested extension is not supported"; + case VK_ERROR_FEATURE_NOT_PRESENT: + return "A requested feature is not supported"; + case VK_ERROR_INCOMPATIBLE_DRIVER: + return "The requested version of Vulkan is not supported by the driver or is otherwise incompatible"; + case VK_ERROR_TOO_MANY_OBJECTS: + return "Too many objects of the type have already been created"; + case VK_ERROR_FORMAT_NOT_SUPPORTED: + return "A requested format is not supported on this device"; + case VK_ERROR_SURFACE_LOST_KHR: + return "A surface is no longer available"; + case VK_SUBOPTIMAL_KHR: + return "A swapchain no longer matches the surface properties exactly, but can still be used"; + case VK_ERROR_OUT_OF_DATE_KHR: + return "A surface has changed in such a way that it is no longer compatible with the swapchain"; + case VK_ERROR_INCOMPATIBLE_DISPLAY_KHR: + return "The display used by a swapchain does not use the same presentable image layout"; + case VK_ERROR_NATIVE_WINDOW_IN_USE_KHR: + return "The requested window is already connected to a VkSurfaceKHR, or to some other non-Vulkan API"; + case VK_ERROR_VALIDATION_FAILED_EXT: + return "A validation layer found an error"; + default: + return "ERROR: UNKNOWN VULKAN ERROR"; + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW public API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI int glfwVulkanSupported(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + return _glfwInitVulkan(_GLFW_FIND_LOADER); +} + +GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count) +{ + assert(count != NULL); + + *count = 0; + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (!_glfwInitVulkan(_GLFW_REQUIRE_LOADER)) + return NULL; + + if (!_glfw.vk.extensions[0]) + return NULL; + + *count = 2; + return (const char**) _glfw.vk.extensions; +} + +GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, + const char* procname) +{ + GLFWvkproc proc; + assert(procname != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (!_glfwInitVulkan(_GLFW_REQUIRE_LOADER)) + return NULL; + + // NOTE: Vulkan 1.0 and 1.1 vkGetInstanceProcAddr cannot return itself + if (strcmp(procname, "vkGetInstanceProcAddr") == 0) + return (GLFWvkproc) vkGetInstanceProcAddr; + + proc = (GLFWvkproc) vkGetInstanceProcAddr(instance, procname); + if (!proc) + { + if (_glfw.vk.handle) + proc = (GLFWvkproc) _glfwPlatformGetModuleSymbol(_glfw.vk.handle, procname); + } + + return proc; +} + +GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, + VkPhysicalDevice device, + uint32_t queuefamily) +{ + assert(instance != VK_NULL_HANDLE); + assert(device != VK_NULL_HANDLE); + + _GLFW_REQUIRE_INIT_OR_RETURN(GLFW_FALSE); + + if (!_glfwInitVulkan(_GLFW_REQUIRE_LOADER)) + return GLFW_FALSE; + + if (!_glfw.vk.extensions[0]) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Vulkan: Window surface creation extensions not found"); + return GLFW_FALSE; + } + + return _glfw.platform.getPhysicalDevicePresentationSupport(instance, + device, + queuefamily); +} + +GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, + GLFWwindow* handle, + const VkAllocationCallbacks* allocator, + VkSurfaceKHR* surface) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(instance != VK_NULL_HANDLE); + assert(window != NULL); + assert(surface != NULL); + + *surface = VK_NULL_HANDLE; + + _GLFW_REQUIRE_INIT_OR_RETURN(VK_ERROR_INITIALIZATION_FAILED); + + if (!_glfwInitVulkan(_GLFW_REQUIRE_LOADER)) + return VK_ERROR_INITIALIZATION_FAILED; + + if (!_glfw.vk.extensions[0]) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Vulkan: Window surface creation extensions not found"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + if (window->context.client != GLFW_NO_API) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Vulkan: Window surface creation requires the window to have the client API set to GLFW_NO_API"); + return VK_ERROR_NATIVE_WINDOW_IN_USE_KHR; + } + + return _glfw.platform.createWindowSurface(instance, window, allocator, surface); +} + diff --git a/dependencies/glfw-3.4/src/wgl_context.c b/dependencies/glfw-3.4/src/wgl_context.c new file mode 100644 index 0000000..8a23ffc --- /dev/null +++ b/dependencies/glfw-3.4/src/wgl_context.c @@ -0,0 +1,798 @@ +//======================================================================== +// GLFW 3.4 WGL - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_WIN32) + +#include +#include + +// Return the value corresponding to the specified attribute +// +static int findPixelFormatAttribValueWGL(const int* attribs, + int attribCount, + const int* values, + int attrib) +{ + int i; + + for (i = 0; i < attribCount; i++) + { + if (attribs[i] == attrib) + return values[i]; + } + + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Unknown pixel format attribute requested"); + return 0; +} + +#define ADD_ATTRIB(a) \ +{ \ + assert((size_t) attribCount < sizeof(attribs) / sizeof(attribs[0])); \ + attribs[attribCount++] = a; \ +} +#define FIND_ATTRIB_VALUE(a) \ + findPixelFormatAttribValueWGL(attribs, attribCount, values, a) + +// Return a list of available and usable framebuffer configs +// +static int choosePixelFormatWGL(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + _GLFWfbconfig* usableConfigs; + const _GLFWfbconfig* closest; + int i, pixelFormat, nativeCount, usableCount = 0, attribCount = 0; + int attribs[40]; + int values[sizeof(attribs) / sizeof(attribs[0])]; + + nativeCount = DescribePixelFormat(window->context.wgl.dc, + 1, + sizeof(PIXELFORMATDESCRIPTOR), + NULL); + + if (_glfw.wgl.ARB_pixel_format) + { + ADD_ATTRIB(WGL_SUPPORT_OPENGL_ARB); + ADD_ATTRIB(WGL_DRAW_TO_WINDOW_ARB); + ADD_ATTRIB(WGL_PIXEL_TYPE_ARB); + ADD_ATTRIB(WGL_ACCELERATION_ARB); + ADD_ATTRIB(WGL_RED_BITS_ARB); + ADD_ATTRIB(WGL_RED_SHIFT_ARB); + ADD_ATTRIB(WGL_GREEN_BITS_ARB); + ADD_ATTRIB(WGL_GREEN_SHIFT_ARB); + ADD_ATTRIB(WGL_BLUE_BITS_ARB); + ADD_ATTRIB(WGL_BLUE_SHIFT_ARB); + ADD_ATTRIB(WGL_ALPHA_BITS_ARB); + ADD_ATTRIB(WGL_ALPHA_SHIFT_ARB); + ADD_ATTRIB(WGL_DEPTH_BITS_ARB); + ADD_ATTRIB(WGL_STENCIL_BITS_ARB); + ADD_ATTRIB(WGL_ACCUM_BITS_ARB); + ADD_ATTRIB(WGL_ACCUM_RED_BITS_ARB); + ADD_ATTRIB(WGL_ACCUM_GREEN_BITS_ARB); + ADD_ATTRIB(WGL_ACCUM_BLUE_BITS_ARB); + ADD_ATTRIB(WGL_ACCUM_ALPHA_BITS_ARB); + ADD_ATTRIB(WGL_AUX_BUFFERS_ARB); + ADD_ATTRIB(WGL_STEREO_ARB); + ADD_ATTRIB(WGL_DOUBLE_BUFFER_ARB); + + if (_glfw.wgl.ARB_multisample) + ADD_ATTRIB(WGL_SAMPLES_ARB); + + if (ctxconfig->client == GLFW_OPENGL_API) + { + if (_glfw.wgl.ARB_framebuffer_sRGB || _glfw.wgl.EXT_framebuffer_sRGB) + ADD_ATTRIB(WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB); + } + else + { + if (_glfw.wgl.EXT_colorspace) + ADD_ATTRIB(WGL_COLORSPACE_EXT); + } + + // NOTE: In a Parallels VM WGL_ARB_pixel_format returns fewer pixel formats than + // DescribePixelFormat, violating the guarantees of the extension spec + // HACK: Iterate through the minimum of both counts + + const int attrib = WGL_NUMBER_PIXEL_FORMATS_ARB; + int extensionCount; + + if (!wglGetPixelFormatAttribivARB(window->context.wgl.dc, + 1, 0, 1, &attrib, &extensionCount)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to retrieve pixel format attribute"); + return 0; + } + + nativeCount = _glfw_min(nativeCount, extensionCount); + } + + usableConfigs = _glfw_calloc(nativeCount, sizeof(_GLFWfbconfig)); + + for (i = 0; i < nativeCount; i++) + { + _GLFWfbconfig* u = usableConfigs + usableCount; + pixelFormat = i + 1; + + if (_glfw.wgl.ARB_pixel_format) + { + // Get pixel format attributes through "modern" extension + + if (!wglGetPixelFormatAttribivARB(window->context.wgl.dc, + pixelFormat, 0, + attribCount, + attribs, values)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to retrieve pixel format attributes"); + + _glfw_free(usableConfigs); + return 0; + } + + if (!FIND_ATTRIB_VALUE(WGL_SUPPORT_OPENGL_ARB) || + !FIND_ATTRIB_VALUE(WGL_DRAW_TO_WINDOW_ARB)) + { + continue; + } + + if (FIND_ATTRIB_VALUE(WGL_PIXEL_TYPE_ARB) != WGL_TYPE_RGBA_ARB) + continue; + + if (FIND_ATTRIB_VALUE(WGL_ACCELERATION_ARB) == WGL_NO_ACCELERATION_ARB) + continue; + + if (FIND_ATTRIB_VALUE(WGL_DOUBLE_BUFFER_ARB) != fbconfig->doublebuffer) + continue; + + u->redBits = FIND_ATTRIB_VALUE(WGL_RED_BITS_ARB); + u->greenBits = FIND_ATTRIB_VALUE(WGL_GREEN_BITS_ARB); + u->blueBits = FIND_ATTRIB_VALUE(WGL_BLUE_BITS_ARB); + u->alphaBits = FIND_ATTRIB_VALUE(WGL_ALPHA_BITS_ARB); + + u->depthBits = FIND_ATTRIB_VALUE(WGL_DEPTH_BITS_ARB); + u->stencilBits = FIND_ATTRIB_VALUE(WGL_STENCIL_BITS_ARB); + + u->accumRedBits = FIND_ATTRIB_VALUE(WGL_ACCUM_RED_BITS_ARB); + u->accumGreenBits = FIND_ATTRIB_VALUE(WGL_ACCUM_GREEN_BITS_ARB); + u->accumBlueBits = FIND_ATTRIB_VALUE(WGL_ACCUM_BLUE_BITS_ARB); + u->accumAlphaBits = FIND_ATTRIB_VALUE(WGL_ACCUM_ALPHA_BITS_ARB); + + u->auxBuffers = FIND_ATTRIB_VALUE(WGL_AUX_BUFFERS_ARB); + + if (FIND_ATTRIB_VALUE(WGL_STEREO_ARB)) + u->stereo = GLFW_TRUE; + + if (_glfw.wgl.ARB_multisample) + u->samples = FIND_ATTRIB_VALUE(WGL_SAMPLES_ARB); + + if (ctxconfig->client == GLFW_OPENGL_API) + { + if (_glfw.wgl.ARB_framebuffer_sRGB || + _glfw.wgl.EXT_framebuffer_sRGB) + { + if (FIND_ATTRIB_VALUE(WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB)) + u->sRGB = GLFW_TRUE; + } + } + else + { + if (_glfw.wgl.EXT_colorspace) + { + if (FIND_ATTRIB_VALUE(WGL_COLORSPACE_EXT) == WGL_COLORSPACE_SRGB_EXT) + u->sRGB = GLFW_TRUE; + } + } + } + else + { + // Get pixel format attributes through legacy PFDs + + PIXELFORMATDESCRIPTOR pfd; + + if (!DescribePixelFormat(window->context.wgl.dc, + pixelFormat, + sizeof(PIXELFORMATDESCRIPTOR), + &pfd)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to describe pixel format"); + + _glfw_free(usableConfigs); + return 0; + } + + if (!(pfd.dwFlags & PFD_DRAW_TO_WINDOW) || + !(pfd.dwFlags & PFD_SUPPORT_OPENGL)) + { + continue; + } + + if (!(pfd.dwFlags & PFD_GENERIC_ACCELERATED) && + (pfd.dwFlags & PFD_GENERIC_FORMAT)) + { + continue; + } + + if (pfd.iPixelType != PFD_TYPE_RGBA) + continue; + + if (!!(pfd.dwFlags & PFD_DOUBLEBUFFER) != fbconfig->doublebuffer) + continue; + + u->redBits = pfd.cRedBits; + u->greenBits = pfd.cGreenBits; + u->blueBits = pfd.cBlueBits; + u->alphaBits = pfd.cAlphaBits; + + u->depthBits = pfd.cDepthBits; + u->stencilBits = pfd.cStencilBits; + + u->accumRedBits = pfd.cAccumRedBits; + u->accumGreenBits = pfd.cAccumGreenBits; + u->accumBlueBits = pfd.cAccumBlueBits; + u->accumAlphaBits = pfd.cAccumAlphaBits; + + u->auxBuffers = pfd.cAuxBuffers; + + if (pfd.dwFlags & PFD_STEREO) + u->stereo = GLFW_TRUE; + } + + u->handle = pixelFormat; + usableCount++; + } + + if (!usableCount) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "WGL: The driver does not appear to support OpenGL"); + + _glfw_free(usableConfigs); + return 0; + } + + closest = _glfwChooseFBConfig(fbconfig, usableConfigs, usableCount); + if (!closest) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "WGL: Failed to find a suitable pixel format"); + + _glfw_free(usableConfigs); + return 0; + } + + pixelFormat = (int) closest->handle; + _glfw_free(usableConfigs); + + return pixelFormat; +} + +#undef ADD_ATTRIB +#undef FIND_ATTRIB_VALUE + +static void makeContextCurrentWGL(_GLFWwindow* window) +{ + if (window) + { + if (wglMakeCurrent(window->context.wgl.dc, window->context.wgl.handle)) + _glfwPlatformSetTls(&_glfw.contextSlot, window); + else + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to make context current"); + _glfwPlatformSetTls(&_glfw.contextSlot, NULL); + } + } + else + { + if (!wglMakeCurrent(NULL, NULL)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to clear current context"); + } + + _glfwPlatformSetTls(&_glfw.contextSlot, NULL); + } +} + +static void swapBuffersWGL(_GLFWwindow* window) +{ + if (!window->monitor) + { + // HACK: Use DwmFlush when desktop composition is enabled on Windows Vista and 7 + if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater()) + { + BOOL enabled = FALSE; + + if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled) + { + int count = abs(window->context.wgl.interval); + while (count--) + DwmFlush(); + } + } + } + + SwapBuffers(window->context.wgl.dc); +} + +static void swapIntervalWGL(int interval) +{ + _GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot); + assert(window != NULL); + + window->context.wgl.interval = interval; + + if (!window->monitor) + { + // HACK: Disable WGL swap interval when desktop composition is enabled on Windows + // Vista and 7 to avoid interfering with DWM vsync + if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater()) + { + BOOL enabled = FALSE; + + if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled) + interval = 0; + } + } + + if (_glfw.wgl.EXT_swap_control) + wglSwapIntervalEXT(interval); +} + +static int extensionSupportedWGL(const char* extension) +{ + const char* extensions = NULL; + + if (_glfw.wgl.GetExtensionsStringARB) + extensions = wglGetExtensionsStringARB(wglGetCurrentDC()); + else if (_glfw.wgl.GetExtensionsStringEXT) + extensions = wglGetExtensionsStringEXT(); + + if (!extensions) + return GLFW_FALSE; + + return _glfwStringInExtensionString(extension, extensions); +} + +static GLFWglproc getProcAddressWGL(const char* procname) +{ + const GLFWglproc proc = (GLFWglproc) wglGetProcAddress(procname); + if (proc) + return proc; + + return (GLFWglproc) _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, procname); +} + +static void destroyContextWGL(_GLFWwindow* window) +{ + if (window->context.wgl.handle) + { + wglDeleteContext(window->context.wgl.handle); + window->context.wgl.handle = NULL; + } +} + +// Initialize WGL +// +GLFWbool _glfwInitWGL(void) +{ + PIXELFORMATDESCRIPTOR pfd; + HGLRC prc, rc; + HDC pdc, dc; + + if (_glfw.wgl.instance) + return GLFW_TRUE; + + _glfw.wgl.instance = _glfwPlatformLoadModule("opengl32.dll"); + if (!_glfw.wgl.instance) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to load opengl32.dll"); + return GLFW_FALSE; + } + + _glfw.wgl.CreateContext = (PFN_wglCreateContext) + _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, "wglCreateContext"); + _glfw.wgl.DeleteContext = (PFN_wglDeleteContext) + _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, "wglDeleteContext"); + _glfw.wgl.GetProcAddress = (PFN_wglGetProcAddress) + _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, "wglGetProcAddress"); + _glfw.wgl.GetCurrentDC = (PFN_wglGetCurrentDC) + _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, "wglGetCurrentDC"); + _glfw.wgl.GetCurrentContext = (PFN_wglGetCurrentContext) + _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, "wglGetCurrentContext"); + _glfw.wgl.MakeCurrent = (PFN_wglMakeCurrent) + _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, "wglMakeCurrent"); + _glfw.wgl.ShareLists = (PFN_wglShareLists) + _glfwPlatformGetModuleSymbol(_glfw.wgl.instance, "wglShareLists"); + + // NOTE: A dummy context has to be created for opengl32.dll to load the + // OpenGL ICD, from which we can then query WGL extensions + // NOTE: This code will accept the Microsoft GDI ICD; accelerated context + // creation failure occurs during manual pixel format enumeration + + dc = GetDC(_glfw.win32.helperWindowHandle); + + ZeroMemory(&pfd, sizeof(pfd)); + pfd.nSize = sizeof(pfd); + pfd.nVersion = 1; + pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; + pfd.iPixelType = PFD_TYPE_RGBA; + pfd.cColorBits = 24; + + if (!SetPixelFormat(dc, ChoosePixelFormat(dc, &pfd), &pfd)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to set pixel format for dummy context"); + return GLFW_FALSE; + } + + rc = wglCreateContext(dc); + if (!rc) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to create dummy context"); + return GLFW_FALSE; + } + + pdc = wglGetCurrentDC(); + prc = wglGetCurrentContext(); + + if (!wglMakeCurrent(dc, rc)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to make dummy context current"); + wglMakeCurrent(pdc, prc); + wglDeleteContext(rc); + return GLFW_FALSE; + } + + // NOTE: Functions must be loaded first as they're needed to retrieve the + // extension string that tells us whether the functions are supported + _glfw.wgl.GetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC) + wglGetProcAddress("wglGetExtensionsStringEXT"); + _glfw.wgl.GetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC) + wglGetProcAddress("wglGetExtensionsStringARB"); + _glfw.wgl.CreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) + wglGetProcAddress("wglCreateContextAttribsARB"); + _glfw.wgl.SwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) + wglGetProcAddress("wglSwapIntervalEXT"); + _glfw.wgl.GetPixelFormatAttribivARB = (PFNWGLGETPIXELFORMATATTRIBIVARBPROC) + wglGetProcAddress("wglGetPixelFormatAttribivARB"); + + // NOTE: WGL_ARB_extensions_string and WGL_EXT_extensions_string are not + // checked below as we are already using them + _glfw.wgl.ARB_multisample = + extensionSupportedWGL("WGL_ARB_multisample"); + _glfw.wgl.ARB_framebuffer_sRGB = + extensionSupportedWGL("WGL_ARB_framebuffer_sRGB"); + _glfw.wgl.EXT_framebuffer_sRGB = + extensionSupportedWGL("WGL_EXT_framebuffer_sRGB"); + _glfw.wgl.ARB_create_context = + extensionSupportedWGL("WGL_ARB_create_context"); + _glfw.wgl.ARB_create_context_profile = + extensionSupportedWGL("WGL_ARB_create_context_profile"); + _glfw.wgl.EXT_create_context_es2_profile = + extensionSupportedWGL("WGL_EXT_create_context_es2_profile"); + _glfw.wgl.ARB_create_context_robustness = + extensionSupportedWGL("WGL_ARB_create_context_robustness"); + _glfw.wgl.ARB_create_context_no_error = + extensionSupportedWGL("WGL_ARB_create_context_no_error"); + _glfw.wgl.EXT_swap_control = + extensionSupportedWGL("WGL_EXT_swap_control"); + _glfw.wgl.EXT_colorspace = + extensionSupportedWGL("WGL_EXT_colorspace"); + _glfw.wgl.ARB_pixel_format = + extensionSupportedWGL("WGL_ARB_pixel_format"); + _glfw.wgl.ARB_context_flush_control = + extensionSupportedWGL("WGL_ARB_context_flush_control"); + + wglMakeCurrent(pdc, prc); + wglDeleteContext(rc); + return GLFW_TRUE; +} + +// Terminate WGL +// +void _glfwTerminateWGL(void) +{ + if (_glfw.wgl.instance) + _glfwPlatformFreeModule(_glfw.wgl.instance); +} + +#define SET_ATTRIB(a, v) \ +{ \ + assert(((size_t) index + 1) < sizeof(attribs) / sizeof(attribs[0])); \ + attribs[index++] = a; \ + attribs[index++] = v; \ +} + +// Create the OpenGL or OpenGL ES context +// +GLFWbool _glfwCreateContextWGL(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + int attribs[40]; + int pixelFormat; + PIXELFORMATDESCRIPTOR pfd; + HGLRC share = NULL; + + if (ctxconfig->share) + share = ctxconfig->share->context.wgl.handle; + + window->context.wgl.dc = GetDC(window->win32.handle); + if (!window->context.wgl.dc) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "WGL: Failed to retrieve DC for window"); + return GLFW_FALSE; + } + + pixelFormat = choosePixelFormatWGL(window, ctxconfig, fbconfig); + if (!pixelFormat) + return GLFW_FALSE; + + if (!DescribePixelFormat(window->context.wgl.dc, + pixelFormat, sizeof(pfd), &pfd)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to retrieve PFD for selected pixel format"); + return GLFW_FALSE; + } + + if (!SetPixelFormat(window->context.wgl.dc, pixelFormat, &pfd)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to set selected pixel format"); + return GLFW_FALSE; + } + + if (ctxconfig->client == GLFW_OPENGL_API) + { + if (ctxconfig->forward) + { + if (!_glfw.wgl.ARB_create_context) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "WGL: A forward compatible OpenGL context requested but WGL_ARB_create_context is unavailable"); + return GLFW_FALSE; + } + } + + if (ctxconfig->profile) + { + if (!_glfw.wgl.ARB_create_context_profile) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "WGL: OpenGL profile requested but WGL_ARB_create_context_profile is unavailable"); + return GLFW_FALSE; + } + } + } + else + { + if (!_glfw.wgl.ARB_create_context || + !_glfw.wgl.ARB_create_context_profile || + !_glfw.wgl.EXT_create_context_es2_profile) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "WGL: OpenGL ES requested but WGL_ARB_create_context_es2_profile is unavailable"); + return GLFW_FALSE; + } + } + + if (_glfw.wgl.ARB_create_context) + { + int index = 0, mask = 0, flags = 0; + + if (ctxconfig->client == GLFW_OPENGL_API) + { + if (ctxconfig->forward) + flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB; + + if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE) + mask |= WGL_CONTEXT_CORE_PROFILE_BIT_ARB; + else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE) + mask |= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; + } + else + mask |= WGL_CONTEXT_ES2_PROFILE_BIT_EXT; + + if (ctxconfig->debug) + flags |= WGL_CONTEXT_DEBUG_BIT_ARB; + + if (ctxconfig->robustness) + { + if (_glfw.wgl.ARB_create_context_robustness) + { + if (ctxconfig->robustness == GLFW_NO_RESET_NOTIFICATION) + { + SET_ATTRIB(WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB, + WGL_NO_RESET_NOTIFICATION_ARB); + } + else if (ctxconfig->robustness == GLFW_LOSE_CONTEXT_ON_RESET) + { + SET_ATTRIB(WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB, + WGL_LOSE_CONTEXT_ON_RESET_ARB); + } + + flags |= WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB; + } + } + + if (ctxconfig->release) + { + if (_glfw.wgl.ARB_context_flush_control) + { + if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_NONE) + { + SET_ATTRIB(WGL_CONTEXT_RELEASE_BEHAVIOR_ARB, + WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB); + } + else if (ctxconfig->release == GLFW_RELEASE_BEHAVIOR_FLUSH) + { + SET_ATTRIB(WGL_CONTEXT_RELEASE_BEHAVIOR_ARB, + WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB); + } + } + } + + if (ctxconfig->noerror) + { + if (_glfw.wgl.ARB_create_context_no_error) + SET_ATTRIB(WGL_CONTEXT_OPENGL_NO_ERROR_ARB, GLFW_TRUE); + } + + // NOTE: Only request an explicitly versioned context when necessary, as + // explicitly requesting version 1.0 does not always return the + // highest version supported by the driver + if (ctxconfig->major != 1 || ctxconfig->minor != 0) + { + SET_ATTRIB(WGL_CONTEXT_MAJOR_VERSION_ARB, ctxconfig->major); + SET_ATTRIB(WGL_CONTEXT_MINOR_VERSION_ARB, ctxconfig->minor); + } + + if (flags) + SET_ATTRIB(WGL_CONTEXT_FLAGS_ARB, flags); + + if (mask) + SET_ATTRIB(WGL_CONTEXT_PROFILE_MASK_ARB, mask); + + SET_ATTRIB(0, 0); + + window->context.wgl.handle = + wglCreateContextAttribsARB(window->context.wgl.dc, share, attribs); + if (!window->context.wgl.handle) + { + const DWORD error = GetLastError(); + + if (error == (0xc0070000 | ERROR_INVALID_VERSION_ARB)) + { + if (ctxconfig->client == GLFW_OPENGL_API) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "WGL: Driver does not support OpenGL version %i.%i", + ctxconfig->major, + ctxconfig->minor); + } + else + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "WGL: Driver does not support OpenGL ES version %i.%i", + ctxconfig->major, + ctxconfig->minor); + } + } + else if (error == (0xc0070000 | ERROR_INVALID_PROFILE_ARB)) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "WGL: Driver does not support the requested OpenGL profile"); + } + else if (error == (0xc0070000 | ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB)) + { + _glfwInputError(GLFW_INVALID_VALUE, + "WGL: The share context is not compatible with the requested context"); + } + else + { + if (ctxconfig->client == GLFW_OPENGL_API) + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "WGL: Failed to create OpenGL context"); + } + else + { + _glfwInputError(GLFW_VERSION_UNAVAILABLE, + "WGL: Failed to create OpenGL ES context"); + } + } + + return GLFW_FALSE; + } + } + else + { + window->context.wgl.handle = wglCreateContext(window->context.wgl.dc); + if (!window->context.wgl.handle) + { + _glfwInputErrorWin32(GLFW_VERSION_UNAVAILABLE, + "WGL: Failed to create OpenGL context"); + return GLFW_FALSE; + } + + if (share) + { + if (!wglShareLists(share, window->context.wgl.handle)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "WGL: Failed to enable sharing with specified OpenGL context"); + return GLFW_FALSE; + } + } + } + + window->context.makeCurrent = makeContextCurrentWGL; + window->context.swapBuffers = swapBuffersWGL; + window->context.swapInterval = swapIntervalWGL; + window->context.extensionSupported = extensionSupportedWGL; + window->context.getProcAddress = getProcAddressWGL; + window->context.destroy = destroyContextWGL; + + return GLFW_TRUE; +} + +#undef SET_ATTRIB + +GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_WIN32) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "WGL: Platform not initialized"); + return NULL; + } + + if (window->context.source != GLFW_NATIVE_CONTEXT_API) + { + _glfwInputError(GLFW_NO_WINDOW_CONTEXT, NULL); + return NULL; + } + + return window->context.wgl.handle; +} + +#endif // _GLFW_WIN32 + diff --git a/dependencies/glfw-3.4/src/win32_init.c b/dependencies/glfw-3.4/src/win32_init.c new file mode 100644 index 0000000..824e383 --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_init.c @@ -0,0 +1,731 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_WIN32) + +#include + +static const GUID _glfw_GUID_DEVINTERFACE_HID = + {0x4d1e55b2,0xf16f,0x11cf,{0x88,0xcb,0x00,0x11,0x11,0x00,0x00,0x30}}; + +#define GUID_DEVINTERFACE_HID _glfw_GUID_DEVINTERFACE_HID + +#if defined(_GLFW_USE_HYBRID_HPG) || defined(_GLFW_USE_OPTIMUS_HPG) + +#if defined(_GLFW_BUILD_DLL) + #pragma message("These symbols must be exported by the executable and have no effect in a DLL") +#endif + +// Executables (but not DLLs) exporting this symbol with this value will be +// automatically directed to the high-performance GPU on Nvidia Optimus systems +// with up-to-date drivers +// +__declspec(dllexport) DWORD NvOptimusEnablement = 1; + +// Executables (but not DLLs) exporting this symbol with this value will be +// automatically directed to the high-performance GPU on AMD PowerXpress systems +// with up-to-date drivers +// +__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; + +#endif // _GLFW_USE_HYBRID_HPG + +#if defined(_GLFW_BUILD_DLL) + +// GLFW DLL entry point +// +BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) +{ + return TRUE; +} + +#endif // _GLFW_BUILD_DLL + +// Load necessary libraries (DLLs) +// +static GLFWbool loadLibraries(void) +{ + if (!GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | + GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT, + (const WCHAR*) &_glfw, + (HMODULE*) &_glfw.win32.instance)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to retrieve own module handle"); + return GLFW_FALSE; + } + + _glfw.win32.user32.instance = _glfwPlatformLoadModule("user32.dll"); + if (!_glfw.win32.user32.instance) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to load user32.dll"); + return GLFW_FALSE; + } + + _glfw.win32.user32.SetProcessDPIAware_ = (PFN_SetProcessDPIAware) + _glfwPlatformGetModuleSymbol(_glfw.win32.user32.instance, "SetProcessDPIAware"); + _glfw.win32.user32.ChangeWindowMessageFilterEx_ = (PFN_ChangeWindowMessageFilterEx) + _glfwPlatformGetModuleSymbol(_glfw.win32.user32.instance, "ChangeWindowMessageFilterEx"); + _glfw.win32.user32.EnableNonClientDpiScaling_ = (PFN_EnableNonClientDpiScaling) + _glfwPlatformGetModuleSymbol(_glfw.win32.user32.instance, "EnableNonClientDpiScaling"); + _glfw.win32.user32.SetProcessDpiAwarenessContext_ = (PFN_SetProcessDpiAwarenessContext) + _glfwPlatformGetModuleSymbol(_glfw.win32.user32.instance, "SetProcessDpiAwarenessContext"); + _glfw.win32.user32.GetDpiForWindow_ = (PFN_GetDpiForWindow) + _glfwPlatformGetModuleSymbol(_glfw.win32.user32.instance, "GetDpiForWindow"); + _glfw.win32.user32.AdjustWindowRectExForDpi_ = (PFN_AdjustWindowRectExForDpi) + _glfwPlatformGetModuleSymbol(_glfw.win32.user32.instance, "AdjustWindowRectExForDpi"); + _glfw.win32.user32.GetSystemMetricsForDpi_ = (PFN_GetSystemMetricsForDpi) + _glfwPlatformGetModuleSymbol(_glfw.win32.user32.instance, "GetSystemMetricsForDpi"); + + _glfw.win32.dinput8.instance = _glfwPlatformLoadModule("dinput8.dll"); + if (_glfw.win32.dinput8.instance) + { + _glfw.win32.dinput8.Create = (PFN_DirectInput8Create) + _glfwPlatformGetModuleSymbol(_glfw.win32.dinput8.instance, "DirectInput8Create"); + } + + { + int i; + const char* names[] = + { + "xinput1_4.dll", + "xinput1_3.dll", + "xinput9_1_0.dll", + "xinput1_2.dll", + "xinput1_1.dll", + NULL + }; + + for (i = 0; names[i]; i++) + { + _glfw.win32.xinput.instance = _glfwPlatformLoadModule(names[i]); + if (_glfw.win32.xinput.instance) + { + _glfw.win32.xinput.GetCapabilities = (PFN_XInputGetCapabilities) + _glfwPlatformGetModuleSymbol(_glfw.win32.xinput.instance, "XInputGetCapabilities"); + _glfw.win32.xinput.GetState = (PFN_XInputGetState) + _glfwPlatformGetModuleSymbol(_glfw.win32.xinput.instance, "XInputGetState"); + + break; + } + } + } + + _glfw.win32.dwmapi.instance = _glfwPlatformLoadModule("dwmapi.dll"); + if (_glfw.win32.dwmapi.instance) + { + _glfw.win32.dwmapi.IsCompositionEnabled = (PFN_DwmIsCompositionEnabled) + _glfwPlatformGetModuleSymbol(_glfw.win32.dwmapi.instance, "DwmIsCompositionEnabled"); + _glfw.win32.dwmapi.Flush = (PFN_DwmFlush) + _glfwPlatformGetModuleSymbol(_glfw.win32.dwmapi.instance, "DwmFlush"); + _glfw.win32.dwmapi.EnableBlurBehindWindow = (PFN_DwmEnableBlurBehindWindow) + _glfwPlatformGetModuleSymbol(_glfw.win32.dwmapi.instance, "DwmEnableBlurBehindWindow"); + _glfw.win32.dwmapi.GetColorizationColor = (PFN_DwmGetColorizationColor) + _glfwPlatformGetModuleSymbol(_glfw.win32.dwmapi.instance, "DwmGetColorizationColor"); + } + + _glfw.win32.shcore.instance = _glfwPlatformLoadModule("shcore.dll"); + if (_glfw.win32.shcore.instance) + { + _glfw.win32.shcore.SetProcessDpiAwareness_ = (PFN_SetProcessDpiAwareness) + _glfwPlatformGetModuleSymbol(_glfw.win32.shcore.instance, "SetProcessDpiAwareness"); + _glfw.win32.shcore.GetDpiForMonitor_ = (PFN_GetDpiForMonitor) + _glfwPlatformGetModuleSymbol(_glfw.win32.shcore.instance, "GetDpiForMonitor"); + } + + _glfw.win32.ntdll.instance = _glfwPlatformLoadModule("ntdll.dll"); + if (_glfw.win32.ntdll.instance) + { + _glfw.win32.ntdll.RtlVerifyVersionInfo_ = (PFN_RtlVerifyVersionInfo) + _glfwPlatformGetModuleSymbol(_glfw.win32.ntdll.instance, "RtlVerifyVersionInfo"); + } + + return GLFW_TRUE; +} + +// Unload used libraries (DLLs) +// +static void freeLibraries(void) +{ + if (_glfw.win32.xinput.instance) + _glfwPlatformFreeModule(_glfw.win32.xinput.instance); + + if (_glfw.win32.dinput8.instance) + _glfwPlatformFreeModule(_glfw.win32.dinput8.instance); + + if (_glfw.win32.user32.instance) + _glfwPlatformFreeModule(_glfw.win32.user32.instance); + + if (_glfw.win32.dwmapi.instance) + _glfwPlatformFreeModule(_glfw.win32.dwmapi.instance); + + if (_glfw.win32.shcore.instance) + _glfwPlatformFreeModule(_glfw.win32.shcore.instance); + + if (_glfw.win32.ntdll.instance) + _glfwPlatformFreeModule(_glfw.win32.ntdll.instance); +} + +// Create key code translation tables +// +static void createKeyTables(void) +{ + int scancode; + + memset(_glfw.win32.keycodes, -1, sizeof(_glfw.win32.keycodes)); + memset(_glfw.win32.scancodes, -1, sizeof(_glfw.win32.scancodes)); + + _glfw.win32.keycodes[0x00B] = GLFW_KEY_0; + _glfw.win32.keycodes[0x002] = GLFW_KEY_1; + _glfw.win32.keycodes[0x003] = GLFW_KEY_2; + _glfw.win32.keycodes[0x004] = GLFW_KEY_3; + _glfw.win32.keycodes[0x005] = GLFW_KEY_4; + _glfw.win32.keycodes[0x006] = GLFW_KEY_5; + _glfw.win32.keycodes[0x007] = GLFW_KEY_6; + _glfw.win32.keycodes[0x008] = GLFW_KEY_7; + _glfw.win32.keycodes[0x009] = GLFW_KEY_8; + _glfw.win32.keycodes[0x00A] = GLFW_KEY_9; + _glfw.win32.keycodes[0x01E] = GLFW_KEY_A; + _glfw.win32.keycodes[0x030] = GLFW_KEY_B; + _glfw.win32.keycodes[0x02E] = GLFW_KEY_C; + _glfw.win32.keycodes[0x020] = GLFW_KEY_D; + _glfw.win32.keycodes[0x012] = GLFW_KEY_E; + _glfw.win32.keycodes[0x021] = GLFW_KEY_F; + _glfw.win32.keycodes[0x022] = GLFW_KEY_G; + _glfw.win32.keycodes[0x023] = GLFW_KEY_H; + _glfw.win32.keycodes[0x017] = GLFW_KEY_I; + _glfw.win32.keycodes[0x024] = GLFW_KEY_J; + _glfw.win32.keycodes[0x025] = GLFW_KEY_K; + _glfw.win32.keycodes[0x026] = GLFW_KEY_L; + _glfw.win32.keycodes[0x032] = GLFW_KEY_M; + _glfw.win32.keycodes[0x031] = GLFW_KEY_N; + _glfw.win32.keycodes[0x018] = GLFW_KEY_O; + _glfw.win32.keycodes[0x019] = GLFW_KEY_P; + _glfw.win32.keycodes[0x010] = GLFW_KEY_Q; + _glfw.win32.keycodes[0x013] = GLFW_KEY_R; + _glfw.win32.keycodes[0x01F] = GLFW_KEY_S; + _glfw.win32.keycodes[0x014] = GLFW_KEY_T; + _glfw.win32.keycodes[0x016] = GLFW_KEY_U; + _glfw.win32.keycodes[0x02F] = GLFW_KEY_V; + _glfw.win32.keycodes[0x011] = GLFW_KEY_W; + _glfw.win32.keycodes[0x02D] = GLFW_KEY_X; + _glfw.win32.keycodes[0x015] = GLFW_KEY_Y; + _glfw.win32.keycodes[0x02C] = GLFW_KEY_Z; + + _glfw.win32.keycodes[0x028] = GLFW_KEY_APOSTROPHE; + _glfw.win32.keycodes[0x02B] = GLFW_KEY_BACKSLASH; + _glfw.win32.keycodes[0x033] = GLFW_KEY_COMMA; + _glfw.win32.keycodes[0x00D] = GLFW_KEY_EQUAL; + _glfw.win32.keycodes[0x029] = GLFW_KEY_GRAVE_ACCENT; + _glfw.win32.keycodes[0x01A] = GLFW_KEY_LEFT_BRACKET; + _glfw.win32.keycodes[0x00C] = GLFW_KEY_MINUS; + _glfw.win32.keycodes[0x034] = GLFW_KEY_PERIOD; + _glfw.win32.keycodes[0x01B] = GLFW_KEY_RIGHT_BRACKET; + _glfw.win32.keycodes[0x027] = GLFW_KEY_SEMICOLON; + _glfw.win32.keycodes[0x035] = GLFW_KEY_SLASH; + _glfw.win32.keycodes[0x056] = GLFW_KEY_WORLD_2; + + _glfw.win32.keycodes[0x00E] = GLFW_KEY_BACKSPACE; + _glfw.win32.keycodes[0x153] = GLFW_KEY_DELETE; + _glfw.win32.keycodes[0x14F] = GLFW_KEY_END; + _glfw.win32.keycodes[0x01C] = GLFW_KEY_ENTER; + _glfw.win32.keycodes[0x001] = GLFW_KEY_ESCAPE; + _glfw.win32.keycodes[0x147] = GLFW_KEY_HOME; + _glfw.win32.keycodes[0x152] = GLFW_KEY_INSERT; + _glfw.win32.keycodes[0x15D] = GLFW_KEY_MENU; + _glfw.win32.keycodes[0x151] = GLFW_KEY_PAGE_DOWN; + _glfw.win32.keycodes[0x149] = GLFW_KEY_PAGE_UP; + _glfw.win32.keycodes[0x045] = GLFW_KEY_PAUSE; + _glfw.win32.keycodes[0x039] = GLFW_KEY_SPACE; + _glfw.win32.keycodes[0x00F] = GLFW_KEY_TAB; + _glfw.win32.keycodes[0x03A] = GLFW_KEY_CAPS_LOCK; + _glfw.win32.keycodes[0x145] = GLFW_KEY_NUM_LOCK; + _glfw.win32.keycodes[0x046] = GLFW_KEY_SCROLL_LOCK; + _glfw.win32.keycodes[0x03B] = GLFW_KEY_F1; + _glfw.win32.keycodes[0x03C] = GLFW_KEY_F2; + _glfw.win32.keycodes[0x03D] = GLFW_KEY_F3; + _glfw.win32.keycodes[0x03E] = GLFW_KEY_F4; + _glfw.win32.keycodes[0x03F] = GLFW_KEY_F5; + _glfw.win32.keycodes[0x040] = GLFW_KEY_F6; + _glfw.win32.keycodes[0x041] = GLFW_KEY_F7; + _glfw.win32.keycodes[0x042] = GLFW_KEY_F8; + _glfw.win32.keycodes[0x043] = GLFW_KEY_F9; + _glfw.win32.keycodes[0x044] = GLFW_KEY_F10; + _glfw.win32.keycodes[0x057] = GLFW_KEY_F11; + _glfw.win32.keycodes[0x058] = GLFW_KEY_F12; + _glfw.win32.keycodes[0x064] = GLFW_KEY_F13; + _glfw.win32.keycodes[0x065] = GLFW_KEY_F14; + _glfw.win32.keycodes[0x066] = GLFW_KEY_F15; + _glfw.win32.keycodes[0x067] = GLFW_KEY_F16; + _glfw.win32.keycodes[0x068] = GLFW_KEY_F17; + _glfw.win32.keycodes[0x069] = GLFW_KEY_F18; + _glfw.win32.keycodes[0x06A] = GLFW_KEY_F19; + _glfw.win32.keycodes[0x06B] = GLFW_KEY_F20; + _glfw.win32.keycodes[0x06C] = GLFW_KEY_F21; + _glfw.win32.keycodes[0x06D] = GLFW_KEY_F22; + _glfw.win32.keycodes[0x06E] = GLFW_KEY_F23; + _glfw.win32.keycodes[0x076] = GLFW_KEY_F24; + _glfw.win32.keycodes[0x038] = GLFW_KEY_LEFT_ALT; + _glfw.win32.keycodes[0x01D] = GLFW_KEY_LEFT_CONTROL; + _glfw.win32.keycodes[0x02A] = GLFW_KEY_LEFT_SHIFT; + _glfw.win32.keycodes[0x15B] = GLFW_KEY_LEFT_SUPER; + _glfw.win32.keycodes[0x137] = GLFW_KEY_PRINT_SCREEN; + _glfw.win32.keycodes[0x138] = GLFW_KEY_RIGHT_ALT; + _glfw.win32.keycodes[0x11D] = GLFW_KEY_RIGHT_CONTROL; + _glfw.win32.keycodes[0x036] = GLFW_KEY_RIGHT_SHIFT; + _glfw.win32.keycodes[0x15C] = GLFW_KEY_RIGHT_SUPER; + _glfw.win32.keycodes[0x150] = GLFW_KEY_DOWN; + _glfw.win32.keycodes[0x14B] = GLFW_KEY_LEFT; + _glfw.win32.keycodes[0x14D] = GLFW_KEY_RIGHT; + _glfw.win32.keycodes[0x148] = GLFW_KEY_UP; + + _glfw.win32.keycodes[0x052] = GLFW_KEY_KP_0; + _glfw.win32.keycodes[0x04F] = GLFW_KEY_KP_1; + _glfw.win32.keycodes[0x050] = GLFW_KEY_KP_2; + _glfw.win32.keycodes[0x051] = GLFW_KEY_KP_3; + _glfw.win32.keycodes[0x04B] = GLFW_KEY_KP_4; + _glfw.win32.keycodes[0x04C] = GLFW_KEY_KP_5; + _glfw.win32.keycodes[0x04D] = GLFW_KEY_KP_6; + _glfw.win32.keycodes[0x047] = GLFW_KEY_KP_7; + _glfw.win32.keycodes[0x048] = GLFW_KEY_KP_8; + _glfw.win32.keycodes[0x049] = GLFW_KEY_KP_9; + _glfw.win32.keycodes[0x04E] = GLFW_KEY_KP_ADD; + _glfw.win32.keycodes[0x053] = GLFW_KEY_KP_DECIMAL; + _glfw.win32.keycodes[0x135] = GLFW_KEY_KP_DIVIDE; + _glfw.win32.keycodes[0x11C] = GLFW_KEY_KP_ENTER; + _glfw.win32.keycodes[0x059] = GLFW_KEY_KP_EQUAL; + _glfw.win32.keycodes[0x037] = GLFW_KEY_KP_MULTIPLY; + _glfw.win32.keycodes[0x04A] = GLFW_KEY_KP_SUBTRACT; + + for (scancode = 0; scancode < 512; scancode++) + { + if (_glfw.win32.keycodes[scancode] > 0) + _glfw.win32.scancodes[_glfw.win32.keycodes[scancode]] = scancode; + } +} + +// Window procedure for the hidden helper window +// +static LRESULT CALLBACK helperWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + switch (uMsg) + { + case WM_DISPLAYCHANGE: + _glfwPollMonitorsWin32(); + break; + + case WM_DEVICECHANGE: + { + if (!_glfw.joysticksInitialized) + break; + + if (wParam == DBT_DEVICEARRIVAL) + { + DEV_BROADCAST_HDR* dbh = (DEV_BROADCAST_HDR*) lParam; + if (dbh && dbh->dbch_devicetype == DBT_DEVTYP_DEVICEINTERFACE) + _glfwDetectJoystickConnectionWin32(); + } + else if (wParam == DBT_DEVICEREMOVECOMPLETE) + { + DEV_BROADCAST_HDR* dbh = (DEV_BROADCAST_HDR*) lParam; + if (dbh && dbh->dbch_devicetype == DBT_DEVTYP_DEVICEINTERFACE) + _glfwDetectJoystickDisconnectionWin32(); + } + + break; + } + } + + return DefWindowProcW(hWnd, uMsg, wParam, lParam); +} + +// Creates a dummy window for behind-the-scenes work +// +static GLFWbool createHelperWindow(void) +{ + MSG msg; + WNDCLASSEXW wc = { sizeof(wc) }; + + wc.style = CS_OWNDC; + wc.lpfnWndProc = (WNDPROC) helperWindowProc; + wc.hInstance = _glfw.win32.instance; + wc.lpszClassName = L"GLFW3 Helper"; + + _glfw.win32.helperWindowClass = RegisterClassExW(&wc); + if (!_glfw.win32.helperWindowClass) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to register helper window class"); + return GLFW_FALSE; + } + + _glfw.win32.helperWindowHandle = + CreateWindowExW(WS_EX_OVERLAPPEDWINDOW, + MAKEINTATOM(_glfw.win32.helperWindowClass), + L"GLFW message window", + WS_CLIPSIBLINGS | WS_CLIPCHILDREN, + 0, 0, 1, 1, + NULL, NULL, + _glfw.win32.instance, + NULL); + + if (!_glfw.win32.helperWindowHandle) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to create helper window"); + return GLFW_FALSE; + } + + // HACK: The command to the first ShowWindow call is ignored if the parent + // process passed along a STARTUPINFO, so clear that with a no-op call + ShowWindow(_glfw.win32.helperWindowHandle, SW_HIDE); + + // Register for HID device notifications + { + DEV_BROADCAST_DEVICEINTERFACE_W dbi; + ZeroMemory(&dbi, sizeof(dbi)); + dbi.dbcc_size = sizeof(dbi); + dbi.dbcc_devicetype = DBT_DEVTYP_DEVICEINTERFACE; + dbi.dbcc_classguid = GUID_DEVINTERFACE_HID; + + _glfw.win32.deviceNotificationHandle = + RegisterDeviceNotificationW(_glfw.win32.helperWindowHandle, + (DEV_BROADCAST_HDR*) &dbi, + DEVICE_NOTIFY_WINDOW_HANDLE); + } + + while (PeekMessageW(&msg, _glfw.win32.helperWindowHandle, 0, 0, PM_REMOVE)) + { + TranslateMessage(&msg); + DispatchMessageW(&msg); + } + + return GLFW_TRUE; +} + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Returns a wide string version of the specified UTF-8 string +// +WCHAR* _glfwCreateWideStringFromUTF8Win32(const char* source) +{ + WCHAR* target; + int count; + + count = MultiByteToWideChar(CP_UTF8, 0, source, -1, NULL, 0); + if (!count) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to convert string from UTF-8"); + return NULL; + } + + target = _glfw_calloc(count, sizeof(WCHAR)); + + if (!MultiByteToWideChar(CP_UTF8, 0, source, -1, target, count)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to convert string from UTF-8"); + _glfw_free(target); + return NULL; + } + + return target; +} + +// Returns a UTF-8 string version of the specified wide string +// +char* _glfwCreateUTF8FromWideStringWin32(const WCHAR* source) +{ + char* target; + int size; + + size = WideCharToMultiByte(CP_UTF8, 0, source, -1, NULL, 0, NULL, NULL); + if (!size) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to convert string to UTF-8"); + return NULL; + } + + target = _glfw_calloc(size, 1); + + if (!WideCharToMultiByte(CP_UTF8, 0, source, -1, target, size, NULL, NULL)) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to convert string to UTF-8"); + _glfw_free(target); + return NULL; + } + + return target; +} + +// Reports the specified error, appending information about the last Win32 error +// +void _glfwInputErrorWin32(int error, const char* description) +{ + WCHAR buffer[_GLFW_MESSAGE_SIZE] = L""; + char message[_GLFW_MESSAGE_SIZE] = ""; + + FormatMessageW(FORMAT_MESSAGE_FROM_SYSTEM | + FORMAT_MESSAGE_IGNORE_INSERTS | + FORMAT_MESSAGE_MAX_WIDTH_MASK, + NULL, + GetLastError() & 0xffff, + MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), + buffer, + sizeof(buffer) / sizeof(WCHAR), + NULL); + WideCharToMultiByte(CP_UTF8, 0, buffer, -1, message, sizeof(message), NULL, NULL); + + _glfwInputError(error, "%s: %s", description, message); +} + +// Updates key names according to the current keyboard layout +// +void _glfwUpdateKeyNamesWin32(void) +{ + int key; + BYTE state[256] = {0}; + + memset(_glfw.win32.keynames, 0, sizeof(_glfw.win32.keynames)); + + for (key = GLFW_KEY_SPACE; key <= GLFW_KEY_LAST; key++) + { + UINT vk; + int scancode, length; + WCHAR chars[16]; + + scancode = _glfw.win32.scancodes[key]; + if (scancode == -1) + continue; + + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_ADD) + { + const UINT vks[] = { + VK_NUMPAD0, VK_NUMPAD1, VK_NUMPAD2, VK_NUMPAD3, + VK_NUMPAD4, VK_NUMPAD5, VK_NUMPAD6, VK_NUMPAD7, + VK_NUMPAD8, VK_NUMPAD9, VK_DECIMAL, VK_DIVIDE, + VK_MULTIPLY, VK_SUBTRACT, VK_ADD + }; + + vk = vks[key - GLFW_KEY_KP_0]; + } + else + vk = MapVirtualKeyW(scancode, MAPVK_VSC_TO_VK); + + length = ToUnicode(vk, scancode, state, + chars, sizeof(chars) / sizeof(WCHAR), + 0); + + if (length == -1) + { + // This is a dead key, so we need a second simulated key press + // to make it output its own character (usually a diacritic) + length = ToUnicode(vk, scancode, state, + chars, sizeof(chars) / sizeof(WCHAR), + 0); + } + + if (length < 1) + continue; + + WideCharToMultiByte(CP_UTF8, 0, chars, 1, + _glfw.win32.keynames[key], + sizeof(_glfw.win32.keynames[key]), + NULL, NULL); + } +} + +// Replacement for IsWindowsVersionOrGreater, as we cannot rely on the +// application having a correct embedded manifest +// +BOOL _glfwIsWindowsVersionOrGreaterWin32(WORD major, WORD minor, WORD sp) +{ + OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, {0}, sp }; + DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; + ULONGLONG cond = VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); + cond = VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); + cond = VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); + // HACK: Use RtlVerifyVersionInfo instead of VerifyVersionInfoW as the + // latter lies unless the user knew to embed a non-default manifest + // announcing support for Windows 10 via supportedOS GUID + return RtlVerifyVersionInfo(&osvi, mask, cond) == 0; +} + +// Checks whether we are on at least the specified build of Windows 10 +// +BOOL _glfwIsWindows10BuildOrGreaterWin32(WORD build) +{ + OSVERSIONINFOEXW osvi = { sizeof(osvi), 10, 0, build }; + DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_BUILDNUMBER; + ULONGLONG cond = VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); + cond = VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); + cond = VerSetConditionMask(cond, VER_BUILDNUMBER, VER_GREATER_EQUAL); + // HACK: Use RtlVerifyVersionInfo instead of VerifyVersionInfoW as the + // latter lies unless the user knew to embed a non-default manifest + // announcing support for Windows 10 via supportedOS GUID + return RtlVerifyVersionInfo(&osvi, mask, cond) == 0; +} + +GLFWbool _glfwConnectWin32(int platformID, _GLFWplatform* platform) +{ + const _GLFWplatform win32 = + { + .platformID = GLFW_PLATFORM_WIN32, + .init = _glfwInitWin32, + .terminate = _glfwTerminateWin32, + .getCursorPos = _glfwGetCursorPosWin32, + .setCursorPos = _glfwSetCursorPosWin32, + .setCursorMode = _glfwSetCursorModeWin32, + .setRawMouseMotion = _glfwSetRawMouseMotionWin32, + .rawMouseMotionSupported = _glfwRawMouseMotionSupportedWin32, + .createCursor = _glfwCreateCursorWin32, + .createStandardCursor = _glfwCreateStandardCursorWin32, + .destroyCursor = _glfwDestroyCursorWin32, + .setCursor = _glfwSetCursorWin32, + .getScancodeName = _glfwGetScancodeNameWin32, + .getKeyScancode = _glfwGetKeyScancodeWin32, + .setClipboardString = _glfwSetClipboardStringWin32, + .getClipboardString = _glfwGetClipboardStringWin32, + .initJoysticks = _glfwInitJoysticksWin32, + .terminateJoysticks = _glfwTerminateJoysticksWin32, + .pollJoystick = _glfwPollJoystickWin32, + .getMappingName = _glfwGetMappingNameWin32, + .updateGamepadGUID = _glfwUpdateGamepadGUIDWin32, + .freeMonitor = _glfwFreeMonitorWin32, + .getMonitorPos = _glfwGetMonitorPosWin32, + .getMonitorContentScale = _glfwGetMonitorContentScaleWin32, + .getMonitorWorkarea = _glfwGetMonitorWorkareaWin32, + .getVideoModes = _glfwGetVideoModesWin32, + .getVideoMode = _glfwGetVideoModeWin32, + .getGammaRamp = _glfwGetGammaRampWin32, + .setGammaRamp = _glfwSetGammaRampWin32, + .createWindow = _glfwCreateWindowWin32, + .destroyWindow = _glfwDestroyWindowWin32, + .setWindowTitle = _glfwSetWindowTitleWin32, + .setWindowIcon = _glfwSetWindowIconWin32, + .getWindowPos = _glfwGetWindowPosWin32, + .setWindowPos = _glfwSetWindowPosWin32, + .getWindowSize = _glfwGetWindowSizeWin32, + .setWindowSize = _glfwSetWindowSizeWin32, + .setWindowSizeLimits = _glfwSetWindowSizeLimitsWin32, + .setWindowAspectRatio = _glfwSetWindowAspectRatioWin32, + .getFramebufferSize = _glfwGetFramebufferSizeWin32, + .getWindowFrameSize = _glfwGetWindowFrameSizeWin32, + .getWindowContentScale = _glfwGetWindowContentScaleWin32, + .iconifyWindow = _glfwIconifyWindowWin32, + .restoreWindow = _glfwRestoreWindowWin32, + .maximizeWindow = _glfwMaximizeWindowWin32, + .showWindow = _glfwShowWindowWin32, + .hideWindow = _glfwHideWindowWin32, + .requestWindowAttention = _glfwRequestWindowAttentionWin32, + .focusWindow = _glfwFocusWindowWin32, + .setWindowMonitor = _glfwSetWindowMonitorWin32, + .windowFocused = _glfwWindowFocusedWin32, + .windowIconified = _glfwWindowIconifiedWin32, + .windowVisible = _glfwWindowVisibleWin32, + .windowMaximized = _glfwWindowMaximizedWin32, + .windowHovered = _glfwWindowHoveredWin32, + .framebufferTransparent = _glfwFramebufferTransparentWin32, + .getWindowOpacity = _glfwGetWindowOpacityWin32, + .setWindowResizable = _glfwSetWindowResizableWin32, + .setWindowDecorated = _glfwSetWindowDecoratedWin32, + .setWindowFloating = _glfwSetWindowFloatingWin32, + .setWindowOpacity = _glfwSetWindowOpacityWin32, + .setWindowMousePassthrough = _glfwSetWindowMousePassthroughWin32, + .pollEvents = _glfwPollEventsWin32, + .waitEvents = _glfwWaitEventsWin32, + .waitEventsTimeout = _glfwWaitEventsTimeoutWin32, + .postEmptyEvent = _glfwPostEmptyEventWin32, + .getEGLPlatform = _glfwGetEGLPlatformWin32, + .getEGLNativeDisplay = _glfwGetEGLNativeDisplayWin32, + .getEGLNativeWindow = _glfwGetEGLNativeWindowWin32, + .getRequiredInstanceExtensions = _glfwGetRequiredInstanceExtensionsWin32, + .getPhysicalDevicePresentationSupport = _glfwGetPhysicalDevicePresentationSupportWin32, + .createWindowSurface = _glfwCreateWindowSurfaceWin32 + }; + + *platform = win32; + return GLFW_TRUE; +} + +int _glfwInitWin32(void) +{ + if (!loadLibraries()) + return GLFW_FALSE; + + createKeyTables(); + _glfwUpdateKeyNamesWin32(); + + if (_glfwIsWindows10Version1703OrGreaterWin32()) + SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + else if (IsWindows8Point1OrGreater()) + SetProcessDpiAwareness(PROCESS_PER_MONITOR_DPI_AWARE); + else if (IsWindowsVistaOrGreater()) + SetProcessDPIAware(); + + if (!createHelperWindow()) + return GLFW_FALSE; + + _glfwPollMonitorsWin32(); + return GLFW_TRUE; +} + +void _glfwTerminateWin32(void) +{ + if (_glfw.win32.blankCursor) + DestroyIcon((HICON) _glfw.win32.blankCursor); + + if (_glfw.win32.deviceNotificationHandle) + UnregisterDeviceNotification(_glfw.win32.deviceNotificationHandle); + + if (_glfw.win32.helperWindowHandle) + DestroyWindow(_glfw.win32.helperWindowHandle); + if (_glfw.win32.helperWindowClass) + UnregisterClassW(MAKEINTATOM(_glfw.win32.helperWindowClass), _glfw.win32.instance); + if (_glfw.win32.mainWindowClass) + UnregisterClassW(MAKEINTATOM(_glfw.win32.mainWindowClass), _glfw.win32.instance); + + _glfw_free(_glfw.win32.clipboardString); + _glfw_free(_glfw.win32.rawInput); + + _glfwTerminateWGL(); + _glfwTerminateEGL(); + _glfwTerminateOSMesa(); + + freeLibraries(); +} + +#endif // _GLFW_WIN32 + diff --git a/dependencies/glfw-3.4/src/win32_joystick.c b/dependencies/glfw-3.4/src/win32_joystick.c new file mode 100644 index 0000000..59389a9 --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_joystick.c @@ -0,0 +1,767 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_WIN32) + +#include +#include + +#define _GLFW_TYPE_AXIS 0 +#define _GLFW_TYPE_SLIDER 1 +#define _GLFW_TYPE_BUTTON 2 +#define _GLFW_TYPE_POV 3 + +// Data produced with DirectInput device object enumeration +// +typedef struct _GLFWobjenumWin32 +{ + IDirectInputDevice8W* device; + _GLFWjoyobjectWin32* objects; + int objectCount; + int axisCount; + int sliderCount; + int buttonCount; + int povCount; +} _GLFWobjenumWin32; + +// Define local copies of the necessary GUIDs +// +static const GUID _glfw_IID_IDirectInput8W = + {0xbf798031,0x483a,0x4da2,{0xaa,0x99,0x5d,0x64,0xed,0x36,0x97,0x00}}; +static const GUID _glfw_GUID_XAxis = + {0xa36d02e0,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; +static const GUID _glfw_GUID_YAxis = + {0xa36d02e1,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; +static const GUID _glfw_GUID_ZAxis = + {0xa36d02e2,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; +static const GUID _glfw_GUID_RxAxis = + {0xa36d02f4,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; +static const GUID _glfw_GUID_RyAxis = + {0xa36d02f5,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; +static const GUID _glfw_GUID_RzAxis = + {0xa36d02e3,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; +static const GUID _glfw_GUID_Slider = + {0xa36d02e4,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; +static const GUID _glfw_GUID_POV = + {0xa36d02f2,0xc9f3,0x11cf,{0xbf,0xc7,0x44,0x45,0x53,0x54,0x00,0x00}}; + +#define IID_IDirectInput8W _glfw_IID_IDirectInput8W +#define GUID_XAxis _glfw_GUID_XAxis +#define GUID_YAxis _glfw_GUID_YAxis +#define GUID_ZAxis _glfw_GUID_ZAxis +#define GUID_RxAxis _glfw_GUID_RxAxis +#define GUID_RyAxis _glfw_GUID_RyAxis +#define GUID_RzAxis _glfw_GUID_RzAxis +#define GUID_Slider _glfw_GUID_Slider +#define GUID_POV _glfw_GUID_POV + +// Object data array for our clone of c_dfDIJoystick +// Generated with https://github.com/elmindreda/c_dfDIJoystick2 +// +static DIOBJECTDATAFORMAT _glfwObjectDataFormats[] = +{ + { &GUID_XAxis,DIJOFS_X,DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_YAxis,DIJOFS_Y,DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_ZAxis,DIJOFS_Z,DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_RxAxis,DIJOFS_RX,DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_RyAxis,DIJOFS_RY,DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_RzAxis,DIJOFS_RZ,DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_Slider,DIJOFS_SLIDER(0),DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_Slider,DIJOFS_SLIDER(1),DIDFT_AXIS|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,DIDOI_ASPECTPOSITION }, + { &GUID_POV,DIJOFS_POV(0),DIDFT_POV|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { &GUID_POV,DIJOFS_POV(1),DIDFT_POV|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { &GUID_POV,DIJOFS_POV(2),DIDFT_POV|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { &GUID_POV,DIJOFS_POV(3),DIDFT_POV|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(0),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(1),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(2),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(3),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(4),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(5),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(6),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(7),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(8),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(9),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(10),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(11),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(12),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(13),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(14),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(15),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(16),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(17),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(18),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(19),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(20),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(21),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(22),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(23),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(24),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(25),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(26),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(27),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(28),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(29),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(30),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, + { NULL,DIJOFS_BUTTON(31),DIDFT_BUTTON|DIDFT_OPTIONAL|DIDFT_ANYINSTANCE,0 }, +}; + +// Our clone of c_dfDIJoystick +// +static const DIDATAFORMAT _glfwDataFormat = +{ + sizeof(DIDATAFORMAT), + sizeof(DIOBJECTDATAFORMAT), + DIDFT_ABSAXIS, + sizeof(DIJOYSTATE), + sizeof(_glfwObjectDataFormats) / sizeof(DIOBJECTDATAFORMAT), + _glfwObjectDataFormats +}; + +// Returns a description fitting the specified XInput capabilities +// +static const char* getDeviceDescription(const XINPUT_CAPABILITIES* xic) +{ + switch (xic->SubType) + { + case XINPUT_DEVSUBTYPE_WHEEL: + return "XInput Wheel"; + case XINPUT_DEVSUBTYPE_ARCADE_STICK: + return "XInput Arcade Stick"; + case XINPUT_DEVSUBTYPE_FLIGHT_STICK: + return "XInput Flight Stick"; + case XINPUT_DEVSUBTYPE_DANCE_PAD: + return "XInput Dance Pad"; + case XINPUT_DEVSUBTYPE_GUITAR: + return "XInput Guitar"; + case XINPUT_DEVSUBTYPE_DRUM_KIT: + return "XInput Drum Kit"; + case XINPUT_DEVSUBTYPE_GAMEPAD: + { + if (xic->Flags & XINPUT_CAPS_WIRELESS) + return "Wireless Xbox Controller"; + else + return "Xbox Controller"; + } + } + + return "Unknown XInput Device"; +} + +// Lexically compare device objects +// +static int compareJoystickObjects(const void* first, const void* second) +{ + const _GLFWjoyobjectWin32* fo = first; + const _GLFWjoyobjectWin32* so = second; + + if (fo->type != so->type) + return fo->type - so->type; + + return fo->offset - so->offset; +} + +// Checks whether the specified device supports XInput +// Technique from FDInputJoystickManager::IsXInputDeviceFast in ZDoom +// +static GLFWbool supportsXInput(const GUID* guid) +{ + UINT i, count = 0; + RAWINPUTDEVICELIST* ridl; + GLFWbool result = GLFW_FALSE; + + if (GetRawInputDeviceList(NULL, &count, sizeof(RAWINPUTDEVICELIST)) != 0) + return GLFW_FALSE; + + ridl = _glfw_calloc(count, sizeof(RAWINPUTDEVICELIST)); + + if (GetRawInputDeviceList(ridl, &count, sizeof(RAWINPUTDEVICELIST)) == (UINT) -1) + { + _glfw_free(ridl); + return GLFW_FALSE; + } + + for (i = 0; i < count; i++) + { + RID_DEVICE_INFO rdi; + char name[256]; + UINT size; + + if (ridl[i].dwType != RIM_TYPEHID) + continue; + + ZeroMemory(&rdi, sizeof(rdi)); + rdi.cbSize = sizeof(rdi); + size = sizeof(rdi); + + if ((INT) GetRawInputDeviceInfoA(ridl[i].hDevice, + RIDI_DEVICEINFO, + &rdi, &size) == -1) + { + continue; + } + + if (MAKELONG(rdi.hid.dwVendorId, rdi.hid.dwProductId) != (LONG) guid->Data1) + continue; + + memset(name, 0, sizeof(name)); + size = sizeof(name); + + if ((INT) GetRawInputDeviceInfoA(ridl[i].hDevice, + RIDI_DEVICENAME, + name, &size) == -1) + { + break; + } + + name[sizeof(name) - 1] = '\0'; + if (strstr(name, "IG_")) + { + result = GLFW_TRUE; + break; + } + } + + _glfw_free(ridl); + return result; +} + +// Frees all resources associated with the specified joystick +// +static void closeJoystick(_GLFWjoystick* js) +{ + _glfwInputJoystick(js, GLFW_DISCONNECTED); + + if (js->win32.device) + { + IDirectInputDevice8_Unacquire(js->win32.device); + IDirectInputDevice8_Release(js->win32.device); + } + + _glfw_free(js->win32.objects); + _glfwFreeJoystick(js); +} + +// DirectInput device object enumeration callback +// Insights gleaned from SDL +// +static BOOL CALLBACK deviceObjectCallback(const DIDEVICEOBJECTINSTANCEW* doi, + void* user) +{ + _GLFWobjenumWin32* data = user; + _GLFWjoyobjectWin32* object = data->objects + data->objectCount; + + if (DIDFT_GETTYPE(doi->dwType) & DIDFT_AXIS) + { + DIPROPRANGE dipr; + + if (memcmp(&doi->guidType, &GUID_Slider, sizeof(GUID)) == 0) + object->offset = DIJOFS_SLIDER(data->sliderCount); + else if (memcmp(&doi->guidType, &GUID_XAxis, sizeof(GUID)) == 0) + object->offset = DIJOFS_X; + else if (memcmp(&doi->guidType, &GUID_YAxis, sizeof(GUID)) == 0) + object->offset = DIJOFS_Y; + else if (memcmp(&doi->guidType, &GUID_ZAxis, sizeof(GUID)) == 0) + object->offset = DIJOFS_Z; + else if (memcmp(&doi->guidType, &GUID_RxAxis, sizeof(GUID)) == 0) + object->offset = DIJOFS_RX; + else if (memcmp(&doi->guidType, &GUID_RyAxis, sizeof(GUID)) == 0) + object->offset = DIJOFS_RY; + else if (memcmp(&doi->guidType, &GUID_RzAxis, sizeof(GUID)) == 0) + object->offset = DIJOFS_RZ; + else + return DIENUM_CONTINUE; + + ZeroMemory(&dipr, sizeof(dipr)); + dipr.diph.dwSize = sizeof(dipr); + dipr.diph.dwHeaderSize = sizeof(dipr.diph); + dipr.diph.dwObj = doi->dwType; + dipr.diph.dwHow = DIPH_BYID; + dipr.lMin = -32768; + dipr.lMax = 32767; + + if (FAILED(IDirectInputDevice8_SetProperty(data->device, + DIPROP_RANGE, + &dipr.diph))) + { + return DIENUM_CONTINUE; + } + + if (memcmp(&doi->guidType, &GUID_Slider, sizeof(GUID)) == 0) + { + object->type = _GLFW_TYPE_SLIDER; + data->sliderCount++; + } + else + { + object->type = _GLFW_TYPE_AXIS; + data->axisCount++; + } + } + else if (DIDFT_GETTYPE(doi->dwType) & DIDFT_BUTTON) + { + object->offset = DIJOFS_BUTTON(data->buttonCount); + object->type = _GLFW_TYPE_BUTTON; + data->buttonCount++; + } + else if (DIDFT_GETTYPE(doi->dwType) & DIDFT_POV) + { + object->offset = DIJOFS_POV(data->povCount); + object->type = _GLFW_TYPE_POV; + data->povCount++; + } + + data->objectCount++; + return DIENUM_CONTINUE; +} + +// DirectInput device enumeration callback +// +static BOOL CALLBACK deviceCallback(const DIDEVICEINSTANCE* di, void* user) +{ + int jid = 0; + DIDEVCAPS dc; + DIPROPDWORD dipd; + IDirectInputDevice8* device; + _GLFWobjenumWin32 data; + _GLFWjoystick* js; + char guid[33]; + char name[256]; + + for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + js = _glfw.joysticks + jid; + if (js->connected) + { + if (memcmp(&js->win32.guid, &di->guidInstance, sizeof(GUID)) == 0) + return DIENUM_CONTINUE; + } + } + + if (supportsXInput(&di->guidProduct)) + return DIENUM_CONTINUE; + + if (FAILED(IDirectInput8_CreateDevice(_glfw.win32.dinput8.api, + &di->guidInstance, + &device, + NULL))) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to create device"); + return DIENUM_CONTINUE; + } + + if (FAILED(IDirectInputDevice8_SetDataFormat(device, &_glfwDataFormat))) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to set device data format"); + + IDirectInputDevice8_Release(device); + return DIENUM_CONTINUE; + } + + ZeroMemory(&dc, sizeof(dc)); + dc.dwSize = sizeof(dc); + + if (FAILED(IDirectInputDevice8_GetCapabilities(device, &dc))) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to query device capabilities"); + + IDirectInputDevice8_Release(device); + return DIENUM_CONTINUE; + } + + ZeroMemory(&dipd, sizeof(dipd)); + dipd.diph.dwSize = sizeof(dipd); + dipd.diph.dwHeaderSize = sizeof(dipd.diph); + dipd.diph.dwHow = DIPH_DEVICE; + dipd.dwData = DIPROPAXISMODE_ABS; + + if (FAILED(IDirectInputDevice8_SetProperty(device, + DIPROP_AXISMODE, + &dipd.diph))) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to set device axis mode"); + + IDirectInputDevice8_Release(device); + return DIENUM_CONTINUE; + } + + memset(&data, 0, sizeof(data)); + data.device = device; + data.objects = _glfw_calloc(dc.dwAxes + (size_t) dc.dwButtons + dc.dwPOVs, + sizeof(_GLFWjoyobjectWin32)); + + if (FAILED(IDirectInputDevice8_EnumObjects(device, + deviceObjectCallback, + &data, + DIDFT_AXIS | DIDFT_BUTTON | DIDFT_POV))) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to enumerate device objects"); + + IDirectInputDevice8_Release(device); + _glfw_free(data.objects); + return DIENUM_CONTINUE; + } + + qsort(data.objects, data.objectCount, + sizeof(_GLFWjoyobjectWin32), + compareJoystickObjects); + + if (!WideCharToMultiByte(CP_UTF8, 0, + di->tszInstanceName, -1, + name, sizeof(name), + NULL, NULL)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to convert joystick name to UTF-8"); + + IDirectInputDevice8_Release(device); + _glfw_free(data.objects); + return DIENUM_STOP; + } + + // Generate a joystick GUID that matches the SDL 2.0.5+ one + if (memcmp(&di->guidProduct.Data4[2], "PIDVID", 6) == 0) + { + sprintf(guid, "03000000%02x%02x0000%02x%02x000000000000", + (uint8_t) di->guidProduct.Data1, + (uint8_t) (di->guidProduct.Data1 >> 8), + (uint8_t) (di->guidProduct.Data1 >> 16), + (uint8_t) (di->guidProduct.Data1 >> 24)); + } + else + { + sprintf(guid, "05000000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x00", + name[0], name[1], name[2], name[3], + name[4], name[5], name[6], name[7], + name[8], name[9], name[10]); + } + + js = _glfwAllocJoystick(name, guid, + data.axisCount + data.sliderCount, + data.buttonCount, + data.povCount); + if (!js) + { + IDirectInputDevice8_Release(device); + _glfw_free(data.objects); + return DIENUM_STOP; + } + + js->win32.device = device; + js->win32.guid = di->guidInstance; + js->win32.objects = data.objects; + js->win32.objectCount = data.objectCount; + + _glfwInputJoystick(js, GLFW_CONNECTED); + return DIENUM_CONTINUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Checks for new joysticks after DBT_DEVICEARRIVAL +// +void _glfwDetectJoystickConnectionWin32(void) +{ + if (_glfw.win32.xinput.instance) + { + DWORD index; + + for (index = 0; index < XUSER_MAX_COUNT; index++) + { + int jid; + char guid[33]; + XINPUT_CAPABILITIES xic; + _GLFWjoystick* js; + + for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (_glfw.joysticks[jid].connected && + _glfw.joysticks[jid].win32.device == NULL && + _glfw.joysticks[jid].win32.index == index) + { + break; + } + } + + if (jid <= GLFW_JOYSTICK_LAST) + continue; + + if (XInputGetCapabilities(index, 0, &xic) != ERROR_SUCCESS) + continue; + + // Generate a joystick GUID that matches the SDL 2.0.5+ one + sprintf(guid, "78696e707574%02x000000000000000000", + xic.SubType & 0xff); + + js = _glfwAllocJoystick(getDeviceDescription(&xic), guid, 6, 10, 1); + if (!js) + continue; + + js->win32.index = index; + + _glfwInputJoystick(js, GLFW_CONNECTED); + } + } + + if (_glfw.win32.dinput8.api) + { + if (FAILED(IDirectInput8_EnumDevices(_glfw.win32.dinput8.api, + DI8DEVCLASS_GAMECTRL, + deviceCallback, + NULL, + DIEDFL_ALLDEVICES))) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Failed to enumerate DirectInput8 devices"); + return; + } + } +} + +// Checks for joystick disconnection after DBT_DEVICEREMOVECOMPLETE +// +void _glfwDetectJoystickDisconnectionWin32(void) +{ + int jid; + + for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++) + { + _GLFWjoystick* js = _glfw.joysticks + jid; + if (js->connected) + _glfwPollJoystickWin32(js, _GLFW_POLL_PRESENCE); + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwInitJoysticksWin32(void) +{ + if (_glfw.win32.dinput8.instance) + { + if (FAILED(DirectInput8Create(_glfw.win32.instance, + DIRECTINPUT_VERSION, + &IID_IDirectInput8W, + (void**) &_glfw.win32.dinput8.api, + NULL))) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to create interface"); + return GLFW_FALSE; + } + } + + _glfwDetectJoystickConnectionWin32(); + return GLFW_TRUE; +} + +void _glfwTerminateJoysticksWin32(void) +{ + int jid; + + for (jid = GLFW_JOYSTICK_1; jid <= GLFW_JOYSTICK_LAST; jid++) + closeJoystick(_glfw.joysticks + jid); + + if (_glfw.win32.dinput8.api) + IDirectInput8_Release(_glfw.win32.dinput8.api); +} + +GLFWbool _glfwPollJoystickWin32(_GLFWjoystick* js, int mode) +{ + if (js->win32.device) + { + int i, ai = 0, bi = 0, pi = 0; + HRESULT result; + DIJOYSTATE state = {0}; + + IDirectInputDevice8_Poll(js->win32.device); + result = IDirectInputDevice8_GetDeviceState(js->win32.device, + sizeof(state), + &state); + if (result == DIERR_NOTACQUIRED || result == DIERR_INPUTLOST) + { + IDirectInputDevice8_Acquire(js->win32.device); + IDirectInputDevice8_Poll(js->win32.device); + result = IDirectInputDevice8_GetDeviceState(js->win32.device, + sizeof(state), + &state); + } + + if (FAILED(result)) + { + closeJoystick(js); + return GLFW_FALSE; + } + + if (mode == _GLFW_POLL_PRESENCE) + return GLFW_TRUE; + + for (i = 0; i < js->win32.objectCount; i++) + { + const void* data = (char*) &state + js->win32.objects[i].offset; + + switch (js->win32.objects[i].type) + { + case _GLFW_TYPE_AXIS: + case _GLFW_TYPE_SLIDER: + { + const float value = (*((LONG*) data) + 0.5f) / 32767.5f; + _glfwInputJoystickAxis(js, ai, value); + ai++; + break; + } + + case _GLFW_TYPE_BUTTON: + { + const char value = (*((BYTE*) data) & 0x80) != 0; + _glfwInputJoystickButton(js, bi, value); + bi++; + break; + } + + case _GLFW_TYPE_POV: + { + const int states[9] = + { + GLFW_HAT_UP, + GLFW_HAT_RIGHT_UP, + GLFW_HAT_RIGHT, + GLFW_HAT_RIGHT_DOWN, + GLFW_HAT_DOWN, + GLFW_HAT_LEFT_DOWN, + GLFW_HAT_LEFT, + GLFW_HAT_LEFT_UP, + GLFW_HAT_CENTERED + }; + + // Screams of horror are appropriate at this point + int stateIndex = LOWORD(*(DWORD*) data) / (45 * DI_DEGREES); + if (stateIndex < 0 || stateIndex > 8) + stateIndex = 8; + + _glfwInputJoystickHat(js, pi, states[stateIndex]); + pi++; + break; + } + } + } + } + else + { + int i, dpad = 0; + DWORD result; + XINPUT_STATE xis; + const WORD buttons[10] = + { + XINPUT_GAMEPAD_A, + XINPUT_GAMEPAD_B, + XINPUT_GAMEPAD_X, + XINPUT_GAMEPAD_Y, + XINPUT_GAMEPAD_LEFT_SHOULDER, + XINPUT_GAMEPAD_RIGHT_SHOULDER, + XINPUT_GAMEPAD_BACK, + XINPUT_GAMEPAD_START, + XINPUT_GAMEPAD_LEFT_THUMB, + XINPUT_GAMEPAD_RIGHT_THUMB + }; + + result = XInputGetState(js->win32.index, &xis); + if (result != ERROR_SUCCESS) + { + if (result == ERROR_DEVICE_NOT_CONNECTED) + closeJoystick(js); + + return GLFW_FALSE; + } + + if (mode == _GLFW_POLL_PRESENCE) + return GLFW_TRUE; + + _glfwInputJoystickAxis(js, 0, (xis.Gamepad.sThumbLX + 0.5f) / 32767.5f); + _glfwInputJoystickAxis(js, 1, -(xis.Gamepad.sThumbLY + 0.5f) / 32767.5f); + _glfwInputJoystickAxis(js, 2, (xis.Gamepad.sThumbRX + 0.5f) / 32767.5f); + _glfwInputJoystickAxis(js, 3, -(xis.Gamepad.sThumbRY + 0.5f) / 32767.5f); + _glfwInputJoystickAxis(js, 4, xis.Gamepad.bLeftTrigger / 127.5f - 1.f); + _glfwInputJoystickAxis(js, 5, xis.Gamepad.bRightTrigger / 127.5f - 1.f); + + for (i = 0; i < 10; i++) + { + const char value = (xis.Gamepad.wButtons & buttons[i]) ? 1 : 0; + _glfwInputJoystickButton(js, i, value); + } + + if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) + dpad |= GLFW_HAT_UP; + if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) + dpad |= GLFW_HAT_RIGHT; + if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) + dpad |= GLFW_HAT_DOWN; + if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) + dpad |= GLFW_HAT_LEFT; + + // Treat invalid combinations as neither being pressed + // while preserving what data can be preserved + if ((dpad & GLFW_HAT_RIGHT) && (dpad & GLFW_HAT_LEFT)) + dpad &= ~(GLFW_HAT_RIGHT | GLFW_HAT_LEFT); + if ((dpad & GLFW_HAT_UP) && (dpad & GLFW_HAT_DOWN)) + dpad &= ~(GLFW_HAT_UP | GLFW_HAT_DOWN); + + _glfwInputJoystickHat(js, 0, dpad); + } + + return GLFW_TRUE; +} + +const char* _glfwGetMappingNameWin32(void) +{ + return "Windows"; +} + +void _glfwUpdateGamepadGUIDWin32(char* guid) +{ + if (strcmp(guid + 20, "504944564944") == 0) + { + char original[33]; + strncpy(original, guid, sizeof(original) - 1); + sprintf(guid, "03000000%.4s0000%.4s000000000000", + original, original + 4); + } +} + +#endif // _GLFW_WIN32 + diff --git a/dependencies/glfw-3.4/src/win32_joystick.h b/dependencies/glfw-3.4/src/win32_joystick.h new file mode 100644 index 0000000..9ab6438 --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_joystick.h @@ -0,0 +1,51 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLFW_WIN32_JOYSTICK_STATE _GLFWjoystickWin32 win32; +#define GLFW_WIN32_LIBRARY_JOYSTICK_STATE + +// Joystick element (axis, button or slider) +// +typedef struct _GLFWjoyobjectWin32 +{ + int offset; + int type; +} _GLFWjoyobjectWin32; + +// Win32-specific per-joystick data +// +typedef struct _GLFWjoystickWin32 +{ + _GLFWjoyobjectWin32* objects; + int objectCount; + IDirectInputDevice8W* device; + DWORD index; + GUID guid; +} _GLFWjoystickWin32; + +void _glfwDetectJoystickConnectionWin32(void); +void _glfwDetectJoystickDisconnectionWin32(void); + diff --git a/dependencies/glfw-3.4/src/win32_module.c b/dependencies/glfw-3.4/src/win32_module.c new file mode 100644 index 0000000..47c8dff --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_module.c @@ -0,0 +1,51 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2021 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_WIN32_MODULE) + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void* _glfwPlatformLoadModule(const char* path) +{ + return LoadLibraryA(path); +} + +void _glfwPlatformFreeModule(void* module) +{ + FreeLibrary((HMODULE) module); +} + +GLFWproc _glfwPlatformGetModuleSymbol(void* module, const char* name) +{ + return (GLFWproc) GetProcAddress((HMODULE) module, name); +} + +#endif // GLFW_BUILD_WIN32_MODULE + diff --git a/dependencies/glfw-3.4/src/win32_monitor.c b/dependencies/glfw-3.4/src/win32_monitor.c new file mode 100644 index 0000000..87c85b9 --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_monitor.c @@ -0,0 +1,569 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_WIN32) + +#include +#include +#include +#include + + +// Callback for EnumDisplayMonitors in createMonitor +// +static BOOL CALLBACK monitorCallback(HMONITOR handle, + HDC dc, + RECT* rect, + LPARAM data) +{ + MONITORINFOEXW mi; + ZeroMemory(&mi, sizeof(mi)); + mi.cbSize = sizeof(mi); + + if (GetMonitorInfoW(handle, (MONITORINFO*) &mi)) + { + _GLFWmonitor* monitor = (_GLFWmonitor*) data; + if (wcscmp(mi.szDevice, monitor->win32.adapterName) == 0) + monitor->win32.handle = handle; + } + + return TRUE; +} + +// Create monitor from an adapter and (optionally) a display +// +static _GLFWmonitor* createMonitor(DISPLAY_DEVICEW* adapter, + DISPLAY_DEVICEW* display) +{ + _GLFWmonitor* monitor; + int widthMM, heightMM; + char* name; + HDC dc; + DEVMODEW dm; + RECT rect; + + if (display) + name = _glfwCreateUTF8FromWideStringWin32(display->DeviceString); + else + name = _glfwCreateUTF8FromWideStringWin32(adapter->DeviceString); + if (!name) + return NULL; + + ZeroMemory(&dm, sizeof(dm)); + dm.dmSize = sizeof(dm); + EnumDisplaySettingsW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &dm); + + dc = CreateDCW(L"DISPLAY", adapter->DeviceName, NULL, NULL); + + if (IsWindows8Point1OrGreater()) + { + widthMM = GetDeviceCaps(dc, HORZSIZE); + heightMM = GetDeviceCaps(dc, VERTSIZE); + } + else + { + widthMM = (int) (dm.dmPelsWidth * 25.4f / GetDeviceCaps(dc, LOGPIXELSX)); + heightMM = (int) (dm.dmPelsHeight * 25.4f / GetDeviceCaps(dc, LOGPIXELSY)); + } + + DeleteDC(dc); + + monitor = _glfwAllocMonitor(name, widthMM, heightMM); + _glfw_free(name); + + if (adapter->StateFlags & DISPLAY_DEVICE_MODESPRUNED) + monitor->win32.modesPruned = GLFW_TRUE; + + wcscpy(monitor->win32.adapterName, adapter->DeviceName); + WideCharToMultiByte(CP_UTF8, 0, + adapter->DeviceName, -1, + monitor->win32.publicAdapterName, + sizeof(monitor->win32.publicAdapterName), + NULL, NULL); + + if (display) + { + wcscpy(monitor->win32.displayName, display->DeviceName); + WideCharToMultiByte(CP_UTF8, 0, + display->DeviceName, -1, + monitor->win32.publicDisplayName, + sizeof(monitor->win32.publicDisplayName), + NULL, NULL); + } + + rect.left = dm.dmPosition.x; + rect.top = dm.dmPosition.y; + rect.right = dm.dmPosition.x + dm.dmPelsWidth; + rect.bottom = dm.dmPosition.y + dm.dmPelsHeight; + + EnumDisplayMonitors(NULL, &rect, monitorCallback, (LPARAM) monitor); + return monitor; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Poll for changes in the set of connected monitors +// +void _glfwPollMonitorsWin32(void) +{ + int i, disconnectedCount; + _GLFWmonitor** disconnected = NULL; + DWORD adapterIndex, displayIndex; + DISPLAY_DEVICEW adapter, display; + _GLFWmonitor* monitor; + + disconnectedCount = _glfw.monitorCount; + if (disconnectedCount) + { + disconnected = _glfw_calloc(_glfw.monitorCount, sizeof(_GLFWmonitor*)); + memcpy(disconnected, + _glfw.monitors, + _glfw.monitorCount * sizeof(_GLFWmonitor*)); + } + + for (adapterIndex = 0; ; adapterIndex++) + { + int type = _GLFW_INSERT_LAST; + + ZeroMemory(&adapter, sizeof(adapter)); + adapter.cb = sizeof(adapter); + + if (!EnumDisplayDevicesW(NULL, adapterIndex, &adapter, 0)) + break; + + if (!(adapter.StateFlags & DISPLAY_DEVICE_ACTIVE)) + continue; + + if (adapter.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE) + type = _GLFW_INSERT_FIRST; + + for (displayIndex = 0; ; displayIndex++) + { + ZeroMemory(&display, sizeof(display)); + display.cb = sizeof(display); + + if (!EnumDisplayDevicesW(adapter.DeviceName, displayIndex, &display, 0)) + break; + + if (!(display.StateFlags & DISPLAY_DEVICE_ACTIVE)) + continue; + + for (i = 0; i < disconnectedCount; i++) + { + if (disconnected[i] && + wcscmp(disconnected[i]->win32.displayName, + display.DeviceName) == 0) + { + disconnected[i] = NULL; + // handle may have changed, update + EnumDisplayMonitors(NULL, NULL, monitorCallback, (LPARAM) _glfw.monitors[i]); + break; + } + } + + if (i < disconnectedCount) + continue; + + monitor = createMonitor(&adapter, &display); + if (!monitor) + { + _glfw_free(disconnected); + return; + } + + _glfwInputMonitor(monitor, GLFW_CONNECTED, type); + + type = _GLFW_INSERT_LAST; + } + + // HACK: If an active adapter does not have any display devices + // (as sometimes happens), add it directly as a monitor + if (displayIndex == 0) + { + for (i = 0; i < disconnectedCount; i++) + { + if (disconnected[i] && + wcscmp(disconnected[i]->win32.adapterName, + adapter.DeviceName) == 0) + { + disconnected[i] = NULL; + break; + } + } + + if (i < disconnectedCount) + continue; + + monitor = createMonitor(&adapter, NULL); + if (!monitor) + { + _glfw_free(disconnected); + return; + } + + _glfwInputMonitor(monitor, GLFW_CONNECTED, type); + } + } + + for (i = 0; i < disconnectedCount; i++) + { + if (disconnected[i]) + _glfwInputMonitor(disconnected[i], GLFW_DISCONNECTED, 0); + } + + _glfw_free(disconnected); +} + +// Change the current video mode +// +void _glfwSetVideoModeWin32(_GLFWmonitor* monitor, const GLFWvidmode* desired) +{ + GLFWvidmode current; + const GLFWvidmode* best; + DEVMODEW dm; + LONG result; + + best = _glfwChooseVideoMode(monitor, desired); + _glfwGetVideoModeWin32(monitor, ¤t); + if (_glfwCompareVideoModes(¤t, best) == 0) + return; + + ZeroMemory(&dm, sizeof(dm)); + dm.dmSize = sizeof(dm); + dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | + DM_DISPLAYFREQUENCY; + dm.dmPelsWidth = best->width; + dm.dmPelsHeight = best->height; + dm.dmBitsPerPel = best->redBits + best->greenBits + best->blueBits; + dm.dmDisplayFrequency = best->refreshRate; + + if (dm.dmBitsPerPel < 15 || dm.dmBitsPerPel >= 24) + dm.dmBitsPerPel = 32; + + result = ChangeDisplaySettingsExW(monitor->win32.adapterName, + &dm, + NULL, + CDS_FULLSCREEN, + NULL); + if (result == DISP_CHANGE_SUCCESSFUL) + monitor->win32.modeChanged = GLFW_TRUE; + else + { + const char* description = "Unknown error"; + + if (result == DISP_CHANGE_BADDUALVIEW) + description = "The system uses DualView"; + else if (result == DISP_CHANGE_BADFLAGS) + description = "Invalid flags"; + else if (result == DISP_CHANGE_BADMODE) + description = "Graphics mode not supported"; + else if (result == DISP_CHANGE_BADPARAM) + description = "Invalid parameter"; + else if (result == DISP_CHANGE_FAILED) + description = "Graphics mode failed"; + else if (result == DISP_CHANGE_NOTUPDATED) + description = "Failed to write to registry"; + else if (result == DISP_CHANGE_RESTART) + description = "Computer restart required"; + + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to set video mode: %s", + description); + } +} + +// Restore the previously saved (original) video mode +// +void _glfwRestoreVideoModeWin32(_GLFWmonitor* monitor) +{ + if (monitor->win32.modeChanged) + { + ChangeDisplaySettingsExW(monitor->win32.adapterName, + NULL, NULL, CDS_FULLSCREEN, NULL); + monitor->win32.modeChanged = GLFW_FALSE; + } +} + +void _glfwGetHMONITORContentScaleWin32(HMONITOR handle, float* xscale, float* yscale) +{ + UINT xdpi, ydpi; + + if (xscale) + *xscale = 0.f; + if (yscale) + *yscale = 0.f; + + if (IsWindows8Point1OrGreater()) + { + if (GetDpiForMonitor(handle, MDT_EFFECTIVE_DPI, &xdpi, &ydpi) != S_OK) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to query monitor DPI"); + return; + } + } + else + { + const HDC dc = GetDC(NULL); + xdpi = GetDeviceCaps(dc, LOGPIXELSX); + ydpi = GetDeviceCaps(dc, LOGPIXELSY); + ReleaseDC(NULL, dc); + } + + if (xscale) + *xscale = xdpi / (float) USER_DEFAULT_SCREEN_DPI; + if (yscale) + *yscale = ydpi / (float) USER_DEFAULT_SCREEN_DPI; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwFreeMonitorWin32(_GLFWmonitor* monitor) +{ +} + +void _glfwGetMonitorPosWin32(_GLFWmonitor* monitor, int* xpos, int* ypos) +{ + DEVMODEW dm; + ZeroMemory(&dm, sizeof(dm)); + dm.dmSize = sizeof(dm); + + EnumDisplaySettingsExW(monitor->win32.adapterName, + ENUM_CURRENT_SETTINGS, + &dm, + EDS_ROTATEDMODE); + + if (xpos) + *xpos = dm.dmPosition.x; + if (ypos) + *ypos = dm.dmPosition.y; +} + +void _glfwGetMonitorContentScaleWin32(_GLFWmonitor* monitor, + float* xscale, float* yscale) +{ + _glfwGetHMONITORContentScaleWin32(monitor->win32.handle, xscale, yscale); +} + +void _glfwGetMonitorWorkareaWin32(_GLFWmonitor* monitor, + int* xpos, int* ypos, + int* width, int* height) +{ + MONITORINFO mi = { sizeof(mi) }; + GetMonitorInfoW(monitor->win32.handle, &mi); + + if (xpos) + *xpos = mi.rcWork.left; + if (ypos) + *ypos = mi.rcWork.top; + if (width) + *width = mi.rcWork.right - mi.rcWork.left; + if (height) + *height = mi.rcWork.bottom - mi.rcWork.top; +} + +GLFWvidmode* _glfwGetVideoModesWin32(_GLFWmonitor* monitor, int* count) +{ + int modeIndex = 0, size = 0; + GLFWvidmode* result = NULL; + + *count = 0; + + for (;;) + { + int i; + GLFWvidmode mode; + DEVMODEW dm; + + ZeroMemory(&dm, sizeof(dm)); + dm.dmSize = sizeof(dm); + + if (!EnumDisplaySettingsW(monitor->win32.adapterName, modeIndex, &dm)) + break; + + modeIndex++; + + // Skip modes with less than 15 BPP + if (dm.dmBitsPerPel < 15) + continue; + + mode.width = dm.dmPelsWidth; + mode.height = dm.dmPelsHeight; + mode.refreshRate = dm.dmDisplayFrequency; + _glfwSplitBPP(dm.dmBitsPerPel, + &mode.redBits, + &mode.greenBits, + &mode.blueBits); + + for (i = 0; i < *count; i++) + { + if (_glfwCompareVideoModes(result + i, &mode) == 0) + break; + } + + // Skip duplicate modes + if (i < *count) + continue; + + if (monitor->win32.modesPruned) + { + // Skip modes not supported by the connected displays + if (ChangeDisplaySettingsExW(monitor->win32.adapterName, + &dm, + NULL, + CDS_TEST, + NULL) != DISP_CHANGE_SUCCESSFUL) + { + continue; + } + } + + if (*count == size) + { + size += 128; + result = (GLFWvidmode*) _glfw_realloc(result, size * sizeof(GLFWvidmode)); + } + + (*count)++; + result[*count - 1] = mode; + } + + if (!*count) + { + // HACK: Report the current mode if no valid modes were found + result = _glfw_calloc(1, sizeof(GLFWvidmode)); + _glfwGetVideoModeWin32(monitor, result); + *count = 1; + } + + return result; +} + +GLFWbool _glfwGetVideoModeWin32(_GLFWmonitor* monitor, GLFWvidmode* mode) +{ + DEVMODEW dm; + ZeroMemory(&dm, sizeof(dm)); + dm.dmSize = sizeof(dm); + + if (!EnumDisplaySettingsW(monitor->win32.adapterName, ENUM_CURRENT_SETTINGS, &dm)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to query display settings"); + return GLFW_FALSE; + } + + mode->width = dm.dmPelsWidth; + mode->height = dm.dmPelsHeight; + mode->refreshRate = dm.dmDisplayFrequency; + _glfwSplitBPP(dm.dmBitsPerPel, + &mode->redBits, + &mode->greenBits, + &mode->blueBits); + + return GLFW_TRUE; +} + +GLFWbool _glfwGetGammaRampWin32(_GLFWmonitor* monitor, GLFWgammaramp* ramp) +{ + HDC dc; + WORD values[3][256]; + + dc = CreateDCW(L"DISPLAY", monitor->win32.adapterName, NULL, NULL); + GetDeviceGammaRamp(dc, values); + DeleteDC(dc); + + _glfwAllocGammaArrays(ramp, 256); + + memcpy(ramp->red, values[0], sizeof(values[0])); + memcpy(ramp->green, values[1], sizeof(values[1])); + memcpy(ramp->blue, values[2], sizeof(values[2])); + + return GLFW_TRUE; +} + +void _glfwSetGammaRampWin32(_GLFWmonitor* monitor, const GLFWgammaramp* ramp) +{ + HDC dc; + WORD values[3][256]; + + if (ramp->size != 256) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Gamma ramp size must be 256"); + return; + } + + memcpy(values[0], ramp->red, sizeof(values[0])); + memcpy(values[1], ramp->green, sizeof(values[1])); + memcpy(values[2], ramp->blue, sizeof(values[2])); + + dc = CreateDCW(L"DISPLAY", monitor->win32.adapterName, NULL, NULL); + SetDeviceGammaRamp(dc, values); + DeleteDC(dc); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_WIN32) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "Win32: Platform not initialized"); + return NULL; + } + + return monitor->win32.publicAdapterName; +} + +GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_WIN32) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "Win32: Platform not initialized"); + return NULL; + } + + return monitor->win32.publicDisplayName; +} + +#endif // _GLFW_WIN32 + diff --git a/dependencies/glfw-3.4/src/win32_platform.h b/dependencies/glfw-3.4/src/win32_platform.h new file mode 100644 index 0000000..7e3d884 --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_platform.h @@ -0,0 +1,627 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +// We don't need all the fancy stuff +#ifndef NOMINMAX + #define NOMINMAX +#endif + +#ifndef VC_EXTRALEAN + #define VC_EXTRALEAN +#endif + +#ifndef WIN32_LEAN_AND_MEAN + #define WIN32_LEAN_AND_MEAN +#endif + +// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for +// example to allow applications to correctly declare a GL_KHR_debug callback) +// but windows.h assumes no one will define APIENTRY before it does +#undef APIENTRY + +// GLFW on Windows is Unicode only and does not work in MBCS mode +#ifndef UNICODE + #define UNICODE +#endif + +// GLFW requires Windows XP or later +#if WINVER < 0x0501 + #undef WINVER + #define WINVER 0x0501 +#endif +#if _WIN32_WINNT < 0x0501 + #undef _WIN32_WINNT + #define _WIN32_WINNT 0x0501 +#endif + +// GLFW uses DirectInput8 interfaces +#define DIRECTINPUT_VERSION 0x0800 + +// GLFW uses OEM cursor resources +#define OEMRESOURCE + +#include +#include +#include +#include +#include + +// HACK: Define macros that some windows.h variants don't +#ifndef WM_MOUSEHWHEEL + #define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef WM_DWMCOMPOSITIONCHANGED + #define WM_DWMCOMPOSITIONCHANGED 0x031E +#endif +#ifndef WM_DWMCOLORIZATIONCOLORCHANGED + #define WM_DWMCOLORIZATIONCOLORCHANGED 0x0320 +#endif +#ifndef WM_COPYGLOBALDATA + #define WM_COPYGLOBALDATA 0x0049 +#endif +#ifndef WM_UNICHAR + #define WM_UNICHAR 0x0109 +#endif +#ifndef UNICODE_NOCHAR + #define UNICODE_NOCHAR 0xFFFF +#endif +#ifndef WM_DPICHANGED + #define WM_DPICHANGED 0x02E0 +#endif +#ifndef GET_XBUTTON_WPARAM + #define GET_XBUTTON_WPARAM(w) (HIWORD(w)) +#endif +#ifndef EDS_ROTATEDMODE + #define EDS_ROTATEDMODE 0x00000004 +#endif +#ifndef DISPLAY_DEVICE_ACTIVE + #define DISPLAY_DEVICE_ACTIVE 0x00000001 +#endif +#ifndef _WIN32_WINNT_WINBLUE + #define _WIN32_WINNT_WINBLUE 0x0603 +#endif +#ifndef _WIN32_WINNT_WIN8 + #define _WIN32_WINNT_WIN8 0x0602 +#endif +#ifndef WM_GETDPISCALEDSIZE + #define WM_GETDPISCALEDSIZE 0x02e4 +#endif +#ifndef USER_DEFAULT_SCREEN_DPI + #define USER_DEFAULT_SCREEN_DPI 96 +#endif +#ifndef OCR_HAND + #define OCR_HAND 32649 +#endif + +#if WINVER < 0x0601 +typedef struct +{ + DWORD cbSize; + DWORD ExtStatus; +} CHANGEFILTERSTRUCT; +#ifndef MSGFLT_ALLOW + #define MSGFLT_ALLOW 1 +#endif +#endif /*Windows 7*/ + +#if WINVER < 0x0600 +#define DWM_BB_ENABLE 0x00000001 +#define DWM_BB_BLURREGION 0x00000002 +typedef struct +{ + DWORD dwFlags; + BOOL fEnable; + HRGN hRgnBlur; + BOOL fTransitionOnMaximized; +} DWM_BLURBEHIND; +#else + #include +#endif /*Windows Vista*/ + +#ifndef DPI_ENUMS_DECLARED +typedef enum +{ + PROCESS_DPI_UNAWARE = 0, + PROCESS_SYSTEM_DPI_AWARE = 1, + PROCESS_PER_MONITOR_DPI_AWARE = 2 +} PROCESS_DPI_AWARENESS; +typedef enum +{ + MDT_EFFECTIVE_DPI = 0, + MDT_ANGULAR_DPI = 1, + MDT_RAW_DPI = 2, + MDT_DEFAULT = MDT_EFFECTIVE_DPI +} MONITOR_DPI_TYPE; +#endif /*DPI_ENUMS_DECLARED*/ + +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 ((HANDLE) -4) +#endif /*DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2*/ + +// Replacement for versionhelpers.h macros, as we cannot rely on the +// application having a correct embedded manifest +// +#define IsWindowsVistaOrGreater() \ + _glfwIsWindowsVersionOrGreaterWin32(HIBYTE(_WIN32_WINNT_VISTA), \ + LOBYTE(_WIN32_WINNT_VISTA), 0) +#define IsWindows7OrGreater() \ + _glfwIsWindowsVersionOrGreaterWin32(HIBYTE(_WIN32_WINNT_WIN7), \ + LOBYTE(_WIN32_WINNT_WIN7), 0) +#define IsWindows8OrGreater() \ + _glfwIsWindowsVersionOrGreaterWin32(HIBYTE(_WIN32_WINNT_WIN8), \ + LOBYTE(_WIN32_WINNT_WIN8), 0) +#define IsWindows8Point1OrGreater() \ + _glfwIsWindowsVersionOrGreaterWin32(HIBYTE(_WIN32_WINNT_WINBLUE), \ + LOBYTE(_WIN32_WINNT_WINBLUE), 0) + +// Windows 10 Anniversary Update +#define _glfwIsWindows10Version1607OrGreaterWin32() \ + _glfwIsWindows10BuildOrGreaterWin32(14393) +// Windows 10 Creators Update +#define _glfwIsWindows10Version1703OrGreaterWin32() \ + _glfwIsWindows10BuildOrGreaterWin32(15063) + +// HACK: Define macros that some xinput.h variants don't +#ifndef XINPUT_CAPS_WIRELESS + #define XINPUT_CAPS_WIRELESS 0x0002 +#endif +#ifndef XINPUT_DEVSUBTYPE_WHEEL + #define XINPUT_DEVSUBTYPE_WHEEL 0x02 +#endif +#ifndef XINPUT_DEVSUBTYPE_ARCADE_STICK + #define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03 +#endif +#ifndef XINPUT_DEVSUBTYPE_FLIGHT_STICK + #define XINPUT_DEVSUBTYPE_FLIGHT_STICK 0x04 +#endif +#ifndef XINPUT_DEVSUBTYPE_DANCE_PAD + #define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05 +#endif +#ifndef XINPUT_DEVSUBTYPE_GUITAR + #define XINPUT_DEVSUBTYPE_GUITAR 0x06 +#endif +#ifndef XINPUT_DEVSUBTYPE_DRUM_KIT + #define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08 +#endif +#ifndef XINPUT_DEVSUBTYPE_ARCADE_PAD + #define XINPUT_DEVSUBTYPE_ARCADE_PAD 0x13 +#endif +#ifndef XUSER_MAX_COUNT + #define XUSER_MAX_COUNT 4 +#endif + +// HACK: Define macros that some dinput.h variants don't +#ifndef DIDFT_OPTIONAL + #define DIDFT_OPTIONAL 0x80000000 +#endif + +#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000 +#define WGL_SUPPORT_OPENGL_ARB 0x2010 +#define WGL_DRAW_TO_WINDOW_ARB 0x2001 +#define WGL_PIXEL_TYPE_ARB 0x2013 +#define WGL_TYPE_RGBA_ARB 0x202b +#define WGL_ACCELERATION_ARB 0x2003 +#define WGL_NO_ACCELERATION_ARB 0x2025 +#define WGL_RED_BITS_ARB 0x2015 +#define WGL_RED_SHIFT_ARB 0x2016 +#define WGL_GREEN_BITS_ARB 0x2017 +#define WGL_GREEN_SHIFT_ARB 0x2018 +#define WGL_BLUE_BITS_ARB 0x2019 +#define WGL_BLUE_SHIFT_ARB 0x201a +#define WGL_ALPHA_BITS_ARB 0x201b +#define WGL_ALPHA_SHIFT_ARB 0x201c +#define WGL_ACCUM_BITS_ARB 0x201d +#define WGL_ACCUM_RED_BITS_ARB 0x201e +#define WGL_ACCUM_GREEN_BITS_ARB 0x201f +#define WGL_ACCUM_BLUE_BITS_ARB 0x2020 +#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021 +#define WGL_DEPTH_BITS_ARB 0x2022 +#define WGL_STENCIL_BITS_ARB 0x2023 +#define WGL_AUX_BUFFERS_ARB 0x2024 +#define WGL_STEREO_ARB 0x2012 +#define WGL_DOUBLE_BUFFER_ARB 0x2011 +#define WGL_SAMPLES_ARB 0x2042 +#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20a9 +#define WGL_CONTEXT_DEBUG_BIT_ARB 0x00000001 +#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002 +#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 +#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 +#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 +#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 +#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 +#define WGL_CONTEXT_FLAGS_ARB 0x2094 +#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 +#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261 +#define WGL_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097 +#define WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0 +#define WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098 +#define WGL_CONTEXT_OPENGL_NO_ERROR_ARB 0x31b3 +#define WGL_COLORSPACE_EXT 0x309d +#define WGL_COLORSPACE_SRGB_EXT 0x3089 + +#define ERROR_INVALID_VERSION_ARB 0x2095 +#define ERROR_INVALID_PROFILE_ARB 0x2096 +#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054 + +// xinput.dll function pointer typedefs +typedef DWORD (WINAPI * PFN_XInputGetCapabilities)(DWORD,DWORD,XINPUT_CAPABILITIES*); +typedef DWORD (WINAPI * PFN_XInputGetState)(DWORD,XINPUT_STATE*); +#define XInputGetCapabilities _glfw.win32.xinput.GetCapabilities +#define XInputGetState _glfw.win32.xinput.GetState + +// dinput8.dll function pointer typedefs +typedef HRESULT (WINAPI * PFN_DirectInput8Create)(HINSTANCE,DWORD,REFIID,LPVOID*,LPUNKNOWN); +#define DirectInput8Create _glfw.win32.dinput8.Create + +// user32.dll function pointer typedefs +typedef BOOL (WINAPI * PFN_SetProcessDPIAware)(void); +typedef BOOL (WINAPI * PFN_ChangeWindowMessageFilterEx)(HWND,UINT,DWORD,CHANGEFILTERSTRUCT*); +typedef BOOL (WINAPI * PFN_EnableNonClientDpiScaling)(HWND); +typedef BOOL (WINAPI * PFN_SetProcessDpiAwarenessContext)(HANDLE); +typedef UINT (WINAPI * PFN_GetDpiForWindow)(HWND); +typedef BOOL (WINAPI * PFN_AdjustWindowRectExForDpi)(LPRECT,DWORD,BOOL,DWORD,UINT); +typedef int (WINAPI * PFN_GetSystemMetricsForDpi)(int,UINT); +#define SetProcessDPIAware _glfw.win32.user32.SetProcessDPIAware_ +#define ChangeWindowMessageFilterEx _glfw.win32.user32.ChangeWindowMessageFilterEx_ +#define EnableNonClientDpiScaling _glfw.win32.user32.EnableNonClientDpiScaling_ +#define SetProcessDpiAwarenessContext _glfw.win32.user32.SetProcessDpiAwarenessContext_ +#define GetDpiForWindow _glfw.win32.user32.GetDpiForWindow_ +#define AdjustWindowRectExForDpi _glfw.win32.user32.AdjustWindowRectExForDpi_ +#define GetSystemMetricsForDpi _glfw.win32.user32.GetSystemMetricsForDpi_ + +// dwmapi.dll function pointer typedefs +typedef HRESULT (WINAPI * PFN_DwmIsCompositionEnabled)(BOOL*); +typedef HRESULT (WINAPI * PFN_DwmFlush)(VOID); +typedef HRESULT(WINAPI * PFN_DwmEnableBlurBehindWindow)(HWND,const DWM_BLURBEHIND*); +typedef HRESULT (WINAPI * PFN_DwmGetColorizationColor)(DWORD*,BOOL*); +#define DwmIsCompositionEnabled _glfw.win32.dwmapi.IsCompositionEnabled +#define DwmFlush _glfw.win32.dwmapi.Flush +#define DwmEnableBlurBehindWindow _glfw.win32.dwmapi.EnableBlurBehindWindow +#define DwmGetColorizationColor _glfw.win32.dwmapi.GetColorizationColor + +// shcore.dll function pointer typedefs +typedef HRESULT (WINAPI * PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); +typedef HRESULT (WINAPI * PFN_GetDpiForMonitor)(HMONITOR,MONITOR_DPI_TYPE,UINT*,UINT*); +#define SetProcessDpiAwareness _glfw.win32.shcore.SetProcessDpiAwareness_ +#define GetDpiForMonitor _glfw.win32.shcore.GetDpiForMonitor_ + +// ntdll.dll function pointer typedefs +typedef LONG (WINAPI * PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*,ULONG,ULONGLONG); +#define RtlVerifyVersionInfo _glfw.win32.ntdll.RtlVerifyVersionInfo_ + +// WGL extension pointer typedefs +typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC)(int); +typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC)(HDC,int,int,UINT,const int*,int*); +typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC)(void); +typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC)(HDC); +typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC,HGLRC,const int*); +#define wglSwapIntervalEXT _glfw.wgl.SwapIntervalEXT +#define wglGetPixelFormatAttribivARB _glfw.wgl.GetPixelFormatAttribivARB +#define wglGetExtensionsStringEXT _glfw.wgl.GetExtensionsStringEXT +#define wglGetExtensionsStringARB _glfw.wgl.GetExtensionsStringARB +#define wglCreateContextAttribsARB _glfw.wgl.CreateContextAttribsARB + +// opengl32.dll function pointer typedefs +typedef HGLRC (WINAPI * PFN_wglCreateContext)(HDC); +typedef BOOL (WINAPI * PFN_wglDeleteContext)(HGLRC); +typedef PROC (WINAPI * PFN_wglGetProcAddress)(LPCSTR); +typedef HDC (WINAPI * PFN_wglGetCurrentDC)(void); +typedef HGLRC (WINAPI * PFN_wglGetCurrentContext)(void); +typedef BOOL (WINAPI * PFN_wglMakeCurrent)(HDC,HGLRC); +typedef BOOL (WINAPI * PFN_wglShareLists)(HGLRC,HGLRC); +#define wglCreateContext _glfw.wgl.CreateContext +#define wglDeleteContext _glfw.wgl.DeleteContext +#define wglGetProcAddress _glfw.wgl.GetProcAddress +#define wglGetCurrentDC _glfw.wgl.GetCurrentDC +#define wglGetCurrentContext _glfw.wgl.GetCurrentContext +#define wglMakeCurrent _glfw.wgl.MakeCurrent +#define wglShareLists _glfw.wgl.ShareLists + +typedef VkFlags VkWin32SurfaceCreateFlagsKHR; + +typedef struct VkWin32SurfaceCreateInfoKHR +{ + VkStructureType sType; + const void* pNext; + VkWin32SurfaceCreateFlagsKHR flags; + HINSTANCE hinstance; + HWND hwnd; +} VkWin32SurfaceCreateInfoKHR; + +typedef VkResult (APIENTRY *PFN_vkCreateWin32SurfaceKHR)(VkInstance,const VkWin32SurfaceCreateInfoKHR*,const VkAllocationCallbacks*,VkSurfaceKHR*); +typedef VkBool32 (APIENTRY *PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR)(VkPhysicalDevice,uint32_t); + +#define GLFW_WIN32_WINDOW_STATE _GLFWwindowWin32 win32; +#define GLFW_WIN32_LIBRARY_WINDOW_STATE _GLFWlibraryWin32 win32; +#define GLFW_WIN32_MONITOR_STATE _GLFWmonitorWin32 win32; +#define GLFW_WIN32_CURSOR_STATE _GLFWcursorWin32 win32; + +#define GLFW_WGL_CONTEXT_STATE _GLFWcontextWGL wgl; +#define GLFW_WGL_LIBRARY_CONTEXT_STATE _GLFWlibraryWGL wgl; + + +// WGL-specific per-context data +// +typedef struct _GLFWcontextWGL +{ + HDC dc; + HGLRC handle; + int interval; +} _GLFWcontextWGL; + +// WGL-specific global data +// +typedef struct _GLFWlibraryWGL +{ + HINSTANCE instance; + PFN_wglCreateContext CreateContext; + PFN_wglDeleteContext DeleteContext; + PFN_wglGetProcAddress GetProcAddress; + PFN_wglGetCurrentDC GetCurrentDC; + PFN_wglGetCurrentContext GetCurrentContext; + PFN_wglMakeCurrent MakeCurrent; + PFN_wglShareLists ShareLists; + + PFNWGLSWAPINTERVALEXTPROC SwapIntervalEXT; + PFNWGLGETPIXELFORMATATTRIBIVARBPROC GetPixelFormatAttribivARB; + PFNWGLGETEXTENSIONSSTRINGEXTPROC GetExtensionsStringEXT; + PFNWGLGETEXTENSIONSSTRINGARBPROC GetExtensionsStringARB; + PFNWGLCREATECONTEXTATTRIBSARBPROC CreateContextAttribsARB; + GLFWbool EXT_swap_control; + GLFWbool EXT_colorspace; + GLFWbool ARB_multisample; + GLFWbool ARB_framebuffer_sRGB; + GLFWbool EXT_framebuffer_sRGB; + GLFWbool ARB_pixel_format; + GLFWbool ARB_create_context; + GLFWbool ARB_create_context_profile; + GLFWbool EXT_create_context_es2_profile; + GLFWbool ARB_create_context_robustness; + GLFWbool ARB_create_context_no_error; + GLFWbool ARB_context_flush_control; +} _GLFWlibraryWGL; + +// Win32-specific per-window data +// +typedef struct _GLFWwindowWin32 +{ + HWND handle; + HICON bigIcon; + HICON smallIcon; + + GLFWbool cursorTracked; + GLFWbool frameAction; + GLFWbool iconified; + GLFWbool maximized; + // Whether to enable framebuffer transparency on DWM + GLFWbool transparent; + GLFWbool scaleToMonitor; + GLFWbool keymenu; + GLFWbool showDefault; + + // Cached size used to filter out duplicate events + int width, height; + + // The last received cursor position, regardless of source + int lastCursorPosX, lastCursorPosY; + // The last received high surrogate when decoding pairs of UTF-16 messages + WCHAR highSurrogate; +} _GLFWwindowWin32; + +// Win32-specific global data +// +typedef struct _GLFWlibraryWin32 +{ + HINSTANCE instance; + HWND helperWindowHandle; + ATOM helperWindowClass; + ATOM mainWindowClass; + HDEVNOTIFY deviceNotificationHandle; + int acquiredMonitorCount; + char* clipboardString; + short int keycodes[512]; + short int scancodes[GLFW_KEY_LAST + 1]; + char keynames[GLFW_KEY_LAST + 1][5]; + // Where to place the cursor when re-enabled + double restoreCursorPosX, restoreCursorPosY; + // The window whose disabled cursor mode is active + _GLFWwindow* disabledCursorWindow; + // The window the cursor is captured in + _GLFWwindow* capturedCursorWindow; + RAWINPUT* rawInput; + int rawInputSize; + UINT mouseTrailSize; + // The cursor handle to use to hide the cursor (NULL or a transparent cursor) + HCURSOR blankCursor; + + struct { + HINSTANCE instance; + PFN_DirectInput8Create Create; + IDirectInput8W* api; + } dinput8; + + struct { + HINSTANCE instance; + PFN_XInputGetCapabilities GetCapabilities; + PFN_XInputGetState GetState; + } xinput; + + struct { + HINSTANCE instance; + PFN_SetProcessDPIAware SetProcessDPIAware_; + PFN_ChangeWindowMessageFilterEx ChangeWindowMessageFilterEx_; + PFN_EnableNonClientDpiScaling EnableNonClientDpiScaling_; + PFN_SetProcessDpiAwarenessContext SetProcessDpiAwarenessContext_; + PFN_GetDpiForWindow GetDpiForWindow_; + PFN_AdjustWindowRectExForDpi AdjustWindowRectExForDpi_; + PFN_GetSystemMetricsForDpi GetSystemMetricsForDpi_; + } user32; + + struct { + HINSTANCE instance; + PFN_DwmIsCompositionEnabled IsCompositionEnabled; + PFN_DwmFlush Flush; + PFN_DwmEnableBlurBehindWindow EnableBlurBehindWindow; + PFN_DwmGetColorizationColor GetColorizationColor; + } dwmapi; + + struct { + HINSTANCE instance; + PFN_SetProcessDpiAwareness SetProcessDpiAwareness_; + PFN_GetDpiForMonitor GetDpiForMonitor_; + } shcore; + + struct { + HINSTANCE instance; + PFN_RtlVerifyVersionInfo RtlVerifyVersionInfo_; + } ntdll; +} _GLFWlibraryWin32; + +// Win32-specific per-monitor data +// +typedef struct _GLFWmonitorWin32 +{ + HMONITOR handle; + // This size matches the static size of DISPLAY_DEVICE.DeviceName + WCHAR adapterName[32]; + WCHAR displayName[32]; + char publicAdapterName[32]; + char publicDisplayName[32]; + GLFWbool modesPruned; + GLFWbool modeChanged; +} _GLFWmonitorWin32; + +// Win32-specific per-cursor data +// +typedef struct _GLFWcursorWin32 +{ + HCURSOR handle; +} _GLFWcursorWin32; + + +GLFWbool _glfwConnectWin32(int platformID, _GLFWplatform* platform); +int _glfwInitWin32(void); +void _glfwTerminateWin32(void); + +WCHAR* _glfwCreateWideStringFromUTF8Win32(const char* source); +char* _glfwCreateUTF8FromWideStringWin32(const WCHAR* source); +BOOL _glfwIsWindowsVersionOrGreaterWin32(WORD major, WORD minor, WORD sp); +BOOL _glfwIsWindows10BuildOrGreaterWin32(WORD build); +void _glfwInputErrorWin32(int error, const char* description); +void _glfwUpdateKeyNamesWin32(void); + +void _glfwPollMonitorsWin32(void); +void _glfwSetVideoModeWin32(_GLFWmonitor* monitor, const GLFWvidmode* desired); +void _glfwRestoreVideoModeWin32(_GLFWmonitor* monitor); +void _glfwGetHMONITORContentScaleWin32(HMONITOR handle, float* xscale, float* yscale); + +GLFWbool _glfwCreateWindowWin32(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig); +void _glfwDestroyWindowWin32(_GLFWwindow* window); +void _glfwSetWindowTitleWin32(_GLFWwindow* window, const char* title); +void _glfwSetWindowIconWin32(_GLFWwindow* window, int count, const GLFWimage* images); +void _glfwGetWindowPosWin32(_GLFWwindow* window, int* xpos, int* ypos); +void _glfwSetWindowPosWin32(_GLFWwindow* window, int xpos, int ypos); +void _glfwGetWindowSizeWin32(_GLFWwindow* window, int* width, int* height); +void _glfwSetWindowSizeWin32(_GLFWwindow* window, int width, int height); +void _glfwSetWindowSizeLimitsWin32(_GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); +void _glfwSetWindowAspectRatioWin32(_GLFWwindow* window, int numer, int denom); +void _glfwGetFramebufferSizeWin32(_GLFWwindow* window, int* width, int* height); +void _glfwGetWindowFrameSizeWin32(_GLFWwindow* window, int* left, int* top, int* right, int* bottom); +void _glfwGetWindowContentScaleWin32(_GLFWwindow* window, float* xscale, float* yscale); +void _glfwIconifyWindowWin32(_GLFWwindow* window); +void _glfwRestoreWindowWin32(_GLFWwindow* window); +void _glfwMaximizeWindowWin32(_GLFWwindow* window); +void _glfwShowWindowWin32(_GLFWwindow* window); +void _glfwHideWindowWin32(_GLFWwindow* window); +void _glfwRequestWindowAttentionWin32(_GLFWwindow* window); +void _glfwFocusWindowWin32(_GLFWwindow* window); +void _glfwSetWindowMonitorWin32(_GLFWwindow* window, _GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); +GLFWbool _glfwWindowFocusedWin32(_GLFWwindow* window); +GLFWbool _glfwWindowIconifiedWin32(_GLFWwindow* window); +GLFWbool _glfwWindowVisibleWin32(_GLFWwindow* window); +GLFWbool _glfwWindowMaximizedWin32(_GLFWwindow* window); +GLFWbool _glfwWindowHoveredWin32(_GLFWwindow* window); +GLFWbool _glfwFramebufferTransparentWin32(_GLFWwindow* window); +void _glfwSetWindowResizableWin32(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowDecoratedWin32(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowFloatingWin32(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowMousePassthroughWin32(_GLFWwindow* window, GLFWbool enabled); +float _glfwGetWindowOpacityWin32(_GLFWwindow* window); +void _glfwSetWindowOpacityWin32(_GLFWwindow* window, float opacity); + +void _glfwSetRawMouseMotionWin32(_GLFWwindow *window, GLFWbool enabled); +GLFWbool _glfwRawMouseMotionSupportedWin32(void); + +void _glfwPollEventsWin32(void); +void _glfwWaitEventsWin32(void); +void _glfwWaitEventsTimeoutWin32(double timeout); +void _glfwPostEmptyEventWin32(void); + +void _glfwGetCursorPosWin32(_GLFWwindow* window, double* xpos, double* ypos); +void _glfwSetCursorPosWin32(_GLFWwindow* window, double xpos, double ypos); +void _glfwSetCursorModeWin32(_GLFWwindow* window, int mode); +const char* _glfwGetScancodeNameWin32(int scancode); +int _glfwGetKeyScancodeWin32(int key); +GLFWbool _glfwCreateCursorWin32(_GLFWcursor* cursor, const GLFWimage* image, int xhot, int yhot); +GLFWbool _glfwCreateStandardCursorWin32(_GLFWcursor* cursor, int shape); +void _glfwDestroyCursorWin32(_GLFWcursor* cursor); +void _glfwSetCursorWin32(_GLFWwindow* window, _GLFWcursor* cursor); +void _glfwSetClipboardStringWin32(const char* string); +const char* _glfwGetClipboardStringWin32(void); + +EGLenum _glfwGetEGLPlatformWin32(EGLint** attribs); +EGLNativeDisplayType _glfwGetEGLNativeDisplayWin32(void); +EGLNativeWindowType _glfwGetEGLNativeWindowWin32(_GLFWwindow* window); + +void _glfwGetRequiredInstanceExtensionsWin32(char** extensions); +GLFWbool _glfwGetPhysicalDevicePresentationSupportWin32(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); +VkResult _glfwCreateWindowSurfaceWin32(VkInstance instance, _GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +void _glfwFreeMonitorWin32(_GLFWmonitor* monitor); +void _glfwGetMonitorPosWin32(_GLFWmonitor* monitor, int* xpos, int* ypos); +void _glfwGetMonitorContentScaleWin32(_GLFWmonitor* monitor, float* xscale, float* yscale); +void _glfwGetMonitorWorkareaWin32(_GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); +GLFWvidmode* _glfwGetVideoModesWin32(_GLFWmonitor* monitor, int* count); +GLFWbool _glfwGetVideoModeWin32(_GLFWmonitor* monitor, GLFWvidmode* mode); +GLFWbool _glfwGetGammaRampWin32(_GLFWmonitor* monitor, GLFWgammaramp* ramp); +void _glfwSetGammaRampWin32(_GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +GLFWbool _glfwInitJoysticksWin32(void); +void _glfwTerminateJoysticksWin32(void); +GLFWbool _glfwPollJoystickWin32(_GLFWjoystick* js, int mode); +const char* _glfwGetMappingNameWin32(void); +void _glfwUpdateGamepadGUIDWin32(char* guid); + +GLFWbool _glfwInitWGL(void); +void _glfwTerminateWGL(void); +GLFWbool _glfwCreateContextWGL(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig); + diff --git a/dependencies/glfw-3.4/src/win32_thread.c b/dependencies/glfw-3.4/src/win32_thread.c new file mode 100644 index 0000000..212e666 --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_thread.c @@ -0,0 +1,100 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_WIN32_THREAD) + +#include + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwPlatformCreateTls(_GLFWtls* tls) +{ + assert(tls->win32.allocated == GLFW_FALSE); + + tls->win32.index = TlsAlloc(); + if (tls->win32.index == TLS_OUT_OF_INDEXES) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to allocate TLS index"); + return GLFW_FALSE; + } + + tls->win32.allocated = GLFW_TRUE; + return GLFW_TRUE; +} + +void _glfwPlatformDestroyTls(_GLFWtls* tls) +{ + if (tls->win32.allocated) + TlsFree(tls->win32.index); + memset(tls, 0, sizeof(_GLFWtls)); +} + +void* _glfwPlatformGetTls(_GLFWtls* tls) +{ + assert(tls->win32.allocated == GLFW_TRUE); + return TlsGetValue(tls->win32.index); +} + +void _glfwPlatformSetTls(_GLFWtls* tls, void* value) +{ + assert(tls->win32.allocated == GLFW_TRUE); + TlsSetValue(tls->win32.index, value); +} + +GLFWbool _glfwPlatformCreateMutex(_GLFWmutex* mutex) +{ + assert(mutex->win32.allocated == GLFW_FALSE); + InitializeCriticalSection(&mutex->win32.section); + return mutex->win32.allocated = GLFW_TRUE; +} + +void _glfwPlatformDestroyMutex(_GLFWmutex* mutex) +{ + if (mutex->win32.allocated) + DeleteCriticalSection(&mutex->win32.section); + memset(mutex, 0, sizeof(_GLFWmutex)); +} + +void _glfwPlatformLockMutex(_GLFWmutex* mutex) +{ + assert(mutex->win32.allocated == GLFW_TRUE); + EnterCriticalSection(&mutex->win32.section); +} + +void _glfwPlatformUnlockMutex(_GLFWmutex* mutex) +{ + assert(mutex->win32.allocated == GLFW_TRUE); + LeaveCriticalSection(&mutex->win32.section); +} + +#endif // GLFW_BUILD_WIN32_THREAD + diff --git a/dependencies/glfw-3.4/src/win32_thread.h b/dependencies/glfw-3.4/src/win32_thread.h new file mode 100644 index 0000000..dd5948f --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_thread.h @@ -0,0 +1,53 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for +// example to allow applications to correctly declare a GL_KHR_debug callback) +// but windows.h assumes no one will define APIENTRY before it does +#undef APIENTRY + +#include + +#define GLFW_WIN32_TLS_STATE _GLFWtlsWin32 win32; +#define GLFW_WIN32_MUTEX_STATE _GLFWmutexWin32 win32; + +// Win32-specific thread local storage data +// +typedef struct _GLFWtlsWin32 +{ + GLFWbool allocated; + DWORD index; +} _GLFWtlsWin32; + +// Win32-specific mutex data +// +typedef struct _GLFWmutexWin32 +{ + GLFWbool allocated; + CRITICAL_SECTION section; +} _GLFWmutexWin32; + diff --git a/dependencies/glfw-3.4/src/win32_time.c b/dependencies/glfw-3.4/src/win32_time.c new file mode 100644 index 0000000..a38e15d --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_time.c @@ -0,0 +1,54 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(GLFW_BUILD_WIN32_TIMER) + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwPlatformInitTimer(void) +{ + QueryPerformanceFrequency((LARGE_INTEGER*) &_glfw.timer.win32.frequency); +} + +uint64_t _glfwPlatformGetTimerValue(void) +{ + uint64_t value; + QueryPerformanceCounter((LARGE_INTEGER*) &value); + return value; +} + +uint64_t _glfwPlatformGetTimerFrequency(void) +{ + return _glfw.timer.win32.frequency; +} + +#endif // GLFW_BUILD_WIN32_TIMER + diff --git a/dependencies/glfw-3.4/src/win32_time.h b/dependencies/glfw-3.4/src/win32_time.h new file mode 100644 index 0000000..ef57a5a --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_time.h @@ -0,0 +1,43 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for +// example to allow applications to correctly declare a GL_KHR_debug callback) +// but windows.h assumes no one will define APIENTRY before it does +#undef APIENTRY + +#include + +#define GLFW_WIN32_LIBRARY_TIMER_STATE _GLFWtimerWin32 win32; + +// Win32-specific global timer data +// +typedef struct _GLFWtimerWin32 +{ + uint64_t frequency; +} _GLFWtimerWin32; + diff --git a/dependencies/glfw-3.4/src/win32_window.c b/dependencies/glfw-3.4/src/win32_window.c new file mode 100644 index 0000000..e6a9496 --- /dev/null +++ b/dependencies/glfw-3.4/src/win32_window.c @@ -0,0 +1,2593 @@ +//======================================================================== +// GLFW 3.4 Win32 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_WIN32) + +#include +#include +#include +#include +#include + +// Returns the window style for the specified window +// +static DWORD getWindowStyle(const _GLFWwindow* window) +{ + DWORD style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN; + + if (window->monitor) + style |= WS_POPUP; + else + { + style |= WS_SYSMENU | WS_MINIMIZEBOX; + + if (window->decorated) + { + style |= WS_CAPTION; + + if (window->resizable) + style |= WS_MAXIMIZEBOX | WS_THICKFRAME; + } + else + style |= WS_POPUP; + } + + return style; +} + +// Returns the extended window style for the specified window +// +static DWORD getWindowExStyle(const _GLFWwindow* window) +{ + DWORD style = WS_EX_APPWINDOW; + + if (window->monitor || window->floating) + style |= WS_EX_TOPMOST; + + return style; +} + +// Returns the image whose area most closely matches the desired one +// +static const GLFWimage* chooseImage(int count, const GLFWimage* images, + int width, int height) +{ + int i, leastDiff = INT_MAX; + const GLFWimage* closest = NULL; + + for (i = 0; i < count; i++) + { + const int currDiff = abs(images[i].width * images[i].height - + width * height); + if (currDiff < leastDiff) + { + closest = images + i; + leastDiff = currDiff; + } + } + + return closest; +} + +// Creates an RGBA icon or cursor +// +static HICON createIcon(const GLFWimage* image, int xhot, int yhot, GLFWbool icon) +{ + int i; + HDC dc; + HICON handle; + HBITMAP color, mask; + BITMAPV5HEADER bi; + ICONINFO ii; + unsigned char* target = NULL; + unsigned char* source = image->pixels; + + ZeroMemory(&bi, sizeof(bi)); + bi.bV5Size = sizeof(bi); + bi.bV5Width = image->width; + bi.bV5Height = -image->height; + bi.bV5Planes = 1; + bi.bV5BitCount = 32; + bi.bV5Compression = BI_BITFIELDS; + bi.bV5RedMask = 0x00ff0000; + bi.bV5GreenMask = 0x0000ff00; + bi.bV5BlueMask = 0x000000ff; + bi.bV5AlphaMask = 0xff000000; + + dc = GetDC(NULL); + color = CreateDIBSection(dc, + (BITMAPINFO*) &bi, + DIB_RGB_COLORS, + (void**) &target, + NULL, + (DWORD) 0); + ReleaseDC(NULL, dc); + + if (!color) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to create RGBA bitmap"); + return NULL; + } + + mask = CreateBitmap(image->width, image->height, 1, 1, NULL); + if (!mask) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to create mask bitmap"); + DeleteObject(color); + return NULL; + } + + for (i = 0; i < image->width * image->height; i++) + { + target[0] = source[2]; + target[1] = source[1]; + target[2] = source[0]; + target[3] = source[3]; + target += 4; + source += 4; + } + + ZeroMemory(&ii, sizeof(ii)); + ii.fIcon = icon; + ii.xHotspot = xhot; + ii.yHotspot = yhot; + ii.hbmMask = mask; + ii.hbmColor = color; + + handle = CreateIconIndirect(&ii); + + DeleteObject(color); + DeleteObject(mask); + + if (!handle) + { + if (icon) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to create icon"); + } + else + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to create cursor"); + } + } + + return handle; +} + +// Enforce the content area aspect ratio based on which edge is being dragged +// +static void applyAspectRatio(_GLFWwindow* window, int edge, RECT* area) +{ + RECT frame = {0}; + const float ratio = (float) window->numer / (float) window->denom; + const DWORD style = getWindowStyle(window); + const DWORD exStyle = getWindowExStyle(window); + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&frame, style, FALSE, exStyle, + GetDpiForWindow(window->win32.handle)); + } + else + AdjustWindowRectEx(&frame, style, FALSE, exStyle); + + if (edge == WMSZ_LEFT || edge == WMSZ_BOTTOMLEFT || + edge == WMSZ_RIGHT || edge == WMSZ_BOTTOMRIGHT) + { + area->bottom = area->top + (frame.bottom - frame.top) + + (int) (((area->right - area->left) - (frame.right - frame.left)) / ratio); + } + else if (edge == WMSZ_TOPLEFT || edge == WMSZ_TOPRIGHT) + { + area->top = area->bottom - (frame.bottom - frame.top) - + (int) (((area->right - area->left) - (frame.right - frame.left)) / ratio); + } + else if (edge == WMSZ_TOP || edge == WMSZ_BOTTOM) + { + area->right = area->left + (frame.right - frame.left) + + (int) (((area->bottom - area->top) - (frame.bottom - frame.top)) * ratio); + } +} + +// Updates the cursor image according to its cursor mode +// +static void updateCursorImage(_GLFWwindow* window) +{ + if (window->cursorMode == GLFW_CURSOR_NORMAL || + window->cursorMode == GLFW_CURSOR_CAPTURED) + { + if (window->cursor) + SetCursor(window->cursor->win32.handle); + else + SetCursor(LoadCursorW(NULL, IDC_ARROW)); + } + else + { + // NOTE: Via Remote Desktop, setting the cursor to NULL does not hide it. + // HACK: When running locally, it is set to NULL, but when connected via Remote + // Desktop, this is a transparent cursor. + SetCursor(_glfw.win32.blankCursor); + } +} + +// Sets the cursor clip rect to the window content area +// +static void captureCursor(_GLFWwindow* window) +{ + RECT clipRect; + GetClientRect(window->win32.handle, &clipRect); + ClientToScreen(window->win32.handle, (POINT*) &clipRect.left); + ClientToScreen(window->win32.handle, (POINT*) &clipRect.right); + ClipCursor(&clipRect); + _glfw.win32.capturedCursorWindow = window; +} + +// Disabled clip cursor +// +static void releaseCursor(void) +{ + ClipCursor(NULL); + _glfw.win32.capturedCursorWindow = NULL; +} + +// Enables WM_INPUT messages for the mouse for the specified window +// +static void enableRawMouseMotion(_GLFWwindow* window) +{ + const RAWINPUTDEVICE rid = { 0x01, 0x02, 0, window->win32.handle }; + + if (!RegisterRawInputDevices(&rid, 1, sizeof(rid))) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to register raw input device"); + } +} + +// Disables WM_INPUT messages for the mouse +// +static void disableRawMouseMotion(_GLFWwindow* window) +{ + const RAWINPUTDEVICE rid = { 0x01, 0x02, RIDEV_REMOVE, NULL }; + + if (!RegisterRawInputDevices(&rid, 1, sizeof(rid))) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to remove raw input device"); + } +} + +// Apply disabled cursor mode to a focused window +// +static void disableCursor(_GLFWwindow* window) +{ + _glfw.win32.disabledCursorWindow = window; + _glfwGetCursorPosWin32(window, + &_glfw.win32.restoreCursorPosX, + &_glfw.win32.restoreCursorPosY); + updateCursorImage(window); + _glfwCenterCursorInContentArea(window); + captureCursor(window); + + if (window->rawMouseMotion) + enableRawMouseMotion(window); +} + +// Exit disabled cursor mode for the specified window +// +static void enableCursor(_GLFWwindow* window) +{ + if (window->rawMouseMotion) + disableRawMouseMotion(window); + + _glfw.win32.disabledCursorWindow = NULL; + releaseCursor(); + _glfwSetCursorPosWin32(window, + _glfw.win32.restoreCursorPosX, + _glfw.win32.restoreCursorPosY); + updateCursorImage(window); +} + +// Returns whether the cursor is in the content area of the specified window +// +static GLFWbool cursorInContentArea(_GLFWwindow* window) +{ + RECT area; + POINT pos; + + if (!GetCursorPos(&pos)) + return GLFW_FALSE; + + if (WindowFromPoint(pos) != window->win32.handle) + return GLFW_FALSE; + + GetClientRect(window->win32.handle, &area); + ClientToScreen(window->win32.handle, (POINT*) &area.left); + ClientToScreen(window->win32.handle, (POINT*) &area.right); + + return PtInRect(&area, pos); +} + +// Update native window styles to match attributes +// +static void updateWindowStyles(const _GLFWwindow* window) +{ + RECT rect; + DWORD style = GetWindowLongW(window->win32.handle, GWL_STYLE); + style &= ~(WS_OVERLAPPEDWINDOW | WS_POPUP); + style |= getWindowStyle(window); + + GetClientRect(window->win32.handle, &rect); + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&rect, style, FALSE, + getWindowExStyle(window), + GetDpiForWindow(window->win32.handle)); + } + else + AdjustWindowRectEx(&rect, style, FALSE, getWindowExStyle(window)); + + ClientToScreen(window->win32.handle, (POINT*) &rect.left); + ClientToScreen(window->win32.handle, (POINT*) &rect.right); + SetWindowLongW(window->win32.handle, GWL_STYLE, style); + SetWindowPos(window->win32.handle, HWND_TOP, + rect.left, rect.top, + rect.right - rect.left, rect.bottom - rect.top, + SWP_FRAMECHANGED | SWP_NOACTIVATE | SWP_NOZORDER); +} + +// Update window framebuffer transparency +// +static void updateFramebufferTransparency(const _GLFWwindow* window) +{ + BOOL composition, opaque; + DWORD color; + + if (!IsWindowsVistaOrGreater()) + return; + + if (FAILED(DwmIsCompositionEnabled(&composition)) || !composition) + return; + + if (IsWindows8OrGreater() || + (SUCCEEDED(DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {0}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + + DwmEnableBlurBehindWindow(window->win32.handle, &bb); + DeleteObject(region); + } + else + { + // HACK: Disable framebuffer transparency on Windows 7 when the + // colorization color is opaque, because otherwise the window + // contents is blended additively with the previous frame instead + // of replacing it + DWM_BLURBEHIND bb = {0}; + bb.dwFlags = DWM_BB_ENABLE; + DwmEnableBlurBehindWindow(window->win32.handle, &bb); + } +} + +// Retrieves and translates modifier keys +// +static int getKeyMods(void) +{ + int mods = 0; + + if (GetKeyState(VK_SHIFT) & 0x8000) + mods |= GLFW_MOD_SHIFT; + if (GetKeyState(VK_CONTROL) & 0x8000) + mods |= GLFW_MOD_CONTROL; + if (GetKeyState(VK_MENU) & 0x8000) + mods |= GLFW_MOD_ALT; + if ((GetKeyState(VK_LWIN) | GetKeyState(VK_RWIN)) & 0x8000) + mods |= GLFW_MOD_SUPER; + if (GetKeyState(VK_CAPITAL) & 1) + mods |= GLFW_MOD_CAPS_LOCK; + if (GetKeyState(VK_NUMLOCK) & 1) + mods |= GLFW_MOD_NUM_LOCK; + + return mods; +} + +static void fitToMonitor(_GLFWwindow* window) +{ + MONITORINFO mi = { sizeof(mi) }; + GetMonitorInfoW(window->monitor->win32.handle, &mi); + SetWindowPos(window->win32.handle, HWND_TOPMOST, + mi.rcMonitor.left, + mi.rcMonitor.top, + mi.rcMonitor.right - mi.rcMonitor.left, + mi.rcMonitor.bottom - mi.rcMonitor.top, + SWP_NOZORDER | SWP_NOACTIVATE | SWP_NOCOPYBITS); +} + +// Make the specified window and its video mode active on its monitor +// +static void acquireMonitor(_GLFWwindow* window) +{ + if (!_glfw.win32.acquiredMonitorCount) + { + SetThreadExecutionState(ES_CONTINUOUS | ES_DISPLAY_REQUIRED); + + // HACK: When mouse trails are enabled the cursor becomes invisible when + // the OpenGL ICD switches to page flipping + SystemParametersInfoW(SPI_GETMOUSETRAILS, 0, &_glfw.win32.mouseTrailSize, 0); + SystemParametersInfoW(SPI_SETMOUSETRAILS, 0, 0, 0); + } + + if (!window->monitor->window) + _glfw.win32.acquiredMonitorCount++; + + _glfwSetVideoModeWin32(window->monitor, &window->videoMode); + _glfwInputMonitorWindow(window->monitor, window); +} + +// Remove the window and restore the original video mode +// +static void releaseMonitor(_GLFWwindow* window) +{ + if (window->monitor->window != window) + return; + + _glfw.win32.acquiredMonitorCount--; + if (!_glfw.win32.acquiredMonitorCount) + { + SetThreadExecutionState(ES_CONTINUOUS); + + // HACK: Restore mouse trail length saved in acquireMonitor + SystemParametersInfoW(SPI_SETMOUSETRAILS, _glfw.win32.mouseTrailSize, 0, 0); + } + + _glfwInputMonitorWindow(window->monitor, NULL); + _glfwRestoreVideoModeWin32(window->monitor); +} + +// Manually maximize the window, for when SW_MAXIMIZE cannot be used +// +static void maximizeWindowManually(_GLFWwindow* window) +{ + RECT rect; + DWORD style; + MONITORINFO mi = { sizeof(mi) }; + + GetMonitorInfoW(MonitorFromWindow(window->win32.handle, + MONITOR_DEFAULTTONEAREST), &mi); + + rect = mi.rcWork; + + if (window->maxwidth != GLFW_DONT_CARE && window->maxheight != GLFW_DONT_CARE) + { + rect.right = _glfw_min(rect.right, rect.left + window->maxwidth); + rect.bottom = _glfw_min(rect.bottom, rect.top + window->maxheight); + } + + style = GetWindowLongW(window->win32.handle, GWL_STYLE); + style |= WS_MAXIMIZE; + SetWindowLongW(window->win32.handle, GWL_STYLE, style); + + if (window->decorated) + { + const DWORD exStyle = GetWindowLongW(window->win32.handle, GWL_EXSTYLE); + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + const UINT dpi = GetDpiForWindow(window->win32.handle); + AdjustWindowRectExForDpi(&rect, style, FALSE, exStyle, dpi); + OffsetRect(&rect, 0, GetSystemMetricsForDpi(SM_CYCAPTION, dpi)); + } + else + { + AdjustWindowRectEx(&rect, style, FALSE, exStyle); + OffsetRect(&rect, 0, GetSystemMetrics(SM_CYCAPTION)); + } + + rect.bottom = _glfw_min(rect.bottom, mi.rcWork.bottom); + } + + SetWindowPos(window->win32.handle, HWND_TOP, + rect.left, + rect.top, + rect.right - rect.left, + rect.bottom - rect.top, + SWP_NOACTIVATE | SWP_NOZORDER | SWP_FRAMECHANGED); +} + +// Window procedure for user-created windows +// +static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + _GLFWwindow* window = GetPropW(hWnd, L"GLFW"); + if (!window) + { + if (uMsg == WM_NCCREATE) + { + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + const CREATESTRUCTW* cs = (const CREATESTRUCTW*) lParam; + const _GLFWwndconfig* wndconfig = cs->lpCreateParams; + + // On per-monitor DPI aware V1 systems, only enable + // non-client scaling for windows that scale the client area + // We need WM_GETDPISCALEDSIZE from V2 to keep the client + // area static when the non-client area is scaled + if (wndconfig && wndconfig->scaleToMonitor) + EnableNonClientDpiScaling(hWnd); + } + } + + return DefWindowProcW(hWnd, uMsg, wParam, lParam); + } + + switch (uMsg) + { + case WM_MOUSEACTIVATE: + { + // HACK: Postpone cursor disabling when the window was activated by + // clicking a caption button + if (HIWORD(lParam) == WM_LBUTTONDOWN) + { + if (LOWORD(lParam) != HTCLIENT) + window->win32.frameAction = GLFW_TRUE; + } + + break; + } + + case WM_CAPTURECHANGED: + { + // HACK: Disable the cursor once the caption button action has been + // completed or cancelled + if (lParam == 0 && window->win32.frameAction) + { + if (window->cursorMode == GLFW_CURSOR_DISABLED) + disableCursor(window); + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + captureCursor(window); + + window->win32.frameAction = GLFW_FALSE; + } + + break; + } + + case WM_SETFOCUS: + { + _glfwInputWindowFocus(window, GLFW_TRUE); + + // HACK: Do not disable cursor while the user is interacting with + // a caption button + if (window->win32.frameAction) + break; + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + disableCursor(window); + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + captureCursor(window); + + return 0; + } + + case WM_KILLFOCUS: + { + if (window->cursorMode == GLFW_CURSOR_DISABLED) + enableCursor(window); + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + releaseCursor(); + + if (window->monitor && window->autoIconify) + _glfwIconifyWindowWin32(window); + + _glfwInputWindowFocus(window, GLFW_FALSE); + return 0; + } + + case WM_SYSCOMMAND: + { + switch (wParam & 0xfff0) + { + case SC_SCREENSAVE: + case SC_MONITORPOWER: + { + if (window->monitor) + { + // We are running in full screen mode, so disallow + // screen saver and screen blanking + return 0; + } + else + break; + } + + // User trying to access application menu using ALT? + case SC_KEYMENU: + { + if (!window->win32.keymenu) + return 0; + + break; + } + } + break; + } + + case WM_CLOSE: + { + _glfwInputWindowCloseRequest(window); + return 0; + } + + case WM_INPUTLANGCHANGE: + { + _glfwUpdateKeyNamesWin32(); + break; + } + + case WM_CHAR: + case WM_SYSCHAR: + { + if (wParam >= 0xd800 && wParam <= 0xdbff) + window->win32.highSurrogate = (WCHAR) wParam; + else + { + uint32_t codepoint = 0; + + if (wParam >= 0xdc00 && wParam <= 0xdfff) + { + if (window->win32.highSurrogate) + { + codepoint += (window->win32.highSurrogate - 0xd800) << 10; + codepoint += (WCHAR) wParam - 0xdc00; + codepoint += 0x10000; + } + } + else + codepoint = (WCHAR) wParam; + + window->win32.highSurrogate = 0; + _glfwInputChar(window, codepoint, getKeyMods(), uMsg != WM_SYSCHAR); + } + + if (uMsg == WM_SYSCHAR && window->win32.keymenu) + break; + + return 0; + } + + case WM_UNICHAR: + { + if (wParam == UNICODE_NOCHAR) + { + // WM_UNICHAR is not sent by Windows, but is sent by some + // third-party input method engine + // Returning TRUE here announces support for this message + return TRUE; + } + + _glfwInputChar(window, (uint32_t) wParam, getKeyMods(), GLFW_TRUE); + return 0; + } + + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + case WM_KEYUP: + case WM_SYSKEYUP: + { + int key, scancode; + const int action = (HIWORD(lParam) & KF_UP) ? GLFW_RELEASE : GLFW_PRESS; + const int mods = getKeyMods(); + + scancode = (HIWORD(lParam) & (KF_EXTENDED | 0xff)); + if (!scancode) + { + // NOTE: Some synthetic key messages have a scancode of zero + // HACK: Map the virtual key back to a usable scancode + scancode = MapVirtualKeyW((UINT) wParam, MAPVK_VK_TO_VSC); + } + + // HACK: Alt+PrtSc has a different scancode than just PrtSc + if (scancode == 0x54) + scancode = 0x137; + + // HACK: Ctrl+Pause has a different scancode than just Pause + if (scancode == 0x146) + scancode = 0x45; + + // HACK: CJK IME sets the extended bit for right Shift + if (scancode == 0x136) + scancode = 0x36; + + key = _glfw.win32.keycodes[scancode]; + + // The Ctrl keys require special handling + if (wParam == VK_CONTROL) + { + if (HIWORD(lParam) & KF_EXTENDED) + { + // Right side keys have the extended key bit set + key = GLFW_KEY_RIGHT_CONTROL; + } + else + { + // NOTE: Alt Gr sends Left Ctrl followed by Right Alt + // HACK: We only want one event for Alt Gr, so if we detect + // this sequence we discard this Left Ctrl message now + // and later report Right Alt normally + MSG next; + const DWORD time = GetMessageTime(); + + if (PeekMessageW(&next, NULL, 0, 0, PM_NOREMOVE)) + { + if (next.message == WM_KEYDOWN || + next.message == WM_SYSKEYDOWN || + next.message == WM_KEYUP || + next.message == WM_SYSKEYUP) + { + if (next.wParam == VK_MENU && + (HIWORD(next.lParam) & KF_EXTENDED) && + next.time == time) + { + // Next message is Right Alt down so discard this + break; + } + } + } + + // This is a regular Left Ctrl message + key = GLFW_KEY_LEFT_CONTROL; + } + } + else if (wParam == VK_PROCESSKEY) + { + // IME notifies that keys have been filtered by setting the + // virtual key-code to VK_PROCESSKEY + break; + } + + if (action == GLFW_RELEASE && wParam == VK_SHIFT) + { + // HACK: Release both Shift keys on Shift up event, as when both + // are pressed the first release does not emit any event + // NOTE: The other half of this is in _glfwPollEventsWin32 + _glfwInputKey(window, GLFW_KEY_LEFT_SHIFT, scancode, action, mods); + _glfwInputKey(window, GLFW_KEY_RIGHT_SHIFT, scancode, action, mods); + } + else if (wParam == VK_SNAPSHOT) + { + // HACK: Key down is not reported for the Print Screen key + _glfwInputKey(window, key, scancode, GLFW_PRESS, mods); + _glfwInputKey(window, key, scancode, GLFW_RELEASE, mods); + } + else + _glfwInputKey(window, key, scancode, action, mods); + + break; + } + + case WM_LBUTTONDOWN: + case WM_RBUTTONDOWN: + case WM_MBUTTONDOWN: + case WM_XBUTTONDOWN: + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + int i, button, action; + + if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP) + button = GLFW_MOUSE_BUTTON_LEFT; + else if (uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONUP) + button = GLFW_MOUSE_BUTTON_RIGHT; + else if (uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONUP) + button = GLFW_MOUSE_BUTTON_MIDDLE; + else if (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) + button = GLFW_MOUSE_BUTTON_4; + else + button = GLFW_MOUSE_BUTTON_5; + + if (uMsg == WM_LBUTTONDOWN || uMsg == WM_RBUTTONDOWN || + uMsg == WM_MBUTTONDOWN || uMsg == WM_XBUTTONDOWN) + { + action = GLFW_PRESS; + } + else + action = GLFW_RELEASE; + + for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++) + { + if (window->mouseButtons[i] == GLFW_PRESS) + break; + } + + if (i > GLFW_MOUSE_BUTTON_LAST) + SetCapture(hWnd); + + _glfwInputMouseClick(window, button, action, getKeyMods()); + + for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++) + { + if (window->mouseButtons[i] == GLFW_PRESS) + break; + } + + if (i > GLFW_MOUSE_BUTTON_LAST) + ReleaseCapture(); + + if (uMsg == WM_XBUTTONDOWN || uMsg == WM_XBUTTONUP) + return TRUE; + + return 0; + } + + case WM_MOUSEMOVE: + { + const int x = GET_X_LPARAM(lParam); + const int y = GET_Y_LPARAM(lParam); + + if (!window->win32.cursorTracked) + { + TRACKMOUSEEVENT tme; + ZeroMemory(&tme, sizeof(tme)); + tme.cbSize = sizeof(tme); + tme.dwFlags = TME_LEAVE; + tme.hwndTrack = window->win32.handle; + TrackMouseEvent(&tme); + + window->win32.cursorTracked = GLFW_TRUE; + _glfwInputCursorEnter(window, GLFW_TRUE); + } + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + { + const int dx = x - window->win32.lastCursorPosX; + const int dy = y - window->win32.lastCursorPosY; + + if (_glfw.win32.disabledCursorWindow != window) + break; + if (window->rawMouseMotion) + break; + + _glfwInputCursorPos(window, + window->virtualCursorPosX + dx, + window->virtualCursorPosY + dy); + } + else + _glfwInputCursorPos(window, x, y); + + window->win32.lastCursorPosX = x; + window->win32.lastCursorPosY = y; + + return 0; + } + + case WM_INPUT: + { + UINT size = 0; + HRAWINPUT ri = (HRAWINPUT) lParam; + RAWINPUT* data = NULL; + int dx, dy; + + if (_glfw.win32.disabledCursorWindow != window) + break; + if (!window->rawMouseMotion) + break; + + GetRawInputData(ri, RID_INPUT, NULL, &size, sizeof(RAWINPUTHEADER)); + if (size > (UINT) _glfw.win32.rawInputSize) + { + _glfw_free(_glfw.win32.rawInput); + _glfw.win32.rawInput = _glfw_calloc(size, 1); + _glfw.win32.rawInputSize = size; + } + + size = _glfw.win32.rawInputSize; + if (GetRawInputData(ri, RID_INPUT, + _glfw.win32.rawInput, &size, + sizeof(RAWINPUTHEADER)) == (UINT) -1) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to retrieve raw input data"); + break; + } + + data = _glfw.win32.rawInput; + if (data->data.mouse.usFlags & MOUSE_MOVE_ABSOLUTE) + { + POINT pos = {0}; + int width, height; + + if (data->data.mouse.usFlags & MOUSE_VIRTUAL_DESKTOP) + { + pos.x += GetSystemMetrics(SM_XVIRTUALSCREEN); + pos.y += GetSystemMetrics(SM_YVIRTUALSCREEN); + width = GetSystemMetrics(SM_CXVIRTUALSCREEN); + height = GetSystemMetrics(SM_CYVIRTUALSCREEN); + } + else + { + width = GetSystemMetrics(SM_CXSCREEN); + height = GetSystemMetrics(SM_CYSCREEN); + } + + pos.x += (int) ((data->data.mouse.lLastX / 65535.f) * width); + pos.y += (int) ((data->data.mouse.lLastY / 65535.f) * height); + ScreenToClient(window->win32.handle, &pos); + + dx = pos.x - window->win32.lastCursorPosX; + dy = pos.y - window->win32.lastCursorPosY; + } + else + { + dx = data->data.mouse.lLastX; + dy = data->data.mouse.lLastY; + } + + _glfwInputCursorPos(window, + window->virtualCursorPosX + dx, + window->virtualCursorPosY + dy); + + window->win32.lastCursorPosX += dx; + window->win32.lastCursorPosY += dy; + break; + } + + case WM_MOUSELEAVE: + { + window->win32.cursorTracked = GLFW_FALSE; + _glfwInputCursorEnter(window, GLFW_FALSE); + return 0; + } + + case WM_MOUSEWHEEL: + { + _glfwInputScroll(window, 0.0, (SHORT) HIWORD(wParam) / (double) WHEEL_DELTA); + return 0; + } + + case WM_MOUSEHWHEEL: + { + // This message is only sent on Windows Vista and later + // NOTE: The X-axis is inverted for consistency with macOS and X11 + _glfwInputScroll(window, -((SHORT) HIWORD(wParam) / (double) WHEEL_DELTA), 0.0); + return 0; + } + + case WM_ENTERSIZEMOVE: + case WM_ENTERMENULOOP: + { + if (window->win32.frameAction) + break; + + // HACK: Enable the cursor while the user is moving or + // resizing the window or using the window menu + if (window->cursorMode == GLFW_CURSOR_DISABLED) + enableCursor(window); + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + releaseCursor(); + + break; + } + + case WM_EXITSIZEMOVE: + case WM_EXITMENULOOP: + { + if (window->win32.frameAction) + break; + + // HACK: Disable the cursor once the user is done moving or + // resizing the window or using the menu + if (window->cursorMode == GLFW_CURSOR_DISABLED) + disableCursor(window); + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + captureCursor(window); + + break; + } + + case WM_SIZE: + { + const int width = LOWORD(lParam); + const int height = HIWORD(lParam); + const GLFWbool iconified = wParam == SIZE_MINIMIZED; + const GLFWbool maximized = wParam == SIZE_MAXIMIZED || + (window->win32.maximized && + wParam != SIZE_RESTORED); + + if (_glfw.win32.capturedCursorWindow == window) + captureCursor(window); + + if (window->win32.iconified != iconified) + _glfwInputWindowIconify(window, iconified); + + if (window->win32.maximized != maximized) + _glfwInputWindowMaximize(window, maximized); + + if (width != window->win32.width || height != window->win32.height) + { + window->win32.width = width; + window->win32.height = height; + + _glfwInputFramebufferSize(window, width, height); + _glfwInputWindowSize(window, width, height); + } + + if (window->monitor && window->win32.iconified != iconified) + { + if (iconified) + releaseMonitor(window); + else + { + acquireMonitor(window); + fitToMonitor(window); + } + } + + window->win32.iconified = iconified; + window->win32.maximized = maximized; + return 0; + } + + case WM_MOVE: + { + if (_glfw.win32.capturedCursorWindow == window) + captureCursor(window); + + // NOTE: This cannot use LOWORD/HIWORD recommended by MSDN, as + // those macros do not handle negative window positions correctly + _glfwInputWindowPos(window, + GET_X_LPARAM(lParam), + GET_Y_LPARAM(lParam)); + return 0; + } + + case WM_SIZING: + { + if (window->numer == GLFW_DONT_CARE || + window->denom == GLFW_DONT_CARE) + { + break; + } + + applyAspectRatio(window, (int) wParam, (RECT*) lParam); + return TRUE; + } + + case WM_GETMINMAXINFO: + { + RECT frame = {0}; + MINMAXINFO* mmi = (MINMAXINFO*) lParam; + const DWORD style = getWindowStyle(window); + const DWORD exStyle = getWindowExStyle(window); + + if (window->monitor) + break; + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&frame, style, FALSE, exStyle, + GetDpiForWindow(window->win32.handle)); + } + else + AdjustWindowRectEx(&frame, style, FALSE, exStyle); + + if (window->minwidth != GLFW_DONT_CARE && + window->minheight != GLFW_DONT_CARE) + { + mmi->ptMinTrackSize.x = window->minwidth + frame.right - frame.left; + mmi->ptMinTrackSize.y = window->minheight + frame.bottom - frame.top; + } + + if (window->maxwidth != GLFW_DONT_CARE && + window->maxheight != GLFW_DONT_CARE) + { + mmi->ptMaxTrackSize.x = window->maxwidth + frame.right - frame.left; + mmi->ptMaxTrackSize.y = window->maxheight + frame.bottom - frame.top; + } + + if (!window->decorated) + { + MONITORINFO mi; + const HMONITOR mh = MonitorFromWindow(window->win32.handle, + MONITOR_DEFAULTTONEAREST); + + ZeroMemory(&mi, sizeof(mi)); + mi.cbSize = sizeof(mi); + GetMonitorInfoW(mh, &mi); + + mmi->ptMaxPosition.x = mi.rcWork.left - mi.rcMonitor.left; + mmi->ptMaxPosition.y = mi.rcWork.top - mi.rcMonitor.top; + mmi->ptMaxSize.x = mi.rcWork.right - mi.rcWork.left; + mmi->ptMaxSize.y = mi.rcWork.bottom - mi.rcWork.top; + } + + return 0; + } + + case WM_PAINT: + { + _glfwInputWindowDamage(window); + break; + } + + case WM_ERASEBKGND: + { + return TRUE; + } + + case WM_NCACTIVATE: + case WM_NCPAINT: + { + // Prevent title bar from being drawn after restoring a minimized + // undecorated window + if (!window->decorated) + return TRUE; + + break; + } + + case WM_DWMCOMPOSITIONCHANGED: + case WM_DWMCOLORIZATIONCOLORCHANGED: + { + if (window->win32.transparent) + updateFramebufferTransparency(window); + return 0; + } + + case WM_GETDPISCALEDSIZE: + { + if (window->win32.scaleToMonitor) + break; + + // Adjust the window size to keep the content area size constant + if (_glfwIsWindows10Version1703OrGreaterWin32()) + { + RECT source = {0}, target = {0}; + SIZE* size = (SIZE*) lParam; + + AdjustWindowRectExForDpi(&source, getWindowStyle(window), + FALSE, getWindowExStyle(window), + GetDpiForWindow(window->win32.handle)); + AdjustWindowRectExForDpi(&target, getWindowStyle(window), + FALSE, getWindowExStyle(window), + LOWORD(wParam)); + + size->cx += (target.right - target.left) - + (source.right - source.left); + size->cy += (target.bottom - target.top) - + (source.bottom - source.top); + return TRUE; + } + + break; + } + + case WM_DPICHANGED: + { + const float xscale = HIWORD(wParam) / (float) USER_DEFAULT_SCREEN_DPI; + const float yscale = LOWORD(wParam) / (float) USER_DEFAULT_SCREEN_DPI; + + // Resize windowed mode windows that either permit rescaling or that + // need it to compensate for non-client area scaling + if (!window->monitor && + (window->win32.scaleToMonitor || + _glfwIsWindows10Version1703OrGreaterWin32())) + { + RECT* suggested = (RECT*) lParam; + SetWindowPos(window->win32.handle, HWND_TOP, + suggested->left, + suggested->top, + suggested->right - suggested->left, + suggested->bottom - suggested->top, + SWP_NOACTIVATE | SWP_NOZORDER); + } + + _glfwInputWindowContentScale(window, xscale, yscale); + break; + } + + case WM_SETCURSOR: + { + if (LOWORD(lParam) == HTCLIENT) + { + updateCursorImage(window); + return TRUE; + } + + break; + } + + case WM_DROPFILES: + { + HDROP drop = (HDROP) wParam; + POINT pt; + int i; + + const int count = DragQueryFileW(drop, 0xffffffff, NULL, 0); + char** paths = _glfw_calloc(count, sizeof(char*)); + + // Move the mouse to the position of the drop + DragQueryPoint(drop, &pt); + _glfwInputCursorPos(window, pt.x, pt.y); + + for (i = 0; i < count; i++) + { + const UINT length = DragQueryFileW(drop, i, NULL, 0); + WCHAR* buffer = _glfw_calloc((size_t) length + 1, sizeof(WCHAR)); + + DragQueryFileW(drop, i, buffer, length + 1); + paths[i] = _glfwCreateUTF8FromWideStringWin32(buffer); + + _glfw_free(buffer); + } + + _glfwInputDrop(window, count, (const char**) paths); + + for (i = 0; i < count; i++) + _glfw_free(paths[i]); + _glfw_free(paths); + + DragFinish(drop); + return 0; + } + } + + return DefWindowProcW(hWnd, uMsg, wParam, lParam); +} + +// Creates the GLFW window +// +static int createNativeWindow(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWfbconfig* fbconfig) +{ + int frameX, frameY, frameWidth, frameHeight; + WCHAR* wideTitle; + DWORD style = getWindowStyle(window); + DWORD exStyle = getWindowExStyle(window); + + if (!_glfw.win32.mainWindowClass) + { + WNDCLASSEXW wc = { sizeof(wc) }; + wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; + wc.lpfnWndProc = windowProc; + wc.hInstance = _glfw.win32.instance; + wc.hCursor = LoadCursorW(NULL, IDC_ARROW); +#if defined(_GLFW_WNDCLASSNAME) + wc.lpszClassName = _GLFW_WNDCLASSNAME; +#else + wc.lpszClassName = L"GLFW30"; +#endif + // Load user-provided icon if available + wc.hIcon = LoadImageW(GetModuleHandleW(NULL), + L"GLFW_ICON", IMAGE_ICON, + 0, 0, LR_DEFAULTSIZE | LR_SHARED); + if (!wc.hIcon) + { + // No user-provided icon found, load default icon + wc.hIcon = LoadImageW(NULL, + IDI_APPLICATION, IMAGE_ICON, + 0, 0, LR_DEFAULTSIZE | LR_SHARED); + } + + _glfw.win32.mainWindowClass = RegisterClassExW(&wc); + if (!_glfw.win32.mainWindowClass) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to register window class"); + return GLFW_FALSE; + } + } + + if (GetSystemMetrics(SM_REMOTESESSION)) + { + // NOTE: On Remote Desktop, setting the cursor to NULL does not hide it + // HACK: Create a transparent cursor and always set that instead of NULL + // When not on Remote Desktop, this handle is NULL and normal hiding is used + if (!_glfw.win32.blankCursor) + { + const int cursorWidth = GetSystemMetrics(SM_CXCURSOR); + const int cursorHeight = GetSystemMetrics(SM_CYCURSOR); + + unsigned char* cursorPixels = _glfw_calloc(cursorWidth * cursorHeight, 4); + if (!cursorPixels) + return GLFW_FALSE; + + // NOTE: Windows checks whether the image is fully transparent and if so + // just ignores the alpha channel and makes the whole cursor opaque + // HACK: Make one pixel slightly less transparent + cursorPixels[3] = 1; + + const GLFWimage cursorImage = { cursorWidth, cursorHeight, cursorPixels }; + _glfw.win32.blankCursor = createIcon(&cursorImage, 0, 0, FALSE); + _glfw_free(cursorPixels); + + if (!_glfw.win32.blankCursor) + return GLFW_FALSE; + } + } + + if (window->monitor) + { + MONITORINFO mi = { sizeof(mi) }; + GetMonitorInfoW(window->monitor->win32.handle, &mi); + + // NOTE: This window placement is temporary and approximate, as the + // correct position and size cannot be known until the monitor + // video mode has been picked in _glfwSetVideoModeWin32 + frameX = mi.rcMonitor.left; + frameY = mi.rcMonitor.top; + frameWidth = mi.rcMonitor.right - mi.rcMonitor.left; + frameHeight = mi.rcMonitor.bottom - mi.rcMonitor.top; + } + else + { + RECT rect = { 0, 0, wndconfig->width, wndconfig->height }; + + window->win32.maximized = wndconfig->maximized; + if (wndconfig->maximized) + style |= WS_MAXIMIZE; + + AdjustWindowRectEx(&rect, style, FALSE, exStyle); + + if (wndconfig->xpos == GLFW_ANY_POSITION && wndconfig->ypos == GLFW_ANY_POSITION) + { + frameX = CW_USEDEFAULT; + frameY = CW_USEDEFAULT; + } + else + { + frameX = wndconfig->xpos + rect.left; + frameY = wndconfig->ypos + rect.top; + } + + frameWidth = rect.right - rect.left; + frameHeight = rect.bottom - rect.top; + } + + wideTitle = _glfwCreateWideStringFromUTF8Win32(wndconfig->title); + if (!wideTitle) + return GLFW_FALSE; + + window->win32.handle = CreateWindowExW(exStyle, + MAKEINTATOM(_glfw.win32.mainWindowClass), + wideTitle, + style, + frameX, frameY, + frameWidth, frameHeight, + NULL, // No parent window + NULL, // No window menu + _glfw.win32.instance, + (LPVOID) wndconfig); + + _glfw_free(wideTitle); + + if (!window->win32.handle) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to create window"); + return GLFW_FALSE; + } + + SetPropW(window->win32.handle, L"GLFW", window); + + if (IsWindows7OrGreater()) + { + ChangeWindowMessageFilterEx(window->win32.handle, + WM_DROPFILES, MSGFLT_ALLOW, NULL); + ChangeWindowMessageFilterEx(window->win32.handle, + WM_COPYDATA, MSGFLT_ALLOW, NULL); + ChangeWindowMessageFilterEx(window->win32.handle, + WM_COPYGLOBALDATA, MSGFLT_ALLOW, NULL); + } + + window->win32.scaleToMonitor = wndconfig->scaleToMonitor; + window->win32.keymenu = wndconfig->win32.keymenu; + window->win32.showDefault = wndconfig->win32.showDefault; + + if (!window->monitor) + { + RECT rect = { 0, 0, wndconfig->width, wndconfig->height }; + WINDOWPLACEMENT wp = { sizeof(wp) }; + const HMONITOR mh = MonitorFromWindow(window->win32.handle, + MONITOR_DEFAULTTONEAREST); + + // Adjust window rect to account for DPI scaling of the window frame and + // (if enabled) DPI scaling of the content area + // This cannot be done until we know what monitor the window was placed on + // Only update the restored window rect as the window may be maximized + + if (wndconfig->scaleToMonitor) + { + float xscale, yscale; + _glfwGetHMONITORContentScaleWin32(mh, &xscale, &yscale); + + if (xscale > 0.f && yscale > 0.f) + { + rect.right = (int) (rect.right * xscale); + rect.bottom = (int) (rect.bottom * yscale); + } + } + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&rect, style, FALSE, exStyle, + GetDpiForWindow(window->win32.handle)); + } + else + AdjustWindowRectEx(&rect, style, FALSE, exStyle); + + GetWindowPlacement(window->win32.handle, &wp); + OffsetRect(&rect, + wp.rcNormalPosition.left - rect.left, + wp.rcNormalPosition.top - rect.top); + + wp.rcNormalPosition = rect; + wp.showCmd = SW_HIDE; + SetWindowPlacement(window->win32.handle, &wp); + + // Adjust rect of maximized undecorated window, because by default Windows will + // make such a window cover the whole monitor instead of its workarea + + if (wndconfig->maximized && !wndconfig->decorated) + { + MONITORINFO mi = { sizeof(mi) }; + GetMonitorInfoW(mh, &mi); + + SetWindowPos(window->win32.handle, HWND_TOP, + mi.rcWork.left, + mi.rcWork.top, + mi.rcWork.right - mi.rcWork.left, + mi.rcWork.bottom - mi.rcWork.top, + SWP_NOACTIVATE | SWP_NOZORDER); + } + } + + DragAcceptFiles(window->win32.handle, TRUE); + + if (fbconfig->transparent) + { + updateFramebufferTransparency(window); + window->win32.transparent = GLFW_TRUE; + } + + _glfwGetWindowSizeWin32(window, &window->win32.width, &window->win32.height); + + return GLFW_TRUE; +} + +GLFWbool _glfwCreateWindowWin32(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + if (!createNativeWindow(window, wndconfig, fbconfig)) + return GLFW_FALSE; + + if (ctxconfig->client != GLFW_NO_API) + { + if (ctxconfig->source == GLFW_NATIVE_CONTEXT_API) + { + if (!_glfwInitWGL()) + return GLFW_FALSE; + if (!_glfwCreateContextWGL(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_EGL_CONTEXT_API) + { + if (!_glfwInitEGL()) + return GLFW_FALSE; + if (!_glfwCreateContextEGL(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_OSMESA_CONTEXT_API) + { + if (!_glfwInitOSMesa()) + return GLFW_FALSE; + if (!_glfwCreateContextOSMesa(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + + if (!_glfwRefreshContextAttribs(window, ctxconfig)) + return GLFW_FALSE; + } + + if (wndconfig->mousePassthrough) + _glfwSetWindowMousePassthroughWin32(window, GLFW_TRUE); + + if (window->monitor) + { + _glfwShowWindowWin32(window); + _glfwFocusWindowWin32(window); + acquireMonitor(window); + fitToMonitor(window); + + if (wndconfig->centerCursor) + _glfwCenterCursorInContentArea(window); + } + else + { + if (wndconfig->visible) + { + _glfwShowWindowWin32(window); + if (wndconfig->focused) + _glfwFocusWindowWin32(window); + } + } + + return GLFW_TRUE; +} + +void _glfwDestroyWindowWin32(_GLFWwindow* window) +{ + if (window->monitor) + releaseMonitor(window); + + if (window->context.destroy) + window->context.destroy(window); + + if (_glfw.win32.disabledCursorWindow == window) + enableCursor(window); + + if (_glfw.win32.capturedCursorWindow == window) + releaseCursor(); + + if (window->win32.handle) + { + RemovePropW(window->win32.handle, L"GLFW"); + DestroyWindow(window->win32.handle); + window->win32.handle = NULL; + } + + if (window->win32.bigIcon) + DestroyIcon(window->win32.bigIcon); + + if (window->win32.smallIcon) + DestroyIcon(window->win32.smallIcon); +} + +void _glfwSetWindowTitleWin32(_GLFWwindow* window, const char* title) +{ + WCHAR* wideTitle = _glfwCreateWideStringFromUTF8Win32(title); + if (!wideTitle) + return; + + SetWindowTextW(window->win32.handle, wideTitle); + _glfw_free(wideTitle); +} + +void _glfwSetWindowIconWin32(_GLFWwindow* window, int count, const GLFWimage* images) +{ + HICON bigIcon = NULL, smallIcon = NULL; + + if (count) + { + const GLFWimage* bigImage = chooseImage(count, images, + GetSystemMetrics(SM_CXICON), + GetSystemMetrics(SM_CYICON)); + const GLFWimage* smallImage = chooseImage(count, images, + GetSystemMetrics(SM_CXSMICON), + GetSystemMetrics(SM_CYSMICON)); + + bigIcon = createIcon(bigImage, 0, 0, GLFW_TRUE); + smallIcon = createIcon(smallImage, 0, 0, GLFW_TRUE); + } + else + { + bigIcon = (HICON) GetClassLongPtrW(window->win32.handle, GCLP_HICON); + smallIcon = (HICON) GetClassLongPtrW(window->win32.handle, GCLP_HICONSM); + } + + SendMessageW(window->win32.handle, WM_SETICON, ICON_BIG, (LPARAM) bigIcon); + SendMessageW(window->win32.handle, WM_SETICON, ICON_SMALL, (LPARAM) smallIcon); + + if (window->win32.bigIcon) + DestroyIcon(window->win32.bigIcon); + + if (window->win32.smallIcon) + DestroyIcon(window->win32.smallIcon); + + if (count) + { + window->win32.bigIcon = bigIcon; + window->win32.smallIcon = smallIcon; + } +} + +void _glfwGetWindowPosWin32(_GLFWwindow* window, int* xpos, int* ypos) +{ + POINT pos = { 0, 0 }; + ClientToScreen(window->win32.handle, &pos); + + if (xpos) + *xpos = pos.x; + if (ypos) + *ypos = pos.y; +} + +void _glfwSetWindowPosWin32(_GLFWwindow* window, int xpos, int ypos) +{ + RECT rect = { xpos, ypos, xpos, ypos }; + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window), + GetDpiForWindow(window->win32.handle)); + } + else + { + AdjustWindowRectEx(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window)); + } + + SetWindowPos(window->win32.handle, NULL, rect.left, rect.top, 0, 0, + SWP_NOACTIVATE | SWP_NOZORDER | SWP_NOSIZE); +} + +void _glfwGetWindowSizeWin32(_GLFWwindow* window, int* width, int* height) +{ + RECT area; + GetClientRect(window->win32.handle, &area); + + if (width) + *width = area.right; + if (height) + *height = area.bottom; +} + +void _glfwSetWindowSizeWin32(_GLFWwindow* window, int width, int height) +{ + if (window->monitor) + { + if (window->monitor->window == window) + { + acquireMonitor(window); + fitToMonitor(window); + } + } + else + { + RECT rect = { 0, 0, width, height }; + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window), + GetDpiForWindow(window->win32.handle)); + } + else + { + AdjustWindowRectEx(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window)); + } + + SetWindowPos(window->win32.handle, HWND_TOP, + 0, 0, rect.right - rect.left, rect.bottom - rect.top, + SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOMOVE | SWP_NOZORDER); + } +} + +void _glfwSetWindowSizeLimitsWin32(_GLFWwindow* window, + int minwidth, int minheight, + int maxwidth, int maxheight) +{ + RECT area; + + if ((minwidth == GLFW_DONT_CARE || minheight == GLFW_DONT_CARE) && + (maxwidth == GLFW_DONT_CARE || maxheight == GLFW_DONT_CARE)) + { + return; + } + + GetWindowRect(window->win32.handle, &area); + MoveWindow(window->win32.handle, + area.left, area.top, + area.right - area.left, + area.bottom - area.top, TRUE); +} + +void _glfwSetWindowAspectRatioWin32(_GLFWwindow* window, int numer, int denom) +{ + RECT area; + + if (numer == GLFW_DONT_CARE || denom == GLFW_DONT_CARE) + return; + + GetWindowRect(window->win32.handle, &area); + applyAspectRatio(window, WMSZ_BOTTOMRIGHT, &area); + MoveWindow(window->win32.handle, + area.left, area.top, + area.right - area.left, + area.bottom - area.top, TRUE); +} + +void _glfwGetFramebufferSizeWin32(_GLFWwindow* window, int* width, int* height) +{ + _glfwGetWindowSizeWin32(window, width, height); +} + +void _glfwGetWindowFrameSizeWin32(_GLFWwindow* window, + int* left, int* top, + int* right, int* bottom) +{ + RECT rect; + int width, height; + + _glfwGetWindowSizeWin32(window, &width, &height); + SetRect(&rect, 0, 0, width, height); + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window), + GetDpiForWindow(window->win32.handle)); + } + else + { + AdjustWindowRectEx(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window)); + } + + if (left) + *left = -rect.left; + if (top) + *top = -rect.top; + if (right) + *right = rect.right - width; + if (bottom) + *bottom = rect.bottom - height; +} + +void _glfwGetWindowContentScaleWin32(_GLFWwindow* window, float* xscale, float* yscale) +{ + const HANDLE handle = MonitorFromWindow(window->win32.handle, + MONITOR_DEFAULTTONEAREST); + _glfwGetHMONITORContentScaleWin32(handle, xscale, yscale); +} + +void _glfwIconifyWindowWin32(_GLFWwindow* window) +{ + ShowWindow(window->win32.handle, SW_MINIMIZE); +} + +void _glfwRestoreWindowWin32(_GLFWwindow* window) +{ + ShowWindow(window->win32.handle, SW_RESTORE); +} + +void _glfwMaximizeWindowWin32(_GLFWwindow* window) +{ + if (IsWindowVisible(window->win32.handle)) + ShowWindow(window->win32.handle, SW_MAXIMIZE); + else + maximizeWindowManually(window); +} + +void _glfwShowWindowWin32(_GLFWwindow* window) +{ + int showCommand = SW_SHOWNA; + + if (window->win32.showDefault) + { + // NOTE: GLFW windows currently do not seem to match the Windows 10 definition of + // a main window, so even SW_SHOWDEFAULT does nothing + // This definition is undocumented and can change (source: Raymond Chen) + // HACK: Apply the STARTUPINFO show command manually if available + STARTUPINFOW si = { sizeof(si) }; + GetStartupInfoW(&si); + if (si.dwFlags & STARTF_USESHOWWINDOW) + showCommand = si.wShowWindow; + + window->win32.showDefault = GLFW_FALSE; + } + + ShowWindow(window->win32.handle, showCommand); +} + +void _glfwHideWindowWin32(_GLFWwindow* window) +{ + ShowWindow(window->win32.handle, SW_HIDE); +} + +void _glfwRequestWindowAttentionWin32(_GLFWwindow* window) +{ + FlashWindow(window->win32.handle, TRUE); +} + +void _glfwFocusWindowWin32(_GLFWwindow* window) +{ + BringWindowToTop(window->win32.handle); + SetForegroundWindow(window->win32.handle); + SetFocus(window->win32.handle); +} + +void _glfwSetWindowMonitorWin32(_GLFWwindow* window, + _GLFWmonitor* monitor, + int xpos, int ypos, + int width, int height, + int refreshRate) +{ + if (window->monitor == monitor) + { + if (monitor) + { + if (monitor->window == window) + { + acquireMonitor(window); + fitToMonitor(window); + } + } + else + { + RECT rect = { xpos, ypos, xpos + width, ypos + height }; + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window), + GetDpiForWindow(window->win32.handle)); + } + else + { + AdjustWindowRectEx(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window)); + } + + SetWindowPos(window->win32.handle, HWND_TOP, + rect.left, rect.top, + rect.right - rect.left, rect.bottom - rect.top, + SWP_NOCOPYBITS | SWP_NOACTIVATE | SWP_NOZORDER); + } + + return; + } + + if (window->monitor) + releaseMonitor(window); + + _glfwInputWindowMonitor(window, monitor); + + if (window->monitor) + { + MONITORINFO mi = { sizeof(mi) }; + UINT flags = SWP_SHOWWINDOW | SWP_NOACTIVATE | SWP_NOCOPYBITS; + + if (window->decorated) + { + DWORD style = GetWindowLongW(window->win32.handle, GWL_STYLE); + style &= ~WS_OVERLAPPEDWINDOW; + style |= getWindowStyle(window); + SetWindowLongW(window->win32.handle, GWL_STYLE, style); + flags |= SWP_FRAMECHANGED; + } + + acquireMonitor(window); + + GetMonitorInfoW(window->monitor->win32.handle, &mi); + SetWindowPos(window->win32.handle, HWND_TOPMOST, + mi.rcMonitor.left, + mi.rcMonitor.top, + mi.rcMonitor.right - mi.rcMonitor.left, + mi.rcMonitor.bottom - mi.rcMonitor.top, + flags); + } + else + { + HWND after; + RECT rect = { xpos, ypos, xpos + width, ypos + height }; + DWORD style = GetWindowLongW(window->win32.handle, GWL_STYLE); + UINT flags = SWP_NOACTIVATE | SWP_NOCOPYBITS; + + if (window->decorated) + { + style &= ~WS_POPUP; + style |= getWindowStyle(window); + SetWindowLongW(window->win32.handle, GWL_STYLE, style); + + flags |= SWP_FRAMECHANGED; + } + + if (window->floating) + after = HWND_TOPMOST; + else + after = HWND_NOTOPMOST; + + if (_glfwIsWindows10Version1607OrGreaterWin32()) + { + AdjustWindowRectExForDpi(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window), + GetDpiForWindow(window->win32.handle)); + } + else + { + AdjustWindowRectEx(&rect, getWindowStyle(window), + FALSE, getWindowExStyle(window)); + } + + SetWindowPos(window->win32.handle, after, + rect.left, rect.top, + rect.right - rect.left, rect.bottom - rect.top, + flags); + } +} + +GLFWbool _glfwWindowFocusedWin32(_GLFWwindow* window) +{ + return window->win32.handle == GetActiveWindow(); +} + +GLFWbool _glfwWindowIconifiedWin32(_GLFWwindow* window) +{ + return IsIconic(window->win32.handle); +} + +GLFWbool _glfwWindowVisibleWin32(_GLFWwindow* window) +{ + return IsWindowVisible(window->win32.handle); +} + +GLFWbool _glfwWindowMaximizedWin32(_GLFWwindow* window) +{ + return IsZoomed(window->win32.handle); +} + +GLFWbool _glfwWindowHoveredWin32(_GLFWwindow* window) +{ + return cursorInContentArea(window); +} + +GLFWbool _glfwFramebufferTransparentWin32(_GLFWwindow* window) +{ + BOOL composition, opaque; + DWORD color; + + if (!window->win32.transparent) + return GLFW_FALSE; + + if (!IsWindowsVistaOrGreater()) + return GLFW_FALSE; + + if (FAILED(DwmIsCompositionEnabled(&composition)) || !composition) + return GLFW_FALSE; + + if (!IsWindows8OrGreater()) + { + // HACK: Disable framebuffer transparency on Windows 7 when the + // colorization color is opaque, because otherwise the window + // contents is blended additively with the previous frame instead + // of replacing it + if (FAILED(DwmGetColorizationColor(&color, &opaque)) || opaque) + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +void _glfwSetWindowResizableWin32(_GLFWwindow* window, GLFWbool enabled) +{ + updateWindowStyles(window); +} + +void _glfwSetWindowDecoratedWin32(_GLFWwindow* window, GLFWbool enabled) +{ + updateWindowStyles(window); +} + +void _glfwSetWindowFloatingWin32(_GLFWwindow* window, GLFWbool enabled) +{ + const HWND after = enabled ? HWND_TOPMOST : HWND_NOTOPMOST; + SetWindowPos(window->win32.handle, after, 0, 0, 0, 0, + SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE); +} + +void _glfwSetWindowMousePassthroughWin32(_GLFWwindow* window, GLFWbool enabled) +{ + COLORREF key = 0; + BYTE alpha = 0; + DWORD flags = 0; + DWORD exStyle = GetWindowLongW(window->win32.handle, GWL_EXSTYLE); + + if (exStyle & WS_EX_LAYERED) + GetLayeredWindowAttributes(window->win32.handle, &key, &alpha, &flags); + + if (enabled) + exStyle |= (WS_EX_TRANSPARENT | WS_EX_LAYERED); + else + { + exStyle &= ~WS_EX_TRANSPARENT; + // NOTE: Window opacity also needs the layered window style so do not + // remove it if the window is alpha blended + if (exStyle & WS_EX_LAYERED) + { + if (!(flags & LWA_ALPHA)) + exStyle &= ~WS_EX_LAYERED; + } + } + + SetWindowLongW(window->win32.handle, GWL_EXSTYLE, exStyle); + + if (enabled) + SetLayeredWindowAttributes(window->win32.handle, key, alpha, flags); +} + +float _glfwGetWindowOpacityWin32(_GLFWwindow* window) +{ + BYTE alpha; + DWORD flags; + + if ((GetWindowLongW(window->win32.handle, GWL_EXSTYLE) & WS_EX_LAYERED) && + GetLayeredWindowAttributes(window->win32.handle, NULL, &alpha, &flags)) + { + if (flags & LWA_ALPHA) + return alpha / 255.f; + } + + return 1.f; +} + +void _glfwSetWindowOpacityWin32(_GLFWwindow* window, float opacity) +{ + LONG exStyle = GetWindowLongW(window->win32.handle, GWL_EXSTYLE); + if (opacity < 1.f || (exStyle & WS_EX_TRANSPARENT)) + { + const BYTE alpha = (BYTE) (255 * opacity); + exStyle |= WS_EX_LAYERED; + SetWindowLongW(window->win32.handle, GWL_EXSTYLE, exStyle); + SetLayeredWindowAttributes(window->win32.handle, 0, alpha, LWA_ALPHA); + } + else if (exStyle & WS_EX_TRANSPARENT) + { + SetLayeredWindowAttributes(window->win32.handle, 0, 0, 0); + } + else + { + exStyle &= ~WS_EX_LAYERED; + SetWindowLongW(window->win32.handle, GWL_EXSTYLE, exStyle); + } +} + +void _glfwSetRawMouseMotionWin32(_GLFWwindow *window, GLFWbool enabled) +{ + if (_glfw.win32.disabledCursorWindow != window) + return; + + if (enabled) + enableRawMouseMotion(window); + else + disableRawMouseMotion(window); +} + +GLFWbool _glfwRawMouseMotionSupportedWin32(void) +{ + return GLFW_TRUE; +} + +void _glfwPollEventsWin32(void) +{ + MSG msg; + HWND handle; + _GLFWwindow* window; + + while (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) + { + if (msg.message == WM_QUIT) + { + // NOTE: While GLFW does not itself post WM_QUIT, other processes + // may post it to this one, for example Task Manager + // HACK: Treat WM_QUIT as a close on all windows + + window = _glfw.windowListHead; + while (window) + { + _glfwInputWindowCloseRequest(window); + window = window->next; + } + } + else + { + TranslateMessage(&msg); + DispatchMessageW(&msg); + } + } + + // HACK: Release modifier keys that the system did not emit KEYUP for + // NOTE: Shift keys on Windows tend to "stick" when both are pressed as + // no key up message is generated by the first key release + // NOTE: Windows key is not reported as released by the Win+V hotkey + // Other Win hotkeys are handled implicitly by _glfwInputWindowFocus + // because they change the input focus + // NOTE: The other half of this is in the WM_*KEY* handler in windowProc + handle = GetActiveWindow(); + if (handle) + { + window = GetPropW(handle, L"GLFW"); + if (window) + { + int i; + const int keys[4][2] = + { + { VK_LSHIFT, GLFW_KEY_LEFT_SHIFT }, + { VK_RSHIFT, GLFW_KEY_RIGHT_SHIFT }, + { VK_LWIN, GLFW_KEY_LEFT_SUPER }, + { VK_RWIN, GLFW_KEY_RIGHT_SUPER } + }; + + for (i = 0; i < 4; i++) + { + const int vk = keys[i][0]; + const int key = keys[i][1]; + const int scancode = _glfw.win32.scancodes[key]; + + if ((GetKeyState(vk) & 0x8000)) + continue; + if (window->keys[key] != GLFW_PRESS) + continue; + + _glfwInputKey(window, key, scancode, GLFW_RELEASE, getKeyMods()); + } + } + } + + window = _glfw.win32.disabledCursorWindow; + if (window) + { + int width, height; + _glfwGetWindowSizeWin32(window, &width, &height); + + // NOTE: Re-center the cursor only if it has moved since the last call, + // to avoid breaking glfwWaitEvents with WM_MOUSEMOVE + // The re-center is required in order to prevent the mouse cursor stopping at the edges of the screen. + if (window->win32.lastCursorPosX != width / 2 || + window->win32.lastCursorPosY != height / 2) + { + _glfwSetCursorPosWin32(window, width / 2, height / 2); + } + } +} + +void _glfwWaitEventsWin32(void) +{ + WaitMessage(); + + _glfwPollEventsWin32(); +} + +void _glfwWaitEventsTimeoutWin32(double timeout) +{ + MsgWaitForMultipleObjects(0, NULL, FALSE, (DWORD) (timeout * 1e3), QS_ALLINPUT); + + _glfwPollEventsWin32(); +} + +void _glfwPostEmptyEventWin32(void) +{ + PostMessageW(_glfw.win32.helperWindowHandle, WM_NULL, 0, 0); +} + +void _glfwGetCursorPosWin32(_GLFWwindow* window, double* xpos, double* ypos) +{ + POINT pos; + + if (GetCursorPos(&pos)) + { + ScreenToClient(window->win32.handle, &pos); + + if (xpos) + *xpos = pos.x; + if (ypos) + *ypos = pos.y; + } +} + +void _glfwSetCursorPosWin32(_GLFWwindow* window, double xpos, double ypos) +{ + POINT pos = { (int) xpos, (int) ypos }; + + // Store the new position so it can be recognized later + window->win32.lastCursorPosX = pos.x; + window->win32.lastCursorPosY = pos.y; + + ClientToScreen(window->win32.handle, &pos); + SetCursorPos(pos.x, pos.y); +} + +void _glfwSetCursorModeWin32(_GLFWwindow* window, int mode) +{ + if (_glfwWindowFocusedWin32(window)) + { + if (mode == GLFW_CURSOR_DISABLED) + { + _glfwGetCursorPosWin32(window, + &_glfw.win32.restoreCursorPosX, + &_glfw.win32.restoreCursorPosY); + _glfwCenterCursorInContentArea(window); + if (window->rawMouseMotion) + enableRawMouseMotion(window); + } + else if (_glfw.win32.disabledCursorWindow == window) + { + if (window->rawMouseMotion) + disableRawMouseMotion(window); + } + + if (mode == GLFW_CURSOR_DISABLED || mode == GLFW_CURSOR_CAPTURED) + captureCursor(window); + else + releaseCursor(); + + if (mode == GLFW_CURSOR_DISABLED) + _glfw.win32.disabledCursorWindow = window; + else if (_glfw.win32.disabledCursorWindow == window) + { + _glfw.win32.disabledCursorWindow = NULL; + _glfwSetCursorPosWin32(window, + _glfw.win32.restoreCursorPosX, + _glfw.win32.restoreCursorPosY); + } + } + + if (cursorInContentArea(window)) + updateCursorImage(window); +} + +const char* _glfwGetScancodeNameWin32(int scancode) +{ + if (scancode < 0 || scancode > (KF_EXTENDED | 0xff)) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode %i", scancode); + return NULL; + } + + const int key = _glfw.win32.keycodes[scancode]; + if (key == GLFW_KEY_UNKNOWN) + return NULL; + + return _glfw.win32.keynames[key]; +} + +int _glfwGetKeyScancodeWin32(int key) +{ + return _glfw.win32.scancodes[key]; +} + +GLFWbool _glfwCreateCursorWin32(_GLFWcursor* cursor, + const GLFWimage* image, + int xhot, int yhot) +{ + cursor->win32.handle = (HCURSOR) createIcon(image, xhot, yhot, GLFW_FALSE); + if (!cursor->win32.handle) + return GLFW_FALSE; + + return GLFW_TRUE; +} + +GLFWbool _glfwCreateStandardCursorWin32(_GLFWcursor* cursor, int shape) +{ + int id = 0; + + switch (shape) + { + case GLFW_ARROW_CURSOR: + id = OCR_NORMAL; + break; + case GLFW_IBEAM_CURSOR: + id = OCR_IBEAM; + break; + case GLFW_CROSSHAIR_CURSOR: + id = OCR_CROSS; + break; + case GLFW_POINTING_HAND_CURSOR: + id = OCR_HAND; + break; + case GLFW_RESIZE_EW_CURSOR: + id = OCR_SIZEWE; + break; + case GLFW_RESIZE_NS_CURSOR: + id = OCR_SIZENS; + break; + case GLFW_RESIZE_NWSE_CURSOR: + id = OCR_SIZENWSE; + break; + case GLFW_RESIZE_NESW_CURSOR: + id = OCR_SIZENESW; + break; + case GLFW_RESIZE_ALL_CURSOR: + id = OCR_SIZEALL; + break; + case GLFW_NOT_ALLOWED_CURSOR: + id = OCR_NO; + break; + default: + _glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Unknown standard cursor"); + return GLFW_FALSE; + } + + cursor->win32.handle = LoadImageW(NULL, + MAKEINTRESOURCEW(id), IMAGE_CURSOR, 0, 0, + LR_DEFAULTSIZE | LR_SHARED); + if (!cursor->win32.handle) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to create standard cursor"); + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +void _glfwDestroyCursorWin32(_GLFWcursor* cursor) +{ + if (cursor->win32.handle) + DestroyIcon((HICON) cursor->win32.handle); +} + +void _glfwSetCursorWin32(_GLFWwindow* window, _GLFWcursor* cursor) +{ + if (cursorInContentArea(window)) + updateCursorImage(window); +} + +void _glfwSetClipboardStringWin32(const char* string) +{ + int characterCount, tries = 0; + HANDLE object; + WCHAR* buffer; + + characterCount = MultiByteToWideChar(CP_UTF8, 0, string, -1, NULL, 0); + if (!characterCount) + return; + + object = GlobalAlloc(GMEM_MOVEABLE, characterCount * sizeof(WCHAR)); + if (!object) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to allocate global handle for clipboard"); + return; + } + + buffer = GlobalLock(object); + if (!buffer) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to lock global handle"); + GlobalFree(object); + return; + } + + MultiByteToWideChar(CP_UTF8, 0, string, -1, buffer, characterCount); + GlobalUnlock(object); + + // NOTE: Retry clipboard opening a few times as some other application may have it + // open and also the Windows Clipboard History reads it after each update + while (!OpenClipboard(_glfw.win32.helperWindowHandle)) + { + Sleep(1); + tries++; + + if (tries == 3) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to open clipboard"); + GlobalFree(object); + return; + } + } + + EmptyClipboard(); + SetClipboardData(CF_UNICODETEXT, object); + CloseClipboard(); +} + +const char* _glfwGetClipboardStringWin32(void) +{ + HANDLE object; + WCHAR* buffer; + int tries = 0; + + // NOTE: Retry clipboard opening a few times as some other application may have it + // open and also the Windows Clipboard History reads it after each update + while (!OpenClipboard(_glfw.win32.helperWindowHandle)) + { + Sleep(1); + tries++; + + if (tries == 3) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to open clipboard"); + return NULL; + } + } + + object = GetClipboardData(CF_UNICODETEXT); + if (!object) + { + _glfwInputErrorWin32(GLFW_FORMAT_UNAVAILABLE, + "Win32: Failed to convert clipboard to string"); + CloseClipboard(); + return NULL; + } + + buffer = GlobalLock(object); + if (!buffer) + { + _glfwInputErrorWin32(GLFW_PLATFORM_ERROR, + "Win32: Failed to lock global handle"); + CloseClipboard(); + return NULL; + } + + _glfw_free(_glfw.win32.clipboardString); + _glfw.win32.clipboardString = _glfwCreateUTF8FromWideStringWin32(buffer); + + GlobalUnlock(object); + CloseClipboard(); + + return _glfw.win32.clipboardString; +} + +EGLenum _glfwGetEGLPlatformWin32(EGLint** attribs) +{ + if (_glfw.egl.ANGLE_platform_angle) + { + int type = 0; + + if (_glfw.egl.ANGLE_platform_angle_opengl) + { + if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_OPENGL) + type = EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE; + else if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_OPENGLES) + type = EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE; + } + + if (_glfw.egl.ANGLE_platform_angle_d3d) + { + if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_D3D9) + type = EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE; + else if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_D3D11) + type = EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE; + } + + if (_glfw.egl.ANGLE_platform_angle_vulkan) + { + if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_VULKAN) + type = EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE; + } + + if (type) + { + *attribs = _glfw_calloc(3, sizeof(EGLint)); + (*attribs)[0] = EGL_PLATFORM_ANGLE_TYPE_ANGLE; + (*attribs)[1] = type; + (*attribs)[2] = EGL_NONE; + return EGL_PLATFORM_ANGLE_ANGLE; + } + } + + return 0; +} + +EGLNativeDisplayType _glfwGetEGLNativeDisplayWin32(void) +{ + return GetDC(_glfw.win32.helperWindowHandle); +} + +EGLNativeWindowType _glfwGetEGLNativeWindowWin32(_GLFWwindow* window) +{ + return window->win32.handle; +} + +void _glfwGetRequiredInstanceExtensionsWin32(char** extensions) +{ + if (!_glfw.vk.KHR_surface || !_glfw.vk.KHR_win32_surface) + return; + + extensions[0] = "VK_KHR_surface"; + extensions[1] = "VK_KHR_win32_surface"; +} + +GLFWbool _glfwGetPhysicalDevicePresentationSupportWin32(VkInstance instance, + VkPhysicalDevice device, + uint32_t queuefamily) +{ + PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR + vkGetPhysicalDeviceWin32PresentationSupportKHR = + (PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR) + vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceWin32PresentationSupportKHR"); + if (!vkGetPhysicalDeviceWin32PresentationSupportKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Win32: Vulkan instance missing VK_KHR_win32_surface extension"); + return GLFW_FALSE; + } + + return vkGetPhysicalDeviceWin32PresentationSupportKHR(device, queuefamily); +} + +VkResult _glfwCreateWindowSurfaceWin32(VkInstance instance, + _GLFWwindow* window, + const VkAllocationCallbacks* allocator, + VkSurfaceKHR* surface) +{ + VkResult err; + VkWin32SurfaceCreateInfoKHR sci; + PFN_vkCreateWin32SurfaceKHR vkCreateWin32SurfaceKHR; + + vkCreateWin32SurfaceKHR = (PFN_vkCreateWin32SurfaceKHR) + vkGetInstanceProcAddr(instance, "vkCreateWin32SurfaceKHR"); + if (!vkCreateWin32SurfaceKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Win32: Vulkan instance missing VK_KHR_win32_surface extension"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + memset(&sci, 0, sizeof(sci)); + sci.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR; + sci.hinstance = _glfw.win32.instance; + sci.hwnd = window->win32.handle; + + err = vkCreateWin32SurfaceKHR(instance, &sci, allocator, surface); + if (err) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Win32: Failed to create Vulkan surface: %s", + _glfwGetVulkanResultString(err)); + } + + return err; +} + +GLFWAPI HWND glfwGetWin32Window(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_WIN32) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "Win32: Platform not initialized"); + return NULL; + } + + return window->win32.handle; +} + +#endif // _GLFW_WIN32 + diff --git a/dependencies/glfw-3.4/src/window.c b/dependencies/glfw-3.4/src/window.c new file mode 100644 index 0000000..1463d16 --- /dev/null +++ b/dependencies/glfw-3.4/src/window.c @@ -0,0 +1,1172 @@ +//======================================================================== +// GLFW 3.4 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// Copyright (c) 2012 Torsten Walluhn +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#include +#include +#include +#include + + +////////////////////////////////////////////////////////////////////////// +////// GLFW event API ////// +////////////////////////////////////////////////////////////////////////// + +// Notifies shared code that a window has lost or received input focus +// +void _glfwInputWindowFocus(_GLFWwindow* window, GLFWbool focused) +{ + assert(window != NULL); + assert(focused == GLFW_TRUE || focused == GLFW_FALSE); + + if (window->callbacks.focus) + window->callbacks.focus((GLFWwindow*) window, focused); + + if (!focused) + { + int key, button; + + for (key = 0; key <= GLFW_KEY_LAST; key++) + { + if (window->keys[key] == GLFW_PRESS) + { + const int scancode = _glfw.platform.getKeyScancode(key); + _glfwInputKey(window, key, scancode, GLFW_RELEASE, 0); + } + } + + for (button = 0; button <= GLFW_MOUSE_BUTTON_LAST; button++) + { + if (window->mouseButtons[button] == GLFW_PRESS) + _glfwInputMouseClick(window, button, GLFW_RELEASE, 0); + } + } +} + +// Notifies shared code that a window has moved +// The position is specified in content area relative screen coordinates +// +void _glfwInputWindowPos(_GLFWwindow* window, int x, int y) +{ + assert(window != NULL); + + if (window->callbacks.pos) + window->callbacks.pos((GLFWwindow*) window, x, y); +} + +// Notifies shared code that a window has been resized +// The size is specified in screen coordinates +// +void _glfwInputWindowSize(_GLFWwindow* window, int width, int height) +{ + assert(window != NULL); + assert(width >= 0); + assert(height >= 0); + + if (window->callbacks.size) + window->callbacks.size((GLFWwindow*) window, width, height); +} + +// Notifies shared code that a window has been iconified or restored +// +void _glfwInputWindowIconify(_GLFWwindow* window, GLFWbool iconified) +{ + assert(window != NULL); + assert(iconified == GLFW_TRUE || iconified == GLFW_FALSE); + + if (window->callbacks.iconify) + window->callbacks.iconify((GLFWwindow*) window, iconified); +} + +// Notifies shared code that a window has been maximized or restored +// +void _glfwInputWindowMaximize(_GLFWwindow* window, GLFWbool maximized) +{ + assert(window != NULL); + assert(maximized == GLFW_TRUE || maximized == GLFW_FALSE); + + if (window->callbacks.maximize) + window->callbacks.maximize((GLFWwindow*) window, maximized); +} + +// Notifies shared code that a window framebuffer has been resized +// The size is specified in pixels +// +void _glfwInputFramebufferSize(_GLFWwindow* window, int width, int height) +{ + assert(window != NULL); + assert(width >= 0); + assert(height >= 0); + + if (window->callbacks.fbsize) + window->callbacks.fbsize((GLFWwindow*) window, width, height); +} + +// Notifies shared code that a window content scale has changed +// The scale is specified as the ratio between the current and default DPI +// +void _glfwInputWindowContentScale(_GLFWwindow* window, float xscale, float yscale) +{ + assert(window != NULL); + assert(xscale > 0.f); + assert(xscale < FLT_MAX); + assert(yscale > 0.f); + assert(yscale < FLT_MAX); + + if (window->callbacks.scale) + window->callbacks.scale((GLFWwindow*) window, xscale, yscale); +} + +// Notifies shared code that the window contents needs updating +// +void _glfwInputWindowDamage(_GLFWwindow* window) +{ + assert(window != NULL); + + if (window->callbacks.refresh) + window->callbacks.refresh((GLFWwindow*) window); +} + +// Notifies shared code that the user wishes to close a window +// +void _glfwInputWindowCloseRequest(_GLFWwindow* window) +{ + assert(window != NULL); + + window->shouldClose = GLFW_TRUE; + + if (window->callbacks.close) + window->callbacks.close((GLFWwindow*) window); +} + +// Notifies shared code that a window has changed its desired monitor +// +void _glfwInputWindowMonitor(_GLFWwindow* window, _GLFWmonitor* monitor) +{ + assert(window != NULL); + window->monitor = monitor; +} + +////////////////////////////////////////////////////////////////////////// +////// GLFW public API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, + const char* title, + GLFWmonitor* monitor, + GLFWwindow* share) +{ + _GLFWfbconfig fbconfig; + _GLFWctxconfig ctxconfig; + _GLFWwndconfig wndconfig; + _GLFWwindow* window; + + assert(title != NULL); + assert(width >= 0); + assert(height >= 0); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (width <= 0 || height <= 0) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid window size %ix%i", + width, height); + + return NULL; + } + + fbconfig = _glfw.hints.framebuffer; + ctxconfig = _glfw.hints.context; + wndconfig = _glfw.hints.window; + + wndconfig.width = width; + wndconfig.height = height; + wndconfig.title = title; + ctxconfig.share = (_GLFWwindow*) share; + + if (!_glfwIsValidContextConfig(&ctxconfig)) + return NULL; + + window = _glfw_calloc(1, sizeof(_GLFWwindow)); + window->next = _glfw.windowListHead; + _glfw.windowListHead = window; + + window->videoMode.width = width; + window->videoMode.height = height; + window->videoMode.redBits = fbconfig.redBits; + window->videoMode.greenBits = fbconfig.greenBits; + window->videoMode.blueBits = fbconfig.blueBits; + window->videoMode.refreshRate = _glfw.hints.refreshRate; + + window->monitor = (_GLFWmonitor*) monitor; + window->resizable = wndconfig.resizable; + window->decorated = wndconfig.decorated; + window->autoIconify = wndconfig.autoIconify; + window->floating = wndconfig.floating; + window->focusOnShow = wndconfig.focusOnShow; + window->mousePassthrough = wndconfig.mousePassthrough; + window->cursorMode = GLFW_CURSOR_NORMAL; + + window->doublebuffer = fbconfig.doublebuffer; + + window->minwidth = GLFW_DONT_CARE; + window->minheight = GLFW_DONT_CARE; + window->maxwidth = GLFW_DONT_CARE; + window->maxheight = GLFW_DONT_CARE; + window->numer = GLFW_DONT_CARE; + window->denom = GLFW_DONT_CARE; + window->title = _glfw_strdup(title); + + if (!_glfw.platform.createWindow(window, &wndconfig, &ctxconfig, &fbconfig)) + { + glfwDestroyWindow((GLFWwindow*) window); + return NULL; + } + + return (GLFWwindow*) window; +} + +void glfwDefaultWindowHints(void) +{ + _GLFW_REQUIRE_INIT(); + + // The default is OpenGL with minimum version 1.0 + memset(&_glfw.hints.context, 0, sizeof(_glfw.hints.context)); + _glfw.hints.context.client = GLFW_OPENGL_API; + _glfw.hints.context.source = GLFW_NATIVE_CONTEXT_API; + _glfw.hints.context.major = 1; + _glfw.hints.context.minor = 0; + + // The default is a focused, visible, resizable window with decorations + memset(&_glfw.hints.window, 0, sizeof(_glfw.hints.window)); + _glfw.hints.window.resizable = GLFW_TRUE; + _glfw.hints.window.visible = GLFW_TRUE; + _glfw.hints.window.decorated = GLFW_TRUE; + _glfw.hints.window.focused = GLFW_TRUE; + _glfw.hints.window.autoIconify = GLFW_TRUE; + _glfw.hints.window.centerCursor = GLFW_TRUE; + _glfw.hints.window.focusOnShow = GLFW_TRUE; + _glfw.hints.window.xpos = GLFW_ANY_POSITION; + _glfw.hints.window.ypos = GLFW_ANY_POSITION; + _glfw.hints.window.scaleFramebuffer = GLFW_TRUE; + + // The default is 24 bits of color, 24 bits of depth and 8 bits of stencil, + // double buffered + memset(&_glfw.hints.framebuffer, 0, sizeof(_glfw.hints.framebuffer)); + _glfw.hints.framebuffer.redBits = 8; + _glfw.hints.framebuffer.greenBits = 8; + _glfw.hints.framebuffer.blueBits = 8; + _glfw.hints.framebuffer.alphaBits = 8; + _glfw.hints.framebuffer.depthBits = 24; + _glfw.hints.framebuffer.stencilBits = 8; + _glfw.hints.framebuffer.doublebuffer = GLFW_TRUE; + + // The default is to select the highest available refresh rate + _glfw.hints.refreshRate = GLFW_DONT_CARE; +} + +GLFWAPI void glfwWindowHint(int hint, int value) +{ + _GLFW_REQUIRE_INIT(); + + switch (hint) + { + case GLFW_RED_BITS: + _glfw.hints.framebuffer.redBits = value; + return; + case GLFW_GREEN_BITS: + _glfw.hints.framebuffer.greenBits = value; + return; + case GLFW_BLUE_BITS: + _glfw.hints.framebuffer.blueBits = value; + return; + case GLFW_ALPHA_BITS: + _glfw.hints.framebuffer.alphaBits = value; + return; + case GLFW_DEPTH_BITS: + _glfw.hints.framebuffer.depthBits = value; + return; + case GLFW_STENCIL_BITS: + _glfw.hints.framebuffer.stencilBits = value; + return; + case GLFW_ACCUM_RED_BITS: + _glfw.hints.framebuffer.accumRedBits = value; + return; + case GLFW_ACCUM_GREEN_BITS: + _glfw.hints.framebuffer.accumGreenBits = value; + return; + case GLFW_ACCUM_BLUE_BITS: + _glfw.hints.framebuffer.accumBlueBits = value; + return; + case GLFW_ACCUM_ALPHA_BITS: + _glfw.hints.framebuffer.accumAlphaBits = value; + return; + case GLFW_AUX_BUFFERS: + _glfw.hints.framebuffer.auxBuffers = value; + return; + case GLFW_STEREO: + _glfw.hints.framebuffer.stereo = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_DOUBLEBUFFER: + _glfw.hints.framebuffer.doublebuffer = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_TRANSPARENT_FRAMEBUFFER: + _glfw.hints.framebuffer.transparent = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_SAMPLES: + _glfw.hints.framebuffer.samples = value; + return; + case GLFW_SRGB_CAPABLE: + _glfw.hints.framebuffer.sRGB = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_RESIZABLE: + _glfw.hints.window.resizable = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_DECORATED: + _glfw.hints.window.decorated = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_FOCUSED: + _glfw.hints.window.focused = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_AUTO_ICONIFY: + _glfw.hints.window.autoIconify = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_FLOATING: + _glfw.hints.window.floating = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_MAXIMIZED: + _glfw.hints.window.maximized = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_VISIBLE: + _glfw.hints.window.visible = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_POSITION_X: + _glfw.hints.window.xpos = value; + return; + case GLFW_POSITION_Y: + _glfw.hints.window.ypos = value; + return; + case GLFW_WIN32_KEYBOARD_MENU: + _glfw.hints.window.win32.keymenu = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_WIN32_SHOWDEFAULT: + _glfw.hints.window.win32.showDefault = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_COCOA_GRAPHICS_SWITCHING: + _glfw.hints.context.nsgl.offline = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_SCALE_TO_MONITOR: + _glfw.hints.window.scaleToMonitor = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_SCALE_FRAMEBUFFER: + case GLFW_COCOA_RETINA_FRAMEBUFFER: + _glfw.hints.window.scaleFramebuffer = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_CENTER_CURSOR: + _glfw.hints.window.centerCursor = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_FOCUS_ON_SHOW: + _glfw.hints.window.focusOnShow = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_MOUSE_PASSTHROUGH: + _glfw.hints.window.mousePassthrough = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_CLIENT_API: + _glfw.hints.context.client = value; + return; + case GLFW_CONTEXT_CREATION_API: + _glfw.hints.context.source = value; + return; + case GLFW_CONTEXT_VERSION_MAJOR: + _glfw.hints.context.major = value; + return; + case GLFW_CONTEXT_VERSION_MINOR: + _glfw.hints.context.minor = value; + return; + case GLFW_CONTEXT_ROBUSTNESS: + _glfw.hints.context.robustness = value; + return; + case GLFW_OPENGL_FORWARD_COMPAT: + _glfw.hints.context.forward = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_CONTEXT_DEBUG: + _glfw.hints.context.debug = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_CONTEXT_NO_ERROR: + _glfw.hints.context.noerror = value ? GLFW_TRUE : GLFW_FALSE; + return; + case GLFW_OPENGL_PROFILE: + _glfw.hints.context.profile = value; + return; + case GLFW_CONTEXT_RELEASE_BEHAVIOR: + _glfw.hints.context.release = value; + return; + case GLFW_REFRESH_RATE: + _glfw.hints.refreshRate = value; + return; + } + + _glfwInputError(GLFW_INVALID_ENUM, "Invalid window hint 0x%08X", hint); +} + +GLFWAPI void glfwWindowHintString(int hint, const char* value) +{ + assert(value != NULL); + + _GLFW_REQUIRE_INIT(); + + switch (hint) + { + case GLFW_COCOA_FRAME_NAME: + strncpy(_glfw.hints.window.ns.frameName, value, + sizeof(_glfw.hints.window.ns.frameName) - 1); + return; + case GLFW_X11_CLASS_NAME: + strncpy(_glfw.hints.window.x11.className, value, + sizeof(_glfw.hints.window.x11.className) - 1); + return; + case GLFW_X11_INSTANCE_NAME: + strncpy(_glfw.hints.window.x11.instanceName, value, + sizeof(_glfw.hints.window.x11.instanceName) - 1); + return; + case GLFW_WAYLAND_APP_ID: + strncpy(_glfw.hints.window.wl.appId, value, + sizeof(_glfw.hints.window.wl.appId) - 1); + return; + } + + _glfwInputError(GLFW_INVALID_ENUM, "Invalid window hint string 0x%08X", hint); +} + +GLFWAPI void glfwDestroyWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + + _GLFW_REQUIRE_INIT(); + + // Allow closing of NULL (to match the behavior of free) + if (window == NULL) + return; + + // Clear all callbacks to avoid exposing a half torn-down window object + memset(&window->callbacks, 0, sizeof(window->callbacks)); + + // The window's context must not be current on another thread when the + // window is destroyed + if (window == _glfwPlatformGetTls(&_glfw.contextSlot)) + glfwMakeContextCurrent(NULL); + + _glfw.platform.destroyWindow(window); + + // Unlink window from global linked list + { + _GLFWwindow** prev = &_glfw.windowListHead; + + while (*prev != window) + prev = &((*prev)->next); + + *prev = window->next; + } + + _glfw_free(window->title); + _glfw_free(window); +} + +GLFWAPI int glfwWindowShouldClose(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(0); + return window->shouldClose; +} + +GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* handle, int value) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + window->shouldClose = value; +} + +GLFWAPI const char* glfwGetWindowTitle(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + return window->title; +} + +GLFWAPI void glfwSetWindowTitle(GLFWwindow* handle, const char* title) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + assert(title != NULL); + + _GLFW_REQUIRE_INIT(); + + char* prev = window->title; + window->title = _glfw_strdup(title); + + _glfw.platform.setWindowTitle(window, title); + _glfw_free(prev); +} + +GLFWAPI void glfwSetWindowIcon(GLFWwindow* handle, + int count, const GLFWimage* images) +{ + int i; + _GLFWwindow* window = (_GLFWwindow*) handle; + + assert(window != NULL); + assert(count >= 0); + assert(count == 0 || images != NULL); + + _GLFW_REQUIRE_INIT(); + + if (count < 0) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid image count for window icon"); + return; + } + + for (i = 0; i < count; i++) + { + assert(images[i].pixels != NULL); + + if (images[i].width <= 0 || images[i].height <= 0) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid image dimensions for window icon"); + return; + } + } + + _glfw.platform.setWindowIcon(window, count, images); +} + +GLFWAPI void glfwGetWindowPos(GLFWwindow* handle, int* xpos, int* ypos) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + if (xpos) + *xpos = 0; + if (ypos) + *ypos = 0; + + _GLFW_REQUIRE_INIT(); + _glfw.platform.getWindowPos(window, xpos, ypos); +} + +GLFWAPI void glfwSetWindowPos(GLFWwindow* handle, int xpos, int ypos) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + if (window->monitor) + return; + + _glfw.platform.setWindowPos(window, xpos, ypos); +} + +GLFWAPI void glfwGetWindowSize(GLFWwindow* handle, int* width, int* height) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + if (width) + *width = 0; + if (height) + *height = 0; + + _GLFW_REQUIRE_INIT(); + _glfw.platform.getWindowSize(window, width, height); +} + +GLFWAPI void glfwSetWindowSize(GLFWwindow* handle, int width, int height) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + assert(width >= 0); + assert(height >= 0); + + _GLFW_REQUIRE_INIT(); + + window->videoMode.width = width; + window->videoMode.height = height; + + _glfw.platform.setWindowSize(window, width, height); +} + +GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* handle, + int minwidth, int minheight, + int maxwidth, int maxheight) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + if (minwidth != GLFW_DONT_CARE && minheight != GLFW_DONT_CARE) + { + if (minwidth < 0 || minheight < 0) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid window minimum size %ix%i", + minwidth, minheight); + return; + } + } + + if (maxwidth != GLFW_DONT_CARE && maxheight != GLFW_DONT_CARE) + { + if (maxwidth < 0 || maxheight < 0 || + maxwidth < minwidth || maxheight < minheight) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid window maximum size %ix%i", + maxwidth, maxheight); + return; + } + } + + window->minwidth = minwidth; + window->minheight = minheight; + window->maxwidth = maxwidth; + window->maxheight = maxheight; + + if (window->monitor || !window->resizable) + return; + + _glfw.platform.setWindowSizeLimits(window, + minwidth, minheight, + maxwidth, maxheight); +} + +GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* handle, int numer, int denom) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + assert(numer != 0); + assert(denom != 0); + + _GLFW_REQUIRE_INIT(); + + if (numer != GLFW_DONT_CARE && denom != GLFW_DONT_CARE) + { + if (numer <= 0 || denom <= 0) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid window aspect ratio %i:%i", + numer, denom); + return; + } + } + + window->numer = numer; + window->denom = denom; + + if (window->monitor || !window->resizable) + return; + + _glfw.platform.setWindowAspectRatio(window, numer, denom); +} + +GLFWAPI void glfwGetFramebufferSize(GLFWwindow* handle, int* width, int* height) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + if (width) + *width = 0; + if (height) + *height = 0; + + _GLFW_REQUIRE_INIT(); + _glfw.platform.getFramebufferSize(window, width, height); +} + +GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* handle, + int* left, int* top, + int* right, int* bottom) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + if (left) + *left = 0; + if (top) + *top = 0; + if (right) + *right = 0; + if (bottom) + *bottom = 0; + + _GLFW_REQUIRE_INIT(); + _glfw.platform.getWindowFrameSize(window, left, top, right, bottom); +} + +GLFWAPI void glfwGetWindowContentScale(GLFWwindow* handle, + float* xscale, float* yscale) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + if (xscale) + *xscale = 0.f; + if (yscale) + *yscale = 0.f; + + _GLFW_REQUIRE_INIT(); + _glfw.platform.getWindowContentScale(window, xscale, yscale); +} + +GLFWAPI float glfwGetWindowOpacity(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(0.f); + return _glfw.platform.getWindowOpacity(window); +} + +GLFWAPI void glfwSetWindowOpacity(GLFWwindow* handle, float opacity) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + assert(opacity == opacity); + assert(opacity >= 0.f); + assert(opacity <= 1.f); + + _GLFW_REQUIRE_INIT(); + + if (opacity != opacity || opacity < 0.f || opacity > 1.f) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid window opacity %f", opacity); + return; + } + + _glfw.platform.setWindowOpacity(window, opacity); +} + +GLFWAPI void glfwIconifyWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + _glfw.platform.iconifyWindow(window); +} + +GLFWAPI void glfwRestoreWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + _glfw.platform.restoreWindow(window); +} + +GLFWAPI void glfwMaximizeWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + if (window->monitor) + return; + + _glfw.platform.maximizeWindow(window); +} + +GLFWAPI void glfwShowWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + if (window->monitor) + return; + + _glfw.platform.showWindow(window); + + if (window->focusOnShow) + _glfw.platform.focusWindow(window); +} + +GLFWAPI void glfwRequestWindowAttention(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + _glfw.platform.requestWindowAttention(window); +} + +GLFWAPI void glfwHideWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + if (window->monitor) + return; + + _glfw.platform.hideWindow(window); +} + +GLFWAPI void glfwFocusWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + _glfw.platform.focusWindow(window); +} + +GLFWAPI int glfwGetWindowAttrib(GLFWwindow* handle, int attrib) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(0); + + switch (attrib) + { + case GLFW_FOCUSED: + return _glfw.platform.windowFocused(window); + case GLFW_ICONIFIED: + return _glfw.platform.windowIconified(window); + case GLFW_VISIBLE: + return _glfw.platform.windowVisible(window); + case GLFW_MAXIMIZED: + return _glfw.platform.windowMaximized(window); + case GLFW_HOVERED: + return _glfw.platform.windowHovered(window); + case GLFW_FOCUS_ON_SHOW: + return window->focusOnShow; + case GLFW_MOUSE_PASSTHROUGH: + return window->mousePassthrough; + case GLFW_TRANSPARENT_FRAMEBUFFER: + return _glfw.platform.framebufferTransparent(window); + case GLFW_RESIZABLE: + return window->resizable; + case GLFW_DECORATED: + return window->decorated; + case GLFW_FLOATING: + return window->floating; + case GLFW_AUTO_ICONIFY: + return window->autoIconify; + case GLFW_DOUBLEBUFFER: + return window->doublebuffer; + case GLFW_CLIENT_API: + return window->context.client; + case GLFW_CONTEXT_CREATION_API: + return window->context.source; + case GLFW_CONTEXT_VERSION_MAJOR: + return window->context.major; + case GLFW_CONTEXT_VERSION_MINOR: + return window->context.minor; + case GLFW_CONTEXT_REVISION: + return window->context.revision; + case GLFW_CONTEXT_ROBUSTNESS: + return window->context.robustness; + case GLFW_OPENGL_FORWARD_COMPAT: + return window->context.forward; + case GLFW_CONTEXT_DEBUG: + return window->context.debug; + case GLFW_OPENGL_PROFILE: + return window->context.profile; + case GLFW_CONTEXT_RELEASE_BEHAVIOR: + return window->context.release; + case GLFW_CONTEXT_NO_ERROR: + return window->context.noerror; + } + + _glfwInputError(GLFW_INVALID_ENUM, "Invalid window attribute 0x%08X", attrib); + return 0; +} + +GLFWAPI void glfwSetWindowAttrib(GLFWwindow* handle, int attrib, int value) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + + value = value ? GLFW_TRUE : GLFW_FALSE; + + switch (attrib) + { + case GLFW_AUTO_ICONIFY: + window->autoIconify = value; + return; + + case GLFW_RESIZABLE: + window->resizable = value; + if (!window->monitor) + _glfw.platform.setWindowResizable(window, value); + return; + + case GLFW_DECORATED: + window->decorated = value; + if (!window->monitor) + _glfw.platform.setWindowDecorated(window, value); + return; + + case GLFW_FLOATING: + window->floating = value; + if (!window->monitor) + _glfw.platform.setWindowFloating(window, value); + return; + + case GLFW_FOCUS_ON_SHOW: + window->focusOnShow = value; + return; + + case GLFW_MOUSE_PASSTHROUGH: + window->mousePassthrough = value; + _glfw.platform.setWindowMousePassthrough(window, value); + return; + } + + _glfwInputError(GLFW_INVALID_ENUM, "Invalid window attribute 0x%08X", attrib); +} + +GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + return (GLFWmonitor*) window->monitor; +} + +GLFWAPI void glfwSetWindowMonitor(GLFWwindow* wh, + GLFWmonitor* mh, + int xpos, int ypos, + int width, int height, + int refreshRate) +{ + _GLFWwindow* window = (_GLFWwindow*) wh; + _GLFWmonitor* monitor = (_GLFWmonitor*) mh; + assert(window != NULL); + assert(width >= 0); + assert(height >= 0); + + _GLFW_REQUIRE_INIT(); + + if (width <= 0 || height <= 0) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid window size %ix%i", + width, height); + return; + } + + if (refreshRate < 0 && refreshRate != GLFW_DONT_CARE) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Invalid refresh rate %i", + refreshRate); + return; + } + + window->videoMode.width = width; + window->videoMode.height = height; + window->videoMode.refreshRate = refreshRate; + + _glfw.platform.setWindowMonitor(window, monitor, + xpos, ypos, width, height, + refreshRate); +} + +GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* handle, void* pointer) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT(); + window->userPointer = pointer; +} + +GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + return window->userPointer; +} + +GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* handle, + GLFWwindowposfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowposfun, window->callbacks.pos, cbfun); + return cbfun; +} + +GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* handle, + GLFWwindowsizefun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowsizefun, window->callbacks.size, cbfun); + return cbfun; +} + +GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* handle, + GLFWwindowclosefun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowclosefun, window->callbacks.close, cbfun); + return cbfun; +} + +GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* handle, + GLFWwindowrefreshfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowrefreshfun, window->callbacks.refresh, cbfun); + return cbfun; +} + +GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* handle, + GLFWwindowfocusfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowfocusfun, window->callbacks.focus, cbfun); + return cbfun; +} + +GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* handle, + GLFWwindowiconifyfun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowiconifyfun, window->callbacks.iconify, cbfun); + return cbfun; +} + +GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* handle, + GLFWwindowmaximizefun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowmaximizefun, window->callbacks.maximize, cbfun); + return cbfun; +} + +GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* handle, + GLFWframebuffersizefun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWframebuffersizefun, window->callbacks.fbsize, cbfun); + return cbfun; +} + +GLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* handle, + GLFWwindowcontentscalefun cbfun) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + assert(window != NULL); + + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + _GLFW_SWAP(GLFWwindowcontentscalefun, window->callbacks.scale, cbfun); + return cbfun; +} + +GLFWAPI void glfwPollEvents(void) +{ + _GLFW_REQUIRE_INIT(); + _glfw.platform.pollEvents(); +} + +GLFWAPI void glfwWaitEvents(void) +{ + _GLFW_REQUIRE_INIT(); + _glfw.platform.waitEvents(); +} + +GLFWAPI void glfwWaitEventsTimeout(double timeout) +{ + _GLFW_REQUIRE_INIT(); + assert(timeout == timeout); + assert(timeout >= 0.0); + assert(timeout <= DBL_MAX); + + if (timeout != timeout || timeout < 0.0 || timeout > DBL_MAX) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid time %f", timeout); + return; + } + + _glfw.platform.waitEventsTimeout(timeout); +} + +GLFWAPI void glfwPostEmptyEvent(void) +{ + _GLFW_REQUIRE_INIT(); + _glfw.platform.postEmptyEvent(); +} + diff --git a/dependencies/glfw-3.4/src/wl_init.c b/dependencies/glfw-3.4/src/wl_init.c new file mode 100644 index 0000000..3aff476 --- /dev/null +++ b/dependencies/glfw-3.4/src/wl_init.c @@ -0,0 +1,1003 @@ +//======================================================================== +// GLFW 3.4 Wayland - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2014 Jonas Ådahl +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_WAYLAND) + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "wayland-client-protocol.h" +#include "xdg-shell-client-protocol.h" +#include "xdg-decoration-unstable-v1-client-protocol.h" +#include "viewporter-client-protocol.h" +#include "relative-pointer-unstable-v1-client-protocol.h" +#include "pointer-constraints-unstable-v1-client-protocol.h" +#include "fractional-scale-v1-client-protocol.h" +#include "xdg-activation-v1-client-protocol.h" +#include "idle-inhibit-unstable-v1-client-protocol.h" + +// NOTE: Versions of wayland-scanner prior to 1.17.91 named every global array of +// wl_interface pointers 'types', making it impossible to combine several unmodified +// private-code files into a single compilation unit +// HACK: We override this name with a macro for each file, allowing them to coexist + +#define types _glfw_wayland_types +#include "wayland-client-protocol-code.h" +#undef types + +#define types _glfw_xdg_shell_types +#include "xdg-shell-client-protocol-code.h" +#undef types + +#define types _glfw_xdg_decoration_types +#include "xdg-decoration-unstable-v1-client-protocol-code.h" +#undef types + +#define types _glfw_viewporter_types +#include "viewporter-client-protocol-code.h" +#undef types + +#define types _glfw_relative_pointer_types +#include "relative-pointer-unstable-v1-client-protocol-code.h" +#undef types + +#define types _glfw_pointer_constraints_types +#include "pointer-constraints-unstable-v1-client-protocol-code.h" +#undef types + +#define types _glfw_fractional_scale_types +#include "fractional-scale-v1-client-protocol-code.h" +#undef types + +#define types _glfw_xdg_activation_types +#include "xdg-activation-v1-client-protocol-code.h" +#undef types + +#define types _glfw_idle_inhibit_types +#include "idle-inhibit-unstable-v1-client-protocol-code.h" +#undef types + +static void wmBaseHandlePing(void* userData, + struct xdg_wm_base* wmBase, + uint32_t serial) +{ + xdg_wm_base_pong(wmBase, serial); +} + +static const struct xdg_wm_base_listener wmBaseListener = +{ + wmBaseHandlePing +}; + +static void registryHandleGlobal(void* userData, + struct wl_registry* registry, + uint32_t name, + const char* interface, + uint32_t version) +{ + if (strcmp(interface, "wl_compositor") == 0) + { + _glfw.wl.compositor = + wl_registry_bind(registry, name, &wl_compositor_interface, + _glfw_min(3, version)); + } + else if (strcmp(interface, "wl_subcompositor") == 0) + { + _glfw.wl.subcompositor = + wl_registry_bind(registry, name, &wl_subcompositor_interface, 1); + } + else if (strcmp(interface, "wl_shm") == 0) + { + _glfw.wl.shm = + wl_registry_bind(registry, name, &wl_shm_interface, 1); + } + else if (strcmp(interface, "wl_output") == 0) + { + _glfwAddOutputWayland(name, version); + } + else if (strcmp(interface, "wl_seat") == 0) + { + if (!_glfw.wl.seat) + { + _glfw.wl.seat = + wl_registry_bind(registry, name, &wl_seat_interface, + _glfw_min(4, version)); + _glfwAddSeatListenerWayland(_glfw.wl.seat); + } + } + else if (strcmp(interface, "wl_data_device_manager") == 0) + { + if (!_glfw.wl.dataDeviceManager) + { + _glfw.wl.dataDeviceManager = + wl_registry_bind(registry, name, + &wl_data_device_manager_interface, 1); + } + } + else if (strcmp(interface, "xdg_wm_base") == 0) + { + _glfw.wl.wmBase = + wl_registry_bind(registry, name, &xdg_wm_base_interface, 1); + xdg_wm_base_add_listener(_glfw.wl.wmBase, &wmBaseListener, NULL); + } + else if (strcmp(interface, "zxdg_decoration_manager_v1") == 0) + { + _glfw.wl.decorationManager = + wl_registry_bind(registry, name, + &zxdg_decoration_manager_v1_interface, + 1); + } + else if (strcmp(interface, "wp_viewporter") == 0) + { + _glfw.wl.viewporter = + wl_registry_bind(registry, name, &wp_viewporter_interface, 1); + } + else if (strcmp(interface, "zwp_relative_pointer_manager_v1") == 0) + { + _glfw.wl.relativePointerManager = + wl_registry_bind(registry, name, + &zwp_relative_pointer_manager_v1_interface, + 1); + } + else if (strcmp(interface, "zwp_pointer_constraints_v1") == 0) + { + _glfw.wl.pointerConstraints = + wl_registry_bind(registry, name, + &zwp_pointer_constraints_v1_interface, + 1); + } + else if (strcmp(interface, "zwp_idle_inhibit_manager_v1") == 0) + { + _glfw.wl.idleInhibitManager = + wl_registry_bind(registry, name, + &zwp_idle_inhibit_manager_v1_interface, + 1); + } + else if (strcmp(interface, "xdg_activation_v1") == 0) + { + _glfw.wl.activationManager = + wl_registry_bind(registry, name, + &xdg_activation_v1_interface, + 1); + } + else if (strcmp(interface, "wp_fractional_scale_manager_v1") == 0) + { + _glfw.wl.fractionalScaleManager = + wl_registry_bind(registry, name, + &wp_fractional_scale_manager_v1_interface, + 1); + } +} + +static void registryHandleGlobalRemove(void* userData, + struct wl_registry* registry, + uint32_t name) +{ + for (int i = 0; i < _glfw.monitorCount; ++i) + { + _GLFWmonitor* monitor = _glfw.monitors[i]; + if (monitor->wl.name == name) + { + _glfwInputMonitor(monitor, GLFW_DISCONNECTED, 0); + return; + } + } +} + + +static const struct wl_registry_listener registryListener = +{ + registryHandleGlobal, + registryHandleGlobalRemove +}; + +void libdecorHandleError(struct libdecor* context, + enum libdecor_error error, + const char* message) +{ + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: libdecor error %u: %s", + error, message); +} + +static const struct libdecor_interface libdecorInterface = +{ + libdecorHandleError +}; + +static void libdecorReadyCallback(void* userData, + struct wl_callback* callback, + uint32_t time) +{ + _glfw.wl.libdecor.ready = GLFW_TRUE; + + assert(_glfw.wl.libdecor.callback == callback); + wl_callback_destroy(_glfw.wl.libdecor.callback); + _glfw.wl.libdecor.callback = NULL; +} + +static const struct wl_callback_listener libdecorReadyListener = +{ + libdecorReadyCallback +}; + +// Create key code translation tables +// +static void createKeyTables(void) +{ + memset(_glfw.wl.keycodes, -1, sizeof(_glfw.wl.keycodes)); + memset(_glfw.wl.scancodes, -1, sizeof(_glfw.wl.scancodes)); + + _glfw.wl.keycodes[KEY_GRAVE] = GLFW_KEY_GRAVE_ACCENT; + _glfw.wl.keycodes[KEY_1] = GLFW_KEY_1; + _glfw.wl.keycodes[KEY_2] = GLFW_KEY_2; + _glfw.wl.keycodes[KEY_3] = GLFW_KEY_3; + _glfw.wl.keycodes[KEY_4] = GLFW_KEY_4; + _glfw.wl.keycodes[KEY_5] = GLFW_KEY_5; + _glfw.wl.keycodes[KEY_6] = GLFW_KEY_6; + _glfw.wl.keycodes[KEY_7] = GLFW_KEY_7; + _glfw.wl.keycodes[KEY_8] = GLFW_KEY_8; + _glfw.wl.keycodes[KEY_9] = GLFW_KEY_9; + _glfw.wl.keycodes[KEY_0] = GLFW_KEY_0; + _glfw.wl.keycodes[KEY_SPACE] = GLFW_KEY_SPACE; + _glfw.wl.keycodes[KEY_MINUS] = GLFW_KEY_MINUS; + _glfw.wl.keycodes[KEY_EQUAL] = GLFW_KEY_EQUAL; + _glfw.wl.keycodes[KEY_Q] = GLFW_KEY_Q; + _glfw.wl.keycodes[KEY_W] = GLFW_KEY_W; + _glfw.wl.keycodes[KEY_E] = GLFW_KEY_E; + _glfw.wl.keycodes[KEY_R] = GLFW_KEY_R; + _glfw.wl.keycodes[KEY_T] = GLFW_KEY_T; + _glfw.wl.keycodes[KEY_Y] = GLFW_KEY_Y; + _glfw.wl.keycodes[KEY_U] = GLFW_KEY_U; + _glfw.wl.keycodes[KEY_I] = GLFW_KEY_I; + _glfw.wl.keycodes[KEY_O] = GLFW_KEY_O; + _glfw.wl.keycodes[KEY_P] = GLFW_KEY_P; + _glfw.wl.keycodes[KEY_LEFTBRACE] = GLFW_KEY_LEFT_BRACKET; + _glfw.wl.keycodes[KEY_RIGHTBRACE] = GLFW_KEY_RIGHT_BRACKET; + _glfw.wl.keycodes[KEY_A] = GLFW_KEY_A; + _glfw.wl.keycodes[KEY_S] = GLFW_KEY_S; + _glfw.wl.keycodes[KEY_D] = GLFW_KEY_D; + _glfw.wl.keycodes[KEY_F] = GLFW_KEY_F; + _glfw.wl.keycodes[KEY_G] = GLFW_KEY_G; + _glfw.wl.keycodes[KEY_H] = GLFW_KEY_H; + _glfw.wl.keycodes[KEY_J] = GLFW_KEY_J; + _glfw.wl.keycodes[KEY_K] = GLFW_KEY_K; + _glfw.wl.keycodes[KEY_L] = GLFW_KEY_L; + _glfw.wl.keycodes[KEY_SEMICOLON] = GLFW_KEY_SEMICOLON; + _glfw.wl.keycodes[KEY_APOSTROPHE] = GLFW_KEY_APOSTROPHE; + _glfw.wl.keycodes[KEY_Z] = GLFW_KEY_Z; + _glfw.wl.keycodes[KEY_X] = GLFW_KEY_X; + _glfw.wl.keycodes[KEY_C] = GLFW_KEY_C; + _glfw.wl.keycodes[KEY_V] = GLFW_KEY_V; + _glfw.wl.keycodes[KEY_B] = GLFW_KEY_B; + _glfw.wl.keycodes[KEY_N] = GLFW_KEY_N; + _glfw.wl.keycodes[KEY_M] = GLFW_KEY_M; + _glfw.wl.keycodes[KEY_COMMA] = GLFW_KEY_COMMA; + _glfw.wl.keycodes[KEY_DOT] = GLFW_KEY_PERIOD; + _glfw.wl.keycodes[KEY_SLASH] = GLFW_KEY_SLASH; + _glfw.wl.keycodes[KEY_BACKSLASH] = GLFW_KEY_BACKSLASH; + _glfw.wl.keycodes[KEY_ESC] = GLFW_KEY_ESCAPE; + _glfw.wl.keycodes[KEY_TAB] = GLFW_KEY_TAB; + _glfw.wl.keycodes[KEY_LEFTSHIFT] = GLFW_KEY_LEFT_SHIFT; + _glfw.wl.keycodes[KEY_RIGHTSHIFT] = GLFW_KEY_RIGHT_SHIFT; + _glfw.wl.keycodes[KEY_LEFTCTRL] = GLFW_KEY_LEFT_CONTROL; + _glfw.wl.keycodes[KEY_RIGHTCTRL] = GLFW_KEY_RIGHT_CONTROL; + _glfw.wl.keycodes[KEY_LEFTALT] = GLFW_KEY_LEFT_ALT; + _glfw.wl.keycodes[KEY_RIGHTALT] = GLFW_KEY_RIGHT_ALT; + _glfw.wl.keycodes[KEY_LEFTMETA] = GLFW_KEY_LEFT_SUPER; + _glfw.wl.keycodes[KEY_RIGHTMETA] = GLFW_KEY_RIGHT_SUPER; + _glfw.wl.keycodes[KEY_COMPOSE] = GLFW_KEY_MENU; + _glfw.wl.keycodes[KEY_NUMLOCK] = GLFW_KEY_NUM_LOCK; + _glfw.wl.keycodes[KEY_CAPSLOCK] = GLFW_KEY_CAPS_LOCK; + _glfw.wl.keycodes[KEY_PRINT] = GLFW_KEY_PRINT_SCREEN; + _glfw.wl.keycodes[KEY_SCROLLLOCK] = GLFW_KEY_SCROLL_LOCK; + _glfw.wl.keycodes[KEY_PAUSE] = GLFW_KEY_PAUSE; + _glfw.wl.keycodes[KEY_DELETE] = GLFW_KEY_DELETE; + _glfw.wl.keycodes[KEY_BACKSPACE] = GLFW_KEY_BACKSPACE; + _glfw.wl.keycodes[KEY_ENTER] = GLFW_KEY_ENTER; + _glfw.wl.keycodes[KEY_HOME] = GLFW_KEY_HOME; + _glfw.wl.keycodes[KEY_END] = GLFW_KEY_END; + _glfw.wl.keycodes[KEY_PAGEUP] = GLFW_KEY_PAGE_UP; + _glfw.wl.keycodes[KEY_PAGEDOWN] = GLFW_KEY_PAGE_DOWN; + _glfw.wl.keycodes[KEY_INSERT] = GLFW_KEY_INSERT; + _glfw.wl.keycodes[KEY_LEFT] = GLFW_KEY_LEFT; + _glfw.wl.keycodes[KEY_RIGHT] = GLFW_KEY_RIGHT; + _glfw.wl.keycodes[KEY_DOWN] = GLFW_KEY_DOWN; + _glfw.wl.keycodes[KEY_UP] = GLFW_KEY_UP; + _glfw.wl.keycodes[KEY_F1] = GLFW_KEY_F1; + _glfw.wl.keycodes[KEY_F2] = GLFW_KEY_F2; + _glfw.wl.keycodes[KEY_F3] = GLFW_KEY_F3; + _glfw.wl.keycodes[KEY_F4] = GLFW_KEY_F4; + _glfw.wl.keycodes[KEY_F5] = GLFW_KEY_F5; + _glfw.wl.keycodes[KEY_F6] = GLFW_KEY_F6; + _glfw.wl.keycodes[KEY_F7] = GLFW_KEY_F7; + _glfw.wl.keycodes[KEY_F8] = GLFW_KEY_F8; + _glfw.wl.keycodes[KEY_F9] = GLFW_KEY_F9; + _glfw.wl.keycodes[KEY_F10] = GLFW_KEY_F10; + _glfw.wl.keycodes[KEY_F11] = GLFW_KEY_F11; + _glfw.wl.keycodes[KEY_F12] = GLFW_KEY_F12; + _glfw.wl.keycodes[KEY_F13] = GLFW_KEY_F13; + _glfw.wl.keycodes[KEY_F14] = GLFW_KEY_F14; + _glfw.wl.keycodes[KEY_F15] = GLFW_KEY_F15; + _glfw.wl.keycodes[KEY_F16] = GLFW_KEY_F16; + _glfw.wl.keycodes[KEY_F17] = GLFW_KEY_F17; + _glfw.wl.keycodes[KEY_F18] = GLFW_KEY_F18; + _glfw.wl.keycodes[KEY_F19] = GLFW_KEY_F19; + _glfw.wl.keycodes[KEY_F20] = GLFW_KEY_F20; + _glfw.wl.keycodes[KEY_F21] = GLFW_KEY_F21; + _glfw.wl.keycodes[KEY_F22] = GLFW_KEY_F22; + _glfw.wl.keycodes[KEY_F23] = GLFW_KEY_F23; + _glfw.wl.keycodes[KEY_F24] = GLFW_KEY_F24; + _glfw.wl.keycodes[KEY_KPSLASH] = GLFW_KEY_KP_DIVIDE; + _glfw.wl.keycodes[KEY_KPASTERISK] = GLFW_KEY_KP_MULTIPLY; + _glfw.wl.keycodes[KEY_KPMINUS] = GLFW_KEY_KP_SUBTRACT; + _glfw.wl.keycodes[KEY_KPPLUS] = GLFW_KEY_KP_ADD; + _glfw.wl.keycodes[KEY_KP0] = GLFW_KEY_KP_0; + _glfw.wl.keycodes[KEY_KP1] = GLFW_KEY_KP_1; + _glfw.wl.keycodes[KEY_KP2] = GLFW_KEY_KP_2; + _glfw.wl.keycodes[KEY_KP3] = GLFW_KEY_KP_3; + _glfw.wl.keycodes[KEY_KP4] = GLFW_KEY_KP_4; + _glfw.wl.keycodes[KEY_KP5] = GLFW_KEY_KP_5; + _glfw.wl.keycodes[KEY_KP6] = GLFW_KEY_KP_6; + _glfw.wl.keycodes[KEY_KP7] = GLFW_KEY_KP_7; + _glfw.wl.keycodes[KEY_KP8] = GLFW_KEY_KP_8; + _glfw.wl.keycodes[KEY_KP9] = GLFW_KEY_KP_9; + _glfw.wl.keycodes[KEY_KPDOT] = GLFW_KEY_KP_DECIMAL; + _glfw.wl.keycodes[KEY_KPEQUAL] = GLFW_KEY_KP_EQUAL; + _glfw.wl.keycodes[KEY_KPENTER] = GLFW_KEY_KP_ENTER; + _glfw.wl.keycodes[KEY_102ND] = GLFW_KEY_WORLD_2; + + for (int scancode = 0; scancode < 256; scancode++) + { + if (_glfw.wl.keycodes[scancode] > 0) + _glfw.wl.scancodes[_glfw.wl.keycodes[scancode]] = scancode; + } +} + +static GLFWbool loadCursorTheme(void) +{ + int cursorSize = 16; + + const char* sizeString = getenv("XCURSOR_SIZE"); + if (sizeString) + { + errno = 0; + const long cursorSizeLong = strtol(sizeString, NULL, 10); + if (errno == 0 && cursorSizeLong > 0 && cursorSizeLong < INT_MAX) + cursorSize = (int) cursorSizeLong; + } + + const char* themeName = getenv("XCURSOR_THEME"); + + _glfw.wl.cursorTheme = wl_cursor_theme_load(themeName, cursorSize, _glfw.wl.shm); + if (!_glfw.wl.cursorTheme) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load default cursor theme"); + return GLFW_FALSE; + } + + // If this happens to be NULL, we just fallback to the scale=1 version. + _glfw.wl.cursorThemeHiDPI = + wl_cursor_theme_load(themeName, cursorSize * 2, _glfw.wl.shm); + + _glfw.wl.cursorSurface = wl_compositor_create_surface(_glfw.wl.compositor); + _glfw.wl.cursorTimerfd = timerfd_create(CLOCK_MONOTONIC, TFD_CLOEXEC | TFD_NONBLOCK); + return GLFW_TRUE; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwConnectWayland(int platformID, _GLFWplatform* platform) +{ + const _GLFWplatform wayland = + { + .platformID = GLFW_PLATFORM_WAYLAND, + .init = _glfwInitWayland, + .terminate = _glfwTerminateWayland, + .getCursorPos = _glfwGetCursorPosWayland, + .setCursorPos = _glfwSetCursorPosWayland, + .setCursorMode = _glfwSetCursorModeWayland, + .setRawMouseMotion = _glfwSetRawMouseMotionWayland, + .rawMouseMotionSupported = _glfwRawMouseMotionSupportedWayland, + .createCursor = _glfwCreateCursorWayland, + .createStandardCursor = _glfwCreateStandardCursorWayland, + .destroyCursor = _glfwDestroyCursorWayland, + .setCursor = _glfwSetCursorWayland, + .getScancodeName = _glfwGetScancodeNameWayland, + .getKeyScancode = _glfwGetKeyScancodeWayland, + .setClipboardString = _glfwSetClipboardStringWayland, + .getClipboardString = _glfwGetClipboardStringWayland, +#if defined(GLFW_BUILD_LINUX_JOYSTICK) + .initJoysticks = _glfwInitJoysticksLinux, + .terminateJoysticks = _glfwTerminateJoysticksLinux, + .pollJoystick = _glfwPollJoystickLinux, + .getMappingName = _glfwGetMappingNameLinux, + .updateGamepadGUID = _glfwUpdateGamepadGUIDLinux, +#else + .initJoysticks = _glfwInitJoysticksNull, + .terminateJoysticks = _glfwTerminateJoysticksNull, + .pollJoystick = _glfwPollJoystickNull, + .getMappingName = _glfwGetMappingNameNull, + .updateGamepadGUID = _glfwUpdateGamepadGUIDNull, +#endif + .freeMonitor = _glfwFreeMonitorWayland, + .getMonitorPos = _glfwGetMonitorPosWayland, + .getMonitorContentScale = _glfwGetMonitorContentScaleWayland, + .getMonitorWorkarea = _glfwGetMonitorWorkareaWayland, + .getVideoModes = _glfwGetVideoModesWayland, + .getVideoMode = _glfwGetVideoModeWayland, + .getGammaRamp = _glfwGetGammaRampWayland, + .setGammaRamp = _glfwSetGammaRampWayland, + .createWindow = _glfwCreateWindowWayland, + .destroyWindow = _glfwDestroyWindowWayland, + .setWindowTitle = _glfwSetWindowTitleWayland, + .setWindowIcon = _glfwSetWindowIconWayland, + .getWindowPos = _glfwGetWindowPosWayland, + .setWindowPos = _glfwSetWindowPosWayland, + .getWindowSize = _glfwGetWindowSizeWayland, + .setWindowSize = _glfwSetWindowSizeWayland, + .setWindowSizeLimits = _glfwSetWindowSizeLimitsWayland, + .setWindowAspectRatio = _glfwSetWindowAspectRatioWayland, + .getFramebufferSize = _glfwGetFramebufferSizeWayland, + .getWindowFrameSize = _glfwGetWindowFrameSizeWayland, + .getWindowContentScale = _glfwGetWindowContentScaleWayland, + .iconifyWindow = _glfwIconifyWindowWayland, + .restoreWindow = _glfwRestoreWindowWayland, + .maximizeWindow = _glfwMaximizeWindowWayland, + .showWindow = _glfwShowWindowWayland, + .hideWindow = _glfwHideWindowWayland, + .requestWindowAttention = _glfwRequestWindowAttentionWayland, + .focusWindow = _glfwFocusWindowWayland, + .setWindowMonitor = _glfwSetWindowMonitorWayland, + .windowFocused = _glfwWindowFocusedWayland, + .windowIconified = _glfwWindowIconifiedWayland, + .windowVisible = _glfwWindowVisibleWayland, + .windowMaximized = _glfwWindowMaximizedWayland, + .windowHovered = _glfwWindowHoveredWayland, + .framebufferTransparent = _glfwFramebufferTransparentWayland, + .getWindowOpacity = _glfwGetWindowOpacityWayland, + .setWindowResizable = _glfwSetWindowResizableWayland, + .setWindowDecorated = _glfwSetWindowDecoratedWayland, + .setWindowFloating = _glfwSetWindowFloatingWayland, + .setWindowOpacity = _glfwSetWindowOpacityWayland, + .setWindowMousePassthrough = _glfwSetWindowMousePassthroughWayland, + .pollEvents = _glfwPollEventsWayland, + .waitEvents = _glfwWaitEventsWayland, + .waitEventsTimeout = _glfwWaitEventsTimeoutWayland, + .postEmptyEvent = _glfwPostEmptyEventWayland, + .getEGLPlatform = _glfwGetEGLPlatformWayland, + .getEGLNativeDisplay = _glfwGetEGLNativeDisplayWayland, + .getEGLNativeWindow = _glfwGetEGLNativeWindowWayland, + .getRequiredInstanceExtensions = _glfwGetRequiredInstanceExtensionsWayland, + .getPhysicalDevicePresentationSupport = _glfwGetPhysicalDevicePresentationSupportWayland, + .createWindowSurface = _glfwCreateWindowSurfaceWayland + }; + + void* module = _glfwPlatformLoadModule("libwayland-client.so.0"); + if (!module) + { + if (platformID == GLFW_PLATFORM_WAYLAND) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load libwayland-client"); + } + + return GLFW_FALSE; + } + + PFN_wl_display_connect wl_display_connect = (PFN_wl_display_connect) + _glfwPlatformGetModuleSymbol(module, "wl_display_connect"); + if (!wl_display_connect) + { + if (platformID == GLFW_PLATFORM_WAYLAND) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load libwayland-client entry point"); + } + + _glfwPlatformFreeModule(module); + return GLFW_FALSE; + } + + struct wl_display* display = wl_display_connect(NULL); + if (!display) + { + if (platformID == GLFW_PLATFORM_WAYLAND) + _glfwInputError(GLFW_PLATFORM_ERROR, "Wayland: Failed to connect to display"); + + _glfwPlatformFreeModule(module); + return GLFW_FALSE; + } + + _glfw.wl.display = display; + _glfw.wl.client.handle = module; + + *platform = wayland; + return GLFW_TRUE; +} + +int _glfwInitWayland(void) +{ + // These must be set before any failure checks + _glfw.wl.keyRepeatTimerfd = -1; + _glfw.wl.cursorTimerfd = -1; + + _glfw.wl.tag = glfwGetVersionString(); + + _glfw.wl.client.display_flush = (PFN_wl_display_flush) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_flush"); + _glfw.wl.client.display_cancel_read = (PFN_wl_display_cancel_read) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_cancel_read"); + _glfw.wl.client.display_dispatch_pending = (PFN_wl_display_dispatch_pending) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_dispatch_pending"); + _glfw.wl.client.display_read_events = (PFN_wl_display_read_events) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_read_events"); + _glfw.wl.client.display_disconnect = (PFN_wl_display_disconnect) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_disconnect"); + _glfw.wl.client.display_roundtrip = (PFN_wl_display_roundtrip) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_roundtrip"); + _glfw.wl.client.display_get_fd = (PFN_wl_display_get_fd) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_get_fd"); + _glfw.wl.client.display_prepare_read = (PFN_wl_display_prepare_read) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_display_prepare_read"); + _glfw.wl.client.proxy_marshal = (PFN_wl_proxy_marshal) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_marshal"); + _glfw.wl.client.proxy_add_listener = (PFN_wl_proxy_add_listener) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_add_listener"); + _glfw.wl.client.proxy_destroy = (PFN_wl_proxy_destroy) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_destroy"); + _glfw.wl.client.proxy_marshal_constructor = (PFN_wl_proxy_marshal_constructor) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_marshal_constructor"); + _glfw.wl.client.proxy_marshal_constructor_versioned = (PFN_wl_proxy_marshal_constructor_versioned) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_marshal_constructor_versioned"); + _glfw.wl.client.proxy_get_user_data = (PFN_wl_proxy_get_user_data) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_get_user_data"); + _glfw.wl.client.proxy_set_user_data = (PFN_wl_proxy_set_user_data) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_set_user_data"); + _glfw.wl.client.proxy_get_tag = (PFN_wl_proxy_get_tag) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_get_tag"); + _glfw.wl.client.proxy_set_tag = (PFN_wl_proxy_set_tag) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_set_tag"); + _glfw.wl.client.proxy_get_version = (PFN_wl_proxy_get_version) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_get_version"); + _glfw.wl.client.proxy_marshal_flags = (PFN_wl_proxy_marshal_flags) + _glfwPlatformGetModuleSymbol(_glfw.wl.client.handle, "wl_proxy_marshal_flags"); + + if (!_glfw.wl.client.display_flush || + !_glfw.wl.client.display_cancel_read || + !_glfw.wl.client.display_dispatch_pending || + !_glfw.wl.client.display_read_events || + !_glfw.wl.client.display_disconnect || + !_glfw.wl.client.display_roundtrip || + !_glfw.wl.client.display_get_fd || + !_glfw.wl.client.display_prepare_read || + !_glfw.wl.client.proxy_marshal || + !_glfw.wl.client.proxy_add_listener || + !_glfw.wl.client.proxy_destroy || + !_glfw.wl.client.proxy_marshal_constructor || + !_glfw.wl.client.proxy_marshal_constructor_versioned || + !_glfw.wl.client.proxy_get_user_data || + !_glfw.wl.client.proxy_set_user_data || + !_glfw.wl.client.proxy_get_tag || + !_glfw.wl.client.proxy_set_tag) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load libwayland-client entry point"); + return GLFW_FALSE; + } + + _glfw.wl.cursor.handle = _glfwPlatformLoadModule("libwayland-cursor.so.0"); + if (!_glfw.wl.cursor.handle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load libwayland-cursor"); + return GLFW_FALSE; + } + + _glfw.wl.cursor.theme_load = (PFN_wl_cursor_theme_load) + _glfwPlatformGetModuleSymbol(_glfw.wl.cursor.handle, "wl_cursor_theme_load"); + _glfw.wl.cursor.theme_destroy = (PFN_wl_cursor_theme_destroy) + _glfwPlatformGetModuleSymbol(_glfw.wl.cursor.handle, "wl_cursor_theme_destroy"); + _glfw.wl.cursor.theme_get_cursor = (PFN_wl_cursor_theme_get_cursor) + _glfwPlatformGetModuleSymbol(_glfw.wl.cursor.handle, "wl_cursor_theme_get_cursor"); + _glfw.wl.cursor.image_get_buffer = (PFN_wl_cursor_image_get_buffer) + _glfwPlatformGetModuleSymbol(_glfw.wl.cursor.handle, "wl_cursor_image_get_buffer"); + + _glfw.wl.egl.handle = _glfwPlatformLoadModule("libwayland-egl.so.1"); + if (!_glfw.wl.egl.handle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load libwayland-egl"); + return GLFW_FALSE; + } + + _glfw.wl.egl.window_create = (PFN_wl_egl_window_create) + _glfwPlatformGetModuleSymbol(_glfw.wl.egl.handle, "wl_egl_window_create"); + _glfw.wl.egl.window_destroy = (PFN_wl_egl_window_destroy) + _glfwPlatformGetModuleSymbol(_glfw.wl.egl.handle, "wl_egl_window_destroy"); + _glfw.wl.egl.window_resize = (PFN_wl_egl_window_resize) + _glfwPlatformGetModuleSymbol(_glfw.wl.egl.handle, "wl_egl_window_resize"); + + _glfw.wl.xkb.handle = _glfwPlatformLoadModule("libxkbcommon.so.0"); + if (!_glfw.wl.xkb.handle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load libxkbcommon"); + return GLFW_FALSE; + } + + _glfw.wl.xkb.context_new = (PFN_xkb_context_new) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_context_new"); + _glfw.wl.xkb.context_unref = (PFN_xkb_context_unref) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_context_unref"); + _glfw.wl.xkb.keymap_new_from_string = (PFN_xkb_keymap_new_from_string) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_keymap_new_from_string"); + _glfw.wl.xkb.keymap_unref = (PFN_xkb_keymap_unref) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_keymap_unref"); + _glfw.wl.xkb.keymap_mod_get_index = (PFN_xkb_keymap_mod_get_index) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_keymap_mod_get_index"); + _glfw.wl.xkb.keymap_key_repeats = (PFN_xkb_keymap_key_repeats) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_keymap_key_repeats"); + _glfw.wl.xkb.keymap_key_get_syms_by_level = (PFN_xkb_keymap_key_get_syms_by_level) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_keymap_key_get_syms_by_level"); + _glfw.wl.xkb.state_new = (PFN_xkb_state_new) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_state_new"); + _glfw.wl.xkb.state_unref = (PFN_xkb_state_unref) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_state_unref"); + _glfw.wl.xkb.state_key_get_syms = (PFN_xkb_state_key_get_syms) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_state_key_get_syms"); + _glfw.wl.xkb.state_update_mask = (PFN_xkb_state_update_mask) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_state_update_mask"); + _glfw.wl.xkb.state_key_get_layout = (PFN_xkb_state_key_get_layout) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_state_key_get_layout"); + _glfw.wl.xkb.state_mod_index_is_active = (PFN_xkb_state_mod_index_is_active) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_state_mod_index_is_active"); + _glfw.wl.xkb.compose_table_new_from_locale = (PFN_xkb_compose_table_new_from_locale) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_compose_table_new_from_locale"); + _glfw.wl.xkb.compose_table_unref = (PFN_xkb_compose_table_unref) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_compose_table_unref"); + _glfw.wl.xkb.compose_state_new = (PFN_xkb_compose_state_new) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_compose_state_new"); + _glfw.wl.xkb.compose_state_unref = (PFN_xkb_compose_state_unref) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_compose_state_unref"); + _glfw.wl.xkb.compose_state_feed = (PFN_xkb_compose_state_feed) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_compose_state_feed"); + _glfw.wl.xkb.compose_state_get_status = (PFN_xkb_compose_state_get_status) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_compose_state_get_status"); + _glfw.wl.xkb.compose_state_get_one_sym = (PFN_xkb_compose_state_get_one_sym) + _glfwPlatformGetModuleSymbol(_glfw.wl.xkb.handle, "xkb_compose_state_get_one_sym"); + + if (!_glfw.wl.xkb.context_new || + !_glfw.wl.xkb.context_unref || + !_glfw.wl.xkb.keymap_new_from_string || + !_glfw.wl.xkb.keymap_unref || + !_glfw.wl.xkb.keymap_mod_get_index || + !_glfw.wl.xkb.keymap_key_repeats || + !_glfw.wl.xkb.keymap_key_get_syms_by_level || + !_glfw.wl.xkb.state_new || + !_glfw.wl.xkb.state_unref || + !_glfw.wl.xkb.state_key_get_syms || + !_glfw.wl.xkb.state_update_mask || + !_glfw.wl.xkb.state_key_get_layout || + !_glfw.wl.xkb.state_mod_index_is_active || + !_glfw.wl.xkb.compose_table_new_from_locale || + !_glfw.wl.xkb.compose_table_unref || + !_glfw.wl.xkb.compose_state_new || + !_glfw.wl.xkb.compose_state_unref || + !_glfw.wl.xkb.compose_state_feed || + !_glfw.wl.xkb.compose_state_get_status || + !_glfw.wl.xkb.compose_state_get_one_sym) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to load all entry points from libxkbcommon"); + return GLFW_FALSE; + } + + if (_glfw.hints.init.wl.libdecorMode == GLFW_WAYLAND_PREFER_LIBDECOR) + _glfw.wl.libdecor.handle = _glfwPlatformLoadModule("libdecor-0.so.0"); + + if (_glfw.wl.libdecor.handle) + { + _glfw.wl.libdecor.libdecor_new_ = (PFN_libdecor_new) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_new"); + _glfw.wl.libdecor.libdecor_unref_ = (PFN_libdecor_unref) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_unref"); + _glfw.wl.libdecor.libdecor_get_fd_ = (PFN_libdecor_get_fd) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_get_fd"); + _glfw.wl.libdecor.libdecor_dispatch_ = (PFN_libdecor_dispatch) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_dispatch"); + _glfw.wl.libdecor.libdecor_decorate_ = (PFN_libdecor_decorate) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_decorate"); + _glfw.wl.libdecor.libdecor_frame_unref_ = (PFN_libdecor_frame_unref) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_unref"); + _glfw.wl.libdecor.libdecor_frame_set_app_id_ = (PFN_libdecor_frame_set_app_id) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_app_id"); + _glfw.wl.libdecor.libdecor_frame_set_title_ = (PFN_libdecor_frame_set_title) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_title"); + _glfw.wl.libdecor.libdecor_frame_set_minimized_ = (PFN_libdecor_frame_set_minimized) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_minimized"); + _glfw.wl.libdecor.libdecor_frame_set_fullscreen_ = (PFN_libdecor_frame_set_fullscreen) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_fullscreen"); + _glfw.wl.libdecor.libdecor_frame_unset_fullscreen_ = (PFN_libdecor_frame_unset_fullscreen) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_unset_fullscreen"); + _glfw.wl.libdecor.libdecor_frame_map_ = (PFN_libdecor_frame_map) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_map"); + _glfw.wl.libdecor.libdecor_frame_commit_ = (PFN_libdecor_frame_commit) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_commit"); + _glfw.wl.libdecor.libdecor_frame_set_min_content_size_ = (PFN_libdecor_frame_set_min_content_size) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_min_content_size"); + _glfw.wl.libdecor.libdecor_frame_set_max_content_size_ = (PFN_libdecor_frame_set_max_content_size) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_max_content_size"); + _glfw.wl.libdecor.libdecor_frame_set_maximized_ = (PFN_libdecor_frame_set_maximized) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_maximized"); + _glfw.wl.libdecor.libdecor_frame_unset_maximized_ = (PFN_libdecor_frame_unset_maximized) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_unset_maximized"); + _glfw.wl.libdecor.libdecor_frame_set_capabilities_ = (PFN_libdecor_frame_set_capabilities) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_capabilities"); + _glfw.wl.libdecor.libdecor_frame_unset_capabilities_ = (PFN_libdecor_frame_unset_capabilities) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_unset_capabilities"); + _glfw.wl.libdecor.libdecor_frame_set_visibility_ = (PFN_libdecor_frame_set_visibility) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_set_visibility"); + _glfw.wl.libdecor.libdecor_frame_get_xdg_toplevel_ = (PFN_libdecor_frame_get_xdg_toplevel) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_frame_get_xdg_toplevel"); + _glfw.wl.libdecor.libdecor_configuration_get_content_size_ = (PFN_libdecor_configuration_get_content_size) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_configuration_get_content_size"); + _glfw.wl.libdecor.libdecor_configuration_get_window_state_ = (PFN_libdecor_configuration_get_window_state) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_configuration_get_window_state"); + _glfw.wl.libdecor.libdecor_state_new_ = (PFN_libdecor_state_new) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_state_new"); + _glfw.wl.libdecor.libdecor_state_free_ = (PFN_libdecor_state_free) + _glfwPlatformGetModuleSymbol(_glfw.wl.libdecor.handle, "libdecor_state_free"); + + if (!_glfw.wl.libdecor.libdecor_new_ || + !_glfw.wl.libdecor.libdecor_unref_ || + !_glfw.wl.libdecor.libdecor_get_fd_ || + !_glfw.wl.libdecor.libdecor_dispatch_ || + !_glfw.wl.libdecor.libdecor_decorate_ || + !_glfw.wl.libdecor.libdecor_frame_unref_ || + !_glfw.wl.libdecor.libdecor_frame_set_app_id_ || + !_glfw.wl.libdecor.libdecor_frame_set_title_ || + !_glfw.wl.libdecor.libdecor_frame_set_minimized_ || + !_glfw.wl.libdecor.libdecor_frame_set_fullscreen_ || + !_glfw.wl.libdecor.libdecor_frame_unset_fullscreen_ || + !_glfw.wl.libdecor.libdecor_frame_map_ || + !_glfw.wl.libdecor.libdecor_frame_commit_ || + !_glfw.wl.libdecor.libdecor_frame_set_min_content_size_ || + !_glfw.wl.libdecor.libdecor_frame_set_max_content_size_ || + !_glfw.wl.libdecor.libdecor_frame_set_maximized_ || + !_glfw.wl.libdecor.libdecor_frame_unset_maximized_ || + !_glfw.wl.libdecor.libdecor_frame_set_capabilities_ || + !_glfw.wl.libdecor.libdecor_frame_unset_capabilities_ || + !_glfw.wl.libdecor.libdecor_frame_set_visibility_ || + !_glfw.wl.libdecor.libdecor_frame_get_xdg_toplevel_ || + !_glfw.wl.libdecor.libdecor_configuration_get_content_size_ || + !_glfw.wl.libdecor.libdecor_configuration_get_window_state_ || + !_glfw.wl.libdecor.libdecor_state_new_ || + !_glfw.wl.libdecor.libdecor_state_free_) + { + _glfwPlatformFreeModule(_glfw.wl.libdecor.handle); + memset(&_glfw.wl.libdecor, 0, sizeof(_glfw.wl.libdecor)); + } + } + + _glfw.wl.registry = wl_display_get_registry(_glfw.wl.display); + wl_registry_add_listener(_glfw.wl.registry, ®istryListener, NULL); + + createKeyTables(); + + _glfw.wl.xkb.context = xkb_context_new(0); + if (!_glfw.wl.xkb.context) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to initialize xkb context"); + return GLFW_FALSE; + } + + // Sync so we got all registry objects + wl_display_roundtrip(_glfw.wl.display); + + // Sync so we got all initial output events + wl_display_roundtrip(_glfw.wl.display); + + if (_glfw.wl.libdecor.handle) + { + _glfw.wl.libdecor.context = libdecor_new(_glfw.wl.display, &libdecorInterface); + if (_glfw.wl.libdecor.context) + { + // Perform an initial dispatch and flush to get the init started + libdecor_dispatch(_glfw.wl.libdecor.context, 0); + + // Create sync point to "know" when libdecor is ready for use + _glfw.wl.libdecor.callback = wl_display_sync(_glfw.wl.display); + wl_callback_add_listener(_glfw.wl.libdecor.callback, + &libdecorReadyListener, + NULL); + } + } + + if (wl_seat_get_version(_glfw.wl.seat) >= WL_KEYBOARD_REPEAT_INFO_SINCE_VERSION) + { + _glfw.wl.keyRepeatTimerfd = + timerfd_create(CLOCK_MONOTONIC, TFD_CLOEXEC | TFD_NONBLOCK); + } + + if (!_glfw.wl.wmBase) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to find xdg-shell in your compositor"); + return GLFW_FALSE; + } + + if (!_glfw.wl.shm) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to find wl_shm in your compositor"); + return GLFW_FALSE; + } + + if (!loadCursorTheme()) + return GLFW_FALSE; + + if (_glfw.wl.seat && _glfw.wl.dataDeviceManager) + { + _glfw.wl.dataDevice = + wl_data_device_manager_get_data_device(_glfw.wl.dataDeviceManager, + _glfw.wl.seat); + _glfwAddDataDeviceListenerWayland(_glfw.wl.dataDevice); + } + + return GLFW_TRUE; +} + +void _glfwTerminateWayland(void) +{ + _glfwTerminateEGL(); + _glfwTerminateOSMesa(); + + if (_glfw.wl.libdecor.context) + { + // Allow libdecor to finish receiving all its requested globals + // and ensure the associated sync callback object is destroyed + while (!_glfw.wl.libdecor.ready) + _glfwWaitEventsWayland(); + + libdecor_unref(_glfw.wl.libdecor.context); + } + + if (_glfw.wl.libdecor.handle) + { + _glfwPlatformFreeModule(_glfw.wl.libdecor.handle); + _glfw.wl.libdecor.handle = NULL; + } + + if (_glfw.wl.egl.handle) + { + _glfwPlatformFreeModule(_glfw.wl.egl.handle); + _glfw.wl.egl.handle = NULL; + } + + if (_glfw.wl.xkb.composeState) + xkb_compose_state_unref(_glfw.wl.xkb.composeState); + if (_glfw.wl.xkb.keymap) + xkb_keymap_unref(_glfw.wl.xkb.keymap); + if (_glfw.wl.xkb.state) + xkb_state_unref(_glfw.wl.xkb.state); + if (_glfw.wl.xkb.context) + xkb_context_unref(_glfw.wl.xkb.context); + if (_glfw.wl.xkb.handle) + { + _glfwPlatformFreeModule(_glfw.wl.xkb.handle); + _glfw.wl.xkb.handle = NULL; + } + + if (_glfw.wl.cursorTheme) + wl_cursor_theme_destroy(_glfw.wl.cursorTheme); + if (_glfw.wl.cursorThemeHiDPI) + wl_cursor_theme_destroy(_glfw.wl.cursorThemeHiDPI); + if (_glfw.wl.cursor.handle) + { + _glfwPlatformFreeModule(_glfw.wl.cursor.handle); + _glfw.wl.cursor.handle = NULL; + } + + for (unsigned int i = 0; i < _glfw.wl.offerCount; i++) + wl_data_offer_destroy(_glfw.wl.offers[i].offer); + + _glfw_free(_glfw.wl.offers); + + if (_glfw.wl.cursorSurface) + wl_surface_destroy(_glfw.wl.cursorSurface); + if (_glfw.wl.subcompositor) + wl_subcompositor_destroy(_glfw.wl.subcompositor); + if (_glfw.wl.compositor) + wl_compositor_destroy(_glfw.wl.compositor); + if (_glfw.wl.shm) + wl_shm_destroy(_glfw.wl.shm); + if (_glfw.wl.viewporter) + wp_viewporter_destroy(_glfw.wl.viewporter); + if (_glfw.wl.decorationManager) + zxdg_decoration_manager_v1_destroy(_glfw.wl.decorationManager); + if (_glfw.wl.wmBase) + xdg_wm_base_destroy(_glfw.wl.wmBase); + if (_glfw.wl.selectionOffer) + wl_data_offer_destroy(_glfw.wl.selectionOffer); + if (_glfw.wl.dragOffer) + wl_data_offer_destroy(_glfw.wl.dragOffer); + if (_glfw.wl.selectionSource) + wl_data_source_destroy(_glfw.wl.selectionSource); + if (_glfw.wl.dataDevice) + wl_data_device_destroy(_glfw.wl.dataDevice); + if (_glfw.wl.dataDeviceManager) + wl_data_device_manager_destroy(_glfw.wl.dataDeviceManager); + if (_glfw.wl.pointer) + wl_pointer_destroy(_glfw.wl.pointer); + if (_glfw.wl.keyboard) + wl_keyboard_destroy(_glfw.wl.keyboard); + if (_glfw.wl.seat) + wl_seat_destroy(_glfw.wl.seat); + if (_glfw.wl.relativePointerManager) + zwp_relative_pointer_manager_v1_destroy(_glfw.wl.relativePointerManager); + if (_glfw.wl.pointerConstraints) + zwp_pointer_constraints_v1_destroy(_glfw.wl.pointerConstraints); + if (_glfw.wl.idleInhibitManager) + zwp_idle_inhibit_manager_v1_destroy(_glfw.wl.idleInhibitManager); + if (_glfw.wl.activationManager) + xdg_activation_v1_destroy(_glfw.wl.activationManager); + if (_glfw.wl.fractionalScaleManager) + wp_fractional_scale_manager_v1_destroy(_glfw.wl.fractionalScaleManager); + if (_glfw.wl.registry) + wl_registry_destroy(_glfw.wl.registry); + if (_glfw.wl.display) + { + wl_display_flush(_glfw.wl.display); + wl_display_disconnect(_glfw.wl.display); + } + + if (_glfw.wl.keyRepeatTimerfd >= 0) + close(_glfw.wl.keyRepeatTimerfd); + if (_glfw.wl.cursorTimerfd >= 0) + close(_glfw.wl.cursorTimerfd); + + _glfw_free(_glfw.wl.clipboardString); +} + +#endif // _GLFW_WAYLAND + diff --git a/dependencies/glfw-3.4/src/wl_monitor.c b/dependencies/glfw-3.4/src/wl_monitor.c new file mode 100644 index 0000000..df30313 --- /dev/null +++ b/dependencies/glfw-3.4/src/wl_monitor.c @@ -0,0 +1,274 @@ +//======================================================================== +// GLFW 3.4 Wayland - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2014 Jonas Ådahl +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_WAYLAND) + +#include +#include +#include +#include +#include + +#include "wayland-client-protocol.h" + + +static void outputHandleGeometry(void* userData, + struct wl_output* output, + int32_t x, + int32_t y, + int32_t physicalWidth, + int32_t physicalHeight, + int32_t subpixel, + const char* make, + const char* model, + int32_t transform) +{ + struct _GLFWmonitor* monitor = userData; + + monitor->wl.x = x; + monitor->wl.y = y; + monitor->widthMM = physicalWidth; + monitor->heightMM = physicalHeight; + + if (strlen(monitor->name) == 0) + snprintf(monitor->name, sizeof(monitor->name), "%s %s", make, model); +} + +static void outputHandleMode(void* userData, + struct wl_output* output, + uint32_t flags, + int32_t width, + int32_t height, + int32_t refresh) +{ + struct _GLFWmonitor* monitor = userData; + GLFWvidmode mode; + + mode.width = width; + mode.height = height; + mode.redBits = 8; + mode.greenBits = 8; + mode.blueBits = 8; + mode.refreshRate = (int) round(refresh / 1000.0); + + monitor->modeCount++; + monitor->modes = + _glfw_realloc(monitor->modes, monitor->modeCount * sizeof(GLFWvidmode)); + monitor->modes[monitor->modeCount - 1] = mode; + + if (flags & WL_OUTPUT_MODE_CURRENT) + monitor->wl.currentMode = monitor->modeCount - 1; +} + +static void outputHandleDone(void* userData, struct wl_output* output) +{ + struct _GLFWmonitor* monitor = userData; + + if (monitor->widthMM <= 0 || monitor->heightMM <= 0) + { + // If Wayland does not provide a physical size, assume the default 96 DPI + const GLFWvidmode* mode = &monitor->modes[monitor->wl.currentMode]; + monitor->widthMM = (int) (mode->width * 25.4f / 96.f); + monitor->heightMM = (int) (mode->height * 25.4f / 96.f); + } + + for (int i = 0; i < _glfw.monitorCount; i++) + { + if (_glfw.monitors[i] == monitor) + return; + } + + _glfwInputMonitor(monitor, GLFW_CONNECTED, _GLFW_INSERT_LAST); +} + +static void outputHandleScale(void* userData, + struct wl_output* output, + int32_t factor) +{ + struct _GLFWmonitor* monitor = userData; + + monitor->wl.scale = factor; + + for (_GLFWwindow* window = _glfw.windowListHead; window; window = window->next) + { + for (size_t i = 0; i < window->wl.outputScaleCount; i++) + { + if (window->wl.outputScales[i].output == monitor->wl.output) + { + window->wl.outputScales[i].factor = monitor->wl.scale; + _glfwUpdateBufferScaleFromOutputsWayland(window); + break; + } + } + } +} + +void outputHandleName(void* userData, struct wl_output* wl_output, const char* name) +{ + struct _GLFWmonitor* monitor = userData; + + strncpy(monitor->name, name, sizeof(monitor->name) - 1); +} + +void outputHandleDescription(void* userData, + struct wl_output* wl_output, + const char* description) +{ +} + +static const struct wl_output_listener outputListener = +{ + outputHandleGeometry, + outputHandleMode, + outputHandleDone, + outputHandleScale, + outputHandleName, + outputHandleDescription, +}; + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwAddOutputWayland(uint32_t name, uint32_t version) +{ + if (version < 2) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Unsupported output interface version"); + return; + } + + version = _glfw_min(version, WL_OUTPUT_NAME_SINCE_VERSION); + + struct wl_output* output = wl_registry_bind(_glfw.wl.registry, + name, + &wl_output_interface, + version); + if (!output) + return; + + // The actual name of this output will be set in the geometry handler + _GLFWmonitor* monitor = _glfwAllocMonitor("", 0, 0); + monitor->wl.scale = 1; + monitor->wl.output = output; + monitor->wl.name = name; + + wl_proxy_set_tag((struct wl_proxy*) output, &_glfw.wl.tag); + wl_output_add_listener(output, &outputListener, monitor); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwFreeMonitorWayland(_GLFWmonitor* monitor) +{ + if (monitor->wl.output) + wl_output_destroy(monitor->wl.output); +} + +void _glfwGetMonitorPosWayland(_GLFWmonitor* monitor, int* xpos, int* ypos) +{ + if (xpos) + *xpos = monitor->wl.x; + if (ypos) + *ypos = monitor->wl.y; +} + +void _glfwGetMonitorContentScaleWayland(_GLFWmonitor* monitor, + float* xscale, float* yscale) +{ + if (xscale) + *xscale = (float) monitor->wl.scale; + if (yscale) + *yscale = (float) monitor->wl.scale; +} + +void _glfwGetMonitorWorkareaWayland(_GLFWmonitor* monitor, + int* xpos, int* ypos, + int* width, int* height) +{ + if (xpos) + *xpos = monitor->wl.x; + if (ypos) + *ypos = monitor->wl.y; + if (width) + *width = monitor->modes[monitor->wl.currentMode].width; + if (height) + *height = monitor->modes[monitor->wl.currentMode].height; +} + +GLFWvidmode* _glfwGetVideoModesWayland(_GLFWmonitor* monitor, int* found) +{ + *found = monitor->modeCount; + return monitor->modes; +} + +GLFWbool _glfwGetVideoModeWayland(_GLFWmonitor* monitor, GLFWvidmode* mode) +{ + *mode = monitor->modes[monitor->wl.currentMode]; + return GLFW_TRUE; +} + +GLFWbool _glfwGetGammaRampWayland(_GLFWmonitor* monitor, GLFWgammaramp* ramp) +{ + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: Gamma ramp access is not available"); + return GLFW_FALSE; +} + +void _glfwSetGammaRampWayland(_GLFWmonitor* monitor, const GLFWgammaramp* ramp) +{ + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: Gamma ramp access is not available"); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_WAYLAND) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "Wayland: Platform not initialized"); + return NULL; + } + + return monitor->wl.output; +} + +#endif // _GLFW_WAYLAND + diff --git a/dependencies/glfw-3.4/src/wl_platform.h b/dependencies/glfw-3.4/src/wl_platform.h new file mode 100644 index 0000000..149cd24 --- /dev/null +++ b/dependencies/glfw-3.4/src/wl_platform.h @@ -0,0 +1,691 @@ +//======================================================================== +// GLFW 3.4 Wayland - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2014 Jonas Ådahl +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include +#include +#include + +#include + +typedef VkFlags VkWaylandSurfaceCreateFlagsKHR; + +typedef struct VkWaylandSurfaceCreateInfoKHR +{ + VkStructureType sType; + const void* pNext; + VkWaylandSurfaceCreateFlagsKHR flags; + struct wl_display* display; + struct wl_surface* surface; +} VkWaylandSurfaceCreateInfoKHR; + +typedef VkResult (APIENTRY *PFN_vkCreateWaylandSurfaceKHR)(VkInstance,const VkWaylandSurfaceCreateInfoKHR*,const VkAllocationCallbacks*,VkSurfaceKHR*); +typedef VkBool32 (APIENTRY *PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR)(VkPhysicalDevice,uint32_t,struct wl_display*); + +#include "xkb_unicode.h" +#include "posix_poll.h" + +typedef int (* PFN_wl_display_flush)(struct wl_display* display); +typedef void (* PFN_wl_display_cancel_read)(struct wl_display* display); +typedef int (* PFN_wl_display_dispatch_pending)(struct wl_display* display); +typedef int (* PFN_wl_display_read_events)(struct wl_display* display); +typedef struct wl_display* (* PFN_wl_display_connect)(const char*); +typedef void (* PFN_wl_display_disconnect)(struct wl_display*); +typedef int (* PFN_wl_display_roundtrip)(struct wl_display*); +typedef int (* PFN_wl_display_get_fd)(struct wl_display*); +typedef int (* PFN_wl_display_prepare_read)(struct wl_display*); +typedef void (* PFN_wl_proxy_marshal)(struct wl_proxy*,uint32_t,...); +typedef int (* PFN_wl_proxy_add_listener)(struct wl_proxy*,void(**)(void),void*); +typedef void (* PFN_wl_proxy_destroy)(struct wl_proxy*); +typedef struct wl_proxy* (* PFN_wl_proxy_marshal_constructor)(struct wl_proxy*,uint32_t,const struct wl_interface*,...); +typedef struct wl_proxy* (* PFN_wl_proxy_marshal_constructor_versioned)(struct wl_proxy*,uint32_t,const struct wl_interface*,uint32_t,...); +typedef void* (* PFN_wl_proxy_get_user_data)(struct wl_proxy*); +typedef void (* PFN_wl_proxy_set_user_data)(struct wl_proxy*,void*); +typedef void (* PFN_wl_proxy_set_tag)(struct wl_proxy*,const char*const*); +typedef const char* const* (* PFN_wl_proxy_get_tag)(struct wl_proxy*); +typedef uint32_t (* PFN_wl_proxy_get_version)(struct wl_proxy*); +typedef struct wl_proxy* (* PFN_wl_proxy_marshal_flags)(struct wl_proxy*,uint32_t,const struct wl_interface*,uint32_t,uint32_t,...); +#define wl_display_flush _glfw.wl.client.display_flush +#define wl_display_cancel_read _glfw.wl.client.display_cancel_read +#define wl_display_dispatch_pending _glfw.wl.client.display_dispatch_pending +#define wl_display_read_events _glfw.wl.client.display_read_events +#define wl_display_disconnect _glfw.wl.client.display_disconnect +#define wl_display_roundtrip _glfw.wl.client.display_roundtrip +#define wl_display_get_fd _glfw.wl.client.display_get_fd +#define wl_display_prepare_read _glfw.wl.client.display_prepare_read +#define wl_proxy_marshal _glfw.wl.client.proxy_marshal +#define wl_proxy_add_listener _glfw.wl.client.proxy_add_listener +#define wl_proxy_destroy _glfw.wl.client.proxy_destroy +#define wl_proxy_marshal_constructor _glfw.wl.client.proxy_marshal_constructor +#define wl_proxy_marshal_constructor_versioned _glfw.wl.client.proxy_marshal_constructor_versioned +#define wl_proxy_get_user_data _glfw.wl.client.proxy_get_user_data +#define wl_proxy_set_user_data _glfw.wl.client.proxy_set_user_data +#define wl_proxy_get_tag _glfw.wl.client.proxy_get_tag +#define wl_proxy_set_tag _glfw.wl.client.proxy_set_tag +#define wl_proxy_get_version _glfw.wl.client.proxy_get_version +#define wl_proxy_marshal_flags _glfw.wl.client.proxy_marshal_flags + +struct wl_shm; +struct wl_output; + +#define wl_display_interface _glfw_wl_display_interface +#define wl_subcompositor_interface _glfw_wl_subcompositor_interface +#define wl_compositor_interface _glfw_wl_compositor_interface +#define wl_shm_interface _glfw_wl_shm_interface +#define wl_data_device_manager_interface _glfw_wl_data_device_manager_interface +#define wl_shell_interface _glfw_wl_shell_interface +#define wl_buffer_interface _glfw_wl_buffer_interface +#define wl_callback_interface _glfw_wl_callback_interface +#define wl_data_device_interface _glfw_wl_data_device_interface +#define wl_data_offer_interface _glfw_wl_data_offer_interface +#define wl_data_source_interface _glfw_wl_data_source_interface +#define wl_keyboard_interface _glfw_wl_keyboard_interface +#define wl_output_interface _glfw_wl_output_interface +#define wl_pointer_interface _glfw_wl_pointer_interface +#define wl_region_interface _glfw_wl_region_interface +#define wl_registry_interface _glfw_wl_registry_interface +#define wl_seat_interface _glfw_wl_seat_interface +#define wl_shell_surface_interface _glfw_wl_shell_surface_interface +#define wl_shm_pool_interface _glfw_wl_shm_pool_interface +#define wl_subsurface_interface _glfw_wl_subsurface_interface +#define wl_surface_interface _glfw_wl_surface_interface +#define wl_touch_interface _glfw_wl_touch_interface +#define zwp_idle_inhibitor_v1_interface _glfw_zwp_idle_inhibitor_v1_interface +#define zwp_idle_inhibit_manager_v1_interface _glfw_zwp_idle_inhibit_manager_v1_interface +#define zwp_confined_pointer_v1_interface _glfw_zwp_confined_pointer_v1_interface +#define zwp_locked_pointer_v1_interface _glfw_zwp_locked_pointer_v1_interface +#define zwp_pointer_constraints_v1_interface _glfw_zwp_pointer_constraints_v1_interface +#define zwp_relative_pointer_v1_interface _glfw_zwp_relative_pointer_v1_interface +#define zwp_relative_pointer_manager_v1_interface _glfw_zwp_relative_pointer_manager_v1_interface +#define wp_viewport_interface _glfw_wp_viewport_interface +#define wp_viewporter_interface _glfw_wp_viewporter_interface +#define xdg_toplevel_interface _glfw_xdg_toplevel_interface +#define zxdg_toplevel_decoration_v1_interface _glfw_zxdg_toplevel_decoration_v1_interface +#define zxdg_decoration_manager_v1_interface _glfw_zxdg_decoration_manager_v1_interface +#define xdg_popup_interface _glfw_xdg_popup_interface +#define xdg_positioner_interface _glfw_xdg_positioner_interface +#define xdg_surface_interface _glfw_xdg_surface_interface +#define xdg_toplevel_interface _glfw_xdg_toplevel_interface +#define xdg_wm_base_interface _glfw_xdg_wm_base_interface +#define xdg_activation_v1_interface _glfw_xdg_activation_v1_interface +#define xdg_activation_token_v1_interface _glfw_xdg_activation_token_v1_interface +#define wl_surface_interface _glfw_wl_surface_interface +#define wp_fractional_scale_v1_interface _glfw_wp_fractional_scale_v1_interface + +#define GLFW_WAYLAND_WINDOW_STATE _GLFWwindowWayland wl; +#define GLFW_WAYLAND_LIBRARY_WINDOW_STATE _GLFWlibraryWayland wl; +#define GLFW_WAYLAND_MONITOR_STATE _GLFWmonitorWayland wl; +#define GLFW_WAYLAND_CURSOR_STATE _GLFWcursorWayland wl; + +struct wl_cursor_image { + uint32_t width; + uint32_t height; + uint32_t hotspot_x; + uint32_t hotspot_y; + uint32_t delay; +}; +struct wl_cursor { + unsigned int image_count; + struct wl_cursor_image** images; + char* name; +}; +typedef struct wl_cursor_theme* (* PFN_wl_cursor_theme_load)(const char*, int, struct wl_shm*); +typedef void (* PFN_wl_cursor_theme_destroy)(struct wl_cursor_theme*); +typedef struct wl_cursor* (* PFN_wl_cursor_theme_get_cursor)(struct wl_cursor_theme*, const char*); +typedef struct wl_buffer* (* PFN_wl_cursor_image_get_buffer)(struct wl_cursor_image*); +#define wl_cursor_theme_load _glfw.wl.cursor.theme_load +#define wl_cursor_theme_destroy _glfw.wl.cursor.theme_destroy +#define wl_cursor_theme_get_cursor _glfw.wl.cursor.theme_get_cursor +#define wl_cursor_image_get_buffer _glfw.wl.cursor.image_get_buffer + +typedef struct wl_egl_window* (* PFN_wl_egl_window_create)(struct wl_surface*, int, int); +typedef void (* PFN_wl_egl_window_destroy)(struct wl_egl_window*); +typedef void (* PFN_wl_egl_window_resize)(struct wl_egl_window*, int, int, int, int); +#define wl_egl_window_create _glfw.wl.egl.window_create +#define wl_egl_window_destroy _glfw.wl.egl.window_destroy +#define wl_egl_window_resize _glfw.wl.egl.window_resize + +typedef struct xkb_context* (* PFN_xkb_context_new)(enum xkb_context_flags); +typedef void (* PFN_xkb_context_unref)(struct xkb_context*); +typedef struct xkb_keymap* (* PFN_xkb_keymap_new_from_string)(struct xkb_context*, const char*, enum xkb_keymap_format, enum xkb_keymap_compile_flags); +typedef void (* PFN_xkb_keymap_unref)(struct xkb_keymap*); +typedef xkb_mod_index_t (* PFN_xkb_keymap_mod_get_index)(struct xkb_keymap*, const char*); +typedef int (* PFN_xkb_keymap_key_repeats)(struct xkb_keymap*, xkb_keycode_t); +typedef int (* PFN_xkb_keymap_key_get_syms_by_level)(struct xkb_keymap*,xkb_keycode_t,xkb_layout_index_t,xkb_level_index_t,const xkb_keysym_t**); +typedef struct xkb_state* (* PFN_xkb_state_new)(struct xkb_keymap*); +typedef void (* PFN_xkb_state_unref)(struct xkb_state*); +typedef int (* PFN_xkb_state_key_get_syms)(struct xkb_state*, xkb_keycode_t, const xkb_keysym_t**); +typedef enum xkb_state_component (* PFN_xkb_state_update_mask)(struct xkb_state*, xkb_mod_mask_t, xkb_mod_mask_t, xkb_mod_mask_t, xkb_layout_index_t, xkb_layout_index_t, xkb_layout_index_t); +typedef xkb_layout_index_t (* PFN_xkb_state_key_get_layout)(struct xkb_state*,xkb_keycode_t); +typedef int (* PFN_xkb_state_mod_index_is_active)(struct xkb_state*,xkb_mod_index_t,enum xkb_state_component); +#define xkb_context_new _glfw.wl.xkb.context_new +#define xkb_context_unref _glfw.wl.xkb.context_unref +#define xkb_keymap_new_from_string _glfw.wl.xkb.keymap_new_from_string +#define xkb_keymap_unref _glfw.wl.xkb.keymap_unref +#define xkb_keymap_mod_get_index _glfw.wl.xkb.keymap_mod_get_index +#define xkb_keymap_key_repeats _glfw.wl.xkb.keymap_key_repeats +#define xkb_keymap_key_get_syms_by_level _glfw.wl.xkb.keymap_key_get_syms_by_level +#define xkb_state_new _glfw.wl.xkb.state_new +#define xkb_state_unref _glfw.wl.xkb.state_unref +#define xkb_state_key_get_syms _glfw.wl.xkb.state_key_get_syms +#define xkb_state_update_mask _glfw.wl.xkb.state_update_mask +#define xkb_state_key_get_layout _glfw.wl.xkb.state_key_get_layout +#define xkb_state_mod_index_is_active _glfw.wl.xkb.state_mod_index_is_active + +typedef struct xkb_compose_table* (* PFN_xkb_compose_table_new_from_locale)(struct xkb_context*, const char*, enum xkb_compose_compile_flags); +typedef void (* PFN_xkb_compose_table_unref)(struct xkb_compose_table*); +typedef struct xkb_compose_state* (* PFN_xkb_compose_state_new)(struct xkb_compose_table*, enum xkb_compose_state_flags); +typedef void (* PFN_xkb_compose_state_unref)(struct xkb_compose_state*); +typedef enum xkb_compose_feed_result (* PFN_xkb_compose_state_feed)(struct xkb_compose_state*, xkb_keysym_t); +typedef enum xkb_compose_status (* PFN_xkb_compose_state_get_status)(struct xkb_compose_state*); +typedef xkb_keysym_t (* PFN_xkb_compose_state_get_one_sym)(struct xkb_compose_state*); +#define xkb_compose_table_new_from_locale _glfw.wl.xkb.compose_table_new_from_locale +#define xkb_compose_table_unref _glfw.wl.xkb.compose_table_unref +#define xkb_compose_state_new _glfw.wl.xkb.compose_state_new +#define xkb_compose_state_unref _glfw.wl.xkb.compose_state_unref +#define xkb_compose_state_feed _glfw.wl.xkb.compose_state_feed +#define xkb_compose_state_get_status _glfw.wl.xkb.compose_state_get_status +#define xkb_compose_state_get_one_sym _glfw.wl.xkb.compose_state_get_one_sym + +struct libdecor; +struct libdecor_frame; +struct libdecor_state; +struct libdecor_configuration; + +enum libdecor_error +{ + LIBDECOR_ERROR_COMPOSITOR_INCOMPATIBLE, + LIBDECOR_ERROR_INVALID_FRAME_CONFIGURATION, +}; + +enum libdecor_window_state +{ + LIBDECOR_WINDOW_STATE_NONE = 0, + LIBDECOR_WINDOW_STATE_ACTIVE = 1, + LIBDECOR_WINDOW_STATE_MAXIMIZED = 2, + LIBDECOR_WINDOW_STATE_FULLSCREEN = 4, + LIBDECOR_WINDOW_STATE_TILED_LEFT = 8, + LIBDECOR_WINDOW_STATE_TILED_RIGHT = 16, + LIBDECOR_WINDOW_STATE_TILED_TOP = 32, + LIBDECOR_WINDOW_STATE_TILED_BOTTOM = 64 +}; + +enum libdecor_capabilities +{ + LIBDECOR_ACTION_MOVE = 1, + LIBDECOR_ACTION_RESIZE = 2, + LIBDECOR_ACTION_MINIMIZE = 4, + LIBDECOR_ACTION_FULLSCREEN = 8, + LIBDECOR_ACTION_CLOSE = 16 +}; + +struct libdecor_interface +{ + void (* error)(struct libdecor*,enum libdecor_error,const char*); + void (* reserved0)(void); + void (* reserved1)(void); + void (* reserved2)(void); + void (* reserved3)(void); + void (* reserved4)(void); + void (* reserved5)(void); + void (* reserved6)(void); + void (* reserved7)(void); + void (* reserved8)(void); + void (* reserved9)(void); +}; + +struct libdecor_frame_interface +{ + void (* configure)(struct libdecor_frame*,struct libdecor_configuration*,void*); + void (* close)(struct libdecor_frame*,void*); + void (* commit)(struct libdecor_frame*,void*); + void (* dismiss_popup)(struct libdecor_frame*,const char*,void*); + void (* reserved0)(void); + void (* reserved1)(void); + void (* reserved2)(void); + void (* reserved3)(void); + void (* reserved4)(void); + void (* reserved5)(void); + void (* reserved6)(void); + void (* reserved7)(void); + void (* reserved8)(void); + void (* reserved9)(void); +}; + +typedef struct libdecor* (* PFN_libdecor_new)(struct wl_display*,const struct libdecor_interface*); +typedef void (* PFN_libdecor_unref)(struct libdecor*); +typedef int (* PFN_libdecor_get_fd)(struct libdecor*); +typedef int (* PFN_libdecor_dispatch)(struct libdecor*,int); +typedef struct libdecor_frame* (* PFN_libdecor_decorate)(struct libdecor*,struct wl_surface*,const struct libdecor_frame_interface*,void*); +typedef void (* PFN_libdecor_frame_unref)(struct libdecor_frame*); +typedef void (* PFN_libdecor_frame_set_app_id)(struct libdecor_frame*,const char*); +typedef void (* PFN_libdecor_frame_set_title)(struct libdecor_frame*,const char*); +typedef void (* PFN_libdecor_frame_set_minimized)(struct libdecor_frame*); +typedef void (* PFN_libdecor_frame_set_fullscreen)(struct libdecor_frame*,struct wl_output*); +typedef void (* PFN_libdecor_frame_unset_fullscreen)(struct libdecor_frame*); +typedef void (* PFN_libdecor_frame_map)(struct libdecor_frame*); +typedef void (* PFN_libdecor_frame_commit)(struct libdecor_frame*,struct libdecor_state*,struct libdecor_configuration*); +typedef void (* PFN_libdecor_frame_set_min_content_size)(struct libdecor_frame*,int,int); +typedef void (* PFN_libdecor_frame_set_max_content_size)(struct libdecor_frame*,int,int); +typedef void (* PFN_libdecor_frame_set_maximized)(struct libdecor_frame*); +typedef void (* PFN_libdecor_frame_unset_maximized)(struct libdecor_frame*); +typedef void (* PFN_libdecor_frame_set_capabilities)(struct libdecor_frame*,enum libdecor_capabilities); +typedef void (* PFN_libdecor_frame_unset_capabilities)(struct libdecor_frame*,enum libdecor_capabilities); +typedef void (* PFN_libdecor_frame_set_visibility)(struct libdecor_frame*,bool visible); +typedef struct xdg_toplevel* (* PFN_libdecor_frame_get_xdg_toplevel)(struct libdecor_frame*); +typedef bool (* PFN_libdecor_configuration_get_content_size)(struct libdecor_configuration*,struct libdecor_frame*,int*,int*); +typedef bool (* PFN_libdecor_configuration_get_window_state)(struct libdecor_configuration*,enum libdecor_window_state*); +typedef struct libdecor_state* (* PFN_libdecor_state_new)(int,int); +typedef void (* PFN_libdecor_state_free)(struct libdecor_state*); +#define libdecor_new _glfw.wl.libdecor.libdecor_new_ +#define libdecor_unref _glfw.wl.libdecor.libdecor_unref_ +#define libdecor_get_fd _glfw.wl.libdecor.libdecor_get_fd_ +#define libdecor_dispatch _glfw.wl.libdecor.libdecor_dispatch_ +#define libdecor_decorate _glfw.wl.libdecor.libdecor_decorate_ +#define libdecor_frame_unref _glfw.wl.libdecor.libdecor_frame_unref_ +#define libdecor_frame_set_app_id _glfw.wl.libdecor.libdecor_frame_set_app_id_ +#define libdecor_frame_set_title _glfw.wl.libdecor.libdecor_frame_set_title_ +#define libdecor_frame_set_minimized _glfw.wl.libdecor.libdecor_frame_set_minimized_ +#define libdecor_frame_set_fullscreen _glfw.wl.libdecor.libdecor_frame_set_fullscreen_ +#define libdecor_frame_unset_fullscreen _glfw.wl.libdecor.libdecor_frame_unset_fullscreen_ +#define libdecor_frame_map _glfw.wl.libdecor.libdecor_frame_map_ +#define libdecor_frame_commit _glfw.wl.libdecor.libdecor_frame_commit_ +#define libdecor_frame_set_min_content_size _glfw.wl.libdecor.libdecor_frame_set_min_content_size_ +#define libdecor_frame_set_max_content_size _glfw.wl.libdecor.libdecor_frame_set_max_content_size_ +#define libdecor_frame_set_maximized _glfw.wl.libdecor.libdecor_frame_set_maximized_ +#define libdecor_frame_unset_maximized _glfw.wl.libdecor.libdecor_frame_unset_maximized_ +#define libdecor_frame_set_capabilities _glfw.wl.libdecor.libdecor_frame_set_capabilities_ +#define libdecor_frame_unset_capabilities _glfw.wl.libdecor.libdecor_frame_unset_capabilities_ +#define libdecor_frame_set_visibility _glfw.wl.libdecor.libdecor_frame_set_visibility_ +#define libdecor_frame_get_xdg_toplevel _glfw.wl.libdecor.libdecor_frame_get_xdg_toplevel_ +#define libdecor_configuration_get_content_size _glfw.wl.libdecor.libdecor_configuration_get_content_size_ +#define libdecor_configuration_get_window_state _glfw.wl.libdecor.libdecor_configuration_get_window_state_ +#define libdecor_state_new _glfw.wl.libdecor.libdecor_state_new_ +#define libdecor_state_free _glfw.wl.libdecor.libdecor_state_free_ + +typedef struct _GLFWfallbackEdgeWayland +{ + struct wl_surface* surface; + struct wl_subsurface* subsurface; + struct wp_viewport* viewport; +} _GLFWfallbackEdgeWayland; + +typedef struct _GLFWofferWayland +{ + struct wl_data_offer* offer; + GLFWbool text_plain_utf8; + GLFWbool text_uri_list; +} _GLFWofferWayland; + +typedef struct _GLFWscaleWayland +{ + struct wl_output* output; + int32_t factor; +} _GLFWscaleWayland; + +// Wayland-specific per-window data +// +typedef struct _GLFWwindowWayland +{ + int width, height; + int fbWidth, fbHeight; + GLFWbool visible; + GLFWbool maximized; + GLFWbool activated; + GLFWbool fullscreen; + GLFWbool hovered; + GLFWbool transparent; + GLFWbool scaleFramebuffer; + struct wl_surface* surface; + struct wl_callback* callback; + + struct { + struct wl_egl_window* window; + } egl; + + struct { + int width, height; + GLFWbool maximized; + GLFWbool iconified; + GLFWbool activated; + GLFWbool fullscreen; + } pending; + + struct { + struct xdg_surface* surface; + struct xdg_toplevel* toplevel; + struct zxdg_toplevel_decoration_v1* decoration; + uint32_t decorationMode; + } xdg; + + struct { + struct libdecor_frame* frame; + } libdecor; + + _GLFWcursor* currentCursor; + double cursorPosX, cursorPosY; + + char* appId; + + // We need to track the monitors the window spans on to calculate the + // optimal scaling factor. + int32_t bufferScale; + _GLFWscaleWayland* outputScales; + size_t outputScaleCount; + size_t outputScaleSize; + + struct wp_viewport* scalingViewport; + uint32_t scalingNumerator; + struct wp_fractional_scale_v1* fractionalScale; + + struct zwp_relative_pointer_v1* relativePointer; + struct zwp_locked_pointer_v1* lockedPointer; + struct zwp_confined_pointer_v1* confinedPointer; + + struct zwp_idle_inhibitor_v1* idleInhibitor; + struct xdg_activation_token_v1* activationToken; + + struct { + GLFWbool decorations; + struct wl_buffer* buffer; + _GLFWfallbackEdgeWayland top, left, right, bottom; + struct wl_surface* focus; + } fallback; +} _GLFWwindowWayland; + +// Wayland-specific global data +// +typedef struct _GLFWlibraryWayland +{ + struct wl_display* display; + struct wl_registry* registry; + struct wl_compositor* compositor; + struct wl_subcompositor* subcompositor; + struct wl_shm* shm; + struct wl_seat* seat; + struct wl_pointer* pointer; + struct wl_keyboard* keyboard; + struct wl_data_device_manager* dataDeviceManager; + struct wl_data_device* dataDevice; + struct xdg_wm_base* wmBase; + struct zxdg_decoration_manager_v1* decorationManager; + struct wp_viewporter* viewporter; + struct zwp_relative_pointer_manager_v1* relativePointerManager; + struct zwp_pointer_constraints_v1* pointerConstraints; + struct zwp_idle_inhibit_manager_v1* idleInhibitManager; + struct xdg_activation_v1* activationManager; + struct wp_fractional_scale_manager_v1* fractionalScaleManager; + + _GLFWofferWayland* offers; + unsigned int offerCount; + + struct wl_data_offer* selectionOffer; + struct wl_data_source* selectionSource; + + struct wl_data_offer* dragOffer; + _GLFWwindow* dragFocus; + uint32_t dragSerial; + + const char* tag; + + struct wl_cursor_theme* cursorTheme; + struct wl_cursor_theme* cursorThemeHiDPI; + struct wl_surface* cursorSurface; + const char* cursorPreviousName; + int cursorTimerfd; + uint32_t serial; + uint32_t pointerEnterSerial; + + int keyRepeatTimerfd; + int32_t keyRepeatRate; + int32_t keyRepeatDelay; + int keyRepeatScancode; + + char* clipboardString; + short int keycodes[256]; + short int scancodes[GLFW_KEY_LAST + 1]; + char keynames[GLFW_KEY_LAST + 1][5]; + + struct { + void* handle; + struct xkb_context* context; + struct xkb_keymap* keymap; + struct xkb_state* state; + + struct xkb_compose_state* composeState; + + xkb_mod_index_t controlIndex; + xkb_mod_index_t altIndex; + xkb_mod_index_t shiftIndex; + xkb_mod_index_t superIndex; + xkb_mod_index_t capsLockIndex; + xkb_mod_index_t numLockIndex; + unsigned int modifiers; + + PFN_xkb_context_new context_new; + PFN_xkb_context_unref context_unref; + PFN_xkb_keymap_new_from_string keymap_new_from_string; + PFN_xkb_keymap_unref keymap_unref; + PFN_xkb_keymap_mod_get_index keymap_mod_get_index; + PFN_xkb_keymap_key_repeats keymap_key_repeats; + PFN_xkb_keymap_key_get_syms_by_level keymap_key_get_syms_by_level; + PFN_xkb_state_new state_new; + PFN_xkb_state_unref state_unref; + PFN_xkb_state_key_get_syms state_key_get_syms; + PFN_xkb_state_update_mask state_update_mask; + PFN_xkb_state_key_get_layout state_key_get_layout; + PFN_xkb_state_mod_index_is_active state_mod_index_is_active; + + PFN_xkb_compose_table_new_from_locale compose_table_new_from_locale; + PFN_xkb_compose_table_unref compose_table_unref; + PFN_xkb_compose_state_new compose_state_new; + PFN_xkb_compose_state_unref compose_state_unref; + PFN_xkb_compose_state_feed compose_state_feed; + PFN_xkb_compose_state_get_status compose_state_get_status; + PFN_xkb_compose_state_get_one_sym compose_state_get_one_sym; + } xkb; + + _GLFWwindow* pointerFocus; + _GLFWwindow* keyboardFocus; + + struct { + void* handle; + PFN_wl_display_flush display_flush; + PFN_wl_display_cancel_read display_cancel_read; + PFN_wl_display_dispatch_pending display_dispatch_pending; + PFN_wl_display_read_events display_read_events; + PFN_wl_display_disconnect display_disconnect; + PFN_wl_display_roundtrip display_roundtrip; + PFN_wl_display_get_fd display_get_fd; + PFN_wl_display_prepare_read display_prepare_read; + PFN_wl_proxy_marshal proxy_marshal; + PFN_wl_proxy_add_listener proxy_add_listener; + PFN_wl_proxy_destroy proxy_destroy; + PFN_wl_proxy_marshal_constructor proxy_marshal_constructor; + PFN_wl_proxy_marshal_constructor_versioned proxy_marshal_constructor_versioned; + PFN_wl_proxy_get_user_data proxy_get_user_data; + PFN_wl_proxy_set_user_data proxy_set_user_data; + PFN_wl_proxy_get_tag proxy_get_tag; + PFN_wl_proxy_set_tag proxy_set_tag; + PFN_wl_proxy_get_version proxy_get_version; + PFN_wl_proxy_marshal_flags proxy_marshal_flags; + } client; + + struct { + void* handle; + + PFN_wl_cursor_theme_load theme_load; + PFN_wl_cursor_theme_destroy theme_destroy; + PFN_wl_cursor_theme_get_cursor theme_get_cursor; + PFN_wl_cursor_image_get_buffer image_get_buffer; + } cursor; + + struct { + void* handle; + + PFN_wl_egl_window_create window_create; + PFN_wl_egl_window_destroy window_destroy; + PFN_wl_egl_window_resize window_resize; + } egl; + + struct { + void* handle; + struct libdecor* context; + struct wl_callback* callback; + GLFWbool ready; + PFN_libdecor_new libdecor_new_; + PFN_libdecor_unref libdecor_unref_; + PFN_libdecor_get_fd libdecor_get_fd_; + PFN_libdecor_dispatch libdecor_dispatch_; + PFN_libdecor_decorate libdecor_decorate_; + PFN_libdecor_frame_unref libdecor_frame_unref_; + PFN_libdecor_frame_set_app_id libdecor_frame_set_app_id_; + PFN_libdecor_frame_set_title libdecor_frame_set_title_; + PFN_libdecor_frame_set_minimized libdecor_frame_set_minimized_; + PFN_libdecor_frame_set_fullscreen libdecor_frame_set_fullscreen_; + PFN_libdecor_frame_unset_fullscreen libdecor_frame_unset_fullscreen_; + PFN_libdecor_frame_map libdecor_frame_map_; + PFN_libdecor_frame_commit libdecor_frame_commit_; + PFN_libdecor_frame_set_min_content_size libdecor_frame_set_min_content_size_; + PFN_libdecor_frame_set_max_content_size libdecor_frame_set_max_content_size_; + PFN_libdecor_frame_set_maximized libdecor_frame_set_maximized_; + PFN_libdecor_frame_unset_maximized libdecor_frame_unset_maximized_; + PFN_libdecor_frame_set_capabilities libdecor_frame_set_capabilities_; + PFN_libdecor_frame_unset_capabilities libdecor_frame_unset_capabilities_; + PFN_libdecor_frame_set_visibility libdecor_frame_set_visibility_; + PFN_libdecor_frame_get_xdg_toplevel libdecor_frame_get_xdg_toplevel_; + PFN_libdecor_configuration_get_content_size libdecor_configuration_get_content_size_; + PFN_libdecor_configuration_get_window_state libdecor_configuration_get_window_state_; + PFN_libdecor_state_new libdecor_state_new_; + PFN_libdecor_state_free libdecor_state_free_; + } libdecor; +} _GLFWlibraryWayland; + +// Wayland-specific per-monitor data +// +typedef struct _GLFWmonitorWayland +{ + struct wl_output* output; + uint32_t name; + int currentMode; + + int x; + int y; + int32_t scale; +} _GLFWmonitorWayland; + +// Wayland-specific per-cursor data +// +typedef struct _GLFWcursorWayland +{ + struct wl_cursor* cursor; + struct wl_cursor* cursorHiDPI; + struct wl_buffer* buffer; + int width, height; + int xhot, yhot; + int currentImage; +} _GLFWcursorWayland; + +GLFWbool _glfwConnectWayland(int platformID, _GLFWplatform* platform); +int _glfwInitWayland(void); +void _glfwTerminateWayland(void); + +GLFWbool _glfwCreateWindowWayland(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig); +void _glfwDestroyWindowWayland(_GLFWwindow* window); +void _glfwSetWindowTitleWayland(_GLFWwindow* window, const char* title); +void _glfwSetWindowIconWayland(_GLFWwindow* window, int count, const GLFWimage* images); +void _glfwGetWindowPosWayland(_GLFWwindow* window, int* xpos, int* ypos); +void _glfwSetWindowPosWayland(_GLFWwindow* window, int xpos, int ypos); +void _glfwGetWindowSizeWayland(_GLFWwindow* window, int* width, int* height); +void _glfwSetWindowSizeWayland(_GLFWwindow* window, int width, int height); +void _glfwSetWindowSizeLimitsWayland(_GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); +void _glfwSetWindowAspectRatioWayland(_GLFWwindow* window, int numer, int denom); +void _glfwGetFramebufferSizeWayland(_GLFWwindow* window, int* width, int* height); +void _glfwGetWindowFrameSizeWayland(_GLFWwindow* window, int* left, int* top, int* right, int* bottom); +void _glfwGetWindowContentScaleWayland(_GLFWwindow* window, float* xscale, float* yscale); +void _glfwIconifyWindowWayland(_GLFWwindow* window); +void _glfwRestoreWindowWayland(_GLFWwindow* window); +void _glfwMaximizeWindowWayland(_GLFWwindow* window); +void _glfwShowWindowWayland(_GLFWwindow* window); +void _glfwHideWindowWayland(_GLFWwindow* window); +void _glfwRequestWindowAttentionWayland(_GLFWwindow* window); +void _glfwFocusWindowWayland(_GLFWwindow* window); +void _glfwSetWindowMonitorWayland(_GLFWwindow* window, _GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); +GLFWbool _glfwWindowFocusedWayland(_GLFWwindow* window); +GLFWbool _glfwWindowIconifiedWayland(_GLFWwindow* window); +GLFWbool _glfwWindowVisibleWayland(_GLFWwindow* window); +GLFWbool _glfwWindowMaximizedWayland(_GLFWwindow* window); +GLFWbool _glfwWindowHoveredWayland(_GLFWwindow* window); +GLFWbool _glfwFramebufferTransparentWayland(_GLFWwindow* window); +void _glfwSetWindowResizableWayland(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowDecoratedWayland(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowFloatingWayland(_GLFWwindow* window, GLFWbool enabled); +float _glfwGetWindowOpacityWayland(_GLFWwindow* window); +void _glfwSetWindowOpacityWayland(_GLFWwindow* window, float opacity); +void _glfwSetWindowMousePassthroughWayland(_GLFWwindow* window, GLFWbool enabled); + +void _glfwSetRawMouseMotionWayland(_GLFWwindow* window, GLFWbool enabled); +GLFWbool _glfwRawMouseMotionSupportedWayland(void); + +void _glfwPollEventsWayland(void); +void _glfwWaitEventsWayland(void); +void _glfwWaitEventsTimeoutWayland(double timeout); +void _glfwPostEmptyEventWayland(void); + +void _glfwGetCursorPosWayland(_GLFWwindow* window, double* xpos, double* ypos); +void _glfwSetCursorPosWayland(_GLFWwindow* window, double xpos, double ypos); +void _glfwSetCursorModeWayland(_GLFWwindow* window, int mode); +const char* _glfwGetScancodeNameWayland(int scancode); +int _glfwGetKeyScancodeWayland(int key); +GLFWbool _glfwCreateCursorWayland(_GLFWcursor* cursor, const GLFWimage* image, int xhot, int yhot); +GLFWbool _glfwCreateStandardCursorWayland(_GLFWcursor* cursor, int shape); +void _glfwDestroyCursorWayland(_GLFWcursor* cursor); +void _glfwSetCursorWayland(_GLFWwindow* window, _GLFWcursor* cursor); +void _glfwSetClipboardStringWayland(const char* string); +const char* _glfwGetClipboardStringWayland(void); + +EGLenum _glfwGetEGLPlatformWayland(EGLint** attribs); +EGLNativeDisplayType _glfwGetEGLNativeDisplayWayland(void); +EGLNativeWindowType _glfwGetEGLNativeWindowWayland(_GLFWwindow* window); + +void _glfwGetRequiredInstanceExtensionsWayland(char** extensions); +GLFWbool _glfwGetPhysicalDevicePresentationSupportWayland(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); +VkResult _glfwCreateWindowSurfaceWayland(VkInstance instance, _GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +void _glfwFreeMonitorWayland(_GLFWmonitor* monitor); +void _glfwGetMonitorPosWayland(_GLFWmonitor* monitor, int* xpos, int* ypos); +void _glfwGetMonitorContentScaleWayland(_GLFWmonitor* monitor, float* xscale, float* yscale); +void _glfwGetMonitorWorkareaWayland(_GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); +GLFWvidmode* _glfwGetVideoModesWayland(_GLFWmonitor* monitor, int* count); +GLFWbool _glfwGetVideoModeWayland(_GLFWmonitor* monitor, GLFWvidmode* mode); +GLFWbool _glfwGetGammaRampWayland(_GLFWmonitor* monitor, GLFWgammaramp* ramp); +void _glfwSetGammaRampWayland(_GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +void _glfwAddOutputWayland(uint32_t name, uint32_t version); +void _glfwUpdateBufferScaleFromOutputsWayland(_GLFWwindow* window); + +void _glfwAddSeatListenerWayland(struct wl_seat* seat); +void _glfwAddDataDeviceListenerWayland(struct wl_data_device* device); + diff --git a/dependencies/glfw-3.4/src/wl_window.c b/dependencies/glfw-3.4/src/wl_window.c new file mode 100644 index 0000000..5b491ff --- /dev/null +++ b/dependencies/glfw-3.4/src/wl_window.c @@ -0,0 +1,3308 @@ +//======================================================================== +// GLFW 3.4 Wayland - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2014 Jonas Ådahl +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define _GNU_SOURCE + +#include "internal.h" + +#if defined(_GLFW_WAYLAND) + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "wayland-client-protocol.h" +#include "xdg-shell-client-protocol.h" +#include "xdg-decoration-unstable-v1-client-protocol.h" +#include "viewporter-client-protocol.h" +#include "relative-pointer-unstable-v1-client-protocol.h" +#include "pointer-constraints-unstable-v1-client-protocol.h" +#include "xdg-activation-v1-client-protocol.h" +#include "idle-inhibit-unstable-v1-client-protocol.h" +#include "fractional-scale-v1-client-protocol.h" + +#define GLFW_BORDER_SIZE 4 +#define GLFW_CAPTION_HEIGHT 24 + +static int createTmpfileCloexec(char* tmpname) +{ + int fd; + + fd = mkostemp(tmpname, O_CLOEXEC); + if (fd >= 0) + unlink(tmpname); + + return fd; +} + +/* + * Create a new, unique, anonymous file of the given size, and + * return the file descriptor for it. The file descriptor is set + * CLOEXEC. The file is immediately suitable for mmap()'ing + * the given size at offset zero. + * + * The file should not have a permanent backing store like a disk, + * but may have if XDG_RUNTIME_DIR is not properly implemented in OS. + * + * The file name is deleted from the file system. + * + * The file is suitable for buffer sharing between processes by + * transmitting the file descriptor over Unix sockets using the + * SCM_RIGHTS methods. + * + * posix_fallocate() is used to guarantee that disk space is available + * for the file at the given size. If disk space is insufficient, errno + * is set to ENOSPC. If posix_fallocate() is not supported, program may + * receive SIGBUS on accessing mmap()'ed file contents instead. + */ +static int createAnonymousFile(off_t size) +{ + static const char template[] = "/glfw-shared-XXXXXX"; + const char* path; + char* name; + int fd; + int ret; + +#ifdef HAVE_MEMFD_CREATE + fd = memfd_create("glfw-shared", MFD_CLOEXEC | MFD_ALLOW_SEALING); + if (fd >= 0) + { + // We can add this seal before calling posix_fallocate(), as the file + // is currently zero-sized anyway. + // + // There is also no need to check for the return value, we couldn’t do + // anything with it anyway. + fcntl(fd, F_ADD_SEALS, F_SEAL_SHRINK | F_SEAL_SEAL); + } + else +#elif defined(SHM_ANON) + fd = shm_open(SHM_ANON, O_RDWR | O_CLOEXEC, 0600); + if (fd < 0) +#endif + { + path = getenv("XDG_RUNTIME_DIR"); + if (!path) + { + errno = ENOENT; + return -1; + } + + name = _glfw_calloc(strlen(path) + sizeof(template), 1); + strcpy(name, path); + strcat(name, template); + + fd = createTmpfileCloexec(name); + _glfw_free(name); + if (fd < 0) + return -1; + } + +#if defined(SHM_ANON) + // posix_fallocate does not work on SHM descriptors + ret = ftruncate(fd, size); +#else + ret = posix_fallocate(fd, 0, size); +#endif + if (ret != 0) + { + close(fd); + errno = ret; + return -1; + } + return fd; +} + +static struct wl_buffer* createShmBuffer(const GLFWimage* image) +{ + const int stride = image->width * 4; + const int length = image->width * image->height * 4; + + const int fd = createAnonymousFile(length); + if (fd < 0) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create buffer file of size %d: %s", + length, strerror(errno)); + return NULL; + } + + void* data = mmap(NULL, length, PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0); + if (data == MAP_FAILED) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to map file: %s", strerror(errno)); + close(fd); + return NULL; + } + + struct wl_shm_pool* pool = wl_shm_create_pool(_glfw.wl.shm, fd, length); + + close(fd); + + unsigned char* source = (unsigned char*) image->pixels; + unsigned char* target = data; + for (int i = 0; i < image->width * image->height; i++, source += 4) + { + unsigned int alpha = source[3]; + + *target++ = (unsigned char) ((source[2] * alpha) / 255); + *target++ = (unsigned char) ((source[1] * alpha) / 255); + *target++ = (unsigned char) ((source[0] * alpha) / 255); + *target++ = (unsigned char) alpha; + } + + struct wl_buffer* buffer = + wl_shm_pool_create_buffer(pool, 0, + image->width, + image->height, + stride, WL_SHM_FORMAT_ARGB8888); + munmap(data, length); + wl_shm_pool_destroy(pool); + + return buffer; +} + +static void createFallbackEdge(_GLFWwindow* window, + _GLFWfallbackEdgeWayland* edge, + struct wl_surface* parent, + struct wl_buffer* buffer, + int x, int y, + int width, int height) +{ + edge->surface = wl_compositor_create_surface(_glfw.wl.compositor); + wl_surface_set_user_data(edge->surface, window); + wl_proxy_set_tag((struct wl_proxy*) edge->surface, &_glfw.wl.tag); + edge->subsurface = wl_subcompositor_get_subsurface(_glfw.wl.subcompositor, + edge->surface, parent); + wl_subsurface_set_position(edge->subsurface, x, y); + edge->viewport = wp_viewporter_get_viewport(_glfw.wl.viewporter, + edge->surface); + wp_viewport_set_destination(edge->viewport, width, height); + wl_surface_attach(edge->surface, buffer, 0, 0); + + struct wl_region* region = wl_compositor_create_region(_glfw.wl.compositor); + wl_region_add(region, 0, 0, width, height); + wl_surface_set_opaque_region(edge->surface, region); + wl_surface_commit(edge->surface); + wl_region_destroy(region); +} + +static void createFallbackDecorations(_GLFWwindow* window) +{ + unsigned char data[] = { 224, 224, 224, 255 }; + const GLFWimage image = { 1, 1, data }; + + if (!_glfw.wl.viewporter) + return; + + if (!window->wl.fallback.buffer) + window->wl.fallback.buffer = createShmBuffer(&image); + if (!window->wl.fallback.buffer) + return; + + createFallbackEdge(window, &window->wl.fallback.top, window->wl.surface, + window->wl.fallback.buffer, + 0, -GLFW_CAPTION_HEIGHT, + window->wl.width, GLFW_CAPTION_HEIGHT); + createFallbackEdge(window, &window->wl.fallback.left, window->wl.surface, + window->wl.fallback.buffer, + -GLFW_BORDER_SIZE, -GLFW_CAPTION_HEIGHT, + GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT); + createFallbackEdge(window, &window->wl.fallback.right, window->wl.surface, + window->wl.fallback.buffer, + window->wl.width, -GLFW_CAPTION_HEIGHT, + GLFW_BORDER_SIZE, window->wl.height + GLFW_CAPTION_HEIGHT); + createFallbackEdge(window, &window->wl.fallback.bottom, window->wl.surface, + window->wl.fallback.buffer, + -GLFW_BORDER_SIZE, window->wl.height, + window->wl.width + GLFW_BORDER_SIZE * 2, GLFW_BORDER_SIZE); + + window->wl.fallback.decorations = GLFW_TRUE; +} + +static void destroyFallbackEdge(_GLFWfallbackEdgeWayland* edge) +{ + if (edge->subsurface) + wl_subsurface_destroy(edge->subsurface); + if (edge->surface) + wl_surface_destroy(edge->surface); + if (edge->viewport) + wp_viewport_destroy(edge->viewport); + + edge->surface = NULL; + edge->subsurface = NULL; + edge->viewport = NULL; +} + +static void destroyFallbackDecorations(_GLFWwindow* window) +{ + window->wl.fallback.decorations = GLFW_FALSE; + + destroyFallbackEdge(&window->wl.fallback.top); + destroyFallbackEdge(&window->wl.fallback.left); + destroyFallbackEdge(&window->wl.fallback.right); + destroyFallbackEdge(&window->wl.fallback.bottom); +} + +static void xdgDecorationHandleConfigure(void* userData, + struct zxdg_toplevel_decoration_v1* decoration, + uint32_t mode) +{ + _GLFWwindow* window = userData; + + window->wl.xdg.decorationMode = mode; + + if (mode == ZXDG_TOPLEVEL_DECORATION_V1_MODE_CLIENT_SIDE) + { + if (window->decorated && !window->monitor) + createFallbackDecorations(window); + } + else + destroyFallbackDecorations(window); +} + +static const struct zxdg_toplevel_decoration_v1_listener xdgDecorationListener = +{ + xdgDecorationHandleConfigure, +}; + +// Makes the surface considered as XRGB instead of ARGB. +static void setContentAreaOpaque(_GLFWwindow* window) +{ + struct wl_region* region; + + region = wl_compositor_create_region(_glfw.wl.compositor); + if (!region) + return; + + wl_region_add(region, 0, 0, window->wl.width, window->wl.height); + wl_surface_set_opaque_region(window->wl.surface, region); + wl_region_destroy(region); +} + +static void resizeFramebuffer(_GLFWwindow* window) +{ + if (window->wl.fractionalScale) + { + window->wl.fbWidth = (window->wl.width * window->wl.scalingNumerator) / 120; + window->wl.fbHeight = (window->wl.height * window->wl.scalingNumerator) / 120; + } + else + { + window->wl.fbWidth = window->wl.width * window->wl.bufferScale; + window->wl.fbHeight = window->wl.height * window->wl.bufferScale; + } + + if (window->wl.egl.window) + { + wl_egl_window_resize(window->wl.egl.window, + window->wl.fbWidth, + window->wl.fbHeight, + 0, 0); + } + + if (!window->wl.transparent) + setContentAreaOpaque(window); + + _glfwInputFramebufferSize(window, window->wl.fbWidth, window->wl.fbHeight); +} + +static GLFWbool resizeWindow(_GLFWwindow* window, int width, int height) +{ + width = _glfw_max(width, 1); + height = _glfw_max(height, 1); + + if (width == window->wl.width && height == window->wl.height) + return GLFW_FALSE; + + window->wl.width = width; + window->wl.height = height; + + resizeFramebuffer(window); + + if (window->wl.scalingViewport) + { + wp_viewport_set_destination(window->wl.scalingViewport, + window->wl.width, + window->wl.height); + } + + if (window->wl.fallback.decorations) + { + wp_viewport_set_destination(window->wl.fallback.top.viewport, + window->wl.width, + GLFW_CAPTION_HEIGHT); + wl_surface_commit(window->wl.fallback.top.surface); + + wp_viewport_set_destination(window->wl.fallback.left.viewport, + GLFW_BORDER_SIZE, + window->wl.height + GLFW_CAPTION_HEIGHT); + wl_surface_commit(window->wl.fallback.left.surface); + + wl_subsurface_set_position(window->wl.fallback.right.subsurface, + window->wl.width, -GLFW_CAPTION_HEIGHT); + wp_viewport_set_destination(window->wl.fallback.right.viewport, + GLFW_BORDER_SIZE, + window->wl.height + GLFW_CAPTION_HEIGHT); + wl_surface_commit(window->wl.fallback.right.surface); + + wl_subsurface_set_position(window->wl.fallback.bottom.subsurface, + -GLFW_BORDER_SIZE, window->wl.height); + wp_viewport_set_destination(window->wl.fallback.bottom.viewport, + window->wl.width + GLFW_BORDER_SIZE * 2, + GLFW_BORDER_SIZE); + wl_surface_commit(window->wl.fallback.bottom.surface); + } + + return GLFW_TRUE; +} + +void _glfwUpdateBufferScaleFromOutputsWayland(_GLFWwindow* window) +{ + if (wl_compositor_get_version(_glfw.wl.compositor) < + WL_SURFACE_SET_BUFFER_SCALE_SINCE_VERSION) + { + return; + } + + if (!window->wl.scaleFramebuffer) + return; + + // When using fractional scaling, the buffer scale should remain at 1 + if (window->wl.fractionalScale) + return; + + // Get the scale factor from the highest scale monitor. + int32_t maxScale = 1; + + for (size_t i = 0; i < window->wl.outputScaleCount; i++) + maxScale = _glfw_max(window->wl.outputScales[i].factor, maxScale); + + // Only change the framebuffer size if the scale changed. + if (window->wl.bufferScale != maxScale) + { + window->wl.bufferScale = maxScale; + wl_surface_set_buffer_scale(window->wl.surface, maxScale); + _glfwInputWindowContentScale(window, maxScale, maxScale); + resizeFramebuffer(window); + + if (window->wl.visible) + _glfwInputWindowDamage(window); + } +} + +static void surfaceHandleEnter(void* userData, + struct wl_surface* surface, + struct wl_output* output) +{ + if (wl_proxy_get_tag((struct wl_proxy*) output) != &_glfw.wl.tag) + return; + + _GLFWwindow* window = userData; + _GLFWmonitor* monitor = wl_output_get_user_data(output); + if (!window || !monitor) + return; + + if (window->wl.outputScaleCount + 1 > window->wl.outputScaleSize) + { + window->wl.outputScaleSize++; + window->wl.outputScales = + _glfw_realloc(window->wl.outputScales, + window->wl.outputScaleSize * sizeof(_GLFWscaleWayland)); + } + + window->wl.outputScaleCount++; + window->wl.outputScales[window->wl.outputScaleCount - 1] = + (_GLFWscaleWayland) { output, monitor->wl.scale }; + + _glfwUpdateBufferScaleFromOutputsWayland(window); +} + +static void surfaceHandleLeave(void* userData, + struct wl_surface* surface, + struct wl_output* output) +{ + if (wl_proxy_get_tag((struct wl_proxy*) output) != &_glfw.wl.tag) + return; + + _GLFWwindow* window = userData; + + for (size_t i = 0; i < window->wl.outputScaleCount; i++) + { + if (window->wl.outputScales[i].output == output) + { + window->wl.outputScales[i] = + window->wl.outputScales[window->wl.outputScaleCount - 1]; + window->wl.outputScaleCount--; + break; + } + } + + _glfwUpdateBufferScaleFromOutputsWayland(window); +} + +static const struct wl_surface_listener surfaceListener = +{ + surfaceHandleEnter, + surfaceHandleLeave +}; + +static void setIdleInhibitor(_GLFWwindow* window, GLFWbool enable) +{ + if (enable && !window->wl.idleInhibitor && _glfw.wl.idleInhibitManager) + { + window->wl.idleInhibitor = + zwp_idle_inhibit_manager_v1_create_inhibitor( + _glfw.wl.idleInhibitManager, window->wl.surface); + if (!window->wl.idleInhibitor) + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create idle inhibitor"); + } + else if (!enable && window->wl.idleInhibitor) + { + zwp_idle_inhibitor_v1_destroy(window->wl.idleInhibitor); + window->wl.idleInhibitor = NULL; + } +} + +// Make the specified window and its video mode active on its monitor +// +static void acquireMonitor(_GLFWwindow* window) +{ + if (window->wl.libdecor.frame) + { + libdecor_frame_set_fullscreen(window->wl.libdecor.frame, + window->monitor->wl.output); + } + else if (window->wl.xdg.toplevel) + { + xdg_toplevel_set_fullscreen(window->wl.xdg.toplevel, + window->monitor->wl.output); + } + + setIdleInhibitor(window, GLFW_TRUE); + + if (window->wl.fallback.decorations) + destroyFallbackDecorations(window); +} + +// Remove the window and restore the original video mode +// +static void releaseMonitor(_GLFWwindow* window) +{ + if (window->wl.libdecor.frame) + libdecor_frame_unset_fullscreen(window->wl.libdecor.frame); + else if (window->wl.xdg.toplevel) + xdg_toplevel_unset_fullscreen(window->wl.xdg.toplevel); + + setIdleInhibitor(window, GLFW_FALSE); + + if (!window->wl.libdecor.frame && + window->wl.xdg.decorationMode != ZXDG_TOPLEVEL_DECORATION_V1_MODE_SERVER_SIDE) + { + if (window->decorated) + createFallbackDecorations(window); + } +} + +void fractionalScaleHandlePreferredScale(void* userData, + struct wp_fractional_scale_v1* fractionalScale, + uint32_t numerator) +{ + _GLFWwindow* window = userData; + + window->wl.scalingNumerator = numerator; + _glfwInputWindowContentScale(window, numerator / 120.f, numerator / 120.f); + resizeFramebuffer(window); + + if (window->wl.visible) + _glfwInputWindowDamage(window); +} + +const struct wp_fractional_scale_v1_listener fractionalScaleListener = +{ + fractionalScaleHandlePreferredScale, +}; + +static void xdgToplevelHandleConfigure(void* userData, + struct xdg_toplevel* toplevel, + int32_t width, + int32_t height, + struct wl_array* states) +{ + _GLFWwindow* window = userData; + uint32_t* state; + + window->wl.pending.activated = GLFW_FALSE; + window->wl.pending.maximized = GLFW_FALSE; + window->wl.pending.fullscreen = GLFW_FALSE; + + wl_array_for_each(state, states) + { + switch (*state) + { + case XDG_TOPLEVEL_STATE_MAXIMIZED: + window->wl.pending.maximized = GLFW_TRUE; + break; + case XDG_TOPLEVEL_STATE_FULLSCREEN: + window->wl.pending.fullscreen = GLFW_TRUE; + break; + case XDG_TOPLEVEL_STATE_RESIZING: + break; + case XDG_TOPLEVEL_STATE_ACTIVATED: + window->wl.pending.activated = GLFW_TRUE; + break; + } + } + + if (width && height) + { + if (window->wl.fallback.decorations) + { + window->wl.pending.width = _glfw_max(0, width - GLFW_BORDER_SIZE * 2); + window->wl.pending.height = + _glfw_max(0, height - GLFW_BORDER_SIZE - GLFW_CAPTION_HEIGHT); + } + else + { + window->wl.pending.width = width; + window->wl.pending.height = height; + } + } + else + { + window->wl.pending.width = window->wl.width; + window->wl.pending.height = window->wl.height; + } +} + +static void xdgToplevelHandleClose(void* userData, + struct xdg_toplevel* toplevel) +{ + _GLFWwindow* window = userData; + _glfwInputWindowCloseRequest(window); +} + +static const struct xdg_toplevel_listener xdgToplevelListener = +{ + xdgToplevelHandleConfigure, + xdgToplevelHandleClose +}; + +static void xdgSurfaceHandleConfigure(void* userData, + struct xdg_surface* surface, + uint32_t serial) +{ + _GLFWwindow* window = userData; + + xdg_surface_ack_configure(surface, serial); + + if (window->wl.activated != window->wl.pending.activated) + { + window->wl.activated = window->wl.pending.activated; + if (!window->wl.activated) + { + if (window->monitor && window->autoIconify) + xdg_toplevel_set_minimized(window->wl.xdg.toplevel); + } + } + + if (window->wl.maximized != window->wl.pending.maximized) + { + window->wl.maximized = window->wl.pending.maximized; + _glfwInputWindowMaximize(window, window->wl.maximized); + } + + window->wl.fullscreen = window->wl.pending.fullscreen; + + int width = window->wl.pending.width; + int height = window->wl.pending.height; + + if (!window->wl.maximized && !window->wl.fullscreen) + { + if (window->numer != GLFW_DONT_CARE && window->denom != GLFW_DONT_CARE) + { + const float aspectRatio = (float) width / (float) height; + const float targetRatio = (float) window->numer / (float) window->denom; + if (aspectRatio < targetRatio) + height = width / targetRatio; + else if (aspectRatio > targetRatio) + width = height * targetRatio; + } + } + + if (resizeWindow(window, width, height)) + { + _glfwInputWindowSize(window, window->wl.width, window->wl.height); + + if (window->wl.visible) + _glfwInputWindowDamage(window); + } + + if (!window->wl.visible) + { + // Allow the window to be mapped only if it either has no XDG + // decorations or they have already received a configure event + if (!window->wl.xdg.decoration || window->wl.xdg.decorationMode) + { + window->wl.visible = GLFW_TRUE; + _glfwInputWindowDamage(window); + } + } +} + +static const struct xdg_surface_listener xdgSurfaceListener = +{ + xdgSurfaceHandleConfigure +}; + +void libdecorFrameHandleConfigure(struct libdecor_frame* frame, + struct libdecor_configuration* config, + void* userData) +{ + _GLFWwindow* window = userData; + int width, height; + + enum libdecor_window_state windowState; + GLFWbool fullscreen, activated, maximized; + + if (libdecor_configuration_get_window_state(config, &windowState)) + { + fullscreen = (windowState & LIBDECOR_WINDOW_STATE_FULLSCREEN) != 0; + activated = (windowState & LIBDECOR_WINDOW_STATE_ACTIVE) != 0; + maximized = (windowState & LIBDECOR_WINDOW_STATE_MAXIMIZED) != 0; + } + else + { + fullscreen = window->wl.fullscreen; + activated = window->wl.activated; + maximized = window->wl.maximized; + } + + if (!libdecor_configuration_get_content_size(config, frame, &width, &height)) + { + width = window->wl.width; + height = window->wl.height; + } + + if (!maximized && !fullscreen) + { + if (window->numer != GLFW_DONT_CARE && window->denom != GLFW_DONT_CARE) + { + const float aspectRatio = (float) width / (float) height; + const float targetRatio = (float) window->numer / (float) window->denom; + if (aspectRatio < targetRatio) + height = width / targetRatio; + else if (aspectRatio > targetRatio) + width = height * targetRatio; + } + } + + struct libdecor_state* frameState = libdecor_state_new(width, height); + libdecor_frame_commit(frame, frameState, config); + libdecor_state_free(frameState); + + if (window->wl.activated != activated) + { + window->wl.activated = activated; + if (!window->wl.activated) + { + if (window->monitor && window->autoIconify) + libdecor_frame_set_minimized(window->wl.libdecor.frame); + } + } + + if (window->wl.maximized != maximized) + { + window->wl.maximized = maximized; + _glfwInputWindowMaximize(window, window->wl.maximized); + } + + window->wl.fullscreen = fullscreen; + + GLFWbool damaged = GLFW_FALSE; + + if (!window->wl.visible) + { + window->wl.visible = GLFW_TRUE; + damaged = GLFW_TRUE; + } + + if (resizeWindow(window, width, height)) + { + _glfwInputWindowSize(window, window->wl.width, window->wl.height); + damaged = GLFW_TRUE; + } + + if (damaged) + _glfwInputWindowDamage(window); + else + wl_surface_commit(window->wl.surface); +} + +void libdecorFrameHandleClose(struct libdecor_frame* frame, void* userData) +{ + _GLFWwindow* window = userData; + _glfwInputWindowCloseRequest(window); +} + +void libdecorFrameHandleCommit(struct libdecor_frame* frame, void* userData) +{ + _GLFWwindow* window = userData; + wl_surface_commit(window->wl.surface); +} + +void libdecorFrameHandleDismissPopup(struct libdecor_frame* frame, + const char* seatName, + void* userData) +{ +} + +static const struct libdecor_frame_interface libdecorFrameInterface = +{ + libdecorFrameHandleConfigure, + libdecorFrameHandleClose, + libdecorFrameHandleCommit, + libdecorFrameHandleDismissPopup +}; + +static GLFWbool createLibdecorFrame(_GLFWwindow* window) +{ + // Allow libdecor to finish initialization of itself and its plugin + while (!_glfw.wl.libdecor.ready) + _glfwWaitEventsWayland(); + + window->wl.libdecor.frame = libdecor_decorate(_glfw.wl.libdecor.context, + window->wl.surface, + &libdecorFrameInterface, + window); + if (!window->wl.libdecor.frame) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create libdecor frame"); + return GLFW_FALSE; + } + + struct libdecor_state* frameState = + libdecor_state_new(window->wl.width, window->wl.height); + libdecor_frame_commit(window->wl.libdecor.frame, frameState, NULL); + libdecor_state_free(frameState); + + if (strlen(window->wl.appId)) + libdecor_frame_set_app_id(window->wl.libdecor.frame, window->wl.appId); + + libdecor_frame_set_title(window->wl.libdecor.frame, window->title); + + if (window->minwidth != GLFW_DONT_CARE && + window->minheight != GLFW_DONT_CARE) + { + libdecor_frame_set_min_content_size(window->wl.libdecor.frame, + window->minwidth, + window->minheight); + } + + if (window->maxwidth != GLFW_DONT_CARE && + window->maxheight != GLFW_DONT_CARE) + { + libdecor_frame_set_max_content_size(window->wl.libdecor.frame, + window->maxwidth, + window->maxheight); + } + + if (!window->resizable) + { + libdecor_frame_unset_capabilities(window->wl.libdecor.frame, + LIBDECOR_ACTION_RESIZE); + } + + if (window->monitor) + { + libdecor_frame_set_fullscreen(window->wl.libdecor.frame, + window->monitor->wl.output); + setIdleInhibitor(window, GLFW_TRUE); + } + else + { + if (window->wl.maximized) + libdecor_frame_set_maximized(window->wl.libdecor.frame); + + if (!window->decorated) + libdecor_frame_set_visibility(window->wl.libdecor.frame, false); + + setIdleInhibitor(window, GLFW_FALSE); + } + + libdecor_frame_map(window->wl.libdecor.frame); + wl_display_roundtrip(_glfw.wl.display); + return GLFW_TRUE; +} + +static void updateXdgSizeLimits(_GLFWwindow* window) +{ + int minwidth, minheight, maxwidth, maxheight; + + if (window->resizable) + { + if (window->minwidth == GLFW_DONT_CARE || window->minheight == GLFW_DONT_CARE) + minwidth = minheight = 0; + else + { + minwidth = window->minwidth; + minheight = window->minheight; + + if (window->wl.fallback.decorations) + { + minwidth += GLFW_BORDER_SIZE * 2; + minheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE; + } + } + + if (window->maxwidth == GLFW_DONT_CARE || window->maxheight == GLFW_DONT_CARE) + maxwidth = maxheight = 0; + else + { + maxwidth = window->maxwidth; + maxheight = window->maxheight; + + if (window->wl.fallback.decorations) + { + maxwidth += GLFW_BORDER_SIZE * 2; + maxheight += GLFW_CAPTION_HEIGHT + GLFW_BORDER_SIZE; + } + } + } + else + { + minwidth = maxwidth = window->wl.width; + minheight = maxheight = window->wl.height; + } + + xdg_toplevel_set_min_size(window->wl.xdg.toplevel, minwidth, minheight); + xdg_toplevel_set_max_size(window->wl.xdg.toplevel, maxwidth, maxheight); +} + +static GLFWbool createXdgShellObjects(_GLFWwindow* window) +{ + window->wl.xdg.surface = xdg_wm_base_get_xdg_surface(_glfw.wl.wmBase, + window->wl.surface); + if (!window->wl.xdg.surface) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create xdg-surface for window"); + return GLFW_FALSE; + } + + xdg_surface_add_listener(window->wl.xdg.surface, &xdgSurfaceListener, window); + + window->wl.xdg.toplevel = xdg_surface_get_toplevel(window->wl.xdg.surface); + if (!window->wl.xdg.toplevel) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create xdg-toplevel for window"); + return GLFW_FALSE; + } + + xdg_toplevel_add_listener(window->wl.xdg.toplevel, &xdgToplevelListener, window); + + if (window->wl.appId) + xdg_toplevel_set_app_id(window->wl.xdg.toplevel, window->wl.appId); + + xdg_toplevel_set_title(window->wl.xdg.toplevel, window->title); + + if (window->monitor) + { + xdg_toplevel_set_fullscreen(window->wl.xdg.toplevel, window->monitor->wl.output); + setIdleInhibitor(window, GLFW_TRUE); + } + else + { + if (window->wl.maximized) + xdg_toplevel_set_maximized(window->wl.xdg.toplevel); + + setIdleInhibitor(window, GLFW_FALSE); + } + + if (_glfw.wl.decorationManager) + { + window->wl.xdg.decoration = + zxdg_decoration_manager_v1_get_toplevel_decoration( + _glfw.wl.decorationManager, window->wl.xdg.toplevel); + zxdg_toplevel_decoration_v1_add_listener(window->wl.xdg.decoration, + &xdgDecorationListener, + window); + + uint32_t mode; + + if (window->decorated) + mode = ZXDG_TOPLEVEL_DECORATION_V1_MODE_SERVER_SIDE; + else + mode = ZXDG_TOPLEVEL_DECORATION_V1_MODE_CLIENT_SIDE; + + zxdg_toplevel_decoration_v1_set_mode(window->wl.xdg.decoration, mode); + } + else + { + if (window->decorated && !window->monitor) + createFallbackDecorations(window); + } + + updateXdgSizeLimits(window); + + wl_surface_commit(window->wl.surface); + wl_display_roundtrip(_glfw.wl.display); + return GLFW_TRUE; +} + +static GLFWbool createShellObjects(_GLFWwindow* window) +{ + if (_glfw.wl.libdecor.context) + { + if (createLibdecorFrame(window)) + return GLFW_TRUE; + } + + return createXdgShellObjects(window); +} + +static void destroyShellObjects(_GLFWwindow* window) +{ + destroyFallbackDecorations(window); + + if (window->wl.libdecor.frame) + libdecor_frame_unref(window->wl.libdecor.frame); + + if (window->wl.xdg.decoration) + zxdg_toplevel_decoration_v1_destroy(window->wl.xdg.decoration); + + if (window->wl.xdg.toplevel) + xdg_toplevel_destroy(window->wl.xdg.toplevel); + + if (window->wl.xdg.surface) + xdg_surface_destroy(window->wl.xdg.surface); + + window->wl.libdecor.frame = NULL; + window->wl.xdg.decoration = NULL; + window->wl.xdg.decorationMode = 0; + window->wl.xdg.toplevel = NULL; + window->wl.xdg.surface = NULL; +} + +static GLFWbool createNativeSurface(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWfbconfig* fbconfig) +{ + window->wl.surface = wl_compositor_create_surface(_glfw.wl.compositor); + if (!window->wl.surface) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "Wayland: Failed to create window surface"); + return GLFW_FALSE; + } + + wl_proxy_set_tag((struct wl_proxy*) window->wl.surface, &_glfw.wl.tag); + wl_surface_add_listener(window->wl.surface, + &surfaceListener, + window); + + window->wl.width = wndconfig->width; + window->wl.height = wndconfig->height; + window->wl.fbWidth = wndconfig->width; + window->wl.fbHeight = wndconfig->height; + window->wl.appId = _glfw_strdup(wndconfig->wl.appId); + + window->wl.bufferScale = 1; + window->wl.scalingNumerator = 120; + window->wl.scaleFramebuffer = wndconfig->scaleFramebuffer; + + window->wl.maximized = wndconfig->maximized; + + window->wl.transparent = fbconfig->transparent; + if (!window->wl.transparent) + setContentAreaOpaque(window); + + if (_glfw.wl.fractionalScaleManager) + { + if (window->wl.scaleFramebuffer) + { + window->wl.scalingViewport = + wp_viewporter_get_viewport(_glfw.wl.viewporter, window->wl.surface); + + wp_viewport_set_destination(window->wl.scalingViewport, + window->wl.width, + window->wl.height); + + window->wl.fractionalScale = + wp_fractional_scale_manager_v1_get_fractional_scale( + _glfw.wl.fractionalScaleManager, + window->wl.surface); + + wp_fractional_scale_v1_add_listener(window->wl.fractionalScale, + &fractionalScaleListener, + window); + } + } + + return GLFW_TRUE; +} + +static void setCursorImage(_GLFWwindow* window, + _GLFWcursorWayland* cursorWayland) +{ + struct itimerspec timer = {0}; + struct wl_cursor* wlCursor = cursorWayland->cursor; + struct wl_cursor_image* image; + struct wl_buffer* buffer; + struct wl_surface* surface = _glfw.wl.cursorSurface; + int scale = 1; + + if (!wlCursor) + buffer = cursorWayland->buffer; + else + { + if (window->wl.bufferScale > 1 && cursorWayland->cursorHiDPI) + { + wlCursor = cursorWayland->cursorHiDPI; + scale = 2; + } + + image = wlCursor->images[cursorWayland->currentImage]; + buffer = wl_cursor_image_get_buffer(image); + if (!buffer) + return; + + timer.it_value.tv_sec = image->delay / 1000; + timer.it_value.tv_nsec = (image->delay % 1000) * 1000000; + timerfd_settime(_glfw.wl.cursorTimerfd, 0, &timer, NULL); + + cursorWayland->width = image->width; + cursorWayland->height = image->height; + cursorWayland->xhot = image->hotspot_x; + cursorWayland->yhot = image->hotspot_y; + } + + wl_pointer_set_cursor(_glfw.wl.pointer, _glfw.wl.pointerEnterSerial, + surface, + cursorWayland->xhot / scale, + cursorWayland->yhot / scale); + wl_surface_set_buffer_scale(surface, scale); + wl_surface_attach(surface, buffer, 0, 0); + wl_surface_damage(surface, 0, 0, + cursorWayland->width, cursorWayland->height); + wl_surface_commit(surface); +} + +static void incrementCursorImage(_GLFWwindow* window) +{ + _GLFWcursor* cursor; + + if (!window || !window->wl.hovered) + return; + + cursor = window->wl.currentCursor; + if (cursor && cursor->wl.cursor) + { + cursor->wl.currentImage += 1; + cursor->wl.currentImage %= cursor->wl.cursor->image_count; + setCursorImage(window, &cursor->wl); + } +} + +static GLFWbool flushDisplay(void) +{ + while (wl_display_flush(_glfw.wl.display) == -1) + { + if (errno != EAGAIN) + return GLFW_FALSE; + + struct pollfd fd = { wl_display_get_fd(_glfw.wl.display), POLLOUT }; + + while (poll(&fd, 1, -1) == -1) + { + if (errno != EINTR && errno != EAGAIN) + return GLFW_FALSE; + } + } + + return GLFW_TRUE; +} + +static int translateKey(uint32_t scancode) +{ + if (scancode < sizeof(_glfw.wl.keycodes) / sizeof(_glfw.wl.keycodes[0])) + return _glfw.wl.keycodes[scancode]; + + return GLFW_KEY_UNKNOWN; +} + +static xkb_keysym_t composeSymbol(xkb_keysym_t sym) +{ + if (sym == XKB_KEY_NoSymbol || !_glfw.wl.xkb.composeState) + return sym; + if (xkb_compose_state_feed(_glfw.wl.xkb.composeState, sym) + != XKB_COMPOSE_FEED_ACCEPTED) + return sym; + switch (xkb_compose_state_get_status(_glfw.wl.xkb.composeState)) + { + case XKB_COMPOSE_COMPOSED: + return xkb_compose_state_get_one_sym(_glfw.wl.xkb.composeState); + case XKB_COMPOSE_COMPOSING: + case XKB_COMPOSE_CANCELLED: + return XKB_KEY_NoSymbol; + case XKB_COMPOSE_NOTHING: + default: + return sym; + } +} + +static void inputText(_GLFWwindow* window, uint32_t scancode) +{ + const xkb_keysym_t* keysyms; + const xkb_keycode_t keycode = scancode + 8; + + if (xkb_state_key_get_syms(_glfw.wl.xkb.state, keycode, &keysyms) == 1) + { + const xkb_keysym_t keysym = composeSymbol(keysyms[0]); + const uint32_t codepoint = _glfwKeySym2Unicode(keysym); + if (codepoint != GLFW_INVALID_CODEPOINT) + { + const int mods = _glfw.wl.xkb.modifiers; + const int plain = !(mods & (GLFW_MOD_CONTROL | GLFW_MOD_ALT)); + _glfwInputChar(window, codepoint, mods, plain); + } + } +} + +static void handleEvents(double* timeout) +{ +#if defined(GLFW_BUILD_LINUX_JOYSTICK) + if (_glfw.joysticksInitialized) + _glfwDetectJoystickConnectionLinux(); +#endif + + GLFWbool event = GLFW_FALSE; + enum { DISPLAY_FD, KEYREPEAT_FD, CURSOR_FD, LIBDECOR_FD }; + struct pollfd fds[] = + { + [DISPLAY_FD] = { wl_display_get_fd(_glfw.wl.display), POLLIN }, + [KEYREPEAT_FD] = { _glfw.wl.keyRepeatTimerfd, POLLIN }, + [CURSOR_FD] = { _glfw.wl.cursorTimerfd, POLLIN }, + [LIBDECOR_FD] = { -1, POLLIN } + }; + + if (_glfw.wl.libdecor.context) + fds[LIBDECOR_FD].fd = libdecor_get_fd(_glfw.wl.libdecor.context); + + while (!event) + { + while (wl_display_prepare_read(_glfw.wl.display) != 0) + { + if (wl_display_dispatch_pending(_glfw.wl.display) > 0) + return; + } + + // If an error other than EAGAIN happens, we have likely been disconnected + // from the Wayland session; try to handle that the best we can. + if (!flushDisplay()) + { + wl_display_cancel_read(_glfw.wl.display); + + _GLFWwindow* window = _glfw.windowListHead; + while (window) + { + _glfwInputWindowCloseRequest(window); + window = window->next; + } + + return; + } + + if (!_glfwPollPOSIX(fds, sizeof(fds) / sizeof(fds[0]), timeout)) + { + wl_display_cancel_read(_glfw.wl.display); + return; + } + + if (fds[DISPLAY_FD].revents & POLLIN) + { + wl_display_read_events(_glfw.wl.display); + if (wl_display_dispatch_pending(_glfw.wl.display) > 0) + event = GLFW_TRUE; + } + else + wl_display_cancel_read(_glfw.wl.display); + + if (fds[KEYREPEAT_FD].revents & POLLIN) + { + uint64_t repeats; + + if (read(_glfw.wl.keyRepeatTimerfd, &repeats, sizeof(repeats)) == 8) + { + for (uint64_t i = 0; i < repeats; i++) + { + _glfwInputKey(_glfw.wl.keyboardFocus, + translateKey(_glfw.wl.keyRepeatScancode), + _glfw.wl.keyRepeatScancode, + GLFW_PRESS, + _glfw.wl.xkb.modifiers); + inputText(_glfw.wl.keyboardFocus, _glfw.wl.keyRepeatScancode); + } + + event = GLFW_TRUE; + } + } + + if (fds[CURSOR_FD].revents & POLLIN) + { + uint64_t repeats; + + if (read(_glfw.wl.cursorTimerfd, &repeats, sizeof(repeats)) == 8) + incrementCursorImage(_glfw.wl.pointerFocus); + } + + if (fds[LIBDECOR_FD].revents & POLLIN) + { + if (libdecor_dispatch(_glfw.wl.libdecor.context, 0) > 0) + event = GLFW_TRUE; + } + } +} + +// Reads the specified data offer as the specified MIME type +// +static char* readDataOfferAsString(struct wl_data_offer* offer, const char* mimeType) +{ + int fds[2]; + + if (pipe2(fds, O_CLOEXEC) == -1) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create pipe for data offer: %s", + strerror(errno)); + return NULL; + } + + wl_data_offer_receive(offer, mimeType, fds[1]); + flushDisplay(); + close(fds[1]); + + char* string = NULL; + size_t size = 0; + size_t length = 0; + + for (;;) + { + const size_t readSize = 4096; + const size_t requiredSize = length + readSize + 1; + if (requiredSize > size) + { + char* longer = _glfw_realloc(string, requiredSize); + if (!longer) + { + _glfwInputError(GLFW_OUT_OF_MEMORY, NULL); + close(fds[0]); + return NULL; + } + + string = longer; + size = requiredSize; + } + + const ssize_t result = read(fds[0], string + length, readSize); + if (result == 0) + break; + else if (result == -1) + { + if (errno == EINTR) + continue; + + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to read from data offer pipe: %s", + strerror(errno)); + close(fds[0]); + return NULL; + } + + length += result; + } + + close(fds[0]); + + string[length] = '\0'; + return string; +} + +static void pointerHandleEnter(void* userData, + struct wl_pointer* pointer, + uint32_t serial, + struct wl_surface* surface, + wl_fixed_t sx, + wl_fixed_t sy) +{ + // Happens in the case we just destroyed the surface. + if (!surface) + return; + + if (wl_proxy_get_tag((struct wl_proxy*) surface) != &_glfw.wl.tag) + return; + + _GLFWwindow* window = wl_surface_get_user_data(surface); + + _glfw.wl.serial = serial; + _glfw.wl.pointerEnterSerial = serial; + _glfw.wl.pointerFocus = window; + + if (surface == window->wl.surface) + { + window->wl.hovered = GLFW_TRUE; + _glfwSetCursorWayland(window, window->wl.currentCursor); + _glfwInputCursorEnter(window, GLFW_TRUE); + } + else + { + if (window->wl.fallback.decorations) + window->wl.fallback.focus = surface; + } +} + +static void pointerHandleLeave(void* userData, + struct wl_pointer* pointer, + uint32_t serial, + struct wl_surface* surface) +{ + if (!surface) + return; + + if (wl_proxy_get_tag((struct wl_proxy*) surface) != &_glfw.wl.tag) + return; + + _GLFWwindow* window = _glfw.wl.pointerFocus; + if (!window) + return; + + _glfw.wl.serial = serial; + _glfw.wl.pointerFocus = NULL; + _glfw.wl.cursorPreviousName = NULL; + + if (window->wl.hovered) + { + window->wl.hovered = GLFW_FALSE; + _glfwInputCursorEnter(window, GLFW_FALSE); + } + else + { + if (window->wl.fallback.decorations) + window->wl.fallback.focus = NULL; + } +} + +static void pointerHandleMotion(void* userData, + struct wl_pointer* pointer, + uint32_t time, + wl_fixed_t sx, + wl_fixed_t sy) +{ + _GLFWwindow* window = _glfw.wl.pointerFocus; + if (!window) + return; + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + return; + + const double xpos = wl_fixed_to_double(sx); + const double ypos = wl_fixed_to_double(sy); + window->wl.cursorPosX = xpos; + window->wl.cursorPosY = ypos; + + if (window->wl.hovered) + { + _glfw.wl.cursorPreviousName = NULL; + _glfwInputCursorPos(window, xpos, ypos); + return; + } + + if (window->wl.fallback.decorations) + { + const char* cursorName = "left_ptr"; + + if (window->resizable) + { + if (window->wl.fallback.focus == window->wl.fallback.top.surface) + { + if (ypos < GLFW_BORDER_SIZE) + cursorName = "n-resize"; + } + else if (window->wl.fallback.focus == window->wl.fallback.left.surface) + { + if (ypos < GLFW_BORDER_SIZE) + cursorName = "nw-resize"; + else + cursorName = "w-resize"; + } + else if (window->wl.fallback.focus == window->wl.fallback.right.surface) + { + if (ypos < GLFW_BORDER_SIZE) + cursorName = "ne-resize"; + else + cursorName = "e-resize"; + } + else if (window->wl.fallback.focus == window->wl.fallback.bottom.surface) + { + if (xpos < GLFW_BORDER_SIZE) + cursorName = "sw-resize"; + else if (xpos > window->wl.width + GLFW_BORDER_SIZE) + cursorName = "se-resize"; + else + cursorName = "s-resize"; + } + } + + if (_glfw.wl.cursorPreviousName != cursorName) + { + struct wl_surface* surface = _glfw.wl.cursorSurface; + struct wl_cursor_theme* theme = _glfw.wl.cursorTheme; + int scale = 1; + + if (window->wl.bufferScale > 1 && _glfw.wl.cursorThemeHiDPI) + { + // We only support up to scale=2 for now, since libwayland-cursor + // requires us to load a different theme for each size. + scale = 2; + theme = _glfw.wl.cursorThemeHiDPI; + } + + struct wl_cursor* cursor = wl_cursor_theme_get_cursor(theme, cursorName); + if (!cursor) + return; + + // TODO: handle animated cursors too. + struct wl_cursor_image* image = cursor->images[0]; + if (!image) + return; + + struct wl_buffer* buffer = wl_cursor_image_get_buffer(image); + if (!buffer) + return; + + wl_pointer_set_cursor(_glfw.wl.pointer, _glfw.wl.pointerEnterSerial, + surface, + image->hotspot_x / scale, + image->hotspot_y / scale); + wl_surface_set_buffer_scale(surface, scale); + wl_surface_attach(surface, buffer, 0, 0); + wl_surface_damage(surface, 0, 0, image->width, image->height); + wl_surface_commit(surface); + + _glfw.wl.cursorPreviousName = cursorName; + } + } +} + +static void pointerHandleButton(void* userData, + struct wl_pointer* pointer, + uint32_t serial, + uint32_t time, + uint32_t button, + uint32_t state) +{ + _GLFWwindow* window = _glfw.wl.pointerFocus; + if (!window) + return; + + if (window->wl.hovered) + { + _glfw.wl.serial = serial; + + _glfwInputMouseClick(window, + button - BTN_LEFT, + state == WL_POINTER_BUTTON_STATE_PRESSED, + _glfw.wl.xkb.modifiers); + return; + } + + if (window->wl.fallback.decorations) + { + if (button == BTN_LEFT) + { + uint32_t edges = XDG_TOPLEVEL_RESIZE_EDGE_NONE; + + if (window->wl.fallback.focus == window->wl.fallback.top.surface) + { + if (window->wl.cursorPosY < GLFW_BORDER_SIZE) + edges = XDG_TOPLEVEL_RESIZE_EDGE_TOP; + else + xdg_toplevel_move(window->wl.xdg.toplevel, _glfw.wl.seat, serial); + } + else if (window->wl.fallback.focus == window->wl.fallback.left.surface) + { + if (window->wl.cursorPosY < GLFW_BORDER_SIZE) + edges = XDG_TOPLEVEL_RESIZE_EDGE_TOP_LEFT; + else + edges = XDG_TOPLEVEL_RESIZE_EDGE_LEFT; + } + else if (window->wl.fallback.focus == window->wl.fallback.right.surface) + { + if (window->wl.cursorPosY < GLFW_BORDER_SIZE) + edges = XDG_TOPLEVEL_RESIZE_EDGE_TOP_RIGHT; + else + edges = XDG_TOPLEVEL_RESIZE_EDGE_RIGHT; + } + else if (window->wl.fallback.focus == window->wl.fallback.bottom.surface) + { + if (window->wl.cursorPosX < GLFW_BORDER_SIZE) + edges = XDG_TOPLEVEL_RESIZE_EDGE_BOTTOM_LEFT; + else if (window->wl.cursorPosX > window->wl.width + GLFW_BORDER_SIZE) + edges = XDG_TOPLEVEL_RESIZE_EDGE_BOTTOM_RIGHT; + else + edges = XDG_TOPLEVEL_RESIZE_EDGE_BOTTOM; + } + + if (edges != XDG_TOPLEVEL_RESIZE_EDGE_NONE) + { + xdg_toplevel_resize(window->wl.xdg.toplevel, _glfw.wl.seat, + serial, edges); + } + } + else if (button == BTN_RIGHT) + { + if (window->wl.xdg.toplevel) + { + xdg_toplevel_show_window_menu(window->wl.xdg.toplevel, + _glfw.wl.seat, serial, + window->wl.cursorPosX, + window->wl.cursorPosY); + } + } + } +} + +static void pointerHandleAxis(void* userData, + struct wl_pointer* pointer, + uint32_t time, + uint32_t axis, + wl_fixed_t value) +{ + _GLFWwindow* window = _glfw.wl.pointerFocus; + if (!window) + return; + + // NOTE: 10 units of motion per mouse wheel step seems to be a common ratio + if (axis == WL_POINTER_AXIS_HORIZONTAL_SCROLL) + _glfwInputScroll(window, -wl_fixed_to_double(value) / 10.0, 0.0); + else if (axis == WL_POINTER_AXIS_VERTICAL_SCROLL) + _glfwInputScroll(window, 0.0, -wl_fixed_to_double(value) / 10.0); +} + +static const struct wl_pointer_listener pointerListener = +{ + pointerHandleEnter, + pointerHandleLeave, + pointerHandleMotion, + pointerHandleButton, + pointerHandleAxis, +}; + +static void keyboardHandleKeymap(void* userData, + struct wl_keyboard* keyboard, + uint32_t format, + int fd, + uint32_t size) +{ + struct xkb_keymap* keymap; + struct xkb_state* state; + struct xkb_compose_table* composeTable; + struct xkb_compose_state* composeState; + + char* mapStr; + const char* locale; + + if (format != WL_KEYBOARD_KEYMAP_FORMAT_XKB_V1) + { + close(fd); + return; + } + + mapStr = mmap(NULL, size, PROT_READ, MAP_SHARED, fd, 0); + if (mapStr == MAP_FAILED) { + close(fd); + return; + } + + keymap = xkb_keymap_new_from_string(_glfw.wl.xkb.context, + mapStr, + XKB_KEYMAP_FORMAT_TEXT_V1, + 0); + munmap(mapStr, size); + close(fd); + + if (!keymap) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to compile keymap"); + return; + } + + state = xkb_state_new(keymap); + if (!state) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create XKB state"); + xkb_keymap_unref(keymap); + return; + } + + // Look up the preferred locale, falling back to "C" as default. + locale = getenv("LC_ALL"); + if (!locale) + locale = getenv("LC_CTYPE"); + if (!locale) + locale = getenv("LANG"); + if (!locale) + locale = "C"; + + composeTable = + xkb_compose_table_new_from_locale(_glfw.wl.xkb.context, locale, + XKB_COMPOSE_COMPILE_NO_FLAGS); + if (composeTable) + { + composeState = + xkb_compose_state_new(composeTable, XKB_COMPOSE_STATE_NO_FLAGS); + xkb_compose_table_unref(composeTable); + if (composeState) + _glfw.wl.xkb.composeState = composeState; + else + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create XKB compose state"); + } + else + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create XKB compose table"); + } + + xkb_keymap_unref(_glfw.wl.xkb.keymap); + xkb_state_unref(_glfw.wl.xkb.state); + _glfw.wl.xkb.keymap = keymap; + _glfw.wl.xkb.state = state; + + _glfw.wl.xkb.controlIndex = xkb_keymap_mod_get_index(_glfw.wl.xkb.keymap, "Control"); + _glfw.wl.xkb.altIndex = xkb_keymap_mod_get_index(_glfw.wl.xkb.keymap, "Mod1"); + _glfw.wl.xkb.shiftIndex = xkb_keymap_mod_get_index(_glfw.wl.xkb.keymap, "Shift"); + _glfw.wl.xkb.superIndex = xkb_keymap_mod_get_index(_glfw.wl.xkb.keymap, "Mod4"); + _glfw.wl.xkb.capsLockIndex = xkb_keymap_mod_get_index(_glfw.wl.xkb.keymap, "Lock"); + _glfw.wl.xkb.numLockIndex = xkb_keymap_mod_get_index(_glfw.wl.xkb.keymap, "Mod2"); +} + +static void keyboardHandleEnter(void* userData, + struct wl_keyboard* keyboard, + uint32_t serial, + struct wl_surface* surface, + struct wl_array* keys) +{ + // Happens in the case we just destroyed the surface. + if (!surface) + return; + + if (wl_proxy_get_tag((struct wl_proxy*) surface) != &_glfw.wl.tag) + return; + + _GLFWwindow* window = wl_surface_get_user_data(surface); + if (surface != window->wl.surface) + return; + + _glfw.wl.serial = serial; + _glfw.wl.keyboardFocus = window; + _glfwInputWindowFocus(window, GLFW_TRUE); +} + +static void keyboardHandleLeave(void* userData, + struct wl_keyboard* keyboard, + uint32_t serial, + struct wl_surface* surface) +{ + _GLFWwindow* window = _glfw.wl.keyboardFocus; + + if (!window) + return; + + struct itimerspec timer = {0}; + timerfd_settime(_glfw.wl.keyRepeatTimerfd, 0, &timer, NULL); + + _glfw.wl.serial = serial; + _glfw.wl.keyboardFocus = NULL; + _glfwInputWindowFocus(window, GLFW_FALSE); +} + +static void keyboardHandleKey(void* userData, + struct wl_keyboard* keyboard, + uint32_t serial, + uint32_t time, + uint32_t scancode, + uint32_t state) +{ + _GLFWwindow* window = _glfw.wl.keyboardFocus; + if (!window) + return; + + const int key = translateKey(scancode); + const int action = + state == WL_KEYBOARD_KEY_STATE_PRESSED ? GLFW_PRESS : GLFW_RELEASE; + + _glfw.wl.serial = serial; + + struct itimerspec timer = {0}; + + if (action == GLFW_PRESS) + { + const xkb_keycode_t keycode = scancode + 8; + + if (xkb_keymap_key_repeats(_glfw.wl.xkb.keymap, keycode) && + _glfw.wl.keyRepeatRate > 0) + { + _glfw.wl.keyRepeatScancode = scancode; + if (_glfw.wl.keyRepeatRate > 1) + timer.it_interval.tv_nsec = 1000000000 / _glfw.wl.keyRepeatRate; + else + timer.it_interval.tv_sec = 1; + + timer.it_value.tv_sec = _glfw.wl.keyRepeatDelay / 1000; + timer.it_value.tv_nsec = (_glfw.wl.keyRepeatDelay % 1000) * 1000000; + } + } + + timerfd_settime(_glfw.wl.keyRepeatTimerfd, 0, &timer, NULL); + + _glfwInputKey(window, key, scancode, action, _glfw.wl.xkb.modifiers); + + if (action == GLFW_PRESS) + inputText(window, scancode); +} + +static void keyboardHandleModifiers(void* userData, + struct wl_keyboard* keyboard, + uint32_t serial, + uint32_t modsDepressed, + uint32_t modsLatched, + uint32_t modsLocked, + uint32_t group) +{ + _glfw.wl.serial = serial; + + if (!_glfw.wl.xkb.keymap) + return; + + xkb_state_update_mask(_glfw.wl.xkb.state, + modsDepressed, + modsLatched, + modsLocked, + 0, + 0, + group); + + _glfw.wl.xkb.modifiers = 0; + + struct + { + xkb_mod_index_t index; + unsigned int bit; + } modifiers[] = + { + { _glfw.wl.xkb.controlIndex, GLFW_MOD_CONTROL }, + { _glfw.wl.xkb.altIndex, GLFW_MOD_ALT }, + { _glfw.wl.xkb.shiftIndex, GLFW_MOD_SHIFT }, + { _glfw.wl.xkb.superIndex, GLFW_MOD_SUPER }, + { _glfw.wl.xkb.capsLockIndex, GLFW_MOD_CAPS_LOCK }, + { _glfw.wl.xkb.numLockIndex, GLFW_MOD_NUM_LOCK } + }; + + for (size_t i = 0; i < sizeof(modifiers) / sizeof(modifiers[0]); i++) + { + if (xkb_state_mod_index_is_active(_glfw.wl.xkb.state, + modifiers[i].index, + XKB_STATE_MODS_EFFECTIVE) == 1) + { + _glfw.wl.xkb.modifiers |= modifiers[i].bit; + } + } +} + +static void keyboardHandleRepeatInfo(void* userData, + struct wl_keyboard* keyboard, + int32_t rate, + int32_t delay) +{ + if (keyboard != _glfw.wl.keyboard) + return; + + _glfw.wl.keyRepeatRate = rate; + _glfw.wl.keyRepeatDelay = delay; +} + +static const struct wl_keyboard_listener keyboardListener = +{ + keyboardHandleKeymap, + keyboardHandleEnter, + keyboardHandleLeave, + keyboardHandleKey, + keyboardHandleModifiers, + keyboardHandleRepeatInfo, +}; + +static void seatHandleCapabilities(void* userData, + struct wl_seat* seat, + enum wl_seat_capability caps) +{ + if ((caps & WL_SEAT_CAPABILITY_POINTER) && !_glfw.wl.pointer) + { + _glfw.wl.pointer = wl_seat_get_pointer(seat); + wl_pointer_add_listener(_glfw.wl.pointer, &pointerListener, NULL); + } + else if (!(caps & WL_SEAT_CAPABILITY_POINTER) && _glfw.wl.pointer) + { + wl_pointer_destroy(_glfw.wl.pointer); + _glfw.wl.pointer = NULL; + } + + if ((caps & WL_SEAT_CAPABILITY_KEYBOARD) && !_glfw.wl.keyboard) + { + _glfw.wl.keyboard = wl_seat_get_keyboard(seat); + wl_keyboard_add_listener(_glfw.wl.keyboard, &keyboardListener, NULL); + } + else if (!(caps & WL_SEAT_CAPABILITY_KEYBOARD) && _glfw.wl.keyboard) + { + wl_keyboard_destroy(_glfw.wl.keyboard); + _glfw.wl.keyboard = NULL; + } +} + +static void seatHandleName(void* userData, + struct wl_seat* seat, + const char* name) +{ +} + +static const struct wl_seat_listener seatListener = +{ + seatHandleCapabilities, + seatHandleName, +}; + +static void dataOfferHandleOffer(void* userData, + struct wl_data_offer* offer, + const char* mimeType) +{ + for (unsigned int i = 0; i < _glfw.wl.offerCount; i++) + { + if (_glfw.wl.offers[i].offer == offer) + { + if (strcmp(mimeType, "text/plain;charset=utf-8") == 0) + _glfw.wl.offers[i].text_plain_utf8 = GLFW_TRUE; + else if (strcmp(mimeType, "text/uri-list") == 0) + _glfw.wl.offers[i].text_uri_list = GLFW_TRUE; + + break; + } + } +} + +static const struct wl_data_offer_listener dataOfferListener = +{ + dataOfferHandleOffer +}; + +static void dataDeviceHandleDataOffer(void* userData, + struct wl_data_device* device, + struct wl_data_offer* offer) +{ + _GLFWofferWayland* offers = + _glfw_realloc(_glfw.wl.offers, + sizeof(_GLFWofferWayland) * (_glfw.wl.offerCount + 1)); + if (!offers) + { + _glfwInputError(GLFW_OUT_OF_MEMORY, NULL); + return; + } + + _glfw.wl.offers = offers; + _glfw.wl.offerCount++; + + _glfw.wl.offers[_glfw.wl.offerCount - 1] = (_GLFWofferWayland) { offer }; + wl_data_offer_add_listener(offer, &dataOfferListener, NULL); +} + +static void dataDeviceHandleEnter(void* userData, + struct wl_data_device* device, + uint32_t serial, + struct wl_surface* surface, + wl_fixed_t x, + wl_fixed_t y, + struct wl_data_offer* offer) +{ + if (_glfw.wl.dragOffer) + { + wl_data_offer_destroy(_glfw.wl.dragOffer); + _glfw.wl.dragOffer = NULL; + _glfw.wl.dragFocus = NULL; + } + + for (unsigned int i = 0; i < _glfw.wl.offerCount; i++) + { + if (_glfw.wl.offers[i].offer == offer) + { + _GLFWwindow* window = NULL; + + if (surface) + { + if (wl_proxy_get_tag((struct wl_proxy*) surface) == &_glfw.wl.tag) + window = wl_surface_get_user_data(surface); + } + + if (surface == window->wl.surface && _glfw.wl.offers[i].text_uri_list) + { + _glfw.wl.dragOffer = offer; + _glfw.wl.dragFocus = window; + _glfw.wl.dragSerial = serial; + } + + _glfw.wl.offers[i] = _glfw.wl.offers[_glfw.wl.offerCount - 1]; + _glfw.wl.offerCount--; + break; + } + } + + if (wl_proxy_get_tag((struct wl_proxy*) surface) != &_glfw.wl.tag) + return; + + if (_glfw.wl.dragOffer) + wl_data_offer_accept(offer, serial, "text/uri-list"); + else + { + wl_data_offer_accept(offer, serial, NULL); + wl_data_offer_destroy(offer); + } +} + +static void dataDeviceHandleLeave(void* userData, + struct wl_data_device* device) +{ + if (_glfw.wl.dragOffer) + { + wl_data_offer_destroy(_glfw.wl.dragOffer); + _glfw.wl.dragOffer = NULL; + _glfw.wl.dragFocus = NULL; + } +} + +static void dataDeviceHandleMotion(void* userData, + struct wl_data_device* device, + uint32_t time, + wl_fixed_t x, + wl_fixed_t y) +{ +} + +static void dataDeviceHandleDrop(void* userData, + struct wl_data_device* device) +{ + if (!_glfw.wl.dragOffer) + return; + + char* string = readDataOfferAsString(_glfw.wl.dragOffer, "text/uri-list"); + if (string) + { + int count; + char** paths = _glfwParseUriList(string, &count); + if (paths) + _glfwInputDrop(_glfw.wl.dragFocus, count, (const char**) paths); + + for (int i = 0; i < count; i++) + _glfw_free(paths[i]); + + _glfw_free(paths); + } + + _glfw_free(string); +} + +static void dataDeviceHandleSelection(void* userData, + struct wl_data_device* device, + struct wl_data_offer* offer) +{ + if (_glfw.wl.selectionOffer) + { + wl_data_offer_destroy(_glfw.wl.selectionOffer); + _glfw.wl.selectionOffer = NULL; + } + + for (unsigned int i = 0; i < _glfw.wl.offerCount; i++) + { + if (_glfw.wl.offers[i].offer == offer) + { + if (_glfw.wl.offers[i].text_plain_utf8) + _glfw.wl.selectionOffer = offer; + else + wl_data_offer_destroy(offer); + + _glfw.wl.offers[i] = _glfw.wl.offers[_glfw.wl.offerCount - 1]; + _glfw.wl.offerCount--; + break; + } + } +} + +const struct wl_data_device_listener dataDeviceListener = +{ + dataDeviceHandleDataOffer, + dataDeviceHandleEnter, + dataDeviceHandleLeave, + dataDeviceHandleMotion, + dataDeviceHandleDrop, + dataDeviceHandleSelection, +}; + +static void xdgActivationHandleDone(void* userData, + struct xdg_activation_token_v1* activationToken, + const char* token) +{ + _GLFWwindow* window = userData; + + if (activationToken != window->wl.activationToken) + return; + + xdg_activation_v1_activate(_glfw.wl.activationManager, token, window->wl.surface); + xdg_activation_token_v1_destroy(window->wl.activationToken); + window->wl.activationToken = NULL; +} + +static const struct xdg_activation_token_v1_listener xdgActivationListener = +{ + xdgActivationHandleDone +}; + +void _glfwAddSeatListenerWayland(struct wl_seat* seat) +{ + wl_seat_add_listener(seat, &seatListener, NULL); +} + +void _glfwAddDataDeviceListenerWayland(struct wl_data_device* device) +{ + wl_data_device_add_listener(device, &dataDeviceListener, NULL); +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwCreateWindowWayland(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + if (!createNativeSurface(window, wndconfig, fbconfig)) + return GLFW_FALSE; + + if (ctxconfig->client != GLFW_NO_API) + { + if (ctxconfig->source == GLFW_EGL_CONTEXT_API || + ctxconfig->source == GLFW_NATIVE_CONTEXT_API) + { + window->wl.egl.window = wl_egl_window_create(window->wl.surface, + window->wl.fbWidth, + window->wl.fbHeight); + if (!window->wl.egl.window) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create EGL window"); + return GLFW_FALSE; + } + + if (!_glfwInitEGL()) + return GLFW_FALSE; + if (!_glfwCreateContextEGL(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_OSMESA_CONTEXT_API) + { + if (!_glfwInitOSMesa()) + return GLFW_FALSE; + if (!_glfwCreateContextOSMesa(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + + if (!_glfwRefreshContextAttribs(window, ctxconfig)) + return GLFW_FALSE; + } + + if (wndconfig->mousePassthrough) + _glfwSetWindowMousePassthroughWayland(window, GLFW_TRUE); + + if (window->monitor || wndconfig->visible) + { + if (!createShellObjects(window)) + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +void _glfwDestroyWindowWayland(_GLFWwindow* window) +{ + if (window == _glfw.wl.pointerFocus) + _glfw.wl.pointerFocus = NULL; + + if (window == _glfw.wl.keyboardFocus) + _glfw.wl.keyboardFocus = NULL; + + if (window->wl.activationToken) + xdg_activation_token_v1_destroy(window->wl.activationToken); + + if (window->wl.idleInhibitor) + zwp_idle_inhibitor_v1_destroy(window->wl.idleInhibitor); + + if (window->wl.relativePointer) + zwp_relative_pointer_v1_destroy(window->wl.relativePointer); + + if (window->wl.lockedPointer) + zwp_locked_pointer_v1_destroy(window->wl.lockedPointer); + + if (window->wl.confinedPointer) + zwp_confined_pointer_v1_destroy(window->wl.confinedPointer); + + if (window->context.destroy) + window->context.destroy(window); + + destroyShellObjects(window); + + if (window->wl.fallback.buffer) + wl_buffer_destroy(window->wl.fallback.buffer); + + if (window->wl.egl.window) + wl_egl_window_destroy(window->wl.egl.window); + + if (window->wl.surface) + wl_surface_destroy(window->wl.surface); + + _glfw_free(window->wl.appId); + _glfw_free(window->wl.outputScales); +} + +void _glfwSetWindowTitleWayland(_GLFWwindow* window, const char* title) +{ + if (window->wl.libdecor.frame) + libdecor_frame_set_title(window->wl.libdecor.frame, title); + else if (window->wl.xdg.toplevel) + xdg_toplevel_set_title(window->wl.xdg.toplevel, title); +} + +void _glfwSetWindowIconWayland(_GLFWwindow* window, + int count, const GLFWimage* images) +{ + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: The platform does not support setting the window icon"); +} + +void _glfwGetWindowPosWayland(_GLFWwindow* window, int* xpos, int* ypos) +{ + // A Wayland client is not aware of its position, so just warn and leave it + // as (0, 0) + + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: The platform does not provide the window position"); +} + +void _glfwSetWindowPosWayland(_GLFWwindow* window, int xpos, int ypos) +{ + // A Wayland client can not set its position, so just warn + + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: The platform does not support setting the window position"); +} + +void _glfwGetWindowSizeWayland(_GLFWwindow* window, int* width, int* height) +{ + if (width) + *width = window->wl.width; + if (height) + *height = window->wl.height; +} + +void _glfwSetWindowSizeWayland(_GLFWwindow* window, int width, int height) +{ + if (window->monitor) + { + // Video mode setting is not available on Wayland + } + else + { + if (!resizeWindow(window, width, height)) + return; + + if (window->wl.libdecor.frame) + { + struct libdecor_state* frameState = + libdecor_state_new(window->wl.width, window->wl.height); + libdecor_frame_commit(window->wl.libdecor.frame, frameState, NULL); + libdecor_state_free(frameState); + } + + if (window->wl.visible) + _glfwInputWindowDamage(window); + } +} + +void _glfwSetWindowSizeLimitsWayland(_GLFWwindow* window, + int minwidth, int minheight, + int maxwidth, int maxheight) +{ + if (window->wl.libdecor.frame) + { + if (minwidth == GLFW_DONT_CARE || minheight == GLFW_DONT_CARE) + minwidth = minheight = 0; + + if (maxwidth == GLFW_DONT_CARE || maxheight == GLFW_DONT_CARE) + maxwidth = maxheight = 0; + + libdecor_frame_set_min_content_size(window->wl.libdecor.frame, + minwidth, minheight); + libdecor_frame_set_max_content_size(window->wl.libdecor.frame, + maxwidth, maxheight); + } + else if (window->wl.xdg.toplevel) + updateXdgSizeLimits(window); +} + +void _glfwSetWindowAspectRatioWayland(_GLFWwindow* window, int numer, int denom) +{ + if (window->wl.maximized || window->wl.fullscreen) + return; + + int width = window->wl.width, height = window->wl.height; + + if (numer != GLFW_DONT_CARE && denom != GLFW_DONT_CARE) + { + const float aspectRatio = (float) width / (float) height; + const float targetRatio = (float) numer / (float) denom; + if (aspectRatio < targetRatio) + height /= targetRatio; + else if (aspectRatio > targetRatio) + width *= targetRatio; + } + + if (resizeWindow(window, width, height)) + { + if (window->wl.libdecor.frame) + { + struct libdecor_state* frameState = + libdecor_state_new(window->wl.width, window->wl.height); + libdecor_frame_commit(window->wl.libdecor.frame, frameState, NULL); + libdecor_state_free(frameState); + } + + _glfwInputWindowSize(window, window->wl.width, window->wl.height); + + if (window->wl.visible) + _glfwInputWindowDamage(window); + } +} + +void _glfwGetFramebufferSizeWayland(_GLFWwindow* window, int* width, int* height) +{ + if (width) + *width = window->wl.fbWidth; + if (height) + *height = window->wl.fbHeight; +} + +void _glfwGetWindowFrameSizeWayland(_GLFWwindow* window, + int* left, int* top, + int* right, int* bottom) +{ + if (window->wl.fallback.decorations) + { + if (top) + *top = GLFW_CAPTION_HEIGHT; + if (left) + *left = GLFW_BORDER_SIZE; + if (right) + *right = GLFW_BORDER_SIZE; + if (bottom) + *bottom = GLFW_BORDER_SIZE; + } +} + +void _glfwGetWindowContentScaleWayland(_GLFWwindow* window, + float* xscale, float* yscale) +{ + if (window->wl.fractionalScale) + { + if (xscale) + *xscale = (float) window->wl.scalingNumerator / 120.f; + if (yscale) + *yscale = (float) window->wl.scalingNumerator / 120.f; + } + else + { + if (xscale) + *xscale = (float) window->wl.bufferScale; + if (yscale) + *yscale = (float) window->wl.bufferScale; + } +} + +void _glfwIconifyWindowWayland(_GLFWwindow* window) +{ + if (window->wl.libdecor.frame) + libdecor_frame_set_minimized(window->wl.libdecor.frame); + else if (window->wl.xdg.toplevel) + xdg_toplevel_set_minimized(window->wl.xdg.toplevel); +} + +void _glfwRestoreWindowWayland(_GLFWwindow* window) +{ + if (window->monitor) + { + // There is no way to unset minimized, or even to know if we are + // minimized, so there is nothing to do in this case. + } + else + { + // We assume we are not minimized and act only on maximization + + if (window->wl.maximized) + { + if (window->wl.libdecor.frame) + libdecor_frame_unset_maximized(window->wl.libdecor.frame); + else if (window->wl.xdg.toplevel) + xdg_toplevel_unset_maximized(window->wl.xdg.toplevel); + else + window->wl.maximized = GLFW_FALSE; + } + } +} + +void _glfwMaximizeWindowWayland(_GLFWwindow* window) +{ + if (window->wl.libdecor.frame) + libdecor_frame_set_maximized(window->wl.libdecor.frame); + else if (window->wl.xdg.toplevel) + xdg_toplevel_set_maximized(window->wl.xdg.toplevel); + else + window->wl.maximized = GLFW_TRUE; +} + +void _glfwShowWindowWayland(_GLFWwindow* window) +{ + if (!window->wl.libdecor.frame && !window->wl.xdg.toplevel) + { + // NOTE: The XDG surface and role are created here so command-line applications + // with off-screen windows do not appear in for example the Unity dock + createShellObjects(window); + } +} + +void _glfwHideWindowWayland(_GLFWwindow* window) +{ + if (window->wl.visible) + { + window->wl.visible = GLFW_FALSE; + destroyShellObjects(window); + + wl_surface_attach(window->wl.surface, NULL, 0, 0); + wl_surface_commit(window->wl.surface); + } +} + +void _glfwRequestWindowAttentionWayland(_GLFWwindow* window) +{ + if (!_glfw.wl.activationManager) + return; + + // We're about to overwrite this with a new request + if (window->wl.activationToken) + xdg_activation_token_v1_destroy(window->wl.activationToken); + + window->wl.activationToken = + xdg_activation_v1_get_activation_token(_glfw.wl.activationManager); + xdg_activation_token_v1_add_listener(window->wl.activationToken, + &xdgActivationListener, + window); + + xdg_activation_token_v1_commit(window->wl.activationToken); +} + +void _glfwFocusWindowWayland(_GLFWwindow* window) +{ + if (!_glfw.wl.activationManager) + return; + + if (window->wl.activationToken) + xdg_activation_token_v1_destroy(window->wl.activationToken); + + window->wl.activationToken = + xdg_activation_v1_get_activation_token(_glfw.wl.activationManager); + xdg_activation_token_v1_add_listener(window->wl.activationToken, + &xdgActivationListener, + window); + + xdg_activation_token_v1_set_serial(window->wl.activationToken, + _glfw.wl.serial, + _glfw.wl.seat); + + _GLFWwindow* requester = _glfw.wl.keyboardFocus; + if (requester) + { + xdg_activation_token_v1_set_surface(window->wl.activationToken, + requester->wl.surface); + + if (requester->wl.appId) + { + xdg_activation_token_v1_set_app_id(window->wl.activationToken, + requester->wl.appId); + } + } + + xdg_activation_token_v1_commit(window->wl.activationToken); +} + +void _glfwSetWindowMonitorWayland(_GLFWwindow* window, + _GLFWmonitor* monitor, + int xpos, int ypos, + int width, int height, + int refreshRate) +{ + if (window->monitor == monitor) + { + if (!monitor) + _glfwSetWindowSizeWayland(window, width, height); + + return; + } + + if (window->monitor) + releaseMonitor(window); + + _glfwInputWindowMonitor(window, monitor); + + if (window->monitor) + acquireMonitor(window); + else + _glfwSetWindowSizeWayland(window, width, height); +} + +GLFWbool _glfwWindowFocusedWayland(_GLFWwindow* window) +{ + return _glfw.wl.keyboardFocus == window; +} + +GLFWbool _glfwWindowIconifiedWayland(_GLFWwindow* window) +{ + // xdg-shell doesn’t give any way to request whether a surface is + // iconified. + return GLFW_FALSE; +} + +GLFWbool _glfwWindowVisibleWayland(_GLFWwindow* window) +{ + return window->wl.visible; +} + +GLFWbool _glfwWindowMaximizedWayland(_GLFWwindow* window) +{ + return window->wl.maximized; +} + +GLFWbool _glfwWindowHoveredWayland(_GLFWwindow* window) +{ + return window->wl.hovered; +} + +GLFWbool _glfwFramebufferTransparentWayland(_GLFWwindow* window) +{ + return window->wl.transparent; +} + +void _glfwSetWindowResizableWayland(_GLFWwindow* window, GLFWbool enabled) +{ + if (window->wl.libdecor.frame) + { + if (enabled) + { + libdecor_frame_set_capabilities(window->wl.libdecor.frame, + LIBDECOR_ACTION_RESIZE); + } + else + { + libdecor_frame_unset_capabilities(window->wl.libdecor.frame, + LIBDECOR_ACTION_RESIZE); + } + } + else if (window->wl.xdg.toplevel) + updateXdgSizeLimits(window); +} + +void _glfwSetWindowDecoratedWayland(_GLFWwindow* window, GLFWbool enabled) +{ + if (window->wl.libdecor.frame) + { + libdecor_frame_set_visibility(window->wl.libdecor.frame, enabled); + } + else if (window->wl.xdg.decoration) + { + uint32_t mode; + + if (enabled) + mode = ZXDG_TOPLEVEL_DECORATION_V1_MODE_SERVER_SIDE; + else + mode = ZXDG_TOPLEVEL_DECORATION_V1_MODE_CLIENT_SIDE; + + zxdg_toplevel_decoration_v1_set_mode(window->wl.xdg.decoration, mode); + } + else if (window->wl.xdg.toplevel) + { + if (enabled) + createFallbackDecorations(window); + else + destroyFallbackDecorations(window); + } +} + +void _glfwSetWindowFloatingWayland(_GLFWwindow* window, GLFWbool enabled) +{ + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: Platform does not support making a window floating"); +} + +void _glfwSetWindowMousePassthroughWayland(_GLFWwindow* window, GLFWbool enabled) +{ + if (enabled) + { + struct wl_region* region = wl_compositor_create_region(_glfw.wl.compositor); + wl_surface_set_input_region(window->wl.surface, region); + wl_region_destroy(region); + } + else + wl_surface_set_input_region(window->wl.surface, NULL); +} + +float _glfwGetWindowOpacityWayland(_GLFWwindow* window) +{ + return 1.f; +} + +void _glfwSetWindowOpacityWayland(_GLFWwindow* window, float opacity) +{ + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: The platform does not support setting the window opacity"); +} + +void _glfwSetRawMouseMotionWayland(_GLFWwindow* window, GLFWbool enabled) +{ + // This is handled in relativePointerHandleRelativeMotion +} + +GLFWbool _glfwRawMouseMotionSupportedWayland(void) +{ + return GLFW_TRUE; +} + +void _glfwPollEventsWayland(void) +{ + double timeout = 0.0; + handleEvents(&timeout); +} + +void _glfwWaitEventsWayland(void) +{ + handleEvents(NULL); +} + +void _glfwWaitEventsTimeoutWayland(double timeout) +{ + handleEvents(&timeout); +} + +void _glfwPostEmptyEventWayland(void) +{ + wl_display_sync(_glfw.wl.display); + flushDisplay(); +} + +void _glfwGetCursorPosWayland(_GLFWwindow* window, double* xpos, double* ypos) +{ + if (xpos) + *xpos = window->wl.cursorPosX; + if (ypos) + *ypos = window->wl.cursorPosY; +} + +void _glfwSetCursorPosWayland(_GLFWwindow* window, double x, double y) +{ + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: The platform does not support setting the cursor position"); +} + +void _glfwSetCursorModeWayland(_GLFWwindow* window, int mode) +{ + _glfwSetCursorWayland(window, window->wl.currentCursor); +} + +const char* _glfwGetScancodeNameWayland(int scancode) +{ + if (scancode < 0 || scancode > 255) + { + _glfwInputError(GLFW_INVALID_VALUE, + "Wayland: Invalid scancode %i", + scancode); + return NULL; + } + + const int key = _glfw.wl.keycodes[scancode]; + if (key == GLFW_KEY_UNKNOWN) + return NULL; + + const xkb_keycode_t keycode = scancode + 8; + const xkb_layout_index_t layout = + xkb_state_key_get_layout(_glfw.wl.xkb.state, keycode); + if (layout == XKB_LAYOUT_INVALID) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to retrieve layout for key name"); + return NULL; + } + + const xkb_keysym_t* keysyms = NULL; + xkb_keymap_key_get_syms_by_level(_glfw.wl.xkb.keymap, + keycode, + layout, + 0, + &keysyms); + if (keysyms == NULL) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to retrieve keysym for key name"); + return NULL; + } + + const uint32_t codepoint = _glfwKeySym2Unicode(keysyms[0]); + if (codepoint == GLFW_INVALID_CODEPOINT) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to retrieve codepoint for key name"); + return NULL; + } + + const size_t count = _glfwEncodeUTF8(_glfw.wl.keynames[key], codepoint); + if (count == 0) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to encode codepoint for key name"); + return NULL; + } + + _glfw.wl.keynames[key][count] = '\0'; + return _glfw.wl.keynames[key]; +} + +int _glfwGetKeyScancodeWayland(int key) +{ + return _glfw.wl.scancodes[key]; +} + +GLFWbool _glfwCreateCursorWayland(_GLFWcursor* cursor, + const GLFWimage* image, + int xhot, int yhot) +{ + cursor->wl.buffer = createShmBuffer(image); + if (!cursor->wl.buffer) + return GLFW_FALSE; + + cursor->wl.width = image->width; + cursor->wl.height = image->height; + cursor->wl.xhot = xhot; + cursor->wl.yhot = yhot; + return GLFW_TRUE; +} + +GLFWbool _glfwCreateStandardCursorWayland(_GLFWcursor* cursor, int shape) +{ + const char* name = NULL; + + // Try the XDG names first + switch (shape) + { + case GLFW_ARROW_CURSOR: + name = "default"; + break; + case GLFW_IBEAM_CURSOR: + name = "text"; + break; + case GLFW_CROSSHAIR_CURSOR: + name = "crosshair"; + break; + case GLFW_POINTING_HAND_CURSOR: + name = "pointer"; + break; + case GLFW_RESIZE_EW_CURSOR: + name = "ew-resize"; + break; + case GLFW_RESIZE_NS_CURSOR: + name = "ns-resize"; + break; + case GLFW_RESIZE_NWSE_CURSOR: + name = "nwse-resize"; + break; + case GLFW_RESIZE_NESW_CURSOR: + name = "nesw-resize"; + break; + case GLFW_RESIZE_ALL_CURSOR: + name = "all-scroll"; + break; + case GLFW_NOT_ALLOWED_CURSOR: + name = "not-allowed"; + break; + } + + cursor->wl.cursor = wl_cursor_theme_get_cursor(_glfw.wl.cursorTheme, name); + + if (_glfw.wl.cursorThemeHiDPI) + { + cursor->wl.cursorHiDPI = + wl_cursor_theme_get_cursor(_glfw.wl.cursorThemeHiDPI, name); + } + + if (!cursor->wl.cursor) + { + // Fall back to the core X11 names + switch (shape) + { + case GLFW_ARROW_CURSOR: + name = "left_ptr"; + break; + case GLFW_IBEAM_CURSOR: + name = "xterm"; + break; + case GLFW_CROSSHAIR_CURSOR: + name = "crosshair"; + break; + case GLFW_POINTING_HAND_CURSOR: + name = "hand2"; + break; + case GLFW_RESIZE_EW_CURSOR: + name = "sb_h_double_arrow"; + break; + case GLFW_RESIZE_NS_CURSOR: + name = "sb_v_double_arrow"; + break; + case GLFW_RESIZE_ALL_CURSOR: + name = "fleur"; + break; + default: + _glfwInputError(GLFW_CURSOR_UNAVAILABLE, + "Wayland: Standard cursor shape unavailable"); + return GLFW_FALSE; + } + + cursor->wl.cursor = wl_cursor_theme_get_cursor(_glfw.wl.cursorTheme, name); + if (!cursor->wl.cursor) + { + _glfwInputError(GLFW_CURSOR_UNAVAILABLE, + "Wayland: Failed to create standard cursor \"%s\"", + name); + return GLFW_FALSE; + } + + if (_glfw.wl.cursorThemeHiDPI) + { + if (!cursor->wl.cursorHiDPI) + { + cursor->wl.cursorHiDPI = + wl_cursor_theme_get_cursor(_glfw.wl.cursorThemeHiDPI, name); + } + } + } + + return GLFW_TRUE; +} + +void _glfwDestroyCursorWayland(_GLFWcursor* cursor) +{ + // If it's a standard cursor we don't need to do anything here + if (cursor->wl.cursor) + return; + + if (cursor->wl.buffer) + wl_buffer_destroy(cursor->wl.buffer); +} + +static void relativePointerHandleRelativeMotion(void* userData, + struct zwp_relative_pointer_v1* pointer, + uint32_t timeHi, + uint32_t timeLo, + wl_fixed_t dx, + wl_fixed_t dy, + wl_fixed_t dxUnaccel, + wl_fixed_t dyUnaccel) +{ + _GLFWwindow* window = userData; + double xpos = window->virtualCursorPosX; + double ypos = window->virtualCursorPosY; + + if (window->cursorMode != GLFW_CURSOR_DISABLED) + return; + + if (window->rawMouseMotion) + { + xpos += wl_fixed_to_double(dxUnaccel); + ypos += wl_fixed_to_double(dyUnaccel); + } + else + { + xpos += wl_fixed_to_double(dx); + ypos += wl_fixed_to_double(dy); + } + + _glfwInputCursorPos(window, xpos, ypos); +} + +static const struct zwp_relative_pointer_v1_listener relativePointerListener = +{ + relativePointerHandleRelativeMotion +}; + +static void lockedPointerHandleLocked(void* userData, + struct zwp_locked_pointer_v1* lockedPointer) +{ +} + +static void lockedPointerHandleUnlocked(void* userData, + struct zwp_locked_pointer_v1* lockedPointer) +{ +} + +static const struct zwp_locked_pointer_v1_listener lockedPointerListener = +{ + lockedPointerHandleLocked, + lockedPointerHandleUnlocked +}; + +static void lockPointer(_GLFWwindow* window) +{ + if (!_glfw.wl.relativePointerManager) + { + _glfwInputError(GLFW_FEATURE_UNAVAILABLE, + "Wayland: The compositor does not support pointer locking"); + return; + } + + window->wl.relativePointer = + zwp_relative_pointer_manager_v1_get_relative_pointer( + _glfw.wl.relativePointerManager, + _glfw.wl.pointer); + zwp_relative_pointer_v1_add_listener(window->wl.relativePointer, + &relativePointerListener, + window); + + window->wl.lockedPointer = + zwp_pointer_constraints_v1_lock_pointer( + _glfw.wl.pointerConstraints, + window->wl.surface, + _glfw.wl.pointer, + NULL, + ZWP_POINTER_CONSTRAINTS_V1_LIFETIME_PERSISTENT); + zwp_locked_pointer_v1_add_listener(window->wl.lockedPointer, + &lockedPointerListener, + window); +} + +static void unlockPointer(_GLFWwindow* window) +{ + zwp_relative_pointer_v1_destroy(window->wl.relativePointer); + window->wl.relativePointer = NULL; + + zwp_locked_pointer_v1_destroy(window->wl.lockedPointer); + window->wl.lockedPointer = NULL; +} + +static void confinedPointerHandleConfined(void* userData, + struct zwp_confined_pointer_v1* confinedPointer) +{ +} + +static void confinedPointerHandleUnconfined(void* userData, + struct zwp_confined_pointer_v1* confinedPointer) +{ +} + +static const struct zwp_confined_pointer_v1_listener confinedPointerListener = +{ + confinedPointerHandleConfined, + confinedPointerHandleUnconfined +}; + +static void confinePointer(_GLFWwindow* window) +{ + window->wl.confinedPointer = + zwp_pointer_constraints_v1_confine_pointer( + _glfw.wl.pointerConstraints, + window->wl.surface, + _glfw.wl.pointer, + NULL, + ZWP_POINTER_CONSTRAINTS_V1_LIFETIME_PERSISTENT); + + zwp_confined_pointer_v1_add_listener(window->wl.confinedPointer, + &confinedPointerListener, + window); +} + +static void unconfinePointer(_GLFWwindow* window) +{ + zwp_confined_pointer_v1_destroy(window->wl.confinedPointer); + window->wl.confinedPointer = NULL; +} + +void _glfwSetCursorWayland(_GLFWwindow* window, _GLFWcursor* cursor) +{ + if (!_glfw.wl.pointer) + return; + + window->wl.currentCursor = cursor; + + // If we're not in the correct window just save the cursor + // the next time the pointer enters the window the cursor will change + if (!window->wl.hovered) + return; + + // Update pointer lock to match cursor mode + if (window->cursorMode == GLFW_CURSOR_DISABLED) + { + if (window->wl.confinedPointer) + unconfinePointer(window); + if (!window->wl.lockedPointer) + lockPointer(window); + } + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + { + if (window->wl.lockedPointer) + unlockPointer(window); + if (!window->wl.confinedPointer) + confinePointer(window); + } + else if (window->cursorMode == GLFW_CURSOR_NORMAL || + window->cursorMode == GLFW_CURSOR_HIDDEN) + { + if (window->wl.lockedPointer) + unlockPointer(window); + else if (window->wl.confinedPointer) + unconfinePointer(window); + } + + if (window->cursorMode == GLFW_CURSOR_NORMAL || + window->cursorMode == GLFW_CURSOR_CAPTURED) + { + if (cursor) + setCursorImage(window, &cursor->wl); + else + { + struct wl_cursor* defaultCursor = + wl_cursor_theme_get_cursor(_glfw.wl.cursorTheme, "left_ptr"); + if (!defaultCursor) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Standard cursor not found"); + return; + } + + struct wl_cursor* defaultCursorHiDPI = NULL; + if (_glfw.wl.cursorThemeHiDPI) + { + defaultCursorHiDPI = + wl_cursor_theme_get_cursor(_glfw.wl.cursorThemeHiDPI, "left_ptr"); + } + + _GLFWcursorWayland cursorWayland = + { + defaultCursor, + defaultCursorHiDPI, + NULL, + 0, 0, + 0, 0, + 0 + }; + + setCursorImage(window, &cursorWayland); + } + } + else if (window->cursorMode == GLFW_CURSOR_HIDDEN || + window->cursorMode == GLFW_CURSOR_DISABLED) + { + wl_pointer_set_cursor(_glfw.wl.pointer, _glfw.wl.pointerEnterSerial, NULL, 0, 0); + } +} + +static void dataSourceHandleTarget(void* userData, + struct wl_data_source* source, + const char* mimeType) +{ + if (_glfw.wl.selectionSource != source) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Unknown clipboard data source"); + return; + } +} + +static void dataSourceHandleSend(void* userData, + struct wl_data_source* source, + const char* mimeType, + int fd) +{ + // Ignore it if this is an outdated or invalid request + if (_glfw.wl.selectionSource != source || + strcmp(mimeType, "text/plain;charset=utf-8") != 0) + { + close(fd); + return; + } + + char* string = _glfw.wl.clipboardString; + size_t length = strlen(string); + + while (length > 0) + { + const ssize_t result = write(fd, string, length); + if (result == -1) + { + if (errno == EINTR) + continue; + + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Error while writing the clipboard: %s", + strerror(errno)); + break; + } + + length -= result; + string += result; + } + + close(fd); +} + +static void dataSourceHandleCancelled(void* userData, + struct wl_data_source* source) +{ + wl_data_source_destroy(source); + + if (_glfw.wl.selectionSource != source) + return; + + _glfw.wl.selectionSource = NULL; +} + +static const struct wl_data_source_listener dataSourceListener = +{ + dataSourceHandleTarget, + dataSourceHandleSend, + dataSourceHandleCancelled, +}; + +void _glfwSetClipboardStringWayland(const char* string) +{ + if (_glfw.wl.selectionSource) + { + wl_data_source_destroy(_glfw.wl.selectionSource); + _glfw.wl.selectionSource = NULL; + } + + char* copy = _glfw_strdup(string); + if (!copy) + { + _glfwInputError(GLFW_OUT_OF_MEMORY, NULL); + return; + } + + _glfw_free(_glfw.wl.clipboardString); + _glfw.wl.clipboardString = copy; + + _glfw.wl.selectionSource = + wl_data_device_manager_create_data_source(_glfw.wl.dataDeviceManager); + if (!_glfw.wl.selectionSource) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create clipboard data source"); + return; + } + wl_data_source_add_listener(_glfw.wl.selectionSource, + &dataSourceListener, + NULL); + wl_data_source_offer(_glfw.wl.selectionSource, "text/plain;charset=utf-8"); + wl_data_device_set_selection(_glfw.wl.dataDevice, + _glfw.wl.selectionSource, + _glfw.wl.serial); +} + +const char* _glfwGetClipboardStringWayland(void) +{ + if (!_glfw.wl.selectionOffer) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "Wayland: No clipboard data available"); + return NULL; + } + + if (_glfw.wl.selectionSource) + return _glfw.wl.clipboardString; + + _glfw_free(_glfw.wl.clipboardString); + _glfw.wl.clipboardString = + readDataOfferAsString(_glfw.wl.selectionOffer, "text/plain;charset=utf-8"); + return _glfw.wl.clipboardString; +} + +EGLenum _glfwGetEGLPlatformWayland(EGLint** attribs) +{ + if (_glfw.egl.EXT_platform_base && _glfw.egl.EXT_platform_wayland) + return EGL_PLATFORM_WAYLAND_EXT; + else + return 0; +} + +EGLNativeDisplayType _glfwGetEGLNativeDisplayWayland(void) +{ + return _glfw.wl.display; +} + +EGLNativeWindowType _glfwGetEGLNativeWindowWayland(_GLFWwindow* window) +{ + return window->wl.egl.window; +} + +void _glfwGetRequiredInstanceExtensionsWayland(char** extensions) +{ + if (!_glfw.vk.KHR_surface || !_glfw.vk.KHR_wayland_surface) + return; + + extensions[0] = "VK_KHR_surface"; + extensions[1] = "VK_KHR_wayland_surface"; +} + +GLFWbool _glfwGetPhysicalDevicePresentationSupportWayland(VkInstance instance, + VkPhysicalDevice device, + uint32_t queuefamily) +{ + PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR + vkGetPhysicalDeviceWaylandPresentationSupportKHR = + (PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR) + vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceWaylandPresentationSupportKHR"); + if (!vkGetPhysicalDeviceWaylandPresentationSupportKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Wayland: Vulkan instance missing VK_KHR_wayland_surface extension"); + return VK_NULL_HANDLE; + } + + return vkGetPhysicalDeviceWaylandPresentationSupportKHR(device, + queuefamily, + _glfw.wl.display); +} + +VkResult _glfwCreateWindowSurfaceWayland(VkInstance instance, + _GLFWwindow* window, + const VkAllocationCallbacks* allocator, + VkSurfaceKHR* surface) +{ + VkResult err; + VkWaylandSurfaceCreateInfoKHR sci; + PFN_vkCreateWaylandSurfaceKHR vkCreateWaylandSurfaceKHR; + + vkCreateWaylandSurfaceKHR = (PFN_vkCreateWaylandSurfaceKHR) + vkGetInstanceProcAddr(instance, "vkCreateWaylandSurfaceKHR"); + if (!vkCreateWaylandSurfaceKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "Wayland: Vulkan instance missing VK_KHR_wayland_surface extension"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + memset(&sci, 0, sizeof(sci)); + sci.sType = VK_STRUCTURE_TYPE_WAYLAND_SURFACE_CREATE_INFO_KHR; + sci.display = _glfw.wl.display; + sci.surface = window->wl.surface; + + err = vkCreateWaylandSurfaceKHR(instance, &sci, allocator, surface); + if (err) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "Wayland: Failed to create Vulkan surface: %s", + _glfwGetVulkanResultString(err)); + } + + return err; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI struct wl_display* glfwGetWaylandDisplay(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_WAYLAND) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "Wayland: Platform not initialized"); + return NULL; + } + + return _glfw.wl.display; +} + +GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_WAYLAND) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "Wayland: Platform not initialized"); + return NULL; + } + + return window->wl.surface; +} + +#endif // _GLFW_WAYLAND + diff --git a/dependencies/glfw-3.4/src/x11_init.c b/dependencies/glfw-3.4/src/x11_init.c new file mode 100644 index 0000000..e992f44 --- /dev/null +++ b/dependencies/glfw-3.4/src/x11_init.c @@ -0,0 +1,1656 @@ +//======================================================================== +// GLFW 3.4 X11 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_X11) + +#include +#include +#include +#include +#include +#include +#include +#include +#include + + +// Translate the X11 KeySyms for a key to a GLFW key code +// NOTE: This is only used as a fallback, in case the XKB method fails +// It is layout-dependent and will fail partially on most non-US layouts +// +static int translateKeySyms(const KeySym* keysyms, int width) +{ + if (width > 1) + { + switch (keysyms[1]) + { + case XK_KP_0: return GLFW_KEY_KP_0; + case XK_KP_1: return GLFW_KEY_KP_1; + case XK_KP_2: return GLFW_KEY_KP_2; + case XK_KP_3: return GLFW_KEY_KP_3; + case XK_KP_4: return GLFW_KEY_KP_4; + case XK_KP_5: return GLFW_KEY_KP_5; + case XK_KP_6: return GLFW_KEY_KP_6; + case XK_KP_7: return GLFW_KEY_KP_7; + case XK_KP_8: return GLFW_KEY_KP_8; + case XK_KP_9: return GLFW_KEY_KP_9; + case XK_KP_Separator: + case XK_KP_Decimal: return GLFW_KEY_KP_DECIMAL; + case XK_KP_Equal: return GLFW_KEY_KP_EQUAL; + case XK_KP_Enter: return GLFW_KEY_KP_ENTER; + default: break; + } + } + + switch (keysyms[0]) + { + case XK_Escape: return GLFW_KEY_ESCAPE; + case XK_Tab: return GLFW_KEY_TAB; + case XK_Shift_L: return GLFW_KEY_LEFT_SHIFT; + case XK_Shift_R: return GLFW_KEY_RIGHT_SHIFT; + case XK_Control_L: return GLFW_KEY_LEFT_CONTROL; + case XK_Control_R: return GLFW_KEY_RIGHT_CONTROL; + case XK_Meta_L: + case XK_Alt_L: return GLFW_KEY_LEFT_ALT; + case XK_Mode_switch: // Mapped to Alt_R on many keyboards + case XK_ISO_Level3_Shift: // AltGr on at least some machines + case XK_Meta_R: + case XK_Alt_R: return GLFW_KEY_RIGHT_ALT; + case XK_Super_L: return GLFW_KEY_LEFT_SUPER; + case XK_Super_R: return GLFW_KEY_RIGHT_SUPER; + case XK_Menu: return GLFW_KEY_MENU; + case XK_Num_Lock: return GLFW_KEY_NUM_LOCK; + case XK_Caps_Lock: return GLFW_KEY_CAPS_LOCK; + case XK_Print: return GLFW_KEY_PRINT_SCREEN; + case XK_Scroll_Lock: return GLFW_KEY_SCROLL_LOCK; + case XK_Pause: return GLFW_KEY_PAUSE; + case XK_Delete: return GLFW_KEY_DELETE; + case XK_BackSpace: return GLFW_KEY_BACKSPACE; + case XK_Return: return GLFW_KEY_ENTER; + case XK_Home: return GLFW_KEY_HOME; + case XK_End: return GLFW_KEY_END; + case XK_Page_Up: return GLFW_KEY_PAGE_UP; + case XK_Page_Down: return GLFW_KEY_PAGE_DOWN; + case XK_Insert: return GLFW_KEY_INSERT; + case XK_Left: return GLFW_KEY_LEFT; + case XK_Right: return GLFW_KEY_RIGHT; + case XK_Down: return GLFW_KEY_DOWN; + case XK_Up: return GLFW_KEY_UP; + case XK_F1: return GLFW_KEY_F1; + case XK_F2: return GLFW_KEY_F2; + case XK_F3: return GLFW_KEY_F3; + case XK_F4: return GLFW_KEY_F4; + case XK_F5: return GLFW_KEY_F5; + case XK_F6: return GLFW_KEY_F6; + case XK_F7: return GLFW_KEY_F7; + case XK_F8: return GLFW_KEY_F8; + case XK_F9: return GLFW_KEY_F9; + case XK_F10: return GLFW_KEY_F10; + case XK_F11: return GLFW_KEY_F11; + case XK_F12: return GLFW_KEY_F12; + case XK_F13: return GLFW_KEY_F13; + case XK_F14: return GLFW_KEY_F14; + case XK_F15: return GLFW_KEY_F15; + case XK_F16: return GLFW_KEY_F16; + case XK_F17: return GLFW_KEY_F17; + case XK_F18: return GLFW_KEY_F18; + case XK_F19: return GLFW_KEY_F19; + case XK_F20: return GLFW_KEY_F20; + case XK_F21: return GLFW_KEY_F21; + case XK_F22: return GLFW_KEY_F22; + case XK_F23: return GLFW_KEY_F23; + case XK_F24: return GLFW_KEY_F24; + case XK_F25: return GLFW_KEY_F25; + + // Numeric keypad + case XK_KP_Divide: return GLFW_KEY_KP_DIVIDE; + case XK_KP_Multiply: return GLFW_KEY_KP_MULTIPLY; + case XK_KP_Subtract: return GLFW_KEY_KP_SUBTRACT; + case XK_KP_Add: return GLFW_KEY_KP_ADD; + + // These should have been detected in secondary keysym test above! + case XK_KP_Insert: return GLFW_KEY_KP_0; + case XK_KP_End: return GLFW_KEY_KP_1; + case XK_KP_Down: return GLFW_KEY_KP_2; + case XK_KP_Page_Down: return GLFW_KEY_KP_3; + case XK_KP_Left: return GLFW_KEY_KP_4; + case XK_KP_Right: return GLFW_KEY_KP_6; + case XK_KP_Home: return GLFW_KEY_KP_7; + case XK_KP_Up: return GLFW_KEY_KP_8; + case XK_KP_Page_Up: return GLFW_KEY_KP_9; + case XK_KP_Delete: return GLFW_KEY_KP_DECIMAL; + case XK_KP_Equal: return GLFW_KEY_KP_EQUAL; + case XK_KP_Enter: return GLFW_KEY_KP_ENTER; + + // Last resort: Check for printable keys (should not happen if the XKB + // extension is available). This will give a layout dependent mapping + // (which is wrong, and we may miss some keys, especially on non-US + // keyboards), but it's better than nothing... + case XK_a: return GLFW_KEY_A; + case XK_b: return GLFW_KEY_B; + case XK_c: return GLFW_KEY_C; + case XK_d: return GLFW_KEY_D; + case XK_e: return GLFW_KEY_E; + case XK_f: return GLFW_KEY_F; + case XK_g: return GLFW_KEY_G; + case XK_h: return GLFW_KEY_H; + case XK_i: return GLFW_KEY_I; + case XK_j: return GLFW_KEY_J; + case XK_k: return GLFW_KEY_K; + case XK_l: return GLFW_KEY_L; + case XK_m: return GLFW_KEY_M; + case XK_n: return GLFW_KEY_N; + case XK_o: return GLFW_KEY_O; + case XK_p: return GLFW_KEY_P; + case XK_q: return GLFW_KEY_Q; + case XK_r: return GLFW_KEY_R; + case XK_s: return GLFW_KEY_S; + case XK_t: return GLFW_KEY_T; + case XK_u: return GLFW_KEY_U; + case XK_v: return GLFW_KEY_V; + case XK_w: return GLFW_KEY_W; + case XK_x: return GLFW_KEY_X; + case XK_y: return GLFW_KEY_Y; + case XK_z: return GLFW_KEY_Z; + case XK_1: return GLFW_KEY_1; + case XK_2: return GLFW_KEY_2; + case XK_3: return GLFW_KEY_3; + case XK_4: return GLFW_KEY_4; + case XK_5: return GLFW_KEY_5; + case XK_6: return GLFW_KEY_6; + case XK_7: return GLFW_KEY_7; + case XK_8: return GLFW_KEY_8; + case XK_9: return GLFW_KEY_9; + case XK_0: return GLFW_KEY_0; + case XK_space: return GLFW_KEY_SPACE; + case XK_minus: return GLFW_KEY_MINUS; + case XK_equal: return GLFW_KEY_EQUAL; + case XK_bracketleft: return GLFW_KEY_LEFT_BRACKET; + case XK_bracketright: return GLFW_KEY_RIGHT_BRACKET; + case XK_backslash: return GLFW_KEY_BACKSLASH; + case XK_semicolon: return GLFW_KEY_SEMICOLON; + case XK_apostrophe: return GLFW_KEY_APOSTROPHE; + case XK_grave: return GLFW_KEY_GRAVE_ACCENT; + case XK_comma: return GLFW_KEY_COMMA; + case XK_period: return GLFW_KEY_PERIOD; + case XK_slash: return GLFW_KEY_SLASH; + case XK_less: return GLFW_KEY_WORLD_1; // At least in some layouts... + default: break; + } + + // No matching translation was found + return GLFW_KEY_UNKNOWN; +} + +// Create key code translation tables +// +static void createKeyTables(void) +{ + int scancodeMin, scancodeMax; + + memset(_glfw.x11.keycodes, -1, sizeof(_glfw.x11.keycodes)); + memset(_glfw.x11.scancodes, -1, sizeof(_glfw.x11.scancodes)); + + if (_glfw.x11.xkb.available) + { + // Use XKB to determine physical key locations independently of the + // current keyboard layout + + XkbDescPtr desc = XkbGetMap(_glfw.x11.display, 0, XkbUseCoreKbd); + XkbGetNames(_glfw.x11.display, XkbKeyNamesMask | XkbKeyAliasesMask, desc); + + scancodeMin = desc->min_key_code; + scancodeMax = desc->max_key_code; + + const struct + { + int key; + char* name; + } keymap[] = + { + { GLFW_KEY_GRAVE_ACCENT, "TLDE" }, + { GLFW_KEY_1, "AE01" }, + { GLFW_KEY_2, "AE02" }, + { GLFW_KEY_3, "AE03" }, + { GLFW_KEY_4, "AE04" }, + { GLFW_KEY_5, "AE05" }, + { GLFW_KEY_6, "AE06" }, + { GLFW_KEY_7, "AE07" }, + { GLFW_KEY_8, "AE08" }, + { GLFW_KEY_9, "AE09" }, + { GLFW_KEY_0, "AE10" }, + { GLFW_KEY_MINUS, "AE11" }, + { GLFW_KEY_EQUAL, "AE12" }, + { GLFW_KEY_Q, "AD01" }, + { GLFW_KEY_W, "AD02" }, + { GLFW_KEY_E, "AD03" }, + { GLFW_KEY_R, "AD04" }, + { GLFW_KEY_T, "AD05" }, + { GLFW_KEY_Y, "AD06" }, + { GLFW_KEY_U, "AD07" }, + { GLFW_KEY_I, "AD08" }, + { GLFW_KEY_O, "AD09" }, + { GLFW_KEY_P, "AD10" }, + { GLFW_KEY_LEFT_BRACKET, "AD11" }, + { GLFW_KEY_RIGHT_BRACKET, "AD12" }, + { GLFW_KEY_A, "AC01" }, + { GLFW_KEY_S, "AC02" }, + { GLFW_KEY_D, "AC03" }, + { GLFW_KEY_F, "AC04" }, + { GLFW_KEY_G, "AC05" }, + { GLFW_KEY_H, "AC06" }, + { GLFW_KEY_J, "AC07" }, + { GLFW_KEY_K, "AC08" }, + { GLFW_KEY_L, "AC09" }, + { GLFW_KEY_SEMICOLON, "AC10" }, + { GLFW_KEY_APOSTROPHE, "AC11" }, + { GLFW_KEY_Z, "AB01" }, + { GLFW_KEY_X, "AB02" }, + { GLFW_KEY_C, "AB03" }, + { GLFW_KEY_V, "AB04" }, + { GLFW_KEY_B, "AB05" }, + { GLFW_KEY_N, "AB06" }, + { GLFW_KEY_M, "AB07" }, + { GLFW_KEY_COMMA, "AB08" }, + { GLFW_KEY_PERIOD, "AB09" }, + { GLFW_KEY_SLASH, "AB10" }, + { GLFW_KEY_BACKSLASH, "BKSL" }, + { GLFW_KEY_WORLD_1, "LSGT" }, + { GLFW_KEY_SPACE, "SPCE" }, + { GLFW_KEY_ESCAPE, "ESC" }, + { GLFW_KEY_ENTER, "RTRN" }, + { GLFW_KEY_TAB, "TAB" }, + { GLFW_KEY_BACKSPACE, "BKSP" }, + { GLFW_KEY_INSERT, "INS" }, + { GLFW_KEY_DELETE, "DELE" }, + { GLFW_KEY_RIGHT, "RGHT" }, + { GLFW_KEY_LEFT, "LEFT" }, + { GLFW_KEY_DOWN, "DOWN" }, + { GLFW_KEY_UP, "UP" }, + { GLFW_KEY_PAGE_UP, "PGUP" }, + { GLFW_KEY_PAGE_DOWN, "PGDN" }, + { GLFW_KEY_HOME, "HOME" }, + { GLFW_KEY_END, "END" }, + { GLFW_KEY_CAPS_LOCK, "CAPS" }, + { GLFW_KEY_SCROLL_LOCK, "SCLK" }, + { GLFW_KEY_NUM_LOCK, "NMLK" }, + { GLFW_KEY_PRINT_SCREEN, "PRSC" }, + { GLFW_KEY_PAUSE, "PAUS" }, + { GLFW_KEY_F1, "FK01" }, + { GLFW_KEY_F2, "FK02" }, + { GLFW_KEY_F3, "FK03" }, + { GLFW_KEY_F4, "FK04" }, + { GLFW_KEY_F5, "FK05" }, + { GLFW_KEY_F6, "FK06" }, + { GLFW_KEY_F7, "FK07" }, + { GLFW_KEY_F8, "FK08" }, + { GLFW_KEY_F9, "FK09" }, + { GLFW_KEY_F10, "FK10" }, + { GLFW_KEY_F11, "FK11" }, + { GLFW_KEY_F12, "FK12" }, + { GLFW_KEY_F13, "FK13" }, + { GLFW_KEY_F14, "FK14" }, + { GLFW_KEY_F15, "FK15" }, + { GLFW_KEY_F16, "FK16" }, + { GLFW_KEY_F17, "FK17" }, + { GLFW_KEY_F18, "FK18" }, + { GLFW_KEY_F19, "FK19" }, + { GLFW_KEY_F20, "FK20" }, + { GLFW_KEY_F21, "FK21" }, + { GLFW_KEY_F22, "FK22" }, + { GLFW_KEY_F23, "FK23" }, + { GLFW_KEY_F24, "FK24" }, + { GLFW_KEY_F25, "FK25" }, + { GLFW_KEY_KP_0, "KP0" }, + { GLFW_KEY_KP_1, "KP1" }, + { GLFW_KEY_KP_2, "KP2" }, + { GLFW_KEY_KP_3, "KP3" }, + { GLFW_KEY_KP_4, "KP4" }, + { GLFW_KEY_KP_5, "KP5" }, + { GLFW_KEY_KP_6, "KP6" }, + { GLFW_KEY_KP_7, "KP7" }, + { GLFW_KEY_KP_8, "KP8" }, + { GLFW_KEY_KP_9, "KP9" }, + { GLFW_KEY_KP_DECIMAL, "KPDL" }, + { GLFW_KEY_KP_DIVIDE, "KPDV" }, + { GLFW_KEY_KP_MULTIPLY, "KPMU" }, + { GLFW_KEY_KP_SUBTRACT, "KPSU" }, + { GLFW_KEY_KP_ADD, "KPAD" }, + { GLFW_KEY_KP_ENTER, "KPEN" }, + { GLFW_KEY_KP_EQUAL, "KPEQ" }, + { GLFW_KEY_LEFT_SHIFT, "LFSH" }, + { GLFW_KEY_LEFT_CONTROL, "LCTL" }, + { GLFW_KEY_LEFT_ALT, "LALT" }, + { GLFW_KEY_LEFT_SUPER, "LWIN" }, + { GLFW_KEY_RIGHT_SHIFT, "RTSH" }, + { GLFW_KEY_RIGHT_CONTROL, "RCTL" }, + { GLFW_KEY_RIGHT_ALT, "RALT" }, + { GLFW_KEY_RIGHT_ALT, "LVL3" }, + { GLFW_KEY_RIGHT_ALT, "MDSW" }, + { GLFW_KEY_RIGHT_SUPER, "RWIN" }, + { GLFW_KEY_MENU, "MENU" } + }; + + // Find the X11 key code -> GLFW key code mapping + for (int scancode = scancodeMin; scancode <= scancodeMax; scancode++) + { + int key = GLFW_KEY_UNKNOWN; + + // Map the key name to a GLFW key code. Note: We use the US + // keyboard layout. Because function keys aren't mapped correctly + // when using traditional KeySym translations, they are mapped + // here instead. + for (int i = 0; i < sizeof(keymap) / sizeof(keymap[0]); i++) + { + if (strncmp(desc->names->keys[scancode].name, + keymap[i].name, + XkbKeyNameLength) == 0) + { + key = keymap[i].key; + break; + } + } + + // Fall back to key aliases in case the key name did not match + for (int i = 0; i < desc->names->num_key_aliases; i++) + { + if (key != GLFW_KEY_UNKNOWN) + break; + + if (strncmp(desc->names->key_aliases[i].real, + desc->names->keys[scancode].name, + XkbKeyNameLength) != 0) + { + continue; + } + + for (int j = 0; j < sizeof(keymap) / sizeof(keymap[0]); j++) + { + if (strncmp(desc->names->key_aliases[i].alias, + keymap[j].name, + XkbKeyNameLength) == 0) + { + key = keymap[j].key; + break; + } + } + } + + _glfw.x11.keycodes[scancode] = key; + } + + XkbFreeNames(desc, XkbKeyNamesMask, True); + XkbFreeKeyboard(desc, 0, True); + } + else + XDisplayKeycodes(_glfw.x11.display, &scancodeMin, &scancodeMax); + + int width; + KeySym* keysyms = XGetKeyboardMapping(_glfw.x11.display, + scancodeMin, + scancodeMax - scancodeMin + 1, + &width); + + for (int scancode = scancodeMin; scancode <= scancodeMax; scancode++) + { + // Translate the un-translated key codes using traditional X11 KeySym + // lookups + if (_glfw.x11.keycodes[scancode] < 0) + { + const size_t base = (scancode - scancodeMin) * width; + _glfw.x11.keycodes[scancode] = translateKeySyms(&keysyms[base], width); + } + + // Store the reverse translation for faster key name lookup + if (_glfw.x11.keycodes[scancode] > 0) + _glfw.x11.scancodes[_glfw.x11.keycodes[scancode]] = scancode; + } + + XFree(keysyms); +} + +// Check whether the IM has a usable style +// +static GLFWbool hasUsableInputMethodStyle(void) +{ + GLFWbool found = GLFW_FALSE; + XIMStyles* styles = NULL; + + if (XGetIMValues(_glfw.x11.im, XNQueryInputStyle, &styles, NULL) != NULL) + return GLFW_FALSE; + + for (unsigned int i = 0; i < styles->count_styles; i++) + { + if (styles->supported_styles[i] == (XIMPreeditNothing | XIMStatusNothing)) + { + found = GLFW_TRUE; + break; + } + } + + XFree(styles); + return found; +} + +static void inputMethodDestroyCallback(XIM im, XPointer clientData, XPointer callData) +{ + _glfw.x11.im = NULL; +} + +static void inputMethodInstantiateCallback(Display* display, + XPointer clientData, + XPointer callData) +{ + if (_glfw.x11.im) + return; + + _glfw.x11.im = XOpenIM(_glfw.x11.display, 0, NULL, NULL); + if (_glfw.x11.im) + { + if (!hasUsableInputMethodStyle()) + { + XCloseIM(_glfw.x11.im); + _glfw.x11.im = NULL; + } + } + + if (_glfw.x11.im) + { + XIMCallback callback; + callback.callback = (XIMProc) inputMethodDestroyCallback; + callback.client_data = NULL; + XSetIMValues(_glfw.x11.im, XNDestroyCallback, &callback, NULL); + + for (_GLFWwindow* window = _glfw.windowListHead; window; window = window->next) + _glfwCreateInputContextX11(window); + } +} + +// Return the atom ID only if it is listed in the specified array +// +static Atom getAtomIfSupported(Atom* supportedAtoms, + unsigned long atomCount, + const char* atomName) +{ + const Atom atom = XInternAtom(_glfw.x11.display, atomName, False); + + for (unsigned long i = 0; i < atomCount; i++) + { + if (supportedAtoms[i] == atom) + return atom; + } + + return None; +} + +// Check whether the running window manager is EWMH-compliant +// +static void detectEWMH(void) +{ + // First we read the _NET_SUPPORTING_WM_CHECK property on the root window + + Window* windowFromRoot = NULL; + if (!_glfwGetWindowPropertyX11(_glfw.x11.root, + _glfw.x11.NET_SUPPORTING_WM_CHECK, + XA_WINDOW, + (unsigned char**) &windowFromRoot)) + { + return; + } + + _glfwGrabErrorHandlerX11(); + + // If it exists, it should be the XID of a top-level window + // Then we look for the same property on that window + + Window* windowFromChild = NULL; + if (!_glfwGetWindowPropertyX11(*windowFromRoot, + _glfw.x11.NET_SUPPORTING_WM_CHECK, + XA_WINDOW, + (unsigned char**) &windowFromChild)) + { + XFree(windowFromRoot); + return; + } + + _glfwReleaseErrorHandlerX11(); + + // If the property exists, it should contain the XID of the window + + if (*windowFromRoot != *windowFromChild) + { + XFree(windowFromRoot); + XFree(windowFromChild); + return; + } + + XFree(windowFromRoot); + XFree(windowFromChild); + + // We are now fairly sure that an EWMH-compliant WM is currently running + // We can now start querying the WM about what features it supports by + // looking in the _NET_SUPPORTED property on the root window + // It should contain a list of supported EWMH protocol and state atoms + + Atom* supportedAtoms = NULL; + const unsigned long atomCount = + _glfwGetWindowPropertyX11(_glfw.x11.root, + _glfw.x11.NET_SUPPORTED, + XA_ATOM, + (unsigned char**) &supportedAtoms); + + // See which of the atoms we support that are supported by the WM + + _glfw.x11.NET_WM_STATE = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_STATE"); + _glfw.x11.NET_WM_STATE_ABOVE = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_STATE_ABOVE"); + _glfw.x11.NET_WM_STATE_FULLSCREEN = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_STATE_FULLSCREEN"); + _glfw.x11.NET_WM_STATE_MAXIMIZED_VERT = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_STATE_MAXIMIZED_VERT"); + _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_STATE_MAXIMIZED_HORZ"); + _glfw.x11.NET_WM_STATE_DEMANDS_ATTENTION = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_STATE_DEMANDS_ATTENTION"); + _glfw.x11.NET_WM_FULLSCREEN_MONITORS = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_FULLSCREEN_MONITORS"); + _glfw.x11.NET_WM_WINDOW_TYPE = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_WINDOW_TYPE"); + _glfw.x11.NET_WM_WINDOW_TYPE_NORMAL = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WM_WINDOW_TYPE_NORMAL"); + _glfw.x11.NET_WORKAREA = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_WORKAREA"); + _glfw.x11.NET_CURRENT_DESKTOP = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_CURRENT_DESKTOP"); + _glfw.x11.NET_ACTIVE_WINDOW = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_ACTIVE_WINDOW"); + _glfw.x11.NET_FRAME_EXTENTS = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_FRAME_EXTENTS"); + _glfw.x11.NET_REQUEST_FRAME_EXTENTS = + getAtomIfSupported(supportedAtoms, atomCount, "_NET_REQUEST_FRAME_EXTENTS"); + + if (supportedAtoms) + XFree(supportedAtoms); +} + +// Look for and initialize supported X11 extensions +// +static GLFWbool initExtensions(void) +{ +#if defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.vidmode.handle = _glfwPlatformLoadModule("libXxf86vm.so"); +#else + _glfw.x11.vidmode.handle = _glfwPlatformLoadModule("libXxf86vm.so.1"); +#endif + if (_glfw.x11.vidmode.handle) + { + _glfw.x11.vidmode.QueryExtension = (PFN_XF86VidModeQueryExtension) + _glfwPlatformGetModuleSymbol(_glfw.x11.vidmode.handle, "XF86VidModeQueryExtension"); + _glfw.x11.vidmode.GetGammaRamp = (PFN_XF86VidModeGetGammaRamp) + _glfwPlatformGetModuleSymbol(_glfw.x11.vidmode.handle, "XF86VidModeGetGammaRamp"); + _glfw.x11.vidmode.SetGammaRamp = (PFN_XF86VidModeSetGammaRamp) + _glfwPlatformGetModuleSymbol(_glfw.x11.vidmode.handle, "XF86VidModeSetGammaRamp"); + _glfw.x11.vidmode.GetGammaRampSize = (PFN_XF86VidModeGetGammaRampSize) + _glfwPlatformGetModuleSymbol(_glfw.x11.vidmode.handle, "XF86VidModeGetGammaRampSize"); + + _glfw.x11.vidmode.available = + XF86VidModeQueryExtension(_glfw.x11.display, + &_glfw.x11.vidmode.eventBase, + &_glfw.x11.vidmode.errorBase); + } + +#if defined(__CYGWIN__) + _glfw.x11.xi.handle = _glfwPlatformLoadModule("libXi-6.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.xi.handle = _glfwPlatformLoadModule("libXi.so"); +#else + _glfw.x11.xi.handle = _glfwPlatformLoadModule("libXi.so.6"); +#endif + if (_glfw.x11.xi.handle) + { + _glfw.x11.xi.QueryVersion = (PFN_XIQueryVersion) + _glfwPlatformGetModuleSymbol(_glfw.x11.xi.handle, "XIQueryVersion"); + _glfw.x11.xi.SelectEvents = (PFN_XISelectEvents) + _glfwPlatformGetModuleSymbol(_glfw.x11.xi.handle, "XISelectEvents"); + + if (XQueryExtension(_glfw.x11.display, + "XInputExtension", + &_glfw.x11.xi.majorOpcode, + &_glfw.x11.xi.eventBase, + &_glfw.x11.xi.errorBase)) + { + _glfw.x11.xi.major = 2; + _glfw.x11.xi.minor = 0; + + if (XIQueryVersion(_glfw.x11.display, + &_glfw.x11.xi.major, + &_glfw.x11.xi.minor) == Success) + { + _glfw.x11.xi.available = GLFW_TRUE; + } + } + } + +#if defined(__CYGWIN__) + _glfw.x11.randr.handle = _glfwPlatformLoadModule("libXrandr-2.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.randr.handle = _glfwPlatformLoadModule("libXrandr.so"); +#else + _glfw.x11.randr.handle = _glfwPlatformLoadModule("libXrandr.so.2"); +#endif + if (_glfw.x11.randr.handle) + { + _glfw.x11.randr.AllocGamma = (PFN_XRRAllocGamma) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRAllocGamma"); + _glfw.x11.randr.FreeGamma = (PFN_XRRFreeGamma) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRFreeGamma"); + _glfw.x11.randr.FreeCrtcInfo = (PFN_XRRFreeCrtcInfo) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRFreeCrtcInfo"); + _glfw.x11.randr.FreeGamma = (PFN_XRRFreeGamma) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRFreeGamma"); + _glfw.x11.randr.FreeOutputInfo = (PFN_XRRFreeOutputInfo) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRFreeOutputInfo"); + _glfw.x11.randr.FreeScreenResources = (PFN_XRRFreeScreenResources) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRFreeScreenResources"); + _glfw.x11.randr.GetCrtcGamma = (PFN_XRRGetCrtcGamma) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRGetCrtcGamma"); + _glfw.x11.randr.GetCrtcGammaSize = (PFN_XRRGetCrtcGammaSize) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRGetCrtcGammaSize"); + _glfw.x11.randr.GetCrtcInfo = (PFN_XRRGetCrtcInfo) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRGetCrtcInfo"); + _glfw.x11.randr.GetOutputInfo = (PFN_XRRGetOutputInfo) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRGetOutputInfo"); + _glfw.x11.randr.GetOutputPrimary = (PFN_XRRGetOutputPrimary) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRGetOutputPrimary"); + _glfw.x11.randr.GetScreenResourcesCurrent = (PFN_XRRGetScreenResourcesCurrent) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRGetScreenResourcesCurrent"); + _glfw.x11.randr.QueryExtension = (PFN_XRRQueryExtension) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRQueryExtension"); + _glfw.x11.randr.QueryVersion = (PFN_XRRQueryVersion) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRQueryVersion"); + _glfw.x11.randr.SelectInput = (PFN_XRRSelectInput) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRSelectInput"); + _glfw.x11.randr.SetCrtcConfig = (PFN_XRRSetCrtcConfig) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRSetCrtcConfig"); + _glfw.x11.randr.SetCrtcGamma = (PFN_XRRSetCrtcGamma) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRSetCrtcGamma"); + _glfw.x11.randr.UpdateConfiguration = (PFN_XRRUpdateConfiguration) + _glfwPlatformGetModuleSymbol(_glfw.x11.randr.handle, "XRRUpdateConfiguration"); + + if (XRRQueryExtension(_glfw.x11.display, + &_glfw.x11.randr.eventBase, + &_glfw.x11.randr.errorBase)) + { + if (XRRQueryVersion(_glfw.x11.display, + &_glfw.x11.randr.major, + &_glfw.x11.randr.minor)) + { + // The GLFW RandR path requires at least version 1.3 + if (_glfw.x11.randr.major > 1 || _glfw.x11.randr.minor >= 3) + _glfw.x11.randr.available = GLFW_TRUE; + } + else + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to query RandR version"); + } + } + } + + if (_glfw.x11.randr.available) + { + XRRScreenResources* sr = XRRGetScreenResourcesCurrent(_glfw.x11.display, + _glfw.x11.root); + + if (!sr->ncrtc || !XRRGetCrtcGammaSize(_glfw.x11.display, sr->crtcs[0])) + { + // This is likely an older Nvidia driver with broken gamma support + // Flag it as useless and fall back to xf86vm gamma, if available + _glfw.x11.randr.gammaBroken = GLFW_TRUE; + } + + if (!sr->ncrtc) + { + // A system without CRTCs is likely a system with broken RandR + // Disable the RandR monitor path and fall back to core functions + _glfw.x11.randr.monitorBroken = GLFW_TRUE; + } + + XRRFreeScreenResources(sr); + } + + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + XRRSelectInput(_glfw.x11.display, _glfw.x11.root, + RROutputChangeNotifyMask); + } + +#if defined(__CYGWIN__) + _glfw.x11.xcursor.handle = _glfwPlatformLoadModule("libXcursor-1.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.xcursor.handle = _glfwPlatformLoadModule("libXcursor.so"); +#else + _glfw.x11.xcursor.handle = _glfwPlatformLoadModule("libXcursor.so.1"); +#endif + if (_glfw.x11.xcursor.handle) + { + _glfw.x11.xcursor.ImageCreate = (PFN_XcursorImageCreate) + _glfwPlatformGetModuleSymbol(_glfw.x11.xcursor.handle, "XcursorImageCreate"); + _glfw.x11.xcursor.ImageDestroy = (PFN_XcursorImageDestroy) + _glfwPlatformGetModuleSymbol(_glfw.x11.xcursor.handle, "XcursorImageDestroy"); + _glfw.x11.xcursor.ImageLoadCursor = (PFN_XcursorImageLoadCursor) + _glfwPlatformGetModuleSymbol(_glfw.x11.xcursor.handle, "XcursorImageLoadCursor"); + _glfw.x11.xcursor.GetTheme = (PFN_XcursorGetTheme) + _glfwPlatformGetModuleSymbol(_glfw.x11.xcursor.handle, "XcursorGetTheme"); + _glfw.x11.xcursor.GetDefaultSize = (PFN_XcursorGetDefaultSize) + _glfwPlatformGetModuleSymbol(_glfw.x11.xcursor.handle, "XcursorGetDefaultSize"); + _glfw.x11.xcursor.LibraryLoadImage = (PFN_XcursorLibraryLoadImage) + _glfwPlatformGetModuleSymbol(_glfw.x11.xcursor.handle, "XcursorLibraryLoadImage"); + } + +#if defined(__CYGWIN__) + _glfw.x11.xinerama.handle = _glfwPlatformLoadModule("libXinerama-1.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.xinerama.handle = _glfwPlatformLoadModule("libXinerama.so"); +#else + _glfw.x11.xinerama.handle = _glfwPlatformLoadModule("libXinerama.so.1"); +#endif + if (_glfw.x11.xinerama.handle) + { + _glfw.x11.xinerama.IsActive = (PFN_XineramaIsActive) + _glfwPlatformGetModuleSymbol(_glfw.x11.xinerama.handle, "XineramaIsActive"); + _glfw.x11.xinerama.QueryExtension = (PFN_XineramaQueryExtension) + _glfwPlatformGetModuleSymbol(_glfw.x11.xinerama.handle, "XineramaQueryExtension"); + _glfw.x11.xinerama.QueryScreens = (PFN_XineramaQueryScreens) + _glfwPlatformGetModuleSymbol(_glfw.x11.xinerama.handle, "XineramaQueryScreens"); + + if (XineramaQueryExtension(_glfw.x11.display, + &_glfw.x11.xinerama.major, + &_glfw.x11.xinerama.minor)) + { + if (XineramaIsActive(_glfw.x11.display)) + _glfw.x11.xinerama.available = GLFW_TRUE; + } + } + + _glfw.x11.xkb.major = 1; + _glfw.x11.xkb.minor = 0; + _glfw.x11.xkb.available = + XkbQueryExtension(_glfw.x11.display, + &_glfw.x11.xkb.majorOpcode, + &_glfw.x11.xkb.eventBase, + &_glfw.x11.xkb.errorBase, + &_glfw.x11.xkb.major, + &_glfw.x11.xkb.minor); + + if (_glfw.x11.xkb.available) + { + Bool supported; + + if (XkbSetDetectableAutoRepeat(_glfw.x11.display, True, &supported)) + { + if (supported) + _glfw.x11.xkb.detectable = GLFW_TRUE; + } + + XkbStateRec state; + if (XkbGetState(_glfw.x11.display, XkbUseCoreKbd, &state) == Success) + _glfw.x11.xkb.group = (unsigned int)state.group; + + XkbSelectEventDetails(_glfw.x11.display, XkbUseCoreKbd, XkbStateNotify, + XkbGroupStateMask, XkbGroupStateMask); + } + + if (_glfw.hints.init.x11.xcbVulkanSurface) + { +#if defined(__CYGWIN__) + _glfw.x11.x11xcb.handle = _glfwPlatformLoadModule("libX11-xcb-1.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.x11xcb.handle = _glfwPlatformLoadModule("libX11-xcb.so"); +#else + _glfw.x11.x11xcb.handle = _glfwPlatformLoadModule("libX11-xcb.so.1"); +#endif + } + + if (_glfw.x11.x11xcb.handle) + { + _glfw.x11.x11xcb.GetXCBConnection = (PFN_XGetXCBConnection) + _glfwPlatformGetModuleSymbol(_glfw.x11.x11xcb.handle, "XGetXCBConnection"); + } + +#if defined(__CYGWIN__) + _glfw.x11.xrender.handle = _glfwPlatformLoadModule("libXrender-1.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.xrender.handle = _glfwPlatformLoadModule("libXrender.so"); +#else + _glfw.x11.xrender.handle = _glfwPlatformLoadModule("libXrender.so.1"); +#endif + if (_glfw.x11.xrender.handle) + { + _glfw.x11.xrender.QueryExtension = (PFN_XRenderQueryExtension) + _glfwPlatformGetModuleSymbol(_glfw.x11.xrender.handle, "XRenderQueryExtension"); + _glfw.x11.xrender.QueryVersion = (PFN_XRenderQueryVersion) + _glfwPlatformGetModuleSymbol(_glfw.x11.xrender.handle, "XRenderQueryVersion"); + _glfw.x11.xrender.FindVisualFormat = (PFN_XRenderFindVisualFormat) + _glfwPlatformGetModuleSymbol(_glfw.x11.xrender.handle, "XRenderFindVisualFormat"); + + if (XRenderQueryExtension(_glfw.x11.display, + &_glfw.x11.xrender.errorBase, + &_glfw.x11.xrender.eventBase)) + { + if (XRenderQueryVersion(_glfw.x11.display, + &_glfw.x11.xrender.major, + &_glfw.x11.xrender.minor)) + { + _glfw.x11.xrender.available = GLFW_TRUE; + } + } + } + +#if defined(__CYGWIN__) + _glfw.x11.xshape.handle = _glfwPlatformLoadModule("libXext-6.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + _glfw.x11.xshape.handle = _glfwPlatformLoadModule("libXext.so"); +#else + _glfw.x11.xshape.handle = _glfwPlatformLoadModule("libXext.so.6"); +#endif + if (_glfw.x11.xshape.handle) + { + _glfw.x11.xshape.QueryExtension = (PFN_XShapeQueryExtension) + _glfwPlatformGetModuleSymbol(_glfw.x11.xshape.handle, "XShapeQueryExtension"); + _glfw.x11.xshape.ShapeCombineRegion = (PFN_XShapeCombineRegion) + _glfwPlatformGetModuleSymbol(_glfw.x11.xshape.handle, "XShapeCombineRegion"); + _glfw.x11.xshape.QueryVersion = (PFN_XShapeQueryVersion) + _glfwPlatformGetModuleSymbol(_glfw.x11.xshape.handle, "XShapeQueryVersion"); + _glfw.x11.xshape.ShapeCombineMask = (PFN_XShapeCombineMask) + _glfwPlatformGetModuleSymbol(_glfw.x11.xshape.handle, "XShapeCombineMask"); + + if (XShapeQueryExtension(_glfw.x11.display, + &_glfw.x11.xshape.errorBase, + &_glfw.x11.xshape.eventBase)) + { + if (XShapeQueryVersion(_glfw.x11.display, + &_glfw.x11.xshape.major, + &_glfw.x11.xshape.minor)) + { + _glfw.x11.xshape.available = GLFW_TRUE; + } + } + } + + // Update the key code LUT + // FIXME: We should listen to XkbMapNotify events to track changes to + // the keyboard mapping. + createKeyTables(); + + // String format atoms + _glfw.x11.NULL_ = XInternAtom(_glfw.x11.display, "NULL", False); + _glfw.x11.UTF8_STRING = XInternAtom(_glfw.x11.display, "UTF8_STRING", False); + _glfw.x11.ATOM_PAIR = XInternAtom(_glfw.x11.display, "ATOM_PAIR", False); + + // Custom selection property atom + _glfw.x11.GLFW_SELECTION = + XInternAtom(_glfw.x11.display, "GLFW_SELECTION", False); + + // ICCCM standard clipboard atoms + _glfw.x11.TARGETS = XInternAtom(_glfw.x11.display, "TARGETS", False); + _glfw.x11.MULTIPLE = XInternAtom(_glfw.x11.display, "MULTIPLE", False); + _glfw.x11.PRIMARY = XInternAtom(_glfw.x11.display, "PRIMARY", False); + _glfw.x11.INCR = XInternAtom(_glfw.x11.display, "INCR", False); + _glfw.x11.CLIPBOARD = XInternAtom(_glfw.x11.display, "CLIPBOARD", False); + + // Clipboard manager atoms + _glfw.x11.CLIPBOARD_MANAGER = + XInternAtom(_glfw.x11.display, "CLIPBOARD_MANAGER", False); + _glfw.x11.SAVE_TARGETS = + XInternAtom(_glfw.x11.display, "SAVE_TARGETS", False); + + // Xdnd (drag and drop) atoms + _glfw.x11.XdndAware = XInternAtom(_glfw.x11.display, "XdndAware", False); + _glfw.x11.XdndEnter = XInternAtom(_glfw.x11.display, "XdndEnter", False); + _glfw.x11.XdndPosition = XInternAtom(_glfw.x11.display, "XdndPosition", False); + _glfw.x11.XdndStatus = XInternAtom(_glfw.x11.display, "XdndStatus", False); + _glfw.x11.XdndActionCopy = XInternAtom(_glfw.x11.display, "XdndActionCopy", False); + _glfw.x11.XdndDrop = XInternAtom(_glfw.x11.display, "XdndDrop", False); + _glfw.x11.XdndFinished = XInternAtom(_glfw.x11.display, "XdndFinished", False); + _glfw.x11.XdndSelection = XInternAtom(_glfw.x11.display, "XdndSelection", False); + _glfw.x11.XdndTypeList = XInternAtom(_glfw.x11.display, "XdndTypeList", False); + _glfw.x11.text_uri_list = XInternAtom(_glfw.x11.display, "text/uri-list", False); + + // ICCCM, EWMH and Motif window property atoms + // These can be set safely even without WM support + // The EWMH atoms that require WM support are handled in detectEWMH + _glfw.x11.WM_PROTOCOLS = + XInternAtom(_glfw.x11.display, "WM_PROTOCOLS", False); + _glfw.x11.WM_STATE = + XInternAtom(_glfw.x11.display, "WM_STATE", False); + _glfw.x11.WM_DELETE_WINDOW = + XInternAtom(_glfw.x11.display, "WM_DELETE_WINDOW", False); + _glfw.x11.NET_SUPPORTED = + XInternAtom(_glfw.x11.display, "_NET_SUPPORTED", False); + _glfw.x11.NET_SUPPORTING_WM_CHECK = + XInternAtom(_glfw.x11.display, "_NET_SUPPORTING_WM_CHECK", False); + _glfw.x11.NET_WM_ICON = + XInternAtom(_glfw.x11.display, "_NET_WM_ICON", False); + _glfw.x11.NET_WM_PING = + XInternAtom(_glfw.x11.display, "_NET_WM_PING", False); + _glfw.x11.NET_WM_PID = + XInternAtom(_glfw.x11.display, "_NET_WM_PID", False); + _glfw.x11.NET_WM_NAME = + XInternAtom(_glfw.x11.display, "_NET_WM_NAME", False); + _glfw.x11.NET_WM_ICON_NAME = + XInternAtom(_glfw.x11.display, "_NET_WM_ICON_NAME", False); + _glfw.x11.NET_WM_BYPASS_COMPOSITOR = + XInternAtom(_glfw.x11.display, "_NET_WM_BYPASS_COMPOSITOR", False); + _glfw.x11.NET_WM_WINDOW_OPACITY = + XInternAtom(_glfw.x11.display, "_NET_WM_WINDOW_OPACITY", False); + _glfw.x11.MOTIF_WM_HINTS = + XInternAtom(_glfw.x11.display, "_MOTIF_WM_HINTS", False); + + // The compositing manager selection name contains the screen number + { + char name[32]; + snprintf(name, sizeof(name), "_NET_WM_CM_S%u", _glfw.x11.screen); + _glfw.x11.NET_WM_CM_Sx = XInternAtom(_glfw.x11.display, name, False); + } + + // Detect whether an EWMH-conformant window manager is running + detectEWMH(); + + return GLFW_TRUE; +} + +// Retrieve system content scale via folklore heuristics +// +static void getSystemContentScale(float* xscale, float* yscale) +{ + // Start by assuming the default X11 DPI + // NOTE: Some desktop environments (KDE) may remove the Xft.dpi field when it + // would be set to 96, so assume that is the case if we cannot find it + float xdpi = 96.f, ydpi = 96.f; + + // NOTE: Basing the scale on Xft.dpi where available should provide the most + // consistent user experience (matches Qt, Gtk, etc), although not + // always the most accurate one + char* rms = XResourceManagerString(_glfw.x11.display); + if (rms) + { + XrmDatabase db = XrmGetStringDatabase(rms); + if (db) + { + XrmValue value; + char* type = NULL; + + if (XrmGetResource(db, "Xft.dpi", "Xft.Dpi", &type, &value)) + { + if (type && strcmp(type, "String") == 0) + xdpi = ydpi = atof(value.addr); + } + + XrmDestroyDatabase(db); + } + } + + *xscale = xdpi / 96.f; + *yscale = ydpi / 96.f; +} + +// Create a blank cursor for hidden and disabled cursor modes +// +static Cursor createHiddenCursor(void) +{ + unsigned char pixels[16 * 16 * 4] = { 0 }; + GLFWimage image = { 16, 16, pixels }; + return _glfwCreateNativeCursorX11(&image, 0, 0); +} + +// Create a helper window for IPC +// +static Window createHelperWindow(void) +{ + XSetWindowAttributes wa; + wa.event_mask = PropertyChangeMask; + + return XCreateWindow(_glfw.x11.display, _glfw.x11.root, + 0, 0, 1, 1, 0, 0, + InputOnly, + DefaultVisual(_glfw.x11.display, _glfw.x11.screen), + CWEventMask, &wa); +} + +// Create the pipe for empty events without assumuing the OS has pipe2(2) +// +static GLFWbool createEmptyEventPipe(void) +{ + if (pipe(_glfw.x11.emptyEventPipe) != 0) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to create empty event pipe: %s", + strerror(errno)); + return GLFW_FALSE; + } + + for (int i = 0; i < 2; i++) + { + const int sf = fcntl(_glfw.x11.emptyEventPipe[i], F_GETFL, 0); + const int df = fcntl(_glfw.x11.emptyEventPipe[i], F_GETFD, 0); + + if (sf == -1 || df == -1 || + fcntl(_glfw.x11.emptyEventPipe[i], F_SETFL, sf | O_NONBLOCK) == -1 || + fcntl(_glfw.x11.emptyEventPipe[i], F_SETFD, df | FD_CLOEXEC) == -1) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to set flags for empty event pipe: %s", + strerror(errno)); + return GLFW_FALSE; + } + } + + return GLFW_TRUE; +} + +// X error handler +// +static int errorHandler(Display *display, XErrorEvent* event) +{ + if (_glfw.x11.display != display) + return 0; + + _glfw.x11.errorCode = event->error_code; + return 0; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Sets the X error handler callback +// +void _glfwGrabErrorHandlerX11(void) +{ + assert(_glfw.x11.errorHandler == NULL); + _glfw.x11.errorCode = Success; + _glfw.x11.errorHandler = XSetErrorHandler(errorHandler); +} + +// Clears the X error handler callback +// +void _glfwReleaseErrorHandlerX11(void) +{ + // Synchronize to make sure all commands are processed + XSync(_glfw.x11.display, False); + XSetErrorHandler(_glfw.x11.errorHandler); + _glfw.x11.errorHandler = NULL; +} + +// Reports the specified error, appending information about the last X error +// +void _glfwInputErrorX11(int error, const char* message) +{ + char buffer[_GLFW_MESSAGE_SIZE]; + XGetErrorText(_glfw.x11.display, _glfw.x11.errorCode, + buffer, sizeof(buffer)); + + _glfwInputError(error, "%s: %s", message, buffer); +} + +// Creates a native cursor object from the specified image and hotspot +// +Cursor _glfwCreateNativeCursorX11(const GLFWimage* image, int xhot, int yhot) +{ + Cursor cursor; + + if (!_glfw.x11.xcursor.handle) + return None; + + XcursorImage* native = XcursorImageCreate(image->width, image->height); + if (native == NULL) + return None; + + native->xhot = xhot; + native->yhot = yhot; + + unsigned char* source = (unsigned char*) image->pixels; + XcursorPixel* target = native->pixels; + + for (int i = 0; i < image->width * image->height; i++, target++, source += 4) + { + unsigned int alpha = source[3]; + + *target = (alpha << 24) | + ((unsigned char) ((source[0] * alpha) / 255) << 16) | + ((unsigned char) ((source[1] * alpha) / 255) << 8) | + ((unsigned char) ((source[2] * alpha) / 255) << 0); + } + + cursor = XcursorImageLoadCursor(_glfw.x11.display, native); + XcursorImageDestroy(native); + + return cursor; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwConnectX11(int platformID, _GLFWplatform* platform) +{ + const _GLFWplatform x11 = + { + .platformID = GLFW_PLATFORM_X11, + .init = _glfwInitX11, + .terminate = _glfwTerminateX11, + .getCursorPos = _glfwGetCursorPosX11, + .setCursorPos = _glfwSetCursorPosX11, + .setCursorMode = _glfwSetCursorModeX11, + .setRawMouseMotion = _glfwSetRawMouseMotionX11, + .rawMouseMotionSupported = _glfwRawMouseMotionSupportedX11, + .createCursor = _glfwCreateCursorX11, + .createStandardCursor = _glfwCreateStandardCursorX11, + .destroyCursor = _glfwDestroyCursorX11, + .setCursor = _glfwSetCursorX11, + .getScancodeName = _glfwGetScancodeNameX11, + .getKeyScancode = _glfwGetKeyScancodeX11, + .setClipboardString = _glfwSetClipboardStringX11, + .getClipboardString = _glfwGetClipboardStringX11, +#if defined(GLFW_BUILD_LINUX_JOYSTICK) + .initJoysticks = _glfwInitJoysticksLinux, + .terminateJoysticks = _glfwTerminateJoysticksLinux, + .pollJoystick = _glfwPollJoystickLinux, + .getMappingName = _glfwGetMappingNameLinux, + .updateGamepadGUID = _glfwUpdateGamepadGUIDLinux, +#else + .initJoysticks = _glfwInitJoysticksNull, + .terminateJoysticks = _glfwTerminateJoysticksNull, + .pollJoystick = _glfwPollJoystickNull, + .getMappingName = _glfwGetMappingNameNull, + .updateGamepadGUID = _glfwUpdateGamepadGUIDNull, +#endif + .freeMonitor = _glfwFreeMonitorX11, + .getMonitorPos = _glfwGetMonitorPosX11, + .getMonitorContentScale = _glfwGetMonitorContentScaleX11, + .getMonitorWorkarea = _glfwGetMonitorWorkareaX11, + .getVideoModes = _glfwGetVideoModesX11, + .getVideoMode = _glfwGetVideoModeX11, + .getGammaRamp = _glfwGetGammaRampX11, + .setGammaRamp = _glfwSetGammaRampX11, + .createWindow = _glfwCreateWindowX11, + .destroyWindow = _glfwDestroyWindowX11, + .setWindowTitle = _glfwSetWindowTitleX11, + .setWindowIcon = _glfwSetWindowIconX11, + .getWindowPos = _glfwGetWindowPosX11, + .setWindowPos = _glfwSetWindowPosX11, + .getWindowSize = _glfwGetWindowSizeX11, + .setWindowSize = _glfwSetWindowSizeX11, + .setWindowSizeLimits = _glfwSetWindowSizeLimitsX11, + .setWindowAspectRatio = _glfwSetWindowAspectRatioX11, + .getFramebufferSize = _glfwGetFramebufferSizeX11, + .getWindowFrameSize = _glfwGetWindowFrameSizeX11, + .getWindowContentScale = _glfwGetWindowContentScaleX11, + .iconifyWindow = _glfwIconifyWindowX11, + .restoreWindow = _glfwRestoreWindowX11, + .maximizeWindow = _glfwMaximizeWindowX11, + .showWindow = _glfwShowWindowX11, + .hideWindow = _glfwHideWindowX11, + .requestWindowAttention = _glfwRequestWindowAttentionX11, + .focusWindow = _glfwFocusWindowX11, + .setWindowMonitor = _glfwSetWindowMonitorX11, + .windowFocused = _glfwWindowFocusedX11, + .windowIconified = _glfwWindowIconifiedX11, + .windowVisible = _glfwWindowVisibleX11, + .windowMaximized = _glfwWindowMaximizedX11, + .windowHovered = _glfwWindowHoveredX11, + .framebufferTransparent = _glfwFramebufferTransparentX11, + .getWindowOpacity = _glfwGetWindowOpacityX11, + .setWindowResizable = _glfwSetWindowResizableX11, + .setWindowDecorated = _glfwSetWindowDecoratedX11, + .setWindowFloating = _glfwSetWindowFloatingX11, + .setWindowOpacity = _glfwSetWindowOpacityX11, + .setWindowMousePassthrough = _glfwSetWindowMousePassthroughX11, + .pollEvents = _glfwPollEventsX11, + .waitEvents = _glfwWaitEventsX11, + .waitEventsTimeout = _glfwWaitEventsTimeoutX11, + .postEmptyEvent = _glfwPostEmptyEventX11, + .getEGLPlatform = _glfwGetEGLPlatformX11, + .getEGLNativeDisplay = _glfwGetEGLNativeDisplayX11, + .getEGLNativeWindow = _glfwGetEGLNativeWindowX11, + .getRequiredInstanceExtensions = _glfwGetRequiredInstanceExtensionsX11, + .getPhysicalDevicePresentationSupport = _glfwGetPhysicalDevicePresentationSupportX11, + .createWindowSurface = _glfwCreateWindowSurfaceX11 + }; + + // HACK: If the application has left the locale as "C" then both wide + // character text input and explicit UTF-8 input via XIM will break + // This sets the CTYPE part of the current locale from the environment + // in the hope that it is set to something more sane than "C" + if (strcmp(setlocale(LC_CTYPE, NULL), "C") == 0) + setlocale(LC_CTYPE, ""); + +#if defined(__CYGWIN__) + void* module = _glfwPlatformLoadModule("libX11-6.so"); +#elif defined(__OpenBSD__) || defined(__NetBSD__) + void* module = _glfwPlatformLoadModule("libX11.so"); +#else + void* module = _glfwPlatformLoadModule("libX11.so.6"); +#endif + if (!module) + { + if (platformID == GLFW_PLATFORM_X11) + _glfwInputError(GLFW_PLATFORM_ERROR, "X11: Failed to load Xlib"); + + return GLFW_FALSE; + } + + PFN_XInitThreads XInitThreads = (PFN_XInitThreads) + _glfwPlatformGetModuleSymbol(module, "XInitThreads"); + PFN_XrmInitialize XrmInitialize = (PFN_XrmInitialize) + _glfwPlatformGetModuleSymbol(module, "XrmInitialize"); + PFN_XOpenDisplay XOpenDisplay = (PFN_XOpenDisplay) + _glfwPlatformGetModuleSymbol(module, "XOpenDisplay"); + if (!XInitThreads || !XrmInitialize || !XOpenDisplay) + { + if (platformID == GLFW_PLATFORM_X11) + _glfwInputError(GLFW_PLATFORM_ERROR, "X11: Failed to load Xlib entry point"); + + _glfwPlatformFreeModule(module); + return GLFW_FALSE; + } + + XInitThreads(); + XrmInitialize(); + + Display* display = XOpenDisplay(NULL); + if (!display) + { + if (platformID == GLFW_PLATFORM_X11) + { + const char* name = getenv("DISPLAY"); + if (name) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "X11: Failed to open display %s", name); + } + else + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, + "X11: The DISPLAY environment variable is missing"); + } + } + + _glfwPlatformFreeModule(module); + return GLFW_FALSE; + } + + _glfw.x11.display = display; + _glfw.x11.xlib.handle = module; + + *platform = x11; + return GLFW_TRUE; +} + +int _glfwInitX11(void) +{ + _glfw.x11.xlib.AllocClassHint = (PFN_XAllocClassHint) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XAllocClassHint"); + _glfw.x11.xlib.AllocSizeHints = (PFN_XAllocSizeHints) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XAllocSizeHints"); + _glfw.x11.xlib.AllocWMHints = (PFN_XAllocWMHints) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XAllocWMHints"); + _glfw.x11.xlib.ChangeProperty = (PFN_XChangeProperty) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XChangeProperty"); + _glfw.x11.xlib.ChangeWindowAttributes = (PFN_XChangeWindowAttributes) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XChangeWindowAttributes"); + _glfw.x11.xlib.CheckIfEvent = (PFN_XCheckIfEvent) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCheckIfEvent"); + _glfw.x11.xlib.CheckTypedWindowEvent = (PFN_XCheckTypedWindowEvent) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCheckTypedWindowEvent"); + _glfw.x11.xlib.CloseDisplay = (PFN_XCloseDisplay) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCloseDisplay"); + _glfw.x11.xlib.CloseIM = (PFN_XCloseIM) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCloseIM"); + _glfw.x11.xlib.ConvertSelection = (PFN_XConvertSelection) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XConvertSelection"); + _glfw.x11.xlib.CreateColormap = (PFN_XCreateColormap) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCreateColormap"); + _glfw.x11.xlib.CreateFontCursor = (PFN_XCreateFontCursor) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCreateFontCursor"); + _glfw.x11.xlib.CreateIC = (PFN_XCreateIC) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCreateIC"); + _glfw.x11.xlib.CreateRegion = (PFN_XCreateRegion) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCreateRegion"); + _glfw.x11.xlib.CreateWindow = (PFN_XCreateWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XCreateWindow"); + _glfw.x11.xlib.DefineCursor = (PFN_XDefineCursor) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XDefineCursor"); + _glfw.x11.xlib.DeleteContext = (PFN_XDeleteContext) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XDeleteContext"); + _glfw.x11.xlib.DeleteProperty = (PFN_XDeleteProperty) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XDeleteProperty"); + _glfw.x11.xlib.DestroyIC = (PFN_XDestroyIC) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XDestroyIC"); + _glfw.x11.xlib.DestroyRegion = (PFN_XDestroyRegion) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XDestroyRegion"); + _glfw.x11.xlib.DestroyWindow = (PFN_XDestroyWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XDestroyWindow"); + _glfw.x11.xlib.DisplayKeycodes = (PFN_XDisplayKeycodes) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XDisplayKeycodes"); + _glfw.x11.xlib.EventsQueued = (PFN_XEventsQueued) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XEventsQueued"); + _glfw.x11.xlib.FilterEvent = (PFN_XFilterEvent) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XFilterEvent"); + _glfw.x11.xlib.FindContext = (PFN_XFindContext) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XFindContext"); + _glfw.x11.xlib.Flush = (PFN_XFlush) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XFlush"); + _glfw.x11.xlib.Free = (PFN_XFree) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XFree"); + _glfw.x11.xlib.FreeColormap = (PFN_XFreeColormap) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XFreeColormap"); + _glfw.x11.xlib.FreeCursor = (PFN_XFreeCursor) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XFreeCursor"); + _glfw.x11.xlib.FreeEventData = (PFN_XFreeEventData) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XFreeEventData"); + _glfw.x11.xlib.GetErrorText = (PFN_XGetErrorText) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetErrorText"); + _glfw.x11.xlib.GetEventData = (PFN_XGetEventData) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetEventData"); + _glfw.x11.xlib.GetICValues = (PFN_XGetICValues) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetICValues"); + _glfw.x11.xlib.GetIMValues = (PFN_XGetIMValues) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetIMValues"); + _glfw.x11.xlib.GetInputFocus = (PFN_XGetInputFocus) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetInputFocus"); + _glfw.x11.xlib.GetKeyboardMapping = (PFN_XGetKeyboardMapping) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetKeyboardMapping"); + _glfw.x11.xlib.GetScreenSaver = (PFN_XGetScreenSaver) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetScreenSaver"); + _glfw.x11.xlib.GetSelectionOwner = (PFN_XGetSelectionOwner) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetSelectionOwner"); + _glfw.x11.xlib.GetVisualInfo = (PFN_XGetVisualInfo) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetVisualInfo"); + _glfw.x11.xlib.GetWMNormalHints = (PFN_XGetWMNormalHints) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetWMNormalHints"); + _glfw.x11.xlib.GetWindowAttributes = (PFN_XGetWindowAttributes) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetWindowAttributes"); + _glfw.x11.xlib.GetWindowProperty = (PFN_XGetWindowProperty) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGetWindowProperty"); + _glfw.x11.xlib.GrabPointer = (PFN_XGrabPointer) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XGrabPointer"); + _glfw.x11.xlib.IconifyWindow = (PFN_XIconifyWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XIconifyWindow"); + _glfw.x11.xlib.InternAtom = (PFN_XInternAtom) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XInternAtom"); + _glfw.x11.xlib.LookupString = (PFN_XLookupString) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XLookupString"); + _glfw.x11.xlib.MapRaised = (PFN_XMapRaised) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XMapRaised"); + _glfw.x11.xlib.MapWindow = (PFN_XMapWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XMapWindow"); + _glfw.x11.xlib.MoveResizeWindow = (PFN_XMoveResizeWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XMoveResizeWindow"); + _glfw.x11.xlib.MoveWindow = (PFN_XMoveWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XMoveWindow"); + _glfw.x11.xlib.NextEvent = (PFN_XNextEvent) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XNextEvent"); + _glfw.x11.xlib.OpenIM = (PFN_XOpenIM) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XOpenIM"); + _glfw.x11.xlib.PeekEvent = (PFN_XPeekEvent) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XPeekEvent"); + _glfw.x11.xlib.Pending = (PFN_XPending) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XPending"); + _glfw.x11.xlib.QueryExtension = (PFN_XQueryExtension) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XQueryExtension"); + _glfw.x11.xlib.QueryPointer = (PFN_XQueryPointer) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XQueryPointer"); + _glfw.x11.xlib.RaiseWindow = (PFN_XRaiseWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XRaiseWindow"); + _glfw.x11.xlib.RegisterIMInstantiateCallback = (PFN_XRegisterIMInstantiateCallback) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XRegisterIMInstantiateCallback"); + _glfw.x11.xlib.ResizeWindow = (PFN_XResizeWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XResizeWindow"); + _glfw.x11.xlib.ResourceManagerString = (PFN_XResourceManagerString) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XResourceManagerString"); + _glfw.x11.xlib.SaveContext = (PFN_XSaveContext) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSaveContext"); + _glfw.x11.xlib.SelectInput = (PFN_XSelectInput) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSelectInput"); + _glfw.x11.xlib.SendEvent = (PFN_XSendEvent) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSendEvent"); + _glfw.x11.xlib.SetClassHint = (PFN_XSetClassHint) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetClassHint"); + _glfw.x11.xlib.SetErrorHandler = (PFN_XSetErrorHandler) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetErrorHandler"); + _glfw.x11.xlib.SetICFocus = (PFN_XSetICFocus) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetICFocus"); + _glfw.x11.xlib.SetIMValues = (PFN_XSetIMValues) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetIMValues"); + _glfw.x11.xlib.SetInputFocus = (PFN_XSetInputFocus) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetInputFocus"); + _glfw.x11.xlib.SetLocaleModifiers = (PFN_XSetLocaleModifiers) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetLocaleModifiers"); + _glfw.x11.xlib.SetScreenSaver = (PFN_XSetScreenSaver) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetScreenSaver"); + _glfw.x11.xlib.SetSelectionOwner = (PFN_XSetSelectionOwner) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetSelectionOwner"); + _glfw.x11.xlib.SetWMHints = (PFN_XSetWMHints) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetWMHints"); + _glfw.x11.xlib.SetWMNormalHints = (PFN_XSetWMNormalHints) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetWMNormalHints"); + _glfw.x11.xlib.SetWMProtocols = (PFN_XSetWMProtocols) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSetWMProtocols"); + _glfw.x11.xlib.SupportsLocale = (PFN_XSupportsLocale) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSupportsLocale"); + _glfw.x11.xlib.Sync = (PFN_XSync) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XSync"); + _glfw.x11.xlib.TranslateCoordinates = (PFN_XTranslateCoordinates) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XTranslateCoordinates"); + _glfw.x11.xlib.UndefineCursor = (PFN_XUndefineCursor) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XUndefineCursor"); + _glfw.x11.xlib.UngrabPointer = (PFN_XUngrabPointer) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XUngrabPointer"); + _glfw.x11.xlib.UnmapWindow = (PFN_XUnmapWindow) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XUnmapWindow"); + _glfw.x11.xlib.UnsetICFocus = (PFN_XUnsetICFocus) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XUnsetICFocus"); + _glfw.x11.xlib.VisualIDFromVisual = (PFN_XVisualIDFromVisual) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XVisualIDFromVisual"); + _glfw.x11.xlib.WarpPointer = (PFN_XWarpPointer) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XWarpPointer"); + _glfw.x11.xkb.FreeKeyboard = (PFN_XkbFreeKeyboard) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbFreeKeyboard"); + _glfw.x11.xkb.FreeNames = (PFN_XkbFreeNames) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbFreeNames"); + _glfw.x11.xkb.GetMap = (PFN_XkbGetMap) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbGetMap"); + _glfw.x11.xkb.GetNames = (PFN_XkbGetNames) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbGetNames"); + _glfw.x11.xkb.GetState = (PFN_XkbGetState) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbGetState"); + _glfw.x11.xkb.KeycodeToKeysym = (PFN_XkbKeycodeToKeysym) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbKeycodeToKeysym"); + _glfw.x11.xkb.QueryExtension = (PFN_XkbQueryExtension) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbQueryExtension"); + _glfw.x11.xkb.SelectEventDetails = (PFN_XkbSelectEventDetails) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbSelectEventDetails"); + _glfw.x11.xkb.SetDetectableAutoRepeat = (PFN_XkbSetDetectableAutoRepeat) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XkbSetDetectableAutoRepeat"); + _glfw.x11.xrm.DestroyDatabase = (PFN_XrmDestroyDatabase) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XrmDestroyDatabase"); + _glfw.x11.xrm.GetResource = (PFN_XrmGetResource) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XrmGetResource"); + _glfw.x11.xrm.GetStringDatabase = (PFN_XrmGetStringDatabase) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XrmGetStringDatabase"); + _glfw.x11.xrm.UniqueQuark = (PFN_XrmUniqueQuark) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XrmUniqueQuark"); + _glfw.x11.xlib.UnregisterIMInstantiateCallback = (PFN_XUnregisterIMInstantiateCallback) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "XUnregisterIMInstantiateCallback"); + _glfw.x11.xlib.utf8LookupString = (PFN_Xutf8LookupString) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "Xutf8LookupString"); + _glfw.x11.xlib.utf8SetWMProperties = (PFN_Xutf8SetWMProperties) + _glfwPlatformGetModuleSymbol(_glfw.x11.xlib.handle, "Xutf8SetWMProperties"); + + if (_glfw.x11.xlib.utf8LookupString && _glfw.x11.xlib.utf8SetWMProperties) + _glfw.x11.xlib.utf8 = GLFW_TRUE; + + _glfw.x11.screen = DefaultScreen(_glfw.x11.display); + _glfw.x11.root = RootWindow(_glfw.x11.display, _glfw.x11.screen); + _glfw.x11.context = XUniqueContext(); + + getSystemContentScale(&_glfw.x11.contentScaleX, &_glfw.x11.contentScaleY); + + if (!createEmptyEventPipe()) + return GLFW_FALSE; + + if (!initExtensions()) + return GLFW_FALSE; + + _glfw.x11.helperWindowHandle = createHelperWindow(); + _glfw.x11.hiddenCursorHandle = createHiddenCursor(); + + if (XSupportsLocale() && _glfw.x11.xlib.utf8) + { + XSetLocaleModifiers(""); + + // If an IM is already present our callback will be called right away + XRegisterIMInstantiateCallback(_glfw.x11.display, + NULL, NULL, NULL, + inputMethodInstantiateCallback, + NULL); + } + + _glfwPollMonitorsX11(); + return GLFW_TRUE; +} + +void _glfwTerminateX11(void) +{ + if (_glfw.x11.helperWindowHandle) + { + if (XGetSelectionOwner(_glfw.x11.display, _glfw.x11.CLIPBOARD) == + _glfw.x11.helperWindowHandle) + { + _glfwPushSelectionToManagerX11(); + } + + XDestroyWindow(_glfw.x11.display, _glfw.x11.helperWindowHandle); + _glfw.x11.helperWindowHandle = None; + } + + if (_glfw.x11.hiddenCursorHandle) + { + XFreeCursor(_glfw.x11.display, _glfw.x11.hiddenCursorHandle); + _glfw.x11.hiddenCursorHandle = (Cursor) 0; + } + + _glfw_free(_glfw.x11.primarySelectionString); + _glfw_free(_glfw.x11.clipboardString); + + XUnregisterIMInstantiateCallback(_glfw.x11.display, + NULL, NULL, NULL, + inputMethodInstantiateCallback, + NULL); + + if (_glfw.x11.im) + { + XCloseIM(_glfw.x11.im); + _glfw.x11.im = NULL; + } + + if (_glfw.x11.display) + { + XCloseDisplay(_glfw.x11.display); + _glfw.x11.display = NULL; + } + + if (_glfw.x11.x11xcb.handle) + { + _glfwPlatformFreeModule(_glfw.x11.x11xcb.handle); + _glfw.x11.x11xcb.handle = NULL; + } + + if (_glfw.x11.xcursor.handle) + { + _glfwPlatformFreeModule(_glfw.x11.xcursor.handle); + _glfw.x11.xcursor.handle = NULL; + } + + if (_glfw.x11.randr.handle) + { + _glfwPlatformFreeModule(_glfw.x11.randr.handle); + _glfw.x11.randr.handle = NULL; + } + + if (_glfw.x11.xinerama.handle) + { + _glfwPlatformFreeModule(_glfw.x11.xinerama.handle); + _glfw.x11.xinerama.handle = NULL; + } + + if (_glfw.x11.xrender.handle) + { + _glfwPlatformFreeModule(_glfw.x11.xrender.handle); + _glfw.x11.xrender.handle = NULL; + } + + if (_glfw.x11.vidmode.handle) + { + _glfwPlatformFreeModule(_glfw.x11.vidmode.handle); + _glfw.x11.vidmode.handle = NULL; + } + + if (_glfw.x11.xi.handle) + { + _glfwPlatformFreeModule(_glfw.x11.xi.handle); + _glfw.x11.xi.handle = NULL; + } + + _glfwTerminateOSMesa(); + // NOTE: These need to be unloaded after XCloseDisplay, as they register + // cleanup callbacks that get called by that function + _glfwTerminateEGL(); + _glfwTerminateGLX(); + + if (_glfw.x11.xlib.handle) + { + _glfwPlatformFreeModule(_glfw.x11.xlib.handle); + _glfw.x11.xlib.handle = NULL; + } + + if (_glfw.x11.emptyEventPipe[0] || _glfw.x11.emptyEventPipe[1]) + { + close(_glfw.x11.emptyEventPipe[0]); + close(_glfw.x11.emptyEventPipe[1]); + } +} + +#endif // _GLFW_X11 + diff --git a/dependencies/glfw-3.4/src/x11_monitor.c b/dependencies/glfw-3.4/src/x11_monitor.c new file mode 100644 index 0000000..38af7e0 --- /dev/null +++ b/dependencies/glfw-3.4/src/x11_monitor.c @@ -0,0 +1,641 @@ +//======================================================================== +// GLFW 3.4 X11 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_X11) + +#include +#include +#include +#include + + +// Check whether the display mode should be included in enumeration +// +static GLFWbool modeIsGood(const XRRModeInfo* mi) +{ + return (mi->modeFlags & RR_Interlace) == 0; +} + +// Calculates the refresh rate, in Hz, from the specified RandR mode info +// +static int calculateRefreshRate(const XRRModeInfo* mi) +{ + if (mi->hTotal && mi->vTotal) + return (int) round((double) mi->dotClock / ((double) mi->hTotal * (double) mi->vTotal)); + else + return 0; +} + +// Returns the mode info for a RandR mode XID +// +static const XRRModeInfo* getModeInfo(const XRRScreenResources* sr, RRMode id) +{ + for (int i = 0; i < sr->nmode; i++) + { + if (sr->modes[i].id == id) + return sr->modes + i; + } + + return NULL; +} + +// Convert RandR mode info to GLFW video mode +// +static GLFWvidmode vidmodeFromModeInfo(const XRRModeInfo* mi, + const XRRCrtcInfo* ci) +{ + GLFWvidmode mode; + + if (ci->rotation == RR_Rotate_90 || ci->rotation == RR_Rotate_270) + { + mode.width = mi->height; + mode.height = mi->width; + } + else + { + mode.width = mi->width; + mode.height = mi->height; + } + + mode.refreshRate = calculateRefreshRate(mi); + + _glfwSplitBPP(DefaultDepth(_glfw.x11.display, _glfw.x11.screen), + &mode.redBits, &mode.greenBits, &mode.blueBits); + + return mode; +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Poll for changes in the set of connected monitors +// +void _glfwPollMonitorsX11(void) +{ + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + int disconnectedCount, screenCount = 0; + _GLFWmonitor** disconnected = NULL; + XineramaScreenInfo* screens = NULL; + XRRScreenResources* sr = XRRGetScreenResourcesCurrent(_glfw.x11.display, + _glfw.x11.root); + RROutput primary = XRRGetOutputPrimary(_glfw.x11.display, + _glfw.x11.root); + + if (_glfw.x11.xinerama.available) + screens = XineramaQueryScreens(_glfw.x11.display, &screenCount); + + disconnectedCount = _glfw.monitorCount; + if (disconnectedCount) + { + disconnected = _glfw_calloc(_glfw.monitorCount, sizeof(_GLFWmonitor*)); + memcpy(disconnected, + _glfw.monitors, + _glfw.monitorCount * sizeof(_GLFWmonitor*)); + } + + for (int i = 0; i < sr->noutput; i++) + { + int j, type, widthMM, heightMM; + + XRROutputInfo* oi = XRRGetOutputInfo(_glfw.x11.display, sr, sr->outputs[i]); + if (oi->connection != RR_Connected || oi->crtc == None) + { + XRRFreeOutputInfo(oi); + continue; + } + + for (j = 0; j < disconnectedCount; j++) + { + if (disconnected[j] && + disconnected[j]->x11.output == sr->outputs[i]) + { + disconnected[j] = NULL; + break; + } + } + + if (j < disconnectedCount) + { + XRRFreeOutputInfo(oi); + continue; + } + + XRRCrtcInfo* ci = XRRGetCrtcInfo(_glfw.x11.display, sr, oi->crtc); + if (ci->rotation == RR_Rotate_90 || ci->rotation == RR_Rotate_270) + { + widthMM = oi->mm_height; + heightMM = oi->mm_width; + } + else + { + widthMM = oi->mm_width; + heightMM = oi->mm_height; + } + + if (widthMM <= 0 || heightMM <= 0) + { + // HACK: If RandR does not provide a physical size, assume the + // X11 default 96 DPI and calculate from the CRTC viewport + // NOTE: These members are affected by rotation, unlike the mode + // info and output info members + widthMM = (int) (ci->width * 25.4f / 96.f); + heightMM = (int) (ci->height * 25.4f / 96.f); + } + + _GLFWmonitor* monitor = _glfwAllocMonitor(oi->name, widthMM, heightMM); + monitor->x11.output = sr->outputs[i]; + monitor->x11.crtc = oi->crtc; + + for (j = 0; j < screenCount; j++) + { + if (screens[j].x_org == ci->x && + screens[j].y_org == ci->y && + screens[j].width == ci->width && + screens[j].height == ci->height) + { + monitor->x11.index = j; + break; + } + } + + if (monitor->x11.output == primary) + type = _GLFW_INSERT_FIRST; + else + type = _GLFW_INSERT_LAST; + + _glfwInputMonitor(monitor, GLFW_CONNECTED, type); + + XRRFreeOutputInfo(oi); + XRRFreeCrtcInfo(ci); + } + + XRRFreeScreenResources(sr); + + if (screens) + XFree(screens); + + for (int i = 0; i < disconnectedCount; i++) + { + if (disconnected[i]) + _glfwInputMonitor(disconnected[i], GLFW_DISCONNECTED, 0); + } + + _glfw_free(disconnected); + } + else + { + const int widthMM = DisplayWidthMM(_glfw.x11.display, _glfw.x11.screen); + const int heightMM = DisplayHeightMM(_glfw.x11.display, _glfw.x11.screen); + + _glfwInputMonitor(_glfwAllocMonitor("Display", widthMM, heightMM), + GLFW_CONNECTED, + _GLFW_INSERT_FIRST); + } +} + +// Set the current video mode for the specified monitor +// +void _glfwSetVideoModeX11(_GLFWmonitor* monitor, const GLFWvidmode* desired) +{ + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + GLFWvidmode current; + RRMode native = None; + + const GLFWvidmode* best = _glfwChooseVideoMode(monitor, desired); + _glfwGetVideoModeX11(monitor, ¤t); + if (_glfwCompareVideoModes(¤t, best) == 0) + return; + + XRRScreenResources* sr = + XRRGetScreenResourcesCurrent(_glfw.x11.display, _glfw.x11.root); + XRRCrtcInfo* ci = XRRGetCrtcInfo(_glfw.x11.display, sr, monitor->x11.crtc); + XRROutputInfo* oi = XRRGetOutputInfo(_glfw.x11.display, sr, monitor->x11.output); + + for (int i = 0; i < oi->nmode; i++) + { + const XRRModeInfo* mi = getModeInfo(sr, oi->modes[i]); + if (!modeIsGood(mi)) + continue; + + const GLFWvidmode mode = vidmodeFromModeInfo(mi, ci); + if (_glfwCompareVideoModes(best, &mode) == 0) + { + native = mi->id; + break; + } + } + + if (native) + { + if (monitor->x11.oldMode == None) + monitor->x11.oldMode = ci->mode; + + XRRSetCrtcConfig(_glfw.x11.display, + sr, monitor->x11.crtc, + CurrentTime, + ci->x, ci->y, + native, + ci->rotation, + ci->outputs, + ci->noutput); + } + + XRRFreeOutputInfo(oi); + XRRFreeCrtcInfo(ci); + XRRFreeScreenResources(sr); + } +} + +// Restore the saved (original) video mode for the specified monitor +// +void _glfwRestoreVideoModeX11(_GLFWmonitor* monitor) +{ + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + if (monitor->x11.oldMode == None) + return; + + XRRScreenResources* sr = + XRRGetScreenResourcesCurrent(_glfw.x11.display, _glfw.x11.root); + XRRCrtcInfo* ci = XRRGetCrtcInfo(_glfw.x11.display, sr, monitor->x11.crtc); + + XRRSetCrtcConfig(_glfw.x11.display, + sr, monitor->x11.crtc, + CurrentTime, + ci->x, ci->y, + monitor->x11.oldMode, + ci->rotation, + ci->outputs, + ci->noutput); + + XRRFreeCrtcInfo(ci); + XRRFreeScreenResources(sr); + + monitor->x11.oldMode = None; + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +void _glfwFreeMonitorX11(_GLFWmonitor* monitor) +{ +} + +void _glfwGetMonitorPosX11(_GLFWmonitor* monitor, int* xpos, int* ypos) +{ + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + XRRScreenResources* sr = + XRRGetScreenResourcesCurrent(_glfw.x11.display, _glfw.x11.root); + XRRCrtcInfo* ci = XRRGetCrtcInfo(_glfw.x11.display, sr, monitor->x11.crtc); + + if (ci) + { + if (xpos) + *xpos = ci->x; + if (ypos) + *ypos = ci->y; + + XRRFreeCrtcInfo(ci); + } + + XRRFreeScreenResources(sr); + } +} + +void _glfwGetMonitorContentScaleX11(_GLFWmonitor* monitor, + float* xscale, float* yscale) +{ + if (xscale) + *xscale = _glfw.x11.contentScaleX; + if (yscale) + *yscale = _glfw.x11.contentScaleY; +} + +void _glfwGetMonitorWorkareaX11(_GLFWmonitor* monitor, + int* xpos, int* ypos, + int* width, int* height) +{ + int areaX = 0, areaY = 0, areaWidth = 0, areaHeight = 0; + + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + XRRScreenResources* sr = + XRRGetScreenResourcesCurrent(_glfw.x11.display, _glfw.x11.root); + XRRCrtcInfo* ci = XRRGetCrtcInfo(_glfw.x11.display, sr, monitor->x11.crtc); + + areaX = ci->x; + areaY = ci->y; + + const XRRModeInfo* mi = getModeInfo(sr, ci->mode); + + if (ci->rotation == RR_Rotate_90 || ci->rotation == RR_Rotate_270) + { + areaWidth = mi->height; + areaHeight = mi->width; + } + else + { + areaWidth = mi->width; + areaHeight = mi->height; + } + + XRRFreeCrtcInfo(ci); + XRRFreeScreenResources(sr); + } + else + { + areaWidth = DisplayWidth(_glfw.x11.display, _glfw.x11.screen); + areaHeight = DisplayHeight(_glfw.x11.display, _glfw.x11.screen); + } + + if (_glfw.x11.NET_WORKAREA && _glfw.x11.NET_CURRENT_DESKTOP) + { + Atom* extents = NULL; + Atom* desktop = NULL; + const unsigned long extentCount = + _glfwGetWindowPropertyX11(_glfw.x11.root, + _glfw.x11.NET_WORKAREA, + XA_CARDINAL, + (unsigned char**) &extents); + + if (_glfwGetWindowPropertyX11(_glfw.x11.root, + _glfw.x11.NET_CURRENT_DESKTOP, + XA_CARDINAL, + (unsigned char**) &desktop) > 0) + { + if (extentCount >= 4 && *desktop < extentCount / 4) + { + const int globalX = extents[*desktop * 4 + 0]; + const int globalY = extents[*desktop * 4 + 1]; + const int globalWidth = extents[*desktop * 4 + 2]; + const int globalHeight = extents[*desktop * 4 + 3]; + + if (areaX < globalX) + { + areaWidth -= globalX - areaX; + areaX = globalX; + } + + if (areaY < globalY) + { + areaHeight -= globalY - areaY; + areaY = globalY; + } + + if (areaX + areaWidth > globalX + globalWidth) + areaWidth = globalX - areaX + globalWidth; + if (areaY + areaHeight > globalY + globalHeight) + areaHeight = globalY - areaY + globalHeight; + } + } + + if (extents) + XFree(extents); + if (desktop) + XFree(desktop); + } + + if (xpos) + *xpos = areaX; + if (ypos) + *ypos = areaY; + if (width) + *width = areaWidth; + if (height) + *height = areaHeight; +} + +GLFWvidmode* _glfwGetVideoModesX11(_GLFWmonitor* monitor, int* count) +{ + GLFWvidmode* result; + + *count = 0; + + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + XRRScreenResources* sr = + XRRGetScreenResourcesCurrent(_glfw.x11.display, _glfw.x11.root); + XRRCrtcInfo* ci = XRRGetCrtcInfo(_glfw.x11.display, sr, monitor->x11.crtc); + XRROutputInfo* oi = XRRGetOutputInfo(_glfw.x11.display, sr, monitor->x11.output); + + result = _glfw_calloc(oi->nmode, sizeof(GLFWvidmode)); + + for (int i = 0; i < oi->nmode; i++) + { + const XRRModeInfo* mi = getModeInfo(sr, oi->modes[i]); + if (!modeIsGood(mi)) + continue; + + const GLFWvidmode mode = vidmodeFromModeInfo(mi, ci); + int j; + + for (j = 0; j < *count; j++) + { + if (_glfwCompareVideoModes(result + j, &mode) == 0) + break; + } + + // Skip duplicate modes + if (j < *count) + continue; + + (*count)++; + result[*count - 1] = mode; + } + + XRRFreeOutputInfo(oi); + XRRFreeCrtcInfo(ci); + XRRFreeScreenResources(sr); + } + else + { + *count = 1; + result = _glfw_calloc(1, sizeof(GLFWvidmode)); + _glfwGetVideoModeX11(monitor, result); + } + + return result; +} + +GLFWbool _glfwGetVideoModeX11(_GLFWmonitor* monitor, GLFWvidmode* mode) +{ + if (_glfw.x11.randr.available && !_glfw.x11.randr.monitorBroken) + { + XRRScreenResources* sr = + XRRGetScreenResourcesCurrent(_glfw.x11.display, _glfw.x11.root); + const XRRModeInfo* mi = NULL; + + XRRCrtcInfo* ci = XRRGetCrtcInfo(_glfw.x11.display, sr, monitor->x11.crtc); + if (ci) + { + mi = getModeInfo(sr, ci->mode); + if (mi) + *mode = vidmodeFromModeInfo(mi, ci); + + XRRFreeCrtcInfo(ci); + } + + XRRFreeScreenResources(sr); + + if (!mi) + { + _glfwInputError(GLFW_PLATFORM_ERROR, "X11: Failed to query video mode"); + return GLFW_FALSE; + } + } + else + { + mode->width = DisplayWidth(_glfw.x11.display, _glfw.x11.screen); + mode->height = DisplayHeight(_glfw.x11.display, _glfw.x11.screen); + mode->refreshRate = 0; + + _glfwSplitBPP(DefaultDepth(_glfw.x11.display, _glfw.x11.screen), + &mode->redBits, &mode->greenBits, &mode->blueBits); + } + + return GLFW_TRUE; +} + +GLFWbool _glfwGetGammaRampX11(_GLFWmonitor* monitor, GLFWgammaramp* ramp) +{ + if (_glfw.x11.randr.available && !_glfw.x11.randr.gammaBroken) + { + const size_t size = XRRGetCrtcGammaSize(_glfw.x11.display, + monitor->x11.crtc); + XRRCrtcGamma* gamma = XRRGetCrtcGamma(_glfw.x11.display, + monitor->x11.crtc); + + _glfwAllocGammaArrays(ramp, size); + + memcpy(ramp->red, gamma->red, size * sizeof(unsigned short)); + memcpy(ramp->green, gamma->green, size * sizeof(unsigned short)); + memcpy(ramp->blue, gamma->blue, size * sizeof(unsigned short)); + + XRRFreeGamma(gamma); + return GLFW_TRUE; + } + else if (_glfw.x11.vidmode.available) + { + int size; + XF86VidModeGetGammaRampSize(_glfw.x11.display, _glfw.x11.screen, &size); + + _glfwAllocGammaArrays(ramp, size); + + XF86VidModeGetGammaRamp(_glfw.x11.display, + _glfw.x11.screen, + ramp->size, ramp->red, ramp->green, ramp->blue); + return GLFW_TRUE; + } + else + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Gamma ramp access not supported by server"); + return GLFW_FALSE; + } +} + +void _glfwSetGammaRampX11(_GLFWmonitor* monitor, const GLFWgammaramp* ramp) +{ + if (_glfw.x11.randr.available && !_glfw.x11.randr.gammaBroken) + { + if (XRRGetCrtcGammaSize(_glfw.x11.display, monitor->x11.crtc) != ramp->size) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Gamma ramp size must match current ramp size"); + return; + } + + XRRCrtcGamma* gamma = XRRAllocGamma(ramp->size); + + memcpy(gamma->red, ramp->red, ramp->size * sizeof(unsigned short)); + memcpy(gamma->green, ramp->green, ramp->size * sizeof(unsigned short)); + memcpy(gamma->blue, ramp->blue, ramp->size * sizeof(unsigned short)); + + XRRSetCrtcGamma(_glfw.x11.display, monitor->x11.crtc, gamma); + XRRFreeGamma(gamma); + } + else if (_glfw.x11.vidmode.available) + { + XF86VidModeSetGammaRamp(_glfw.x11.display, + _glfw.x11.screen, + ramp->size, + (unsigned short*) ramp->red, + (unsigned short*) ramp->green, + (unsigned short*) ramp->blue); + } + else + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Gamma ramp access not supported by server"); + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(None); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "X11: Platform not initialized"); + return None; + } + + return monitor->x11.crtc; +} + +GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* handle) +{ + _GLFWmonitor* monitor = (_GLFWmonitor*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(None); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "X11: Platform not initialized"); + return None; + } + + return monitor->x11.output; +} + +#endif // _GLFW_X11 + diff --git a/dependencies/glfw-3.4/src/x11_platform.h b/dependencies/glfw-3.4/src/x11_platform.h new file mode 100644 index 0000000..14e363d --- /dev/null +++ b/dependencies/glfw-3.4/src/x11_platform.h @@ -0,0 +1,1004 @@ +//======================================================================== +// GLFW 3.4 X11 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include +#include +#include + +#include +#include +#include +#include +#include + +// The XRandR extension provides mode setting and gamma control +#include + +// The Xkb extension provides improved keyboard support +#include + +// The Xinerama extension provides legacy monitor indices +#include + +// The XInput extension provides raw mouse motion input +#include + +// The Shape extension provides custom window shapes +#include + +#define GLX_VENDOR 1 +#define GLX_RGBA_BIT 0x00000001 +#define GLX_WINDOW_BIT 0x00000001 +#define GLX_DRAWABLE_TYPE 0x8010 +#define GLX_RENDER_TYPE 0x8011 +#define GLX_RGBA_TYPE 0x8014 +#define GLX_DOUBLEBUFFER 5 +#define GLX_STEREO 6 +#define GLX_AUX_BUFFERS 7 +#define GLX_RED_SIZE 8 +#define GLX_GREEN_SIZE 9 +#define GLX_BLUE_SIZE 10 +#define GLX_ALPHA_SIZE 11 +#define GLX_DEPTH_SIZE 12 +#define GLX_STENCIL_SIZE 13 +#define GLX_ACCUM_RED_SIZE 14 +#define GLX_ACCUM_GREEN_SIZE 15 +#define GLX_ACCUM_BLUE_SIZE 16 +#define GLX_ACCUM_ALPHA_SIZE 17 +#define GLX_SAMPLES 0x186a1 +#define GLX_VISUAL_ID 0x800b + +#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20b2 +#define GLX_CONTEXT_DEBUG_BIT_ARB 0x00000001 +#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 +#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 +#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126 +#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002 +#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091 +#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092 +#define GLX_CONTEXT_FLAGS_ARB 0x2094 +#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 +#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261 +#define GLX_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097 +#define GLX_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0 +#define GLX_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098 +#define GLX_CONTEXT_OPENGL_NO_ERROR_ARB 0x31b3 + +typedef XID GLXWindow; +typedef XID GLXDrawable; +typedef struct __GLXFBConfig* GLXFBConfig; +typedef struct __GLXcontext* GLXContext; +typedef void (*__GLXextproc)(void); + +typedef XClassHint* (* PFN_XAllocClassHint)(void); +typedef XSizeHints* (* PFN_XAllocSizeHints)(void); +typedef XWMHints* (* PFN_XAllocWMHints)(void); +typedef int (* PFN_XChangeProperty)(Display*,Window,Atom,Atom,int,int,const unsigned char*,int); +typedef int (* PFN_XChangeWindowAttributes)(Display*,Window,unsigned long,XSetWindowAttributes*); +typedef Bool (* PFN_XCheckIfEvent)(Display*,XEvent*,Bool(*)(Display*,XEvent*,XPointer),XPointer); +typedef Bool (* PFN_XCheckTypedWindowEvent)(Display*,Window,int,XEvent*); +typedef int (* PFN_XCloseDisplay)(Display*); +typedef Status (* PFN_XCloseIM)(XIM); +typedef int (* PFN_XConvertSelection)(Display*,Atom,Atom,Atom,Window,Time); +typedef Colormap (* PFN_XCreateColormap)(Display*,Window,Visual*,int); +typedef Cursor (* PFN_XCreateFontCursor)(Display*,unsigned int); +typedef XIC (* PFN_XCreateIC)(XIM,...); +typedef Region (* PFN_XCreateRegion)(void); +typedef Window (* PFN_XCreateWindow)(Display*,Window,int,int,unsigned int,unsigned int,unsigned int,int,unsigned int,Visual*,unsigned long,XSetWindowAttributes*); +typedef int (* PFN_XDefineCursor)(Display*,Window,Cursor); +typedef int (* PFN_XDeleteContext)(Display*,XID,XContext); +typedef int (* PFN_XDeleteProperty)(Display*,Window,Atom); +typedef void (* PFN_XDestroyIC)(XIC); +typedef int (* PFN_XDestroyRegion)(Region); +typedef int (* PFN_XDestroyWindow)(Display*,Window); +typedef int (* PFN_XDisplayKeycodes)(Display*,int*,int*); +typedef int (* PFN_XEventsQueued)(Display*,int); +typedef Bool (* PFN_XFilterEvent)(XEvent*,Window); +typedef int (* PFN_XFindContext)(Display*,XID,XContext,XPointer*); +typedef int (* PFN_XFlush)(Display*); +typedef int (* PFN_XFree)(void*); +typedef int (* PFN_XFreeColormap)(Display*,Colormap); +typedef int (* PFN_XFreeCursor)(Display*,Cursor); +typedef void (* PFN_XFreeEventData)(Display*,XGenericEventCookie*); +typedef int (* PFN_XGetErrorText)(Display*,int,char*,int); +typedef Bool (* PFN_XGetEventData)(Display*,XGenericEventCookie*); +typedef char* (* PFN_XGetICValues)(XIC,...); +typedef char* (* PFN_XGetIMValues)(XIM,...); +typedef int (* PFN_XGetInputFocus)(Display*,Window*,int*); +typedef KeySym* (* PFN_XGetKeyboardMapping)(Display*,KeyCode,int,int*); +typedef int (* PFN_XGetScreenSaver)(Display*,int*,int*,int*,int*); +typedef Window (* PFN_XGetSelectionOwner)(Display*,Atom); +typedef XVisualInfo* (* PFN_XGetVisualInfo)(Display*,long,XVisualInfo*,int*); +typedef Status (* PFN_XGetWMNormalHints)(Display*,Window,XSizeHints*,long*); +typedef Status (* PFN_XGetWindowAttributes)(Display*,Window,XWindowAttributes*); +typedef int (* PFN_XGetWindowProperty)(Display*,Window,Atom,long,long,Bool,Atom,Atom*,int*,unsigned long*,unsigned long*,unsigned char**); +typedef int (* PFN_XGrabPointer)(Display*,Window,Bool,unsigned int,int,int,Window,Cursor,Time); +typedef Status (* PFN_XIconifyWindow)(Display*,Window,int); +typedef Status (* PFN_XInitThreads)(void); +typedef Atom (* PFN_XInternAtom)(Display*,const char*,Bool); +typedef int (* PFN_XLookupString)(XKeyEvent*,char*,int,KeySym*,XComposeStatus*); +typedef int (* PFN_XMapRaised)(Display*,Window); +typedef int (* PFN_XMapWindow)(Display*,Window); +typedef int (* PFN_XMoveResizeWindow)(Display*,Window,int,int,unsigned int,unsigned int); +typedef int (* PFN_XMoveWindow)(Display*,Window,int,int); +typedef int (* PFN_XNextEvent)(Display*,XEvent*); +typedef Display* (* PFN_XOpenDisplay)(const char*); +typedef XIM (* PFN_XOpenIM)(Display*,XrmDatabase*,char*,char*); +typedef int (* PFN_XPeekEvent)(Display*,XEvent*); +typedef int (* PFN_XPending)(Display*); +typedef Bool (* PFN_XQueryExtension)(Display*,const char*,int*,int*,int*); +typedef Bool (* PFN_XQueryPointer)(Display*,Window,Window*,Window*,int*,int*,int*,int*,unsigned int*); +typedef int (* PFN_XRaiseWindow)(Display*,Window); +typedef Bool (* PFN_XRegisterIMInstantiateCallback)(Display*,void*,char*,char*,XIDProc,XPointer); +typedef int (* PFN_XResizeWindow)(Display*,Window,unsigned int,unsigned int); +typedef char* (* PFN_XResourceManagerString)(Display*); +typedef int (* PFN_XSaveContext)(Display*,XID,XContext,const char*); +typedef int (* PFN_XSelectInput)(Display*,Window,long); +typedef Status (* PFN_XSendEvent)(Display*,Window,Bool,long,XEvent*); +typedef int (* PFN_XSetClassHint)(Display*,Window,XClassHint*); +typedef XErrorHandler (* PFN_XSetErrorHandler)(XErrorHandler); +typedef void (* PFN_XSetICFocus)(XIC); +typedef char* (* PFN_XSetIMValues)(XIM,...); +typedef int (* PFN_XSetInputFocus)(Display*,Window,int,Time); +typedef char* (* PFN_XSetLocaleModifiers)(const char*); +typedef int (* PFN_XSetScreenSaver)(Display*,int,int,int,int); +typedef int (* PFN_XSetSelectionOwner)(Display*,Atom,Window,Time); +typedef int (* PFN_XSetWMHints)(Display*,Window,XWMHints*); +typedef void (* PFN_XSetWMNormalHints)(Display*,Window,XSizeHints*); +typedef Status (* PFN_XSetWMProtocols)(Display*,Window,Atom*,int); +typedef Bool (* PFN_XSupportsLocale)(void); +typedef int (* PFN_XSync)(Display*,Bool); +typedef Bool (* PFN_XTranslateCoordinates)(Display*,Window,Window,int,int,int*,int*,Window*); +typedef int (* PFN_XUndefineCursor)(Display*,Window); +typedef int (* PFN_XUngrabPointer)(Display*,Time); +typedef int (* PFN_XUnmapWindow)(Display*,Window); +typedef void (* PFN_XUnsetICFocus)(XIC); +typedef VisualID (* PFN_XVisualIDFromVisual)(Visual*); +typedef int (* PFN_XWarpPointer)(Display*,Window,Window,int,int,unsigned int,unsigned int,int,int); +typedef void (* PFN_XkbFreeKeyboard)(XkbDescPtr,unsigned int,Bool); +typedef void (* PFN_XkbFreeNames)(XkbDescPtr,unsigned int,Bool); +typedef XkbDescPtr (* PFN_XkbGetMap)(Display*,unsigned int,unsigned int); +typedef Status (* PFN_XkbGetNames)(Display*,unsigned int,XkbDescPtr); +typedef Status (* PFN_XkbGetState)(Display*,unsigned int,XkbStatePtr); +typedef KeySym (* PFN_XkbKeycodeToKeysym)(Display*,KeyCode,int,int); +typedef Bool (* PFN_XkbQueryExtension)(Display*,int*,int*,int*,int*,int*); +typedef Bool (* PFN_XkbSelectEventDetails)(Display*,unsigned int,unsigned int,unsigned long,unsigned long); +typedef Bool (* PFN_XkbSetDetectableAutoRepeat)(Display*,Bool,Bool*); +typedef void (* PFN_XrmDestroyDatabase)(XrmDatabase); +typedef Bool (* PFN_XrmGetResource)(XrmDatabase,const char*,const char*,char**,XrmValue*); +typedef XrmDatabase (* PFN_XrmGetStringDatabase)(const char*); +typedef void (* PFN_XrmInitialize)(void); +typedef XrmQuark (* PFN_XrmUniqueQuark)(void); +typedef Bool (* PFN_XUnregisterIMInstantiateCallback)(Display*,void*,char*,char*,XIDProc,XPointer); +typedef int (* PFN_Xutf8LookupString)(XIC,XKeyPressedEvent*,char*,int,KeySym*,Status*); +typedef void (* PFN_Xutf8SetWMProperties)(Display*,Window,const char*,const char*,char**,int,XSizeHints*,XWMHints*,XClassHint*); +#define XAllocClassHint _glfw.x11.xlib.AllocClassHint +#define XAllocSizeHints _glfw.x11.xlib.AllocSizeHints +#define XAllocWMHints _glfw.x11.xlib.AllocWMHints +#define XChangeProperty _glfw.x11.xlib.ChangeProperty +#define XChangeWindowAttributes _glfw.x11.xlib.ChangeWindowAttributes +#define XCheckIfEvent _glfw.x11.xlib.CheckIfEvent +#define XCheckTypedWindowEvent _glfw.x11.xlib.CheckTypedWindowEvent +#define XCloseDisplay _glfw.x11.xlib.CloseDisplay +#define XCloseIM _glfw.x11.xlib.CloseIM +#define XConvertSelection _glfw.x11.xlib.ConvertSelection +#define XCreateColormap _glfw.x11.xlib.CreateColormap +#define XCreateFontCursor _glfw.x11.xlib.CreateFontCursor +#define XCreateIC _glfw.x11.xlib.CreateIC +#define XCreateRegion _glfw.x11.xlib.CreateRegion +#define XCreateWindow _glfw.x11.xlib.CreateWindow +#define XDefineCursor _glfw.x11.xlib.DefineCursor +#define XDeleteContext _glfw.x11.xlib.DeleteContext +#define XDeleteProperty _glfw.x11.xlib.DeleteProperty +#define XDestroyIC _glfw.x11.xlib.DestroyIC +#define XDestroyRegion _glfw.x11.xlib.DestroyRegion +#define XDestroyWindow _glfw.x11.xlib.DestroyWindow +#define XDisplayKeycodes _glfw.x11.xlib.DisplayKeycodes +#define XEventsQueued _glfw.x11.xlib.EventsQueued +#define XFilterEvent _glfw.x11.xlib.FilterEvent +#define XFindContext _glfw.x11.xlib.FindContext +#define XFlush _glfw.x11.xlib.Flush +#define XFree _glfw.x11.xlib.Free +#define XFreeColormap _glfw.x11.xlib.FreeColormap +#define XFreeCursor _glfw.x11.xlib.FreeCursor +#define XFreeEventData _glfw.x11.xlib.FreeEventData +#define XGetErrorText _glfw.x11.xlib.GetErrorText +#define XGetEventData _glfw.x11.xlib.GetEventData +#define XGetICValues _glfw.x11.xlib.GetICValues +#define XGetIMValues _glfw.x11.xlib.GetIMValues +#define XGetInputFocus _glfw.x11.xlib.GetInputFocus +#define XGetKeyboardMapping _glfw.x11.xlib.GetKeyboardMapping +#define XGetScreenSaver _glfw.x11.xlib.GetScreenSaver +#define XGetSelectionOwner _glfw.x11.xlib.GetSelectionOwner +#define XGetVisualInfo _glfw.x11.xlib.GetVisualInfo +#define XGetWMNormalHints _glfw.x11.xlib.GetWMNormalHints +#define XGetWindowAttributes _glfw.x11.xlib.GetWindowAttributes +#define XGetWindowProperty _glfw.x11.xlib.GetWindowProperty +#define XGrabPointer _glfw.x11.xlib.GrabPointer +#define XIconifyWindow _glfw.x11.xlib.IconifyWindow +#define XInternAtom _glfw.x11.xlib.InternAtom +#define XLookupString _glfw.x11.xlib.LookupString +#define XMapRaised _glfw.x11.xlib.MapRaised +#define XMapWindow _glfw.x11.xlib.MapWindow +#define XMoveResizeWindow _glfw.x11.xlib.MoveResizeWindow +#define XMoveWindow _glfw.x11.xlib.MoveWindow +#define XNextEvent _glfw.x11.xlib.NextEvent +#define XOpenIM _glfw.x11.xlib.OpenIM +#define XPeekEvent _glfw.x11.xlib.PeekEvent +#define XPending _glfw.x11.xlib.Pending +#define XQueryExtension _glfw.x11.xlib.QueryExtension +#define XQueryPointer _glfw.x11.xlib.QueryPointer +#define XRaiseWindow _glfw.x11.xlib.RaiseWindow +#define XRegisterIMInstantiateCallback _glfw.x11.xlib.RegisterIMInstantiateCallback +#define XResizeWindow _glfw.x11.xlib.ResizeWindow +#define XResourceManagerString _glfw.x11.xlib.ResourceManagerString +#define XSaveContext _glfw.x11.xlib.SaveContext +#define XSelectInput _glfw.x11.xlib.SelectInput +#define XSendEvent _glfw.x11.xlib.SendEvent +#define XSetClassHint _glfw.x11.xlib.SetClassHint +#define XSetErrorHandler _glfw.x11.xlib.SetErrorHandler +#define XSetICFocus _glfw.x11.xlib.SetICFocus +#define XSetIMValues _glfw.x11.xlib.SetIMValues +#define XSetInputFocus _glfw.x11.xlib.SetInputFocus +#define XSetLocaleModifiers _glfw.x11.xlib.SetLocaleModifiers +#define XSetScreenSaver _glfw.x11.xlib.SetScreenSaver +#define XSetSelectionOwner _glfw.x11.xlib.SetSelectionOwner +#define XSetWMHints _glfw.x11.xlib.SetWMHints +#define XSetWMNormalHints _glfw.x11.xlib.SetWMNormalHints +#define XSetWMProtocols _glfw.x11.xlib.SetWMProtocols +#define XSupportsLocale _glfw.x11.xlib.SupportsLocale +#define XSync _glfw.x11.xlib.Sync +#define XTranslateCoordinates _glfw.x11.xlib.TranslateCoordinates +#define XUndefineCursor _glfw.x11.xlib.UndefineCursor +#define XUngrabPointer _glfw.x11.xlib.UngrabPointer +#define XUnmapWindow _glfw.x11.xlib.UnmapWindow +#define XUnsetICFocus _glfw.x11.xlib.UnsetICFocus +#define XVisualIDFromVisual _glfw.x11.xlib.VisualIDFromVisual +#define XWarpPointer _glfw.x11.xlib.WarpPointer +#define XkbFreeKeyboard _glfw.x11.xkb.FreeKeyboard +#define XkbFreeNames _glfw.x11.xkb.FreeNames +#define XkbGetMap _glfw.x11.xkb.GetMap +#define XkbGetNames _glfw.x11.xkb.GetNames +#define XkbGetState _glfw.x11.xkb.GetState +#define XkbKeycodeToKeysym _glfw.x11.xkb.KeycodeToKeysym +#define XkbQueryExtension _glfw.x11.xkb.QueryExtension +#define XkbSelectEventDetails _glfw.x11.xkb.SelectEventDetails +#define XkbSetDetectableAutoRepeat _glfw.x11.xkb.SetDetectableAutoRepeat +#define XrmDestroyDatabase _glfw.x11.xrm.DestroyDatabase +#define XrmGetResource _glfw.x11.xrm.GetResource +#define XrmGetStringDatabase _glfw.x11.xrm.GetStringDatabase +#define XrmUniqueQuark _glfw.x11.xrm.UniqueQuark +#define XUnregisterIMInstantiateCallback _glfw.x11.xlib.UnregisterIMInstantiateCallback +#define Xutf8LookupString _glfw.x11.xlib.utf8LookupString +#define Xutf8SetWMProperties _glfw.x11.xlib.utf8SetWMProperties + +typedef XRRCrtcGamma* (* PFN_XRRAllocGamma)(int); +typedef void (* PFN_XRRFreeCrtcInfo)(XRRCrtcInfo*); +typedef void (* PFN_XRRFreeGamma)(XRRCrtcGamma*); +typedef void (* PFN_XRRFreeOutputInfo)(XRROutputInfo*); +typedef void (* PFN_XRRFreeScreenResources)(XRRScreenResources*); +typedef XRRCrtcGamma* (* PFN_XRRGetCrtcGamma)(Display*,RRCrtc); +typedef int (* PFN_XRRGetCrtcGammaSize)(Display*,RRCrtc); +typedef XRRCrtcInfo* (* PFN_XRRGetCrtcInfo) (Display*,XRRScreenResources*,RRCrtc); +typedef XRROutputInfo* (* PFN_XRRGetOutputInfo)(Display*,XRRScreenResources*,RROutput); +typedef RROutput (* PFN_XRRGetOutputPrimary)(Display*,Window); +typedef XRRScreenResources* (* PFN_XRRGetScreenResourcesCurrent)(Display*,Window); +typedef Bool (* PFN_XRRQueryExtension)(Display*,int*,int*); +typedef Status (* PFN_XRRQueryVersion)(Display*,int*,int*); +typedef void (* PFN_XRRSelectInput)(Display*,Window,int); +typedef Status (* PFN_XRRSetCrtcConfig)(Display*,XRRScreenResources*,RRCrtc,Time,int,int,RRMode,Rotation,RROutput*,int); +typedef void (* PFN_XRRSetCrtcGamma)(Display*,RRCrtc,XRRCrtcGamma*); +typedef int (* PFN_XRRUpdateConfiguration)(XEvent*); +#define XRRAllocGamma _glfw.x11.randr.AllocGamma +#define XRRFreeCrtcInfo _glfw.x11.randr.FreeCrtcInfo +#define XRRFreeGamma _glfw.x11.randr.FreeGamma +#define XRRFreeOutputInfo _glfw.x11.randr.FreeOutputInfo +#define XRRFreeScreenResources _glfw.x11.randr.FreeScreenResources +#define XRRGetCrtcGamma _glfw.x11.randr.GetCrtcGamma +#define XRRGetCrtcGammaSize _glfw.x11.randr.GetCrtcGammaSize +#define XRRGetCrtcInfo _glfw.x11.randr.GetCrtcInfo +#define XRRGetOutputInfo _glfw.x11.randr.GetOutputInfo +#define XRRGetOutputPrimary _glfw.x11.randr.GetOutputPrimary +#define XRRGetScreenResourcesCurrent _glfw.x11.randr.GetScreenResourcesCurrent +#define XRRQueryExtension _glfw.x11.randr.QueryExtension +#define XRRQueryVersion _glfw.x11.randr.QueryVersion +#define XRRSelectInput _glfw.x11.randr.SelectInput +#define XRRSetCrtcConfig _glfw.x11.randr.SetCrtcConfig +#define XRRSetCrtcGamma _glfw.x11.randr.SetCrtcGamma +#define XRRUpdateConfiguration _glfw.x11.randr.UpdateConfiguration + +typedef XcursorImage* (* PFN_XcursorImageCreate)(int,int); +typedef void (* PFN_XcursorImageDestroy)(XcursorImage*); +typedef Cursor (* PFN_XcursorImageLoadCursor)(Display*,const XcursorImage*); +typedef char* (* PFN_XcursorGetTheme)(Display*); +typedef int (* PFN_XcursorGetDefaultSize)(Display*); +typedef XcursorImage* (* PFN_XcursorLibraryLoadImage)(const char*,const char*,int); +#define XcursorImageCreate _glfw.x11.xcursor.ImageCreate +#define XcursorImageDestroy _glfw.x11.xcursor.ImageDestroy +#define XcursorImageLoadCursor _glfw.x11.xcursor.ImageLoadCursor +#define XcursorGetTheme _glfw.x11.xcursor.GetTheme +#define XcursorGetDefaultSize _glfw.x11.xcursor.GetDefaultSize +#define XcursorLibraryLoadImage _glfw.x11.xcursor.LibraryLoadImage + +typedef Bool (* PFN_XineramaIsActive)(Display*); +typedef Bool (* PFN_XineramaQueryExtension)(Display*,int*,int*); +typedef XineramaScreenInfo* (* PFN_XineramaQueryScreens)(Display*,int*); +#define XineramaIsActive _glfw.x11.xinerama.IsActive +#define XineramaQueryExtension _glfw.x11.xinerama.QueryExtension +#define XineramaQueryScreens _glfw.x11.xinerama.QueryScreens + +typedef XID xcb_window_t; +typedef XID xcb_visualid_t; +typedef struct xcb_connection_t xcb_connection_t; +typedef xcb_connection_t* (* PFN_XGetXCBConnection)(Display*); +#define XGetXCBConnection _glfw.x11.x11xcb.GetXCBConnection + +typedef Bool (* PFN_XF86VidModeQueryExtension)(Display*,int*,int*); +typedef Bool (* PFN_XF86VidModeGetGammaRamp)(Display*,int,int,unsigned short*,unsigned short*,unsigned short*); +typedef Bool (* PFN_XF86VidModeSetGammaRamp)(Display*,int,int,unsigned short*,unsigned short*,unsigned short*); +typedef Bool (* PFN_XF86VidModeGetGammaRampSize)(Display*,int,int*); +#define XF86VidModeQueryExtension _glfw.x11.vidmode.QueryExtension +#define XF86VidModeGetGammaRamp _glfw.x11.vidmode.GetGammaRamp +#define XF86VidModeSetGammaRamp _glfw.x11.vidmode.SetGammaRamp +#define XF86VidModeGetGammaRampSize _glfw.x11.vidmode.GetGammaRampSize + +typedef Status (* PFN_XIQueryVersion)(Display*,int*,int*); +typedef int (* PFN_XISelectEvents)(Display*,Window,XIEventMask*,int); +#define XIQueryVersion _glfw.x11.xi.QueryVersion +#define XISelectEvents _glfw.x11.xi.SelectEvents + +typedef Bool (* PFN_XRenderQueryExtension)(Display*,int*,int*); +typedef Status (* PFN_XRenderQueryVersion)(Display*dpy,int*,int*); +typedef XRenderPictFormat* (* PFN_XRenderFindVisualFormat)(Display*,Visual const*); +#define XRenderQueryExtension _glfw.x11.xrender.QueryExtension +#define XRenderQueryVersion _glfw.x11.xrender.QueryVersion +#define XRenderFindVisualFormat _glfw.x11.xrender.FindVisualFormat + +typedef Bool (* PFN_XShapeQueryExtension)(Display*,int*,int*); +typedef Status (* PFN_XShapeQueryVersion)(Display*dpy,int*,int*); +typedef void (* PFN_XShapeCombineRegion)(Display*,Window,int,int,int,Region,int); +typedef void (* PFN_XShapeCombineMask)(Display*,Window,int,int,int,Pixmap,int); + +#define XShapeQueryExtension _glfw.x11.xshape.QueryExtension +#define XShapeQueryVersion _glfw.x11.xshape.QueryVersion +#define XShapeCombineRegion _glfw.x11.xshape.ShapeCombineRegion +#define XShapeCombineMask _glfw.x11.xshape.ShapeCombineMask + +typedef int (*PFNGLXGETFBCONFIGATTRIBPROC)(Display*,GLXFBConfig,int,int*); +typedef const char* (*PFNGLXGETCLIENTSTRINGPROC)(Display*,int); +typedef Bool (*PFNGLXQUERYEXTENSIONPROC)(Display*,int*,int*); +typedef Bool (*PFNGLXQUERYVERSIONPROC)(Display*,int*,int*); +typedef void (*PFNGLXDESTROYCONTEXTPROC)(Display*,GLXContext); +typedef Bool (*PFNGLXMAKECURRENTPROC)(Display*,GLXDrawable,GLXContext); +typedef void (*PFNGLXSWAPBUFFERSPROC)(Display*,GLXDrawable); +typedef const char* (*PFNGLXQUERYEXTENSIONSSTRINGPROC)(Display*,int); +typedef GLXFBConfig* (*PFNGLXGETFBCONFIGSPROC)(Display*,int,int*); +typedef GLXContext (*PFNGLXCREATENEWCONTEXTPROC)(Display*,GLXFBConfig,int,GLXContext,Bool); +typedef __GLXextproc (* PFNGLXGETPROCADDRESSPROC)(const GLubyte *procName); +typedef void (*PFNGLXSWAPINTERVALEXTPROC)(Display*,GLXDrawable,int); +typedef XVisualInfo* (*PFNGLXGETVISUALFROMFBCONFIGPROC)(Display*,GLXFBConfig); +typedef GLXWindow (*PFNGLXCREATEWINDOWPROC)(Display*,GLXFBConfig,Window,const int*); +typedef void (*PFNGLXDESTROYWINDOWPROC)(Display*,GLXWindow); + +typedef int (*PFNGLXSWAPINTERVALMESAPROC)(int); +typedef int (*PFNGLXSWAPINTERVALSGIPROC)(int); +typedef GLXContext (*PFNGLXCREATECONTEXTATTRIBSARBPROC)(Display*,GLXFBConfig,GLXContext,Bool,const int*); + +// libGL.so function pointer typedefs +#define glXGetFBConfigs _glfw.glx.GetFBConfigs +#define glXGetFBConfigAttrib _glfw.glx.GetFBConfigAttrib +#define glXGetClientString _glfw.glx.GetClientString +#define glXQueryExtension _glfw.glx.QueryExtension +#define glXQueryVersion _glfw.glx.QueryVersion +#define glXDestroyContext _glfw.glx.DestroyContext +#define glXMakeCurrent _glfw.glx.MakeCurrent +#define glXSwapBuffers _glfw.glx.SwapBuffers +#define glXQueryExtensionsString _glfw.glx.QueryExtensionsString +#define glXCreateNewContext _glfw.glx.CreateNewContext +#define glXGetVisualFromFBConfig _glfw.glx.GetVisualFromFBConfig +#define glXCreateWindow _glfw.glx.CreateWindow +#define glXDestroyWindow _glfw.glx.DestroyWindow + +typedef VkFlags VkXlibSurfaceCreateFlagsKHR; +typedef VkFlags VkXcbSurfaceCreateFlagsKHR; + +typedef struct VkXlibSurfaceCreateInfoKHR +{ + VkStructureType sType; + const void* pNext; + VkXlibSurfaceCreateFlagsKHR flags; + Display* dpy; + Window window; +} VkXlibSurfaceCreateInfoKHR; + +typedef struct VkXcbSurfaceCreateInfoKHR +{ + VkStructureType sType; + const void* pNext; + VkXcbSurfaceCreateFlagsKHR flags; + xcb_connection_t* connection; + xcb_window_t window; +} VkXcbSurfaceCreateInfoKHR; + +typedef VkResult (APIENTRY *PFN_vkCreateXlibSurfaceKHR)(VkInstance,const VkXlibSurfaceCreateInfoKHR*,const VkAllocationCallbacks*,VkSurfaceKHR*); +typedef VkBool32 (APIENTRY *PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR)(VkPhysicalDevice,uint32_t,Display*,VisualID); +typedef VkResult (APIENTRY *PFN_vkCreateXcbSurfaceKHR)(VkInstance,const VkXcbSurfaceCreateInfoKHR*,const VkAllocationCallbacks*,VkSurfaceKHR*); +typedef VkBool32 (APIENTRY *PFN_vkGetPhysicalDeviceXcbPresentationSupportKHR)(VkPhysicalDevice,uint32_t,xcb_connection_t*,xcb_visualid_t); + +#include "xkb_unicode.h" +#include "posix_poll.h" + +#define GLFW_X11_WINDOW_STATE _GLFWwindowX11 x11; +#define GLFW_X11_LIBRARY_WINDOW_STATE _GLFWlibraryX11 x11; +#define GLFW_X11_MONITOR_STATE _GLFWmonitorX11 x11; +#define GLFW_X11_CURSOR_STATE _GLFWcursorX11 x11; + +#define GLFW_GLX_CONTEXT_STATE _GLFWcontextGLX glx; +#define GLFW_GLX_LIBRARY_CONTEXT_STATE _GLFWlibraryGLX glx; + + +// GLX-specific per-context data +// +typedef struct _GLFWcontextGLX +{ + GLXContext handle; + GLXWindow window; +} _GLFWcontextGLX; + +// GLX-specific global data +// +typedef struct _GLFWlibraryGLX +{ + int major, minor; + int eventBase; + int errorBase; + + void* handle; + + // GLX 1.3 functions + PFNGLXGETFBCONFIGSPROC GetFBConfigs; + PFNGLXGETFBCONFIGATTRIBPROC GetFBConfigAttrib; + PFNGLXGETCLIENTSTRINGPROC GetClientString; + PFNGLXQUERYEXTENSIONPROC QueryExtension; + PFNGLXQUERYVERSIONPROC QueryVersion; + PFNGLXDESTROYCONTEXTPROC DestroyContext; + PFNGLXMAKECURRENTPROC MakeCurrent; + PFNGLXSWAPBUFFERSPROC SwapBuffers; + PFNGLXQUERYEXTENSIONSSTRINGPROC QueryExtensionsString; + PFNGLXCREATENEWCONTEXTPROC CreateNewContext; + PFNGLXGETVISUALFROMFBCONFIGPROC GetVisualFromFBConfig; + PFNGLXCREATEWINDOWPROC CreateWindow; + PFNGLXDESTROYWINDOWPROC DestroyWindow; + + // GLX 1.4 and extension functions + PFNGLXGETPROCADDRESSPROC GetProcAddress; + PFNGLXGETPROCADDRESSPROC GetProcAddressARB; + PFNGLXSWAPINTERVALSGIPROC SwapIntervalSGI; + PFNGLXSWAPINTERVALEXTPROC SwapIntervalEXT; + PFNGLXSWAPINTERVALMESAPROC SwapIntervalMESA; + PFNGLXCREATECONTEXTATTRIBSARBPROC CreateContextAttribsARB; + GLFWbool SGI_swap_control; + GLFWbool EXT_swap_control; + GLFWbool MESA_swap_control; + GLFWbool ARB_multisample; + GLFWbool ARB_framebuffer_sRGB; + GLFWbool EXT_framebuffer_sRGB; + GLFWbool ARB_create_context; + GLFWbool ARB_create_context_profile; + GLFWbool ARB_create_context_robustness; + GLFWbool EXT_create_context_es2_profile; + GLFWbool ARB_create_context_no_error; + GLFWbool ARB_context_flush_control; +} _GLFWlibraryGLX; + +// X11-specific per-window data +// +typedef struct _GLFWwindowX11 +{ + Colormap colormap; + Window handle; + Window parent; + XIC ic; + + GLFWbool overrideRedirect; + GLFWbool iconified; + GLFWbool maximized; + + // Whether the visual supports framebuffer transparency + GLFWbool transparent; + + // Cached position and size used to filter out duplicate events + int width, height; + int xpos, ypos; + + // The last received cursor position, regardless of source + int lastCursorPosX, lastCursorPosY; + // The last position the cursor was warped to by GLFW + int warpCursorPosX, warpCursorPosY; + + // The time of the last KeyPress event per keycode, for discarding + // duplicate key events generated for some keys by ibus + Time keyPressTimes[256]; +} _GLFWwindowX11; + +// X11-specific global data +// +typedef struct _GLFWlibraryX11 +{ + Display* display; + int screen; + Window root; + + // System content scale + float contentScaleX, contentScaleY; + // Helper window for IPC + Window helperWindowHandle; + // Invisible cursor for hidden cursor mode + Cursor hiddenCursorHandle; + // Context for mapping window XIDs to _GLFWwindow pointers + XContext context; + // XIM input method + XIM im; + // The previous X error handler, to be restored later + XErrorHandler errorHandler; + // Most recent error code received by X error handler + int errorCode; + // Primary selection string (while the primary selection is owned) + char* primarySelectionString; + // Clipboard string (while the selection is owned) + char* clipboardString; + // Key name string + char keynames[GLFW_KEY_LAST + 1][5]; + // X11 keycode to GLFW key LUT + short int keycodes[256]; + // GLFW key to X11 keycode LUT + short int scancodes[GLFW_KEY_LAST + 1]; + // Where to place the cursor when re-enabled + double restoreCursorPosX, restoreCursorPosY; + // The window whose disabled cursor mode is active + _GLFWwindow* disabledCursorWindow; + int emptyEventPipe[2]; + + // Window manager atoms + Atom NET_SUPPORTED; + Atom NET_SUPPORTING_WM_CHECK; + Atom WM_PROTOCOLS; + Atom WM_STATE; + Atom WM_DELETE_WINDOW; + Atom NET_WM_NAME; + Atom NET_WM_ICON_NAME; + Atom NET_WM_ICON; + Atom NET_WM_PID; + Atom NET_WM_PING; + Atom NET_WM_WINDOW_TYPE; + Atom NET_WM_WINDOW_TYPE_NORMAL; + Atom NET_WM_STATE; + Atom NET_WM_STATE_ABOVE; + Atom NET_WM_STATE_FULLSCREEN; + Atom NET_WM_STATE_MAXIMIZED_VERT; + Atom NET_WM_STATE_MAXIMIZED_HORZ; + Atom NET_WM_STATE_DEMANDS_ATTENTION; + Atom NET_WM_BYPASS_COMPOSITOR; + Atom NET_WM_FULLSCREEN_MONITORS; + Atom NET_WM_WINDOW_OPACITY; + Atom NET_WM_CM_Sx; + Atom NET_WORKAREA; + Atom NET_CURRENT_DESKTOP; + Atom NET_ACTIVE_WINDOW; + Atom NET_FRAME_EXTENTS; + Atom NET_REQUEST_FRAME_EXTENTS; + Atom MOTIF_WM_HINTS; + + // Xdnd (drag and drop) atoms + Atom XdndAware; + Atom XdndEnter; + Atom XdndPosition; + Atom XdndStatus; + Atom XdndActionCopy; + Atom XdndDrop; + Atom XdndFinished; + Atom XdndSelection; + Atom XdndTypeList; + Atom text_uri_list; + + // Selection (clipboard) atoms + Atom TARGETS; + Atom MULTIPLE; + Atom INCR; + Atom CLIPBOARD; + Atom PRIMARY; + Atom CLIPBOARD_MANAGER; + Atom SAVE_TARGETS; + Atom NULL_; + Atom UTF8_STRING; + Atom COMPOUND_STRING; + Atom ATOM_PAIR; + Atom GLFW_SELECTION; + + struct { + void* handle; + GLFWbool utf8; + PFN_XAllocClassHint AllocClassHint; + PFN_XAllocSizeHints AllocSizeHints; + PFN_XAllocWMHints AllocWMHints; + PFN_XChangeProperty ChangeProperty; + PFN_XChangeWindowAttributes ChangeWindowAttributes; + PFN_XCheckIfEvent CheckIfEvent; + PFN_XCheckTypedWindowEvent CheckTypedWindowEvent; + PFN_XCloseDisplay CloseDisplay; + PFN_XCloseIM CloseIM; + PFN_XConvertSelection ConvertSelection; + PFN_XCreateColormap CreateColormap; + PFN_XCreateFontCursor CreateFontCursor; + PFN_XCreateIC CreateIC; + PFN_XCreateRegion CreateRegion; + PFN_XCreateWindow CreateWindow; + PFN_XDefineCursor DefineCursor; + PFN_XDeleteContext DeleteContext; + PFN_XDeleteProperty DeleteProperty; + PFN_XDestroyIC DestroyIC; + PFN_XDestroyRegion DestroyRegion; + PFN_XDestroyWindow DestroyWindow; + PFN_XDisplayKeycodes DisplayKeycodes; + PFN_XEventsQueued EventsQueued; + PFN_XFilterEvent FilterEvent; + PFN_XFindContext FindContext; + PFN_XFlush Flush; + PFN_XFree Free; + PFN_XFreeColormap FreeColormap; + PFN_XFreeCursor FreeCursor; + PFN_XFreeEventData FreeEventData; + PFN_XGetErrorText GetErrorText; + PFN_XGetEventData GetEventData; + PFN_XGetICValues GetICValues; + PFN_XGetIMValues GetIMValues; + PFN_XGetInputFocus GetInputFocus; + PFN_XGetKeyboardMapping GetKeyboardMapping; + PFN_XGetScreenSaver GetScreenSaver; + PFN_XGetSelectionOwner GetSelectionOwner; + PFN_XGetVisualInfo GetVisualInfo; + PFN_XGetWMNormalHints GetWMNormalHints; + PFN_XGetWindowAttributes GetWindowAttributes; + PFN_XGetWindowProperty GetWindowProperty; + PFN_XGrabPointer GrabPointer; + PFN_XIconifyWindow IconifyWindow; + PFN_XInternAtom InternAtom; + PFN_XLookupString LookupString; + PFN_XMapRaised MapRaised; + PFN_XMapWindow MapWindow; + PFN_XMoveResizeWindow MoveResizeWindow; + PFN_XMoveWindow MoveWindow; + PFN_XNextEvent NextEvent; + PFN_XOpenIM OpenIM; + PFN_XPeekEvent PeekEvent; + PFN_XPending Pending; + PFN_XQueryExtension QueryExtension; + PFN_XQueryPointer QueryPointer; + PFN_XRaiseWindow RaiseWindow; + PFN_XRegisterIMInstantiateCallback RegisterIMInstantiateCallback; + PFN_XResizeWindow ResizeWindow; + PFN_XResourceManagerString ResourceManagerString; + PFN_XSaveContext SaveContext; + PFN_XSelectInput SelectInput; + PFN_XSendEvent SendEvent; + PFN_XSetClassHint SetClassHint; + PFN_XSetErrorHandler SetErrorHandler; + PFN_XSetICFocus SetICFocus; + PFN_XSetIMValues SetIMValues; + PFN_XSetInputFocus SetInputFocus; + PFN_XSetLocaleModifiers SetLocaleModifiers; + PFN_XSetScreenSaver SetScreenSaver; + PFN_XSetSelectionOwner SetSelectionOwner; + PFN_XSetWMHints SetWMHints; + PFN_XSetWMNormalHints SetWMNormalHints; + PFN_XSetWMProtocols SetWMProtocols; + PFN_XSupportsLocale SupportsLocale; + PFN_XSync Sync; + PFN_XTranslateCoordinates TranslateCoordinates; + PFN_XUndefineCursor UndefineCursor; + PFN_XUngrabPointer UngrabPointer; + PFN_XUnmapWindow UnmapWindow; + PFN_XUnsetICFocus UnsetICFocus; + PFN_XVisualIDFromVisual VisualIDFromVisual; + PFN_XWarpPointer WarpPointer; + PFN_XUnregisterIMInstantiateCallback UnregisterIMInstantiateCallback; + PFN_Xutf8LookupString utf8LookupString; + PFN_Xutf8SetWMProperties utf8SetWMProperties; + } xlib; + + struct { + PFN_XrmDestroyDatabase DestroyDatabase; + PFN_XrmGetResource GetResource; + PFN_XrmGetStringDatabase GetStringDatabase; + PFN_XrmUniqueQuark UniqueQuark; + } xrm; + + struct { + GLFWbool available; + void* handle; + int eventBase; + int errorBase; + int major; + int minor; + GLFWbool gammaBroken; + GLFWbool monitorBroken; + PFN_XRRAllocGamma AllocGamma; + PFN_XRRFreeCrtcInfo FreeCrtcInfo; + PFN_XRRFreeGamma FreeGamma; + PFN_XRRFreeOutputInfo FreeOutputInfo; + PFN_XRRFreeScreenResources FreeScreenResources; + PFN_XRRGetCrtcGamma GetCrtcGamma; + PFN_XRRGetCrtcGammaSize GetCrtcGammaSize; + PFN_XRRGetCrtcInfo GetCrtcInfo; + PFN_XRRGetOutputInfo GetOutputInfo; + PFN_XRRGetOutputPrimary GetOutputPrimary; + PFN_XRRGetScreenResourcesCurrent GetScreenResourcesCurrent; + PFN_XRRQueryExtension QueryExtension; + PFN_XRRQueryVersion QueryVersion; + PFN_XRRSelectInput SelectInput; + PFN_XRRSetCrtcConfig SetCrtcConfig; + PFN_XRRSetCrtcGamma SetCrtcGamma; + PFN_XRRUpdateConfiguration UpdateConfiguration; + } randr; + + struct { + GLFWbool available; + GLFWbool detectable; + int majorOpcode; + int eventBase; + int errorBase; + int major; + int minor; + unsigned int group; + PFN_XkbFreeKeyboard FreeKeyboard; + PFN_XkbFreeNames FreeNames; + PFN_XkbGetMap GetMap; + PFN_XkbGetNames GetNames; + PFN_XkbGetState GetState; + PFN_XkbKeycodeToKeysym KeycodeToKeysym; + PFN_XkbQueryExtension QueryExtension; + PFN_XkbSelectEventDetails SelectEventDetails; + PFN_XkbSetDetectableAutoRepeat SetDetectableAutoRepeat; + } xkb; + + struct { + int count; + int timeout; + int interval; + int blanking; + int exposure; + } saver; + + struct { + int version; + Window source; + Atom format; + } xdnd; + + struct { + void* handle; + PFN_XcursorImageCreate ImageCreate; + PFN_XcursorImageDestroy ImageDestroy; + PFN_XcursorImageLoadCursor ImageLoadCursor; + PFN_XcursorGetTheme GetTheme; + PFN_XcursorGetDefaultSize GetDefaultSize; + PFN_XcursorLibraryLoadImage LibraryLoadImage; + } xcursor; + + struct { + GLFWbool available; + void* handle; + int major; + int minor; + PFN_XineramaIsActive IsActive; + PFN_XineramaQueryExtension QueryExtension; + PFN_XineramaQueryScreens QueryScreens; + } xinerama; + + struct { + void* handle; + PFN_XGetXCBConnection GetXCBConnection; + } x11xcb; + + struct { + GLFWbool available; + void* handle; + int eventBase; + int errorBase; + PFN_XF86VidModeQueryExtension QueryExtension; + PFN_XF86VidModeGetGammaRamp GetGammaRamp; + PFN_XF86VidModeSetGammaRamp SetGammaRamp; + PFN_XF86VidModeGetGammaRampSize GetGammaRampSize; + } vidmode; + + struct { + GLFWbool available; + void* handle; + int majorOpcode; + int eventBase; + int errorBase; + int major; + int minor; + PFN_XIQueryVersion QueryVersion; + PFN_XISelectEvents SelectEvents; + } xi; + + struct { + GLFWbool available; + void* handle; + int major; + int minor; + int eventBase; + int errorBase; + PFN_XRenderQueryExtension QueryExtension; + PFN_XRenderQueryVersion QueryVersion; + PFN_XRenderFindVisualFormat FindVisualFormat; + } xrender; + + struct { + GLFWbool available; + void* handle; + int major; + int minor; + int eventBase; + int errorBase; + PFN_XShapeQueryExtension QueryExtension; + PFN_XShapeCombineRegion ShapeCombineRegion; + PFN_XShapeQueryVersion QueryVersion; + PFN_XShapeCombineMask ShapeCombineMask; + } xshape; +} _GLFWlibraryX11; + +// X11-specific per-monitor data +// +typedef struct _GLFWmonitorX11 +{ + RROutput output; + RRCrtc crtc; + RRMode oldMode; + + // Index of corresponding Xinerama screen, + // for EWMH full screen window placement + int index; +} _GLFWmonitorX11; + +// X11-specific per-cursor data +// +typedef struct _GLFWcursorX11 +{ + Cursor handle; +} _GLFWcursorX11; + + +GLFWbool _glfwConnectX11(int platformID, _GLFWplatform* platform); +int _glfwInitX11(void); +void _glfwTerminateX11(void); + +GLFWbool _glfwCreateWindowX11(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig); +void _glfwDestroyWindowX11(_GLFWwindow* window); +void _glfwSetWindowTitleX11(_GLFWwindow* window, const char* title); +void _glfwSetWindowIconX11(_GLFWwindow* window, int count, const GLFWimage* images); +void _glfwGetWindowPosX11(_GLFWwindow* window, int* xpos, int* ypos); +void _glfwSetWindowPosX11(_GLFWwindow* window, int xpos, int ypos); +void _glfwGetWindowSizeX11(_GLFWwindow* window, int* width, int* height); +void _glfwSetWindowSizeX11(_GLFWwindow* window, int width, int height); +void _glfwSetWindowSizeLimitsX11(_GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); +void _glfwSetWindowAspectRatioX11(_GLFWwindow* window, int numer, int denom); +void _glfwGetFramebufferSizeX11(_GLFWwindow* window, int* width, int* height); +void _glfwGetWindowFrameSizeX11(_GLFWwindow* window, int* left, int* top, int* right, int* bottom); +void _glfwGetWindowContentScaleX11(_GLFWwindow* window, float* xscale, float* yscale); +void _glfwIconifyWindowX11(_GLFWwindow* window); +void _glfwRestoreWindowX11(_GLFWwindow* window); +void _glfwMaximizeWindowX11(_GLFWwindow* window); +void _glfwShowWindowX11(_GLFWwindow* window); +void _glfwHideWindowX11(_GLFWwindow* window); +void _glfwRequestWindowAttentionX11(_GLFWwindow* window); +void _glfwFocusWindowX11(_GLFWwindow* window); +void _glfwSetWindowMonitorX11(_GLFWwindow* window, _GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); +GLFWbool _glfwWindowFocusedX11(_GLFWwindow* window); +GLFWbool _glfwWindowIconifiedX11(_GLFWwindow* window); +GLFWbool _glfwWindowVisibleX11(_GLFWwindow* window); +GLFWbool _glfwWindowMaximizedX11(_GLFWwindow* window); +GLFWbool _glfwWindowHoveredX11(_GLFWwindow* window); +GLFWbool _glfwFramebufferTransparentX11(_GLFWwindow* window); +void _glfwSetWindowResizableX11(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowDecoratedX11(_GLFWwindow* window, GLFWbool enabled); +void _glfwSetWindowFloatingX11(_GLFWwindow* window, GLFWbool enabled); +float _glfwGetWindowOpacityX11(_GLFWwindow* window); +void _glfwSetWindowOpacityX11(_GLFWwindow* window, float opacity); +void _glfwSetWindowMousePassthroughX11(_GLFWwindow* window, GLFWbool enabled); + +void _glfwSetRawMouseMotionX11(_GLFWwindow *window, GLFWbool enabled); +GLFWbool _glfwRawMouseMotionSupportedX11(void); + +void _glfwPollEventsX11(void); +void _glfwWaitEventsX11(void); +void _glfwWaitEventsTimeoutX11(double timeout); +void _glfwPostEmptyEventX11(void); + +void _glfwGetCursorPosX11(_GLFWwindow* window, double* xpos, double* ypos); +void _glfwSetCursorPosX11(_GLFWwindow* window, double xpos, double ypos); +void _glfwSetCursorModeX11(_GLFWwindow* window, int mode); +const char* _glfwGetScancodeNameX11(int scancode); +int _glfwGetKeyScancodeX11(int key); +GLFWbool _glfwCreateCursorX11(_GLFWcursor* cursor, const GLFWimage* image, int xhot, int yhot); +GLFWbool _glfwCreateStandardCursorX11(_GLFWcursor* cursor, int shape); +void _glfwDestroyCursorX11(_GLFWcursor* cursor); +void _glfwSetCursorX11(_GLFWwindow* window, _GLFWcursor* cursor); +void _glfwSetClipboardStringX11(const char* string); +const char* _glfwGetClipboardStringX11(void); + +EGLenum _glfwGetEGLPlatformX11(EGLint** attribs); +EGLNativeDisplayType _glfwGetEGLNativeDisplayX11(void); +EGLNativeWindowType _glfwGetEGLNativeWindowX11(_GLFWwindow* window); + +void _glfwGetRequiredInstanceExtensionsX11(char** extensions); +GLFWbool _glfwGetPhysicalDevicePresentationSupportX11(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); +VkResult _glfwCreateWindowSurfaceX11(VkInstance instance, _GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +void _glfwFreeMonitorX11(_GLFWmonitor* monitor); +void _glfwGetMonitorPosX11(_GLFWmonitor* monitor, int* xpos, int* ypos); +void _glfwGetMonitorContentScaleX11(_GLFWmonitor* monitor, float* xscale, float* yscale); +void _glfwGetMonitorWorkareaX11(_GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); +GLFWvidmode* _glfwGetVideoModesX11(_GLFWmonitor* monitor, int* count); +GLFWbool _glfwGetVideoModeX11(_GLFWmonitor* monitor, GLFWvidmode* mode); +GLFWbool _glfwGetGammaRampX11(_GLFWmonitor* monitor, GLFWgammaramp* ramp); +void _glfwSetGammaRampX11(_GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +void _glfwPollMonitorsX11(void); +void _glfwSetVideoModeX11(_GLFWmonitor* monitor, const GLFWvidmode* desired); +void _glfwRestoreVideoModeX11(_GLFWmonitor* monitor); + +Cursor _glfwCreateNativeCursorX11(const GLFWimage* image, int xhot, int yhot); + +unsigned long _glfwGetWindowPropertyX11(Window window, + Atom property, + Atom type, + unsigned char** value); +GLFWbool _glfwIsVisualTransparentX11(Visual* visual); + +void _glfwGrabErrorHandlerX11(void); +void _glfwReleaseErrorHandlerX11(void); +void _glfwInputErrorX11(int error, const char* message); + +void _glfwPushSelectionToManagerX11(void); +void _glfwCreateInputContextX11(_GLFWwindow* window); + +GLFWbool _glfwInitGLX(void); +void _glfwTerminateGLX(void); +GLFWbool _glfwCreateContextGLX(_GLFWwindow* window, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig); +void _glfwDestroyContextGLX(_GLFWwindow* window); +GLFWbool _glfwChooseVisualGLX(const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig, + Visual** visual, int* depth); + diff --git a/dependencies/glfw-3.4/src/x11_window.c b/dependencies/glfw-3.4/src/x11_window.c new file mode 100644 index 0000000..e029546 --- /dev/null +++ b/dependencies/glfw-3.4/src/x11_window.c @@ -0,0 +1,3357 @@ +//======================================================================== +// GLFW 3.4 X11 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2019 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_X11) + +#include +#include + +#include + +#include +#include +#include +#include +#include +#include + +// Action for EWMH client messages +#define _NET_WM_STATE_REMOVE 0 +#define _NET_WM_STATE_ADD 1 +#define _NET_WM_STATE_TOGGLE 2 + +// Additional mouse button names for XButtonEvent +#define Button6 6 +#define Button7 7 + +// Motif WM hints flags +#define MWM_HINTS_DECORATIONS 2 +#define MWM_DECOR_ALL 1 + +#define _GLFW_XDND_VERSION 5 + +// Wait for event data to arrive on the X11 display socket +// This avoids blocking other threads via the per-display Xlib lock that also +// covers GLX functions +// +static GLFWbool waitForX11Event(double* timeout) +{ + struct pollfd fd = { ConnectionNumber(_glfw.x11.display), POLLIN }; + + while (!XPending(_glfw.x11.display)) + { + if (!_glfwPollPOSIX(&fd, 1, timeout)) + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +// Wait for event data to arrive on any event file descriptor +// This avoids blocking other threads via the per-display Xlib lock that also +// covers GLX functions +// +static GLFWbool waitForAnyEvent(double* timeout) +{ + enum { XLIB_FD, PIPE_FD, INOTIFY_FD }; + struct pollfd fds[] = + { + [XLIB_FD] = { ConnectionNumber(_glfw.x11.display), POLLIN }, + [PIPE_FD] = { _glfw.x11.emptyEventPipe[0], POLLIN }, + [INOTIFY_FD] = { -1, POLLIN } + }; + +#if defined(GLFW_BUILD_LINUX_JOYSTICK) + if (_glfw.joysticksInitialized) + fds[INOTIFY_FD].fd = _glfw.linjs.inotify; +#endif + + while (!XPending(_glfw.x11.display)) + { + if (!_glfwPollPOSIX(fds, sizeof(fds) / sizeof(fds[0]), timeout)) + return GLFW_FALSE; + + for (int i = 1; i < sizeof(fds) / sizeof(fds[0]); i++) + { + if (fds[i].revents & POLLIN) + return GLFW_TRUE; + } + } + + return GLFW_TRUE; +} + +// Writes a byte to the empty event pipe +// +static void writeEmptyEvent(void) +{ + for (;;) + { + const char byte = 0; + const ssize_t result = write(_glfw.x11.emptyEventPipe[1], &byte, 1); + if (result == 1 || (result == -1 && errno != EINTR)) + break; + } +} + +// Drains available data from the empty event pipe +// +static void drainEmptyEvents(void) +{ + for (;;) + { + char dummy[64]; + const ssize_t result = read(_glfw.x11.emptyEventPipe[0], dummy, sizeof(dummy)); + if (result == -1 && errno != EINTR) + break; + } +} + +// Waits until a VisibilityNotify event arrives for the specified window or the +// timeout period elapses (ICCCM section 4.2.2) +// +static GLFWbool waitForVisibilityNotify(_GLFWwindow* window) +{ + XEvent dummy; + double timeout = 0.1; + + while (!XCheckTypedWindowEvent(_glfw.x11.display, + window->x11.handle, + VisibilityNotify, + &dummy)) + { + if (!waitForX11Event(&timeout)) + return GLFW_FALSE; + } + + return GLFW_TRUE; +} + +// Returns whether the window is iconified +// +static int getWindowState(_GLFWwindow* window) +{ + int result = WithdrawnState; + struct { + CARD32 state; + Window icon; + } *state = NULL; + + if (_glfwGetWindowPropertyX11(window->x11.handle, + _glfw.x11.WM_STATE, + _glfw.x11.WM_STATE, + (unsigned char**) &state) >= 2) + { + result = state->state; + } + + if (state) + XFree(state); + + return result; +} + +// Returns whether the event is a selection event +// +static Bool isSelectionEvent(Display* display, XEvent* event, XPointer pointer) +{ + if (event->xany.window != _glfw.x11.helperWindowHandle) + return False; + + return event->type == SelectionRequest || + event->type == SelectionNotify || + event->type == SelectionClear; +} + +// Returns whether it is a _NET_FRAME_EXTENTS event for the specified window +// +static Bool isFrameExtentsEvent(Display* display, XEvent* event, XPointer pointer) +{ + _GLFWwindow* window = (_GLFWwindow*) pointer; + return event->type == PropertyNotify && + event->xproperty.state == PropertyNewValue && + event->xproperty.window == window->x11.handle && + event->xproperty.atom == _glfw.x11.NET_FRAME_EXTENTS; +} + +// Returns whether it is a property event for the specified selection transfer +// +static Bool isSelPropNewValueNotify(Display* display, XEvent* event, XPointer pointer) +{ + XEvent* notification = (XEvent*) pointer; + return event->type == PropertyNotify && + event->xproperty.state == PropertyNewValue && + event->xproperty.window == notification->xselection.requestor && + event->xproperty.atom == notification->xselection.property; +} + +// Translates an X event modifier state mask +// +static int translateState(int state) +{ + int mods = 0; + + if (state & ShiftMask) + mods |= GLFW_MOD_SHIFT; + if (state & ControlMask) + mods |= GLFW_MOD_CONTROL; + if (state & Mod1Mask) + mods |= GLFW_MOD_ALT; + if (state & Mod4Mask) + mods |= GLFW_MOD_SUPER; + if (state & LockMask) + mods |= GLFW_MOD_CAPS_LOCK; + if (state & Mod2Mask) + mods |= GLFW_MOD_NUM_LOCK; + + return mods; +} + +// Translates an X11 key code to a GLFW key token +// +static int translateKey(int scancode) +{ + // Use the pre-filled LUT (see createKeyTables() in x11_init.c) + if (scancode < 0 || scancode > 255) + return GLFW_KEY_UNKNOWN; + + return _glfw.x11.keycodes[scancode]; +} + +// Sends an EWMH or ICCCM event to the window manager +// +static void sendEventToWM(_GLFWwindow* window, Atom type, + long a, long b, long c, long d, long e) +{ + XEvent event = { ClientMessage }; + event.xclient.window = window->x11.handle; + event.xclient.format = 32; // Data is 32-bit longs + event.xclient.message_type = type; + event.xclient.data.l[0] = a; + event.xclient.data.l[1] = b; + event.xclient.data.l[2] = c; + event.xclient.data.l[3] = d; + event.xclient.data.l[4] = e; + + XSendEvent(_glfw.x11.display, _glfw.x11.root, + False, + SubstructureNotifyMask | SubstructureRedirectMask, + &event); +} + +// Updates the normal hints according to the window settings +// +static void updateNormalHints(_GLFWwindow* window, int width, int height) +{ + XSizeHints* hints = XAllocSizeHints(); + + long supplied; + XGetWMNormalHints(_glfw.x11.display, window->x11.handle, hints, &supplied); + + hints->flags &= ~(PMinSize | PMaxSize | PAspect); + + if (!window->monitor) + { + if (window->resizable) + { + if (window->minwidth != GLFW_DONT_CARE && + window->minheight != GLFW_DONT_CARE) + { + hints->flags |= PMinSize; + hints->min_width = window->minwidth; + hints->min_height = window->minheight; + } + + if (window->maxwidth != GLFW_DONT_CARE && + window->maxheight != GLFW_DONT_CARE) + { + hints->flags |= PMaxSize; + hints->max_width = window->maxwidth; + hints->max_height = window->maxheight; + } + + if (window->numer != GLFW_DONT_CARE && + window->denom != GLFW_DONT_CARE) + { + hints->flags |= PAspect; + hints->min_aspect.x = hints->max_aspect.x = window->numer; + hints->min_aspect.y = hints->max_aspect.y = window->denom; + } + } + else + { + hints->flags |= (PMinSize | PMaxSize); + hints->min_width = hints->max_width = width; + hints->min_height = hints->max_height = height; + } + } + + XSetWMNormalHints(_glfw.x11.display, window->x11.handle, hints); + XFree(hints); +} + +// Updates the full screen status of the window +// +static void updateWindowMode(_GLFWwindow* window) +{ + if (window->monitor) + { + if (_glfw.x11.xinerama.available && + _glfw.x11.NET_WM_FULLSCREEN_MONITORS) + { + sendEventToWM(window, + _glfw.x11.NET_WM_FULLSCREEN_MONITORS, + window->monitor->x11.index, + window->monitor->x11.index, + window->monitor->x11.index, + window->monitor->x11.index, + 0); + } + + if (_glfw.x11.NET_WM_STATE && _glfw.x11.NET_WM_STATE_FULLSCREEN) + { + sendEventToWM(window, + _glfw.x11.NET_WM_STATE, + _NET_WM_STATE_ADD, + _glfw.x11.NET_WM_STATE_FULLSCREEN, + 0, 1, 0); + } + else + { + // This is the butcher's way of removing window decorations + // Setting the override-redirect attribute on a window makes the + // window manager ignore the window completely (ICCCM, section 4) + // The good thing is that this makes undecorated full screen windows + // easy to do; the bad thing is that we have to do everything + // manually and some things (like iconify/restore) won't work at + // all, as those are tasks usually performed by the window manager + + XSetWindowAttributes attributes; + attributes.override_redirect = True; + XChangeWindowAttributes(_glfw.x11.display, + window->x11.handle, + CWOverrideRedirect, + &attributes); + + window->x11.overrideRedirect = GLFW_TRUE; + } + + // Enable compositor bypass + if (!window->x11.transparent) + { + const unsigned long value = 1; + + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_BYPASS_COMPOSITOR, XA_CARDINAL, 32, + PropModeReplace, (unsigned char*) &value, 1); + } + } + else + { + if (_glfw.x11.xinerama.available && + _glfw.x11.NET_WM_FULLSCREEN_MONITORS) + { + XDeleteProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_FULLSCREEN_MONITORS); + } + + if (_glfw.x11.NET_WM_STATE && _glfw.x11.NET_WM_STATE_FULLSCREEN) + { + sendEventToWM(window, + _glfw.x11.NET_WM_STATE, + _NET_WM_STATE_REMOVE, + _glfw.x11.NET_WM_STATE_FULLSCREEN, + 0, 1, 0); + } + else + { + XSetWindowAttributes attributes; + attributes.override_redirect = False; + XChangeWindowAttributes(_glfw.x11.display, + window->x11.handle, + CWOverrideRedirect, + &attributes); + + window->x11.overrideRedirect = GLFW_FALSE; + } + + // Disable compositor bypass + if (!window->x11.transparent) + { + XDeleteProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_BYPASS_COMPOSITOR); + } + } +} + +// Decode a Unicode code point from a UTF-8 stream +// Based on cutef8 by Jeff Bezanson (Public Domain) +// +static uint32_t decodeUTF8(const char** s) +{ + uint32_t codepoint = 0, count = 0; + static const uint32_t offsets[] = + { + 0x00000000u, 0x00003080u, 0x000e2080u, + 0x03c82080u, 0xfa082080u, 0x82082080u + }; + + do + { + codepoint = (codepoint << 6) + (unsigned char) **s; + (*s)++; + count++; + } while ((**s & 0xc0) == 0x80); + + assert(count <= 6); + return codepoint - offsets[count - 1]; +} + +// Convert the specified Latin-1 string to UTF-8 +// +static char* convertLatin1toUTF8(const char* source) +{ + size_t size = 1; + const char* sp; + + for (sp = source; *sp; sp++) + size += (*sp & 0x80) ? 2 : 1; + + char* target = _glfw_calloc(size, 1); + char* tp = target; + + for (sp = source; *sp; sp++) + tp += _glfwEncodeUTF8(tp, *sp); + + return target; +} + +// Updates the cursor image according to its cursor mode +// +static void updateCursorImage(_GLFWwindow* window) +{ + if (window->cursorMode == GLFW_CURSOR_NORMAL || + window->cursorMode == GLFW_CURSOR_CAPTURED) + { + if (window->cursor) + { + XDefineCursor(_glfw.x11.display, window->x11.handle, + window->cursor->x11.handle); + } + else + XUndefineCursor(_glfw.x11.display, window->x11.handle); + } + else + { + XDefineCursor(_glfw.x11.display, window->x11.handle, + _glfw.x11.hiddenCursorHandle); + } +} + +// Grabs the cursor and confines it to the window +// +static void captureCursor(_GLFWwindow* window) +{ + XGrabPointer(_glfw.x11.display, window->x11.handle, True, + ButtonPressMask | ButtonReleaseMask | PointerMotionMask, + GrabModeAsync, GrabModeAsync, + window->x11.handle, + None, + CurrentTime); +} + +// Ungrabs the cursor +// +static void releaseCursor(void) +{ + XUngrabPointer(_glfw.x11.display, CurrentTime); +} + +// Enable XI2 raw mouse motion events +// +static void enableRawMouseMotion(_GLFWwindow* window) +{ + XIEventMask em; + unsigned char mask[XIMaskLen(XI_RawMotion)] = { 0 }; + + em.deviceid = XIAllMasterDevices; + em.mask_len = sizeof(mask); + em.mask = mask; + XISetMask(mask, XI_RawMotion); + + XISelectEvents(_glfw.x11.display, _glfw.x11.root, &em, 1); +} + +// Disable XI2 raw mouse motion events +// +static void disableRawMouseMotion(_GLFWwindow* window) +{ + XIEventMask em; + unsigned char mask[] = { 0 }; + + em.deviceid = XIAllMasterDevices; + em.mask_len = sizeof(mask); + em.mask = mask; + + XISelectEvents(_glfw.x11.display, _glfw.x11.root, &em, 1); +} + +// Apply disabled cursor mode to a focused window +// +static void disableCursor(_GLFWwindow* window) +{ + if (window->rawMouseMotion) + enableRawMouseMotion(window); + + _glfw.x11.disabledCursorWindow = window; + _glfwGetCursorPosX11(window, + &_glfw.x11.restoreCursorPosX, + &_glfw.x11.restoreCursorPosY); + updateCursorImage(window); + _glfwCenterCursorInContentArea(window); + captureCursor(window); +} + +// Exit disabled cursor mode for the specified window +// +static void enableCursor(_GLFWwindow* window) +{ + if (window->rawMouseMotion) + disableRawMouseMotion(window); + + _glfw.x11.disabledCursorWindow = NULL; + releaseCursor(); + _glfwSetCursorPosX11(window, + _glfw.x11.restoreCursorPosX, + _glfw.x11.restoreCursorPosY); + updateCursorImage(window); +} + +// Clear its handle when the input context has been destroyed +// +static void inputContextDestroyCallback(XIC ic, XPointer clientData, XPointer callData) +{ + _GLFWwindow* window = (_GLFWwindow*) clientData; + window->x11.ic = NULL; +} + +// Create the X11 window (and its colormap) +// +static GLFWbool createNativeWindow(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + Visual* visual, int depth) +{ + int width = wndconfig->width; + int height = wndconfig->height; + + if (wndconfig->scaleToMonitor) + { + width *= _glfw.x11.contentScaleX; + height *= _glfw.x11.contentScaleY; + } + + int xpos = 0, ypos = 0; + + if (wndconfig->xpos != GLFW_ANY_POSITION && wndconfig->ypos != GLFW_ANY_POSITION) + { + xpos = wndconfig->xpos; + ypos = wndconfig->ypos; + } + + // Create a colormap based on the visual used by the current context + window->x11.colormap = XCreateColormap(_glfw.x11.display, + _glfw.x11.root, + visual, + AllocNone); + + window->x11.transparent = _glfwIsVisualTransparentX11(visual); + + XSetWindowAttributes wa = { 0 }; + wa.colormap = window->x11.colormap; + wa.event_mask = StructureNotifyMask | KeyPressMask | KeyReleaseMask | + PointerMotionMask | ButtonPressMask | ButtonReleaseMask | + ExposureMask | FocusChangeMask | VisibilityChangeMask | + EnterWindowMask | LeaveWindowMask | PropertyChangeMask; + + _glfwGrabErrorHandlerX11(); + + window->x11.parent = _glfw.x11.root; + window->x11.handle = XCreateWindow(_glfw.x11.display, + _glfw.x11.root, + xpos, ypos, + width, height, + 0, // Border width + depth, // Color depth + InputOutput, + visual, + CWBorderPixel | CWColormap | CWEventMask, + &wa); + + _glfwReleaseErrorHandlerX11(); + + if (!window->x11.handle) + { + _glfwInputErrorX11(GLFW_PLATFORM_ERROR, + "X11: Failed to create window"); + return GLFW_FALSE; + } + + XSaveContext(_glfw.x11.display, + window->x11.handle, + _glfw.x11.context, + (XPointer) window); + + if (!wndconfig->decorated) + _glfwSetWindowDecoratedX11(window, GLFW_FALSE); + + if (_glfw.x11.NET_WM_STATE && !window->monitor) + { + Atom states[3]; + int count = 0; + + if (wndconfig->floating) + { + if (_glfw.x11.NET_WM_STATE_ABOVE) + states[count++] = _glfw.x11.NET_WM_STATE_ABOVE; + } + + if (wndconfig->maximized) + { + if (_glfw.x11.NET_WM_STATE_MAXIMIZED_VERT && + _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ) + { + states[count++] = _glfw.x11.NET_WM_STATE_MAXIMIZED_VERT; + states[count++] = _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ; + window->x11.maximized = GLFW_TRUE; + } + } + + if (count) + { + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_STATE, XA_ATOM, 32, + PropModeReplace, (unsigned char*) states, count); + } + } + + // Declare the WM protocols supported by GLFW + { + Atom protocols[] = + { + _glfw.x11.WM_DELETE_WINDOW, + _glfw.x11.NET_WM_PING + }; + + XSetWMProtocols(_glfw.x11.display, window->x11.handle, + protocols, sizeof(protocols) / sizeof(Atom)); + } + + // Declare our PID + { + const long pid = getpid(); + + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_PID, XA_CARDINAL, 32, + PropModeReplace, + (unsigned char*) &pid, 1); + } + + if (_glfw.x11.NET_WM_WINDOW_TYPE && _glfw.x11.NET_WM_WINDOW_TYPE_NORMAL) + { + Atom type = _glfw.x11.NET_WM_WINDOW_TYPE_NORMAL; + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_WINDOW_TYPE, XA_ATOM, 32, + PropModeReplace, (unsigned char*) &type, 1); + } + + // Set ICCCM WM_HINTS property + { + XWMHints* hints = XAllocWMHints(); + if (!hints) + { + _glfwInputError(GLFW_OUT_OF_MEMORY, + "X11: Failed to allocate WM hints"); + return GLFW_FALSE; + } + + hints->flags = StateHint; + hints->initial_state = NormalState; + + XSetWMHints(_glfw.x11.display, window->x11.handle, hints); + XFree(hints); + } + + // Set ICCCM WM_NORMAL_HINTS property + { + XSizeHints* hints = XAllocSizeHints(); + if (!hints) + { + _glfwInputError(GLFW_OUT_OF_MEMORY, "X11: Failed to allocate size hints"); + return GLFW_FALSE; + } + + if (!wndconfig->resizable) + { + hints->flags |= (PMinSize | PMaxSize); + hints->min_width = hints->max_width = width; + hints->min_height = hints->max_height = height; + } + + // HACK: Explicitly setting PPosition to any value causes some WMs, notably + // Compiz and Metacity, to honor the position of unmapped windows + if (wndconfig->xpos != GLFW_ANY_POSITION && wndconfig->ypos != GLFW_ANY_POSITION) + { + hints->flags |= PPosition; + hints->x = 0; + hints->y = 0; + } + + hints->flags |= PWinGravity; + hints->win_gravity = StaticGravity; + + XSetWMNormalHints(_glfw.x11.display, window->x11.handle, hints); + XFree(hints); + } + + // Set ICCCM WM_CLASS property + { + XClassHint* hint = XAllocClassHint(); + + if (strlen(wndconfig->x11.instanceName) && + strlen(wndconfig->x11.className)) + { + hint->res_name = (char*) wndconfig->x11.instanceName; + hint->res_class = (char*) wndconfig->x11.className; + } + else + { + const char* resourceName = getenv("RESOURCE_NAME"); + if (resourceName && strlen(resourceName)) + hint->res_name = (char*) resourceName; + else if (strlen(wndconfig->title)) + hint->res_name = (char*) wndconfig->title; + else + hint->res_name = (char*) "glfw-application"; + + if (strlen(wndconfig->title)) + hint->res_class = (char*) wndconfig->title; + else + hint->res_class = (char*) "GLFW-Application"; + } + + XSetClassHint(_glfw.x11.display, window->x11.handle, hint); + XFree(hint); + } + + // Announce support for Xdnd (drag and drop) + { + const Atom version = _GLFW_XDND_VERSION; + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.XdndAware, XA_ATOM, 32, + PropModeReplace, (unsigned char*) &version, 1); + } + + if (_glfw.x11.im) + _glfwCreateInputContextX11(window); + + _glfwSetWindowTitleX11(window, wndconfig->title); + _glfwGetWindowPosX11(window, &window->x11.xpos, &window->x11.ypos); + _glfwGetWindowSizeX11(window, &window->x11.width, &window->x11.height); + + return GLFW_TRUE; +} + +// Set the specified property to the selection converted to the requested target +// +static Atom writeTargetToProperty(const XSelectionRequestEvent* request) +{ + char* selectionString = NULL; + const Atom formats[] = { _glfw.x11.UTF8_STRING, XA_STRING }; + const int formatCount = sizeof(formats) / sizeof(formats[0]); + + if (request->selection == _glfw.x11.PRIMARY) + selectionString = _glfw.x11.primarySelectionString; + else + selectionString = _glfw.x11.clipboardString; + + if (request->property == None) + { + // The requester is a legacy client (ICCCM section 2.2) + // We don't support legacy clients, so fail here + return None; + } + + if (request->target == _glfw.x11.TARGETS) + { + // The list of supported targets was requested + + const Atom targets[] = { _glfw.x11.TARGETS, + _glfw.x11.MULTIPLE, + _glfw.x11.UTF8_STRING, + XA_STRING }; + + XChangeProperty(_glfw.x11.display, + request->requestor, + request->property, + XA_ATOM, + 32, + PropModeReplace, + (unsigned char*) targets, + sizeof(targets) / sizeof(targets[0])); + + return request->property; + } + + if (request->target == _glfw.x11.MULTIPLE) + { + // Multiple conversions were requested + + Atom* targets; + const unsigned long count = + _glfwGetWindowPropertyX11(request->requestor, + request->property, + _glfw.x11.ATOM_PAIR, + (unsigned char**) &targets); + + for (unsigned long i = 0; i < count; i += 2) + { + int j; + + for (j = 0; j < formatCount; j++) + { + if (targets[i] == formats[j]) + break; + } + + if (j < formatCount) + { + XChangeProperty(_glfw.x11.display, + request->requestor, + targets[i + 1], + targets[i], + 8, + PropModeReplace, + (unsigned char *) selectionString, + strlen(selectionString)); + } + else + targets[i + 1] = None; + } + + XChangeProperty(_glfw.x11.display, + request->requestor, + request->property, + _glfw.x11.ATOM_PAIR, + 32, + PropModeReplace, + (unsigned char*) targets, + count); + + XFree(targets); + + return request->property; + } + + if (request->target == _glfw.x11.SAVE_TARGETS) + { + // The request is a check whether we support SAVE_TARGETS + // It should be handled as a no-op side effect target + + XChangeProperty(_glfw.x11.display, + request->requestor, + request->property, + _glfw.x11.NULL_, + 32, + PropModeReplace, + NULL, + 0); + + return request->property; + } + + // Conversion to a data target was requested + + for (int i = 0; i < formatCount; i++) + { + if (request->target == formats[i]) + { + // The requested target is one we support + + XChangeProperty(_glfw.x11.display, + request->requestor, + request->property, + request->target, + 8, + PropModeReplace, + (unsigned char *) selectionString, + strlen(selectionString)); + + return request->property; + } + } + + // The requested target is not supported + + return None; +} + +static void handleSelectionRequest(XEvent* event) +{ + const XSelectionRequestEvent* request = &event->xselectionrequest; + + XEvent reply = { SelectionNotify }; + reply.xselection.property = writeTargetToProperty(request); + reply.xselection.display = request->display; + reply.xselection.requestor = request->requestor; + reply.xselection.selection = request->selection; + reply.xselection.target = request->target; + reply.xselection.time = request->time; + + XSendEvent(_glfw.x11.display, request->requestor, False, 0, &reply); +} + +static const char* getSelectionString(Atom selection) +{ + char** selectionString = NULL; + const Atom targets[] = { _glfw.x11.UTF8_STRING, XA_STRING }; + const size_t targetCount = sizeof(targets) / sizeof(targets[0]); + + if (selection == _glfw.x11.PRIMARY) + selectionString = &_glfw.x11.primarySelectionString; + else + selectionString = &_glfw.x11.clipboardString; + + if (XGetSelectionOwner(_glfw.x11.display, selection) == + _glfw.x11.helperWindowHandle) + { + // Instead of doing a large number of X round-trips just to put this + // string into a window property and then read it back, just return it + return *selectionString; + } + + _glfw_free(*selectionString); + *selectionString = NULL; + + for (size_t i = 0; i < targetCount; i++) + { + char* data; + Atom actualType; + int actualFormat; + unsigned long itemCount, bytesAfter; + XEvent notification, dummy; + + XConvertSelection(_glfw.x11.display, + selection, + targets[i], + _glfw.x11.GLFW_SELECTION, + _glfw.x11.helperWindowHandle, + CurrentTime); + + while (!XCheckTypedWindowEvent(_glfw.x11.display, + _glfw.x11.helperWindowHandle, + SelectionNotify, + ¬ification)) + { + waitForX11Event(NULL); + } + + if (notification.xselection.property == None) + continue; + + XCheckIfEvent(_glfw.x11.display, + &dummy, + isSelPropNewValueNotify, + (XPointer) ¬ification); + + XGetWindowProperty(_glfw.x11.display, + notification.xselection.requestor, + notification.xselection.property, + 0, + LONG_MAX, + True, + AnyPropertyType, + &actualType, + &actualFormat, + &itemCount, + &bytesAfter, + (unsigned char**) &data); + + if (actualType == _glfw.x11.INCR) + { + size_t size = 1; + char* string = NULL; + + for (;;) + { + while (!XCheckIfEvent(_glfw.x11.display, + &dummy, + isSelPropNewValueNotify, + (XPointer) ¬ification)) + { + waitForX11Event(NULL); + } + + XFree(data); + XGetWindowProperty(_glfw.x11.display, + notification.xselection.requestor, + notification.xselection.property, + 0, + LONG_MAX, + True, + AnyPropertyType, + &actualType, + &actualFormat, + &itemCount, + &bytesAfter, + (unsigned char**) &data); + + if (itemCount) + { + size += itemCount; + string = _glfw_realloc(string, size); + string[size - itemCount - 1] = '\0'; + strcat(string, data); + } + + if (!itemCount) + { + if (string) + { + if (targets[i] == XA_STRING) + { + *selectionString = convertLatin1toUTF8(string); + _glfw_free(string); + } + else + *selectionString = string; + } + + break; + } + } + } + else if (actualType == targets[i]) + { + if (targets[i] == XA_STRING) + *selectionString = convertLatin1toUTF8(data); + else + *selectionString = _glfw_strdup(data); + } + + XFree(data); + + if (*selectionString) + break; + } + + if (!*selectionString) + { + _glfwInputError(GLFW_FORMAT_UNAVAILABLE, + "X11: Failed to convert selection to string"); + } + + return *selectionString; +} + +// Make the specified window and its video mode active on its monitor +// +static void acquireMonitor(_GLFWwindow* window) +{ + if (_glfw.x11.saver.count == 0) + { + // Remember old screen saver settings + XGetScreenSaver(_glfw.x11.display, + &_glfw.x11.saver.timeout, + &_glfw.x11.saver.interval, + &_glfw.x11.saver.blanking, + &_glfw.x11.saver.exposure); + + // Disable screen saver + XSetScreenSaver(_glfw.x11.display, 0, 0, DontPreferBlanking, + DefaultExposures); + } + + if (!window->monitor->window) + _glfw.x11.saver.count++; + + _glfwSetVideoModeX11(window->monitor, &window->videoMode); + + if (window->x11.overrideRedirect) + { + int xpos, ypos; + GLFWvidmode mode; + + // Manually position the window over its monitor + _glfwGetMonitorPosX11(window->monitor, &xpos, &ypos); + _glfwGetVideoModeX11(window->monitor, &mode); + + XMoveResizeWindow(_glfw.x11.display, window->x11.handle, + xpos, ypos, mode.width, mode.height); + } + + _glfwInputMonitorWindow(window->monitor, window); +} + +// Remove the window and restore the original video mode +// +static void releaseMonitor(_GLFWwindow* window) +{ + if (window->monitor->window != window) + return; + + _glfwInputMonitorWindow(window->monitor, NULL); + _glfwRestoreVideoModeX11(window->monitor); + + _glfw.x11.saver.count--; + + if (_glfw.x11.saver.count == 0) + { + // Restore old screen saver settings + XSetScreenSaver(_glfw.x11.display, + _glfw.x11.saver.timeout, + _glfw.x11.saver.interval, + _glfw.x11.saver.blanking, + _glfw.x11.saver.exposure); + } +} + +// Process the specified X event +// +static void processEvent(XEvent *event) +{ + int keycode = 0; + Bool filtered = False; + + // HACK: Save scancode as some IMs clear the field in XFilterEvent + if (event->type == KeyPress || event->type == KeyRelease) + keycode = event->xkey.keycode; + + filtered = XFilterEvent(event, None); + + if (_glfw.x11.randr.available) + { + if (event->type == _glfw.x11.randr.eventBase + RRNotify) + { + XRRUpdateConfiguration(event); + _glfwPollMonitorsX11(); + return; + } + } + + if (_glfw.x11.xkb.available) + { + if (event->type == _glfw.x11.xkb.eventBase + XkbEventCode) + { + if (((XkbEvent*) event)->any.xkb_type == XkbStateNotify && + (((XkbEvent*) event)->state.changed & XkbGroupStateMask)) + { + _glfw.x11.xkb.group = ((XkbEvent*) event)->state.group; + } + + return; + } + } + + if (event->type == GenericEvent) + { + if (_glfw.x11.xi.available) + { + _GLFWwindow* window = _glfw.x11.disabledCursorWindow; + + if (window && + window->rawMouseMotion && + event->xcookie.extension == _glfw.x11.xi.majorOpcode && + XGetEventData(_glfw.x11.display, &event->xcookie) && + event->xcookie.evtype == XI_RawMotion) + { + XIRawEvent* re = event->xcookie.data; + if (re->valuators.mask_len) + { + const double* values = re->raw_values; + double xpos = window->virtualCursorPosX; + double ypos = window->virtualCursorPosY; + + if (XIMaskIsSet(re->valuators.mask, 0)) + { + xpos += *values; + values++; + } + + if (XIMaskIsSet(re->valuators.mask, 1)) + ypos += *values; + + _glfwInputCursorPos(window, xpos, ypos); + } + } + + XFreeEventData(_glfw.x11.display, &event->xcookie); + } + + return; + } + + if (event->type == SelectionRequest) + { + handleSelectionRequest(event); + return; + } + + _GLFWwindow* window = NULL; + if (XFindContext(_glfw.x11.display, + event->xany.window, + _glfw.x11.context, + (XPointer*) &window) != 0) + { + // This is an event for a window that has already been destroyed + return; + } + + switch (event->type) + { + case ReparentNotify: + { + window->x11.parent = event->xreparent.parent; + return; + } + + case KeyPress: + { + const int key = translateKey(keycode); + const int mods = translateState(event->xkey.state); + const int plain = !(mods & (GLFW_MOD_CONTROL | GLFW_MOD_ALT)); + + if (window->x11.ic) + { + // HACK: Do not report the key press events duplicated by XIM + // Duplicate key releases are filtered out implicitly by + // the GLFW key repeat logic in _glfwInputKey + // A timestamp per key is used to handle simultaneous keys + // NOTE: Always allow the first event for each key through + // (the server never sends a timestamp of zero) + // NOTE: Timestamp difference is compared to handle wrap-around + Time diff = event->xkey.time - window->x11.keyPressTimes[keycode]; + if (diff == event->xkey.time || (diff > 0 && diff < ((Time)1 << 31))) + { + if (keycode) + _glfwInputKey(window, key, keycode, GLFW_PRESS, mods); + + window->x11.keyPressTimes[keycode] = event->xkey.time; + } + + if (!filtered) + { + int count; + Status status; + char buffer[100]; + char* chars = buffer; + + count = Xutf8LookupString(window->x11.ic, + &event->xkey, + buffer, sizeof(buffer) - 1, + NULL, &status); + + if (status == XBufferOverflow) + { + chars = _glfw_calloc(count + 1, 1); + count = Xutf8LookupString(window->x11.ic, + &event->xkey, + chars, count, + NULL, &status); + } + + if (status == XLookupChars || status == XLookupBoth) + { + const char* c = chars; + chars[count] = '\0'; + while (c - chars < count) + _glfwInputChar(window, decodeUTF8(&c), mods, plain); + } + + if (chars != buffer) + _glfw_free(chars); + } + } + else + { + KeySym keysym; + XLookupString(&event->xkey, NULL, 0, &keysym, NULL); + + _glfwInputKey(window, key, keycode, GLFW_PRESS, mods); + + const uint32_t codepoint = _glfwKeySym2Unicode(keysym); + if (codepoint != GLFW_INVALID_CODEPOINT) + _glfwInputChar(window, codepoint, mods, plain); + } + + return; + } + + case KeyRelease: + { + const int key = translateKey(keycode); + const int mods = translateState(event->xkey.state); + + if (!_glfw.x11.xkb.detectable) + { + // HACK: Key repeat events will arrive as KeyRelease/KeyPress + // pairs with similar or identical time stamps + // The key repeat logic in _glfwInputKey expects only key + // presses to repeat, so detect and discard release events + if (XEventsQueued(_glfw.x11.display, QueuedAfterReading)) + { + XEvent next; + XPeekEvent(_glfw.x11.display, &next); + + if (next.type == KeyPress && + next.xkey.window == event->xkey.window && + next.xkey.keycode == keycode) + { + // HACK: The time of repeat events sometimes doesn't + // match that of the press event, so add an + // epsilon + // Toshiyuki Takahashi can press a button + // 16 times per second so it's fairly safe to + // assume that no human is pressing the key 50 + // times per second (value is ms) + if ((next.xkey.time - event->xkey.time) < 20) + { + // This is very likely a server-generated key repeat + // event, so ignore it + return; + } + } + } + } + + _glfwInputKey(window, key, keycode, GLFW_RELEASE, mods); + return; + } + + case ButtonPress: + { + const int mods = translateState(event->xbutton.state); + + if (event->xbutton.button == Button1) + _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS, mods); + else if (event->xbutton.button == Button2) + _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_MIDDLE, GLFW_PRESS, mods); + else if (event->xbutton.button == Button3) + _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS, mods); + + // Modern X provides scroll events as mouse button presses + else if (event->xbutton.button == Button4) + _glfwInputScroll(window, 0.0, 1.0); + else if (event->xbutton.button == Button5) + _glfwInputScroll(window, 0.0, -1.0); + else if (event->xbutton.button == Button6) + _glfwInputScroll(window, 1.0, 0.0); + else if (event->xbutton.button == Button7) + _glfwInputScroll(window, -1.0, 0.0); + + else + { + // Additional buttons after 7 are treated as regular buttons + // We subtract 4 to fill the gap left by scroll input above + _glfwInputMouseClick(window, + event->xbutton.button - Button1 - 4, + GLFW_PRESS, + mods); + } + + return; + } + + case ButtonRelease: + { + const int mods = translateState(event->xbutton.state); + + if (event->xbutton.button == Button1) + { + _glfwInputMouseClick(window, + GLFW_MOUSE_BUTTON_LEFT, + GLFW_RELEASE, + mods); + } + else if (event->xbutton.button == Button2) + { + _glfwInputMouseClick(window, + GLFW_MOUSE_BUTTON_MIDDLE, + GLFW_RELEASE, + mods); + } + else if (event->xbutton.button == Button3) + { + _glfwInputMouseClick(window, + GLFW_MOUSE_BUTTON_RIGHT, + GLFW_RELEASE, + mods); + } + else if (event->xbutton.button > Button7) + { + // Additional buttons after 7 are treated as regular buttons + // We subtract 4 to fill the gap left by scroll input above + _glfwInputMouseClick(window, + event->xbutton.button - Button1 - 4, + GLFW_RELEASE, + mods); + } + + return; + } + + case EnterNotify: + { + // XEnterWindowEvent is XCrossingEvent + const int x = event->xcrossing.x; + const int y = event->xcrossing.y; + + // HACK: This is a workaround for WMs (KWM, Fluxbox) that otherwise + // ignore the defined cursor for hidden cursor mode + if (window->cursorMode == GLFW_CURSOR_HIDDEN) + updateCursorImage(window); + + _glfwInputCursorEnter(window, GLFW_TRUE); + _glfwInputCursorPos(window, x, y); + + window->x11.lastCursorPosX = x; + window->x11.lastCursorPosY = y; + return; + } + + case LeaveNotify: + { + _glfwInputCursorEnter(window, GLFW_FALSE); + return; + } + + case MotionNotify: + { + const int x = event->xmotion.x; + const int y = event->xmotion.y; + + if (x != window->x11.warpCursorPosX || + y != window->x11.warpCursorPosY) + { + // The cursor was moved by something other than GLFW + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + { + if (_glfw.x11.disabledCursorWindow != window) + return; + if (window->rawMouseMotion) + return; + + const int dx = x - window->x11.lastCursorPosX; + const int dy = y - window->x11.lastCursorPosY; + + _glfwInputCursorPos(window, + window->virtualCursorPosX + dx, + window->virtualCursorPosY + dy); + } + else + _glfwInputCursorPos(window, x, y); + } + + window->x11.lastCursorPosX = x; + window->x11.lastCursorPosY = y; + return; + } + + case ConfigureNotify: + { + if (event->xconfigure.width != window->x11.width || + event->xconfigure.height != window->x11.height) + { + window->x11.width = event->xconfigure.width; + window->x11.height = event->xconfigure.height; + + _glfwInputFramebufferSize(window, + event->xconfigure.width, + event->xconfigure.height); + + _glfwInputWindowSize(window, + event->xconfigure.width, + event->xconfigure.height); + } + + int xpos = event->xconfigure.x; + int ypos = event->xconfigure.y; + + // NOTE: ConfigureNotify events from the server are in local + // coordinates, so if we are reparented we need to translate + // the position into root (screen) coordinates + if (!event->xany.send_event && window->x11.parent != _glfw.x11.root) + { + _glfwGrabErrorHandlerX11(); + + Window dummy; + XTranslateCoordinates(_glfw.x11.display, + window->x11.parent, + _glfw.x11.root, + xpos, ypos, + &xpos, &ypos, + &dummy); + + _glfwReleaseErrorHandlerX11(); + if (_glfw.x11.errorCode == BadWindow) + return; + } + + if (xpos != window->x11.xpos || ypos != window->x11.ypos) + { + window->x11.xpos = xpos; + window->x11.ypos = ypos; + + _glfwInputWindowPos(window, xpos, ypos); + } + + return; + } + + case ClientMessage: + { + // Custom client message, probably from the window manager + + if (filtered) + return; + + if (event->xclient.message_type == None) + return; + + if (event->xclient.message_type == _glfw.x11.WM_PROTOCOLS) + { + const Atom protocol = event->xclient.data.l[0]; + if (protocol == None) + return; + + if (protocol == _glfw.x11.WM_DELETE_WINDOW) + { + // The window manager was asked to close the window, for + // example by the user pressing a 'close' window decoration + // button + _glfwInputWindowCloseRequest(window); + } + else if (protocol == _glfw.x11.NET_WM_PING) + { + // The window manager is pinging the application to ensure + // it's still responding to events + + XEvent reply = *event; + reply.xclient.window = _glfw.x11.root; + + XSendEvent(_glfw.x11.display, _glfw.x11.root, + False, + SubstructureNotifyMask | SubstructureRedirectMask, + &reply); + } + } + else if (event->xclient.message_type == _glfw.x11.XdndEnter) + { + // A drag operation has entered the window + unsigned long count; + Atom* formats = NULL; + const GLFWbool list = event->xclient.data.l[1] & 1; + + _glfw.x11.xdnd.source = event->xclient.data.l[0]; + _glfw.x11.xdnd.version = event->xclient.data.l[1] >> 24; + _glfw.x11.xdnd.format = None; + + if (_glfw.x11.xdnd.version > _GLFW_XDND_VERSION) + return; + + if (list) + { + count = _glfwGetWindowPropertyX11(_glfw.x11.xdnd.source, + _glfw.x11.XdndTypeList, + XA_ATOM, + (unsigned char**) &formats); + } + else + { + count = 3; + formats = (Atom*) event->xclient.data.l + 2; + } + + for (unsigned int i = 0; i < count; i++) + { + if (formats[i] == _glfw.x11.text_uri_list) + { + _glfw.x11.xdnd.format = _glfw.x11.text_uri_list; + break; + } + } + + if (list && formats) + XFree(formats); + } + else if (event->xclient.message_type == _glfw.x11.XdndDrop) + { + // The drag operation has finished by dropping on the window + Time time = CurrentTime; + + if (_glfw.x11.xdnd.version > _GLFW_XDND_VERSION) + return; + + if (_glfw.x11.xdnd.format) + { + if (_glfw.x11.xdnd.version >= 1) + time = event->xclient.data.l[2]; + + // Request the chosen format from the source window + XConvertSelection(_glfw.x11.display, + _glfw.x11.XdndSelection, + _glfw.x11.xdnd.format, + _glfw.x11.XdndSelection, + window->x11.handle, + time); + } + else if (_glfw.x11.xdnd.version >= 2) + { + XEvent reply = { ClientMessage }; + reply.xclient.window = _glfw.x11.xdnd.source; + reply.xclient.message_type = _glfw.x11.XdndFinished; + reply.xclient.format = 32; + reply.xclient.data.l[0] = window->x11.handle; + reply.xclient.data.l[1] = 0; // The drag was rejected + reply.xclient.data.l[2] = None; + + XSendEvent(_glfw.x11.display, _glfw.x11.xdnd.source, + False, NoEventMask, &reply); + XFlush(_glfw.x11.display); + } + } + else if (event->xclient.message_type == _glfw.x11.XdndPosition) + { + // The drag operation has moved over the window + const int xabs = (event->xclient.data.l[2] >> 16) & 0xffff; + const int yabs = (event->xclient.data.l[2]) & 0xffff; + Window dummy; + int xpos, ypos; + + if (_glfw.x11.xdnd.version > _GLFW_XDND_VERSION) + return; + + XTranslateCoordinates(_glfw.x11.display, + _glfw.x11.root, + window->x11.handle, + xabs, yabs, + &xpos, &ypos, + &dummy); + + _glfwInputCursorPos(window, xpos, ypos); + + XEvent reply = { ClientMessage }; + reply.xclient.window = _glfw.x11.xdnd.source; + reply.xclient.message_type = _glfw.x11.XdndStatus; + reply.xclient.format = 32; + reply.xclient.data.l[0] = window->x11.handle; + reply.xclient.data.l[2] = 0; // Specify an empty rectangle + reply.xclient.data.l[3] = 0; + + if (_glfw.x11.xdnd.format) + { + // Reply that we are ready to copy the dragged data + reply.xclient.data.l[1] = 1; // Accept with no rectangle + if (_glfw.x11.xdnd.version >= 2) + reply.xclient.data.l[4] = _glfw.x11.XdndActionCopy; + } + + XSendEvent(_glfw.x11.display, _glfw.x11.xdnd.source, + False, NoEventMask, &reply); + XFlush(_glfw.x11.display); + } + + return; + } + + case SelectionNotify: + { + if (event->xselection.property == _glfw.x11.XdndSelection) + { + // The converted data from the drag operation has arrived + char* data; + const unsigned long result = + _glfwGetWindowPropertyX11(event->xselection.requestor, + event->xselection.property, + event->xselection.target, + (unsigned char**) &data); + + if (result) + { + int count; + char** paths = _glfwParseUriList(data, &count); + + _glfwInputDrop(window, count, (const char**) paths); + + for (int i = 0; i < count; i++) + _glfw_free(paths[i]); + _glfw_free(paths); + } + + if (data) + XFree(data); + + if (_glfw.x11.xdnd.version >= 2) + { + XEvent reply = { ClientMessage }; + reply.xclient.window = _glfw.x11.xdnd.source; + reply.xclient.message_type = _glfw.x11.XdndFinished; + reply.xclient.format = 32; + reply.xclient.data.l[0] = window->x11.handle; + reply.xclient.data.l[1] = result; + reply.xclient.data.l[2] = _glfw.x11.XdndActionCopy; + + XSendEvent(_glfw.x11.display, _glfw.x11.xdnd.source, + False, NoEventMask, &reply); + XFlush(_glfw.x11.display); + } + } + + return; + } + + case FocusIn: + { + if (event->xfocus.mode == NotifyGrab || + event->xfocus.mode == NotifyUngrab) + { + // Ignore focus events from popup indicator windows, window menu + // key chords and window dragging + return; + } + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + disableCursor(window); + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + captureCursor(window); + + if (window->x11.ic) + XSetICFocus(window->x11.ic); + + _glfwInputWindowFocus(window, GLFW_TRUE); + return; + } + + case FocusOut: + { + if (event->xfocus.mode == NotifyGrab || + event->xfocus.mode == NotifyUngrab) + { + // Ignore focus events from popup indicator windows, window menu + // key chords and window dragging + return; + } + + if (window->cursorMode == GLFW_CURSOR_DISABLED) + enableCursor(window); + else if (window->cursorMode == GLFW_CURSOR_CAPTURED) + releaseCursor(); + + if (window->x11.ic) + XUnsetICFocus(window->x11.ic); + + if (window->monitor && window->autoIconify) + _glfwIconifyWindowX11(window); + + _glfwInputWindowFocus(window, GLFW_FALSE); + return; + } + + case Expose: + { + _glfwInputWindowDamage(window); + return; + } + + case PropertyNotify: + { + if (event->xproperty.state != PropertyNewValue) + return; + + if (event->xproperty.atom == _glfw.x11.WM_STATE) + { + const int state = getWindowState(window); + if (state != IconicState && state != NormalState) + return; + + const GLFWbool iconified = (state == IconicState); + if (window->x11.iconified != iconified) + { + if (window->monitor) + { + if (iconified) + releaseMonitor(window); + else + acquireMonitor(window); + } + + window->x11.iconified = iconified; + _glfwInputWindowIconify(window, iconified); + } + } + else if (event->xproperty.atom == _glfw.x11.NET_WM_STATE) + { + const GLFWbool maximized = _glfwWindowMaximizedX11(window); + if (window->x11.maximized != maximized) + { + window->x11.maximized = maximized; + _glfwInputWindowMaximize(window, maximized); + } + } + + return; + } + + case DestroyNotify: + return; + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Retrieve a single window property of the specified type +// Inspired by fghGetWindowProperty from freeglut +// +unsigned long _glfwGetWindowPropertyX11(Window window, + Atom property, + Atom type, + unsigned char** value) +{ + Atom actualType; + int actualFormat; + unsigned long itemCount, bytesAfter; + + XGetWindowProperty(_glfw.x11.display, + window, + property, + 0, + LONG_MAX, + False, + type, + &actualType, + &actualFormat, + &itemCount, + &bytesAfter, + value); + + return itemCount; +} + +GLFWbool _glfwIsVisualTransparentX11(Visual* visual) +{ + if (!_glfw.x11.xrender.available) + return GLFW_FALSE; + + XRenderPictFormat* pf = XRenderFindVisualFormat(_glfw.x11.display, visual); + return pf && pf->direct.alphaMask; +} + +// Push contents of our selection to clipboard manager +// +void _glfwPushSelectionToManagerX11(void) +{ + XConvertSelection(_glfw.x11.display, + _glfw.x11.CLIPBOARD_MANAGER, + _glfw.x11.SAVE_TARGETS, + None, + _glfw.x11.helperWindowHandle, + CurrentTime); + + for (;;) + { + XEvent event; + + while (XCheckIfEvent(_glfw.x11.display, &event, isSelectionEvent, NULL)) + { + switch (event.type) + { + case SelectionRequest: + handleSelectionRequest(&event); + break; + + case SelectionNotify: + { + if (event.xselection.target == _glfw.x11.SAVE_TARGETS) + { + // This means one of two things; either the selection + // was not owned, which means there is no clipboard + // manager, or the transfer to the clipboard manager has + // completed + // In either case, it means we are done here + return; + } + + break; + } + } + } + + waitForX11Event(NULL); + } +} + +void _glfwCreateInputContextX11(_GLFWwindow* window) +{ + XIMCallback callback; + callback.callback = (XIMProc) inputContextDestroyCallback; + callback.client_data = (XPointer) window; + + window->x11.ic = XCreateIC(_glfw.x11.im, + XNInputStyle, + XIMPreeditNothing | XIMStatusNothing, + XNClientWindow, + window->x11.handle, + XNFocusWindow, + window->x11.handle, + XNDestroyCallback, + &callback, + NULL); + + if (window->x11.ic) + { + XWindowAttributes attribs; + XGetWindowAttributes(_glfw.x11.display, window->x11.handle, &attribs); + + unsigned long filter = 0; + if (XGetICValues(window->x11.ic, XNFilterEvents, &filter, NULL) == NULL) + { + XSelectInput(_glfw.x11.display, + window->x11.handle, + attribs.your_event_mask | filter); + } + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW platform API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWbool _glfwCreateWindowX11(_GLFWwindow* window, + const _GLFWwndconfig* wndconfig, + const _GLFWctxconfig* ctxconfig, + const _GLFWfbconfig* fbconfig) +{ + Visual* visual = NULL; + int depth; + + if (ctxconfig->client != GLFW_NO_API) + { + if (ctxconfig->source == GLFW_NATIVE_CONTEXT_API) + { + if (!_glfwInitGLX()) + return GLFW_FALSE; + if (!_glfwChooseVisualGLX(wndconfig, ctxconfig, fbconfig, &visual, &depth)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_EGL_CONTEXT_API) + { + if (!_glfwInitEGL()) + return GLFW_FALSE; + if (!_glfwChooseVisualEGL(wndconfig, ctxconfig, fbconfig, &visual, &depth)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_OSMESA_CONTEXT_API) + { + if (!_glfwInitOSMesa()) + return GLFW_FALSE; + } + } + + if (!visual) + { + visual = DefaultVisual(_glfw.x11.display, _glfw.x11.screen); + depth = DefaultDepth(_glfw.x11.display, _glfw.x11.screen); + } + + if (!createNativeWindow(window, wndconfig, visual, depth)) + return GLFW_FALSE; + + if (ctxconfig->client != GLFW_NO_API) + { + if (ctxconfig->source == GLFW_NATIVE_CONTEXT_API) + { + if (!_glfwCreateContextGLX(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_EGL_CONTEXT_API) + { + if (!_glfwCreateContextEGL(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + else if (ctxconfig->source == GLFW_OSMESA_CONTEXT_API) + { + if (!_glfwCreateContextOSMesa(window, ctxconfig, fbconfig)) + return GLFW_FALSE; + } + + if (!_glfwRefreshContextAttribs(window, ctxconfig)) + return GLFW_FALSE; + } + + if (wndconfig->mousePassthrough) + _glfwSetWindowMousePassthroughX11(window, GLFW_TRUE); + + if (window->monitor) + { + _glfwShowWindowX11(window); + updateWindowMode(window); + acquireMonitor(window); + + if (wndconfig->centerCursor) + _glfwCenterCursorInContentArea(window); + } + else + { + if (wndconfig->visible) + { + _glfwShowWindowX11(window); + if (wndconfig->focused) + _glfwFocusWindowX11(window); + } + } + + XFlush(_glfw.x11.display); + return GLFW_TRUE; +} + +void _glfwDestroyWindowX11(_GLFWwindow* window) +{ + if (_glfw.x11.disabledCursorWindow == window) + enableCursor(window); + + if (window->monitor) + releaseMonitor(window); + + if (window->x11.ic) + { + XDestroyIC(window->x11.ic); + window->x11.ic = NULL; + } + + if (window->context.destroy) + window->context.destroy(window); + + if (window->x11.handle) + { + XDeleteContext(_glfw.x11.display, window->x11.handle, _glfw.x11.context); + XUnmapWindow(_glfw.x11.display, window->x11.handle); + XDestroyWindow(_glfw.x11.display, window->x11.handle); + window->x11.handle = (Window) 0; + } + + if (window->x11.colormap) + { + XFreeColormap(_glfw.x11.display, window->x11.colormap); + window->x11.colormap = (Colormap) 0; + } + + XFlush(_glfw.x11.display); +} + +void _glfwSetWindowTitleX11(_GLFWwindow* window, const char* title) +{ + if (_glfw.x11.xlib.utf8) + { + Xutf8SetWMProperties(_glfw.x11.display, + window->x11.handle, + title, title, + NULL, 0, + NULL, NULL, NULL); + } + + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_NAME, _glfw.x11.UTF8_STRING, 8, + PropModeReplace, + (unsigned char*) title, strlen(title)); + + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_ICON_NAME, _glfw.x11.UTF8_STRING, 8, + PropModeReplace, + (unsigned char*) title, strlen(title)); + + XFlush(_glfw.x11.display); +} + +void _glfwSetWindowIconX11(_GLFWwindow* window, int count, const GLFWimage* images) +{ + if (count) + { + int longCount = 0; + + for (int i = 0; i < count; i++) + longCount += 2 + images[i].width * images[i].height; + + unsigned long* icon = _glfw_calloc(longCount, sizeof(unsigned long)); + unsigned long* target = icon; + + for (int i = 0; i < count; i++) + { + *target++ = images[i].width; + *target++ = images[i].height; + + for (int j = 0; j < images[i].width * images[i].height; j++) + { + *target++ = (((unsigned long) images[i].pixels[j * 4 + 0]) << 16) | + (((unsigned long) images[i].pixels[j * 4 + 1]) << 8) | + (((unsigned long) images[i].pixels[j * 4 + 2]) << 0) | + (((unsigned long) images[i].pixels[j * 4 + 3]) << 24); + } + } + + // NOTE: XChangeProperty expects 32-bit values like the image data above to be + // placed in the 32 least significant bits of individual longs. This is + // true even if long is 64-bit and a WM protocol calls for "packed" data. + // This is because of a historical mistake that then became part of the Xlib + // ABI. Xlib will pack these values into a regular array of 32-bit values + // before sending it over the wire. + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_ICON, + XA_CARDINAL, 32, + PropModeReplace, + (unsigned char*) icon, + longCount); + + _glfw_free(icon); + } + else + { + XDeleteProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_ICON); + } + + XFlush(_glfw.x11.display); +} + +void _glfwGetWindowPosX11(_GLFWwindow* window, int* xpos, int* ypos) +{ + Window dummy; + int x, y; + + XTranslateCoordinates(_glfw.x11.display, window->x11.handle, _glfw.x11.root, + 0, 0, &x, &y, &dummy); + + if (xpos) + *xpos = x; + if (ypos) + *ypos = y; +} + +void _glfwSetWindowPosX11(_GLFWwindow* window, int xpos, int ypos) +{ + // HACK: Explicitly setting PPosition to any value causes some WMs, notably + // Compiz and Metacity, to honor the position of unmapped windows + if (!_glfwWindowVisibleX11(window)) + { + long supplied; + XSizeHints* hints = XAllocSizeHints(); + + if (XGetWMNormalHints(_glfw.x11.display, window->x11.handle, hints, &supplied)) + { + hints->flags |= PPosition; + hints->x = hints->y = 0; + + XSetWMNormalHints(_glfw.x11.display, window->x11.handle, hints); + } + + XFree(hints); + } + + XMoveWindow(_glfw.x11.display, window->x11.handle, xpos, ypos); + XFlush(_glfw.x11.display); +} + +void _glfwGetWindowSizeX11(_GLFWwindow* window, int* width, int* height) +{ + XWindowAttributes attribs; + XGetWindowAttributes(_glfw.x11.display, window->x11.handle, &attribs); + + if (width) + *width = attribs.width; + if (height) + *height = attribs.height; +} + +void _glfwSetWindowSizeX11(_GLFWwindow* window, int width, int height) +{ + if (window->monitor) + { + if (window->monitor->window == window) + acquireMonitor(window); + } + else + { + if (!window->resizable) + updateNormalHints(window, width, height); + + XResizeWindow(_glfw.x11.display, window->x11.handle, width, height); + } + + XFlush(_glfw.x11.display); +} + +void _glfwSetWindowSizeLimitsX11(_GLFWwindow* window, + int minwidth, int minheight, + int maxwidth, int maxheight) +{ + int width, height; + _glfwGetWindowSizeX11(window, &width, &height); + updateNormalHints(window, width, height); + XFlush(_glfw.x11.display); +} + +void _glfwSetWindowAspectRatioX11(_GLFWwindow* window, int numer, int denom) +{ + int width, height; + _glfwGetWindowSizeX11(window, &width, &height); + updateNormalHints(window, width, height); + XFlush(_glfw.x11.display); +} + +void _glfwGetFramebufferSizeX11(_GLFWwindow* window, int* width, int* height) +{ + _glfwGetWindowSizeX11(window, width, height); +} + +void _glfwGetWindowFrameSizeX11(_GLFWwindow* window, + int* left, int* top, + int* right, int* bottom) +{ + long* extents = NULL; + + if (window->monitor || !window->decorated) + return; + + if (_glfw.x11.NET_FRAME_EXTENTS == None) + return; + + if (!_glfwWindowVisibleX11(window) && + _glfw.x11.NET_REQUEST_FRAME_EXTENTS) + { + XEvent event; + double timeout = 0.5; + + // Ensure _NET_FRAME_EXTENTS is set, allowing glfwGetWindowFrameSize to + // function before the window is mapped + sendEventToWM(window, _glfw.x11.NET_REQUEST_FRAME_EXTENTS, + 0, 0, 0, 0, 0); + + // HACK: Use a timeout because earlier versions of some window managers + // (at least Unity, Fluxbox and Xfwm) failed to send the reply + // They have been fixed but broken versions are still in the wild + // If you are affected by this and your window manager is NOT + // listed above, PLEASE report it to their and our issue trackers + while (!XCheckIfEvent(_glfw.x11.display, + &event, + isFrameExtentsEvent, + (XPointer) window)) + { + if (!waitForX11Event(&timeout)) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: The window manager has a broken _NET_REQUEST_FRAME_EXTENTS implementation; please report this issue"); + return; + } + } + } + + if (_glfwGetWindowPropertyX11(window->x11.handle, + _glfw.x11.NET_FRAME_EXTENTS, + XA_CARDINAL, + (unsigned char**) &extents) == 4) + { + if (left) + *left = extents[0]; + if (top) + *top = extents[2]; + if (right) + *right = extents[1]; + if (bottom) + *bottom = extents[3]; + } + + if (extents) + XFree(extents); +} + +void _glfwGetWindowContentScaleX11(_GLFWwindow* window, float* xscale, float* yscale) +{ + if (xscale) + *xscale = _glfw.x11.contentScaleX; + if (yscale) + *yscale = _glfw.x11.contentScaleY; +} + +void _glfwIconifyWindowX11(_GLFWwindow* window) +{ + if (window->x11.overrideRedirect) + { + // Override-redirect windows cannot be iconified or restored, as those + // tasks are performed by the window manager + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Iconification of full screen windows requires a WM that supports EWMH full screen"); + return; + } + + XIconifyWindow(_glfw.x11.display, window->x11.handle, _glfw.x11.screen); + XFlush(_glfw.x11.display); +} + +void _glfwRestoreWindowX11(_GLFWwindow* window) +{ + if (window->x11.overrideRedirect) + { + // Override-redirect windows cannot be iconified or restored, as those + // tasks are performed by the window manager + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Iconification of full screen windows requires a WM that supports EWMH full screen"); + return; + } + + if (_glfwWindowIconifiedX11(window)) + { + XMapWindow(_glfw.x11.display, window->x11.handle); + waitForVisibilityNotify(window); + } + else if (_glfwWindowVisibleX11(window)) + { + if (_glfw.x11.NET_WM_STATE && + _glfw.x11.NET_WM_STATE_MAXIMIZED_VERT && + _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ) + { + sendEventToWM(window, + _glfw.x11.NET_WM_STATE, + _NET_WM_STATE_REMOVE, + _glfw.x11.NET_WM_STATE_MAXIMIZED_VERT, + _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ, + 1, 0); + } + } + + XFlush(_glfw.x11.display); +} + +void _glfwMaximizeWindowX11(_GLFWwindow* window) +{ + if (!_glfw.x11.NET_WM_STATE || + !_glfw.x11.NET_WM_STATE_MAXIMIZED_VERT || + !_glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ) + { + return; + } + + if (_glfwWindowVisibleX11(window)) + { + sendEventToWM(window, + _glfw.x11.NET_WM_STATE, + _NET_WM_STATE_ADD, + _glfw.x11.NET_WM_STATE_MAXIMIZED_VERT, + _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ, + 1, 0); + } + else + { + Atom* states = NULL; + unsigned long count = + _glfwGetWindowPropertyX11(window->x11.handle, + _glfw.x11.NET_WM_STATE, + XA_ATOM, + (unsigned char**) &states); + + // NOTE: We don't check for failure as this property may not exist yet + // and that's fine (and we'll create it implicitly with append) + + Atom missing[2] = + { + _glfw.x11.NET_WM_STATE_MAXIMIZED_VERT, + _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ + }; + unsigned long missingCount = 2; + + for (unsigned long i = 0; i < count; i++) + { + for (unsigned long j = 0; j < missingCount; j++) + { + if (states[i] == missing[j]) + { + missing[j] = missing[missingCount - 1]; + missingCount--; + } + } + } + + if (states) + XFree(states); + + if (!missingCount) + return; + + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_STATE, XA_ATOM, 32, + PropModeAppend, + (unsigned char*) missing, + missingCount); + } + + XFlush(_glfw.x11.display); +} + +void _glfwShowWindowX11(_GLFWwindow* window) +{ + if (_glfwWindowVisibleX11(window)) + return; + + XMapWindow(_glfw.x11.display, window->x11.handle); + waitForVisibilityNotify(window); +} + +void _glfwHideWindowX11(_GLFWwindow* window) +{ + XUnmapWindow(_glfw.x11.display, window->x11.handle); + XFlush(_glfw.x11.display); +} + +void _glfwRequestWindowAttentionX11(_GLFWwindow* window) +{ + if (!_glfw.x11.NET_WM_STATE || !_glfw.x11.NET_WM_STATE_DEMANDS_ATTENTION) + return; + + sendEventToWM(window, + _glfw.x11.NET_WM_STATE, + _NET_WM_STATE_ADD, + _glfw.x11.NET_WM_STATE_DEMANDS_ATTENTION, + 0, 1, 0); +} + +void _glfwFocusWindowX11(_GLFWwindow* window) +{ + if (_glfw.x11.NET_ACTIVE_WINDOW) + sendEventToWM(window, _glfw.x11.NET_ACTIVE_WINDOW, 1, 0, 0, 0, 0); + else if (_glfwWindowVisibleX11(window)) + { + XRaiseWindow(_glfw.x11.display, window->x11.handle); + XSetInputFocus(_glfw.x11.display, window->x11.handle, + RevertToParent, CurrentTime); + } + + XFlush(_glfw.x11.display); +} + +void _glfwSetWindowMonitorX11(_GLFWwindow* window, + _GLFWmonitor* monitor, + int xpos, int ypos, + int width, int height, + int refreshRate) +{ + if (window->monitor == monitor) + { + if (monitor) + { + if (monitor->window == window) + acquireMonitor(window); + } + else + { + if (!window->resizable) + updateNormalHints(window, width, height); + + XMoveResizeWindow(_glfw.x11.display, window->x11.handle, + xpos, ypos, width, height); + } + + XFlush(_glfw.x11.display); + return; + } + + if (window->monitor) + { + _glfwSetWindowDecoratedX11(window, window->decorated); + _glfwSetWindowFloatingX11(window, window->floating); + releaseMonitor(window); + } + + _glfwInputWindowMonitor(window, monitor); + updateNormalHints(window, width, height); + + if (window->monitor) + { + if (!_glfwWindowVisibleX11(window)) + { + XMapRaised(_glfw.x11.display, window->x11.handle); + waitForVisibilityNotify(window); + } + + updateWindowMode(window); + acquireMonitor(window); + } + else + { + updateWindowMode(window); + XMoveResizeWindow(_glfw.x11.display, window->x11.handle, + xpos, ypos, width, height); + } + + XFlush(_glfw.x11.display); +} + +GLFWbool _glfwWindowFocusedX11(_GLFWwindow* window) +{ + Window focused; + int state; + + XGetInputFocus(_glfw.x11.display, &focused, &state); + return window->x11.handle == focused; +} + +GLFWbool _glfwWindowIconifiedX11(_GLFWwindow* window) +{ + return getWindowState(window) == IconicState; +} + +GLFWbool _glfwWindowVisibleX11(_GLFWwindow* window) +{ + XWindowAttributes wa; + XGetWindowAttributes(_glfw.x11.display, window->x11.handle, &wa); + return wa.map_state == IsViewable; +} + +GLFWbool _glfwWindowMaximizedX11(_GLFWwindow* window) +{ + Atom* states; + GLFWbool maximized = GLFW_FALSE; + + if (!_glfw.x11.NET_WM_STATE || + !_glfw.x11.NET_WM_STATE_MAXIMIZED_VERT || + !_glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ) + { + return maximized; + } + + const unsigned long count = + _glfwGetWindowPropertyX11(window->x11.handle, + _glfw.x11.NET_WM_STATE, + XA_ATOM, + (unsigned char**) &states); + + for (unsigned long i = 0; i < count; i++) + { + if (states[i] == _glfw.x11.NET_WM_STATE_MAXIMIZED_VERT || + states[i] == _glfw.x11.NET_WM_STATE_MAXIMIZED_HORZ) + { + maximized = GLFW_TRUE; + break; + } + } + + if (states) + XFree(states); + + return maximized; +} + +GLFWbool _glfwWindowHoveredX11(_GLFWwindow* window) +{ + Window w = _glfw.x11.root; + while (w) + { + Window root; + int rootX, rootY, childX, childY; + unsigned int mask; + + _glfwGrabErrorHandlerX11(); + + const Bool result = XQueryPointer(_glfw.x11.display, w, + &root, &w, &rootX, &rootY, + &childX, &childY, &mask); + + _glfwReleaseErrorHandlerX11(); + + if (_glfw.x11.errorCode == BadWindow) + w = _glfw.x11.root; + else if (!result) + return GLFW_FALSE; + else if (w == window->x11.handle) + return GLFW_TRUE; + } + + return GLFW_FALSE; +} + +GLFWbool _glfwFramebufferTransparentX11(_GLFWwindow* window) +{ + if (!window->x11.transparent) + return GLFW_FALSE; + + return XGetSelectionOwner(_glfw.x11.display, _glfw.x11.NET_WM_CM_Sx) != None; +} + +void _glfwSetWindowResizableX11(_GLFWwindow* window, GLFWbool enabled) +{ + int width, height; + _glfwGetWindowSizeX11(window, &width, &height); + updateNormalHints(window, width, height); +} + +void _glfwSetWindowDecoratedX11(_GLFWwindow* window, GLFWbool enabled) +{ + struct + { + unsigned long flags; + unsigned long functions; + unsigned long decorations; + long input_mode; + unsigned long status; + } hints = {0}; + + hints.flags = MWM_HINTS_DECORATIONS; + hints.decorations = enabled ? MWM_DECOR_ALL : 0; + + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.MOTIF_WM_HINTS, + _glfw.x11.MOTIF_WM_HINTS, 32, + PropModeReplace, + (unsigned char*) &hints, + sizeof(hints) / sizeof(long)); +} + +void _glfwSetWindowFloatingX11(_GLFWwindow* window, GLFWbool enabled) +{ + if (!_glfw.x11.NET_WM_STATE || !_glfw.x11.NET_WM_STATE_ABOVE) + return; + + if (_glfwWindowVisibleX11(window)) + { + const long action = enabled ? _NET_WM_STATE_ADD : _NET_WM_STATE_REMOVE; + sendEventToWM(window, + _glfw.x11.NET_WM_STATE, + action, + _glfw.x11.NET_WM_STATE_ABOVE, + 0, 1, 0); + } + else + { + Atom* states = NULL; + const unsigned long count = + _glfwGetWindowPropertyX11(window->x11.handle, + _glfw.x11.NET_WM_STATE, + XA_ATOM, + (unsigned char**) &states); + + // NOTE: We don't check for failure as this property may not exist yet + // and that's fine (and we'll create it implicitly with append) + + if (enabled) + { + unsigned long i; + + for (i = 0; i < count; i++) + { + if (states[i] == _glfw.x11.NET_WM_STATE_ABOVE) + break; + } + + if (i == count) + { + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_STATE, XA_ATOM, 32, + PropModeAppend, + (unsigned char*) &_glfw.x11.NET_WM_STATE_ABOVE, + 1); + } + } + else if (states) + { + for (unsigned long i = 0; i < count; i++) + { + if (states[i] == _glfw.x11.NET_WM_STATE_ABOVE) + { + states[i] = states[count - 1]; + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_STATE, XA_ATOM, 32, + PropModeReplace, (unsigned char*) states, count - 1); + break; + } + } + } + + if (states) + XFree(states); + } + + XFlush(_glfw.x11.display); +} + +void _glfwSetWindowMousePassthroughX11(_GLFWwindow* window, GLFWbool enabled) +{ + if (!_glfw.x11.xshape.available) + return; + + if (enabled) + { + Region region = XCreateRegion(); + XShapeCombineRegion(_glfw.x11.display, window->x11.handle, + ShapeInput, 0, 0, region, ShapeSet); + XDestroyRegion(region); + } + else + { + XShapeCombineMask(_glfw.x11.display, window->x11.handle, + ShapeInput, 0, 0, None, ShapeSet); + } +} + +float _glfwGetWindowOpacityX11(_GLFWwindow* window) +{ + float opacity = 1.f; + + if (XGetSelectionOwner(_glfw.x11.display, _glfw.x11.NET_WM_CM_Sx)) + { + CARD32* value = NULL; + + if (_glfwGetWindowPropertyX11(window->x11.handle, + _glfw.x11.NET_WM_WINDOW_OPACITY, + XA_CARDINAL, + (unsigned char**) &value)) + { + opacity = (float) (*value / (double) 0xffffffffu); + } + + if (value) + XFree(value); + } + + return opacity; +} + +void _glfwSetWindowOpacityX11(_GLFWwindow* window, float opacity) +{ + const CARD32 value = (CARD32) (0xffffffffu * (double) opacity); + XChangeProperty(_glfw.x11.display, window->x11.handle, + _glfw.x11.NET_WM_WINDOW_OPACITY, XA_CARDINAL, 32, + PropModeReplace, (unsigned char*) &value, 1); +} + +void _glfwSetRawMouseMotionX11(_GLFWwindow *window, GLFWbool enabled) +{ + if (!_glfw.x11.xi.available) + return; + + if (_glfw.x11.disabledCursorWindow != window) + return; + + if (enabled) + enableRawMouseMotion(window); + else + disableRawMouseMotion(window); +} + +GLFWbool _glfwRawMouseMotionSupportedX11(void) +{ + return _glfw.x11.xi.available; +} + +void _glfwPollEventsX11(void) +{ + drainEmptyEvents(); + +#if defined(GLFW_BUILD_LINUX_JOYSTICK) + if (_glfw.joysticksInitialized) + _glfwDetectJoystickConnectionLinux(); +#endif + XPending(_glfw.x11.display); + + while (QLength(_glfw.x11.display)) + { + XEvent event; + XNextEvent(_glfw.x11.display, &event); + processEvent(&event); + } + + _GLFWwindow* window = _glfw.x11.disabledCursorWindow; + if (window) + { + int width, height; + _glfwGetWindowSizeX11(window, &width, &height); + + // NOTE: Re-center the cursor only if it has moved since the last call, + // to avoid breaking glfwWaitEvents with MotionNotify + if (window->x11.lastCursorPosX != width / 2 || + window->x11.lastCursorPosY != height / 2) + { + _glfwSetCursorPosX11(window, width / 2, height / 2); + } + } + + XFlush(_glfw.x11.display); +} + +void _glfwWaitEventsX11(void) +{ + waitForAnyEvent(NULL); + _glfwPollEventsX11(); +} + +void _glfwWaitEventsTimeoutX11(double timeout) +{ + waitForAnyEvent(&timeout); + _glfwPollEventsX11(); +} + +void _glfwPostEmptyEventX11(void) +{ + writeEmptyEvent(); +} + +void _glfwGetCursorPosX11(_GLFWwindow* window, double* xpos, double* ypos) +{ + Window root, child; + int rootX, rootY, childX, childY; + unsigned int mask; + + XQueryPointer(_glfw.x11.display, window->x11.handle, + &root, &child, + &rootX, &rootY, &childX, &childY, + &mask); + + if (xpos) + *xpos = childX; + if (ypos) + *ypos = childY; +} + +void _glfwSetCursorPosX11(_GLFWwindow* window, double x, double y) +{ + // Store the new position so it can be recognized later + window->x11.warpCursorPosX = (int) x; + window->x11.warpCursorPosY = (int) y; + + XWarpPointer(_glfw.x11.display, None, window->x11.handle, + 0,0,0,0, (int) x, (int) y); + XFlush(_glfw.x11.display); +} + +void _glfwSetCursorModeX11(_GLFWwindow* window, int mode) +{ + if (_glfwWindowFocusedX11(window)) + { + if (mode == GLFW_CURSOR_DISABLED) + { + _glfwGetCursorPosX11(window, + &_glfw.x11.restoreCursorPosX, + &_glfw.x11.restoreCursorPosY); + _glfwCenterCursorInContentArea(window); + if (window->rawMouseMotion) + enableRawMouseMotion(window); + } + else if (_glfw.x11.disabledCursorWindow == window) + { + if (window->rawMouseMotion) + disableRawMouseMotion(window); + } + + if (mode == GLFW_CURSOR_DISABLED || mode == GLFW_CURSOR_CAPTURED) + captureCursor(window); + else + releaseCursor(); + + if (mode == GLFW_CURSOR_DISABLED) + _glfw.x11.disabledCursorWindow = window; + else if (_glfw.x11.disabledCursorWindow == window) + { + _glfw.x11.disabledCursorWindow = NULL; + _glfwSetCursorPosX11(window, + _glfw.x11.restoreCursorPosX, + _glfw.x11.restoreCursorPosY); + } + } + + updateCursorImage(window); + XFlush(_glfw.x11.display); +} + +const char* _glfwGetScancodeNameX11(int scancode) +{ + if (!_glfw.x11.xkb.available) + return NULL; + + if (scancode < 0 || scancode > 0xff) + { + _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode %i", scancode); + return NULL; + } + + const int key = _glfw.x11.keycodes[scancode]; + if (key == GLFW_KEY_UNKNOWN) + return NULL; + + const KeySym keysym = XkbKeycodeToKeysym(_glfw.x11.display, + scancode, _glfw.x11.xkb.group, 0); + if (keysym == NoSymbol) + return NULL; + + const uint32_t codepoint = _glfwKeySym2Unicode(keysym); + if (codepoint == GLFW_INVALID_CODEPOINT) + return NULL; + + const size_t count = _glfwEncodeUTF8(_glfw.x11.keynames[key], codepoint); + if (count == 0) + return NULL; + + _glfw.x11.keynames[key][count] = '\0'; + return _glfw.x11.keynames[key]; +} + +int _glfwGetKeyScancodeX11(int key) +{ + return _glfw.x11.scancodes[key]; +} + +GLFWbool _glfwCreateCursorX11(_GLFWcursor* cursor, + const GLFWimage* image, + int xhot, int yhot) +{ + cursor->x11.handle = _glfwCreateNativeCursorX11(image, xhot, yhot); + if (!cursor->x11.handle) + return GLFW_FALSE; + + return GLFW_TRUE; +} + +GLFWbool _glfwCreateStandardCursorX11(_GLFWcursor* cursor, int shape) +{ + if (_glfw.x11.xcursor.handle) + { + char* theme = XcursorGetTheme(_glfw.x11.display); + if (theme) + { + const int size = XcursorGetDefaultSize(_glfw.x11.display); + const char* name = NULL; + + switch (shape) + { + case GLFW_ARROW_CURSOR: + name = "default"; + break; + case GLFW_IBEAM_CURSOR: + name = "text"; + break; + case GLFW_CROSSHAIR_CURSOR: + name = "crosshair"; + break; + case GLFW_POINTING_HAND_CURSOR: + name = "pointer"; + break; + case GLFW_RESIZE_EW_CURSOR: + name = "ew-resize"; + break; + case GLFW_RESIZE_NS_CURSOR: + name = "ns-resize"; + break; + case GLFW_RESIZE_NWSE_CURSOR: + name = "nwse-resize"; + break; + case GLFW_RESIZE_NESW_CURSOR: + name = "nesw-resize"; + break; + case GLFW_RESIZE_ALL_CURSOR: + name = "all-scroll"; + break; + case GLFW_NOT_ALLOWED_CURSOR: + name = "not-allowed"; + break; + } + + XcursorImage* image = XcursorLibraryLoadImage(name, theme, size); + if (image) + { + cursor->x11.handle = XcursorImageLoadCursor(_glfw.x11.display, image); + XcursorImageDestroy(image); + } + } + } + + if (!cursor->x11.handle) + { + unsigned int native = 0; + + switch (shape) + { + case GLFW_ARROW_CURSOR: + native = XC_left_ptr; + break; + case GLFW_IBEAM_CURSOR: + native = XC_xterm; + break; + case GLFW_CROSSHAIR_CURSOR: + native = XC_crosshair; + break; + case GLFW_POINTING_HAND_CURSOR: + native = XC_hand2; + break; + case GLFW_RESIZE_EW_CURSOR: + native = XC_sb_h_double_arrow; + break; + case GLFW_RESIZE_NS_CURSOR: + native = XC_sb_v_double_arrow; + break; + case GLFW_RESIZE_ALL_CURSOR: + native = XC_fleur; + break; + default: + _glfwInputError(GLFW_CURSOR_UNAVAILABLE, + "X11: Standard cursor shape unavailable"); + return GLFW_FALSE; + } + + cursor->x11.handle = XCreateFontCursor(_glfw.x11.display, native); + if (!cursor->x11.handle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to create standard cursor"); + return GLFW_FALSE; + } + } + + return GLFW_TRUE; +} + +void _glfwDestroyCursorX11(_GLFWcursor* cursor) +{ + if (cursor->x11.handle) + XFreeCursor(_glfw.x11.display, cursor->x11.handle); +} + +void _glfwSetCursorX11(_GLFWwindow* window, _GLFWcursor* cursor) +{ + if (window->cursorMode == GLFW_CURSOR_NORMAL || + window->cursorMode == GLFW_CURSOR_CAPTURED) + { + updateCursorImage(window); + XFlush(_glfw.x11.display); + } +} + +void _glfwSetClipboardStringX11(const char* string) +{ + char* copy = _glfw_strdup(string); + _glfw_free(_glfw.x11.clipboardString); + _glfw.x11.clipboardString = copy; + + XSetSelectionOwner(_glfw.x11.display, + _glfw.x11.CLIPBOARD, + _glfw.x11.helperWindowHandle, + CurrentTime); + + if (XGetSelectionOwner(_glfw.x11.display, _glfw.x11.CLIPBOARD) != + _glfw.x11.helperWindowHandle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to become owner of clipboard selection"); + } +} + +const char* _glfwGetClipboardStringX11(void) +{ + return getSelectionString(_glfw.x11.CLIPBOARD); +} + +EGLenum _glfwGetEGLPlatformX11(EGLint** attribs) +{ + if (_glfw.egl.ANGLE_platform_angle) + { + int type = 0; + + if (_glfw.egl.ANGLE_platform_angle_opengl) + { + if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_OPENGL) + type = EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE; + } + + if (_glfw.egl.ANGLE_platform_angle_vulkan) + { + if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_VULKAN) + type = EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE; + } + + if (type) + { + *attribs = _glfw_calloc(5, sizeof(EGLint)); + (*attribs)[0] = EGL_PLATFORM_ANGLE_TYPE_ANGLE; + (*attribs)[1] = type; + (*attribs)[2] = EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE; + (*attribs)[3] = EGL_PLATFORM_X11_EXT; + (*attribs)[4] = EGL_NONE; + return EGL_PLATFORM_ANGLE_ANGLE; + } + } + + if (_glfw.egl.EXT_platform_base && _glfw.egl.EXT_platform_x11) + return EGL_PLATFORM_X11_EXT; + + return 0; +} + +EGLNativeDisplayType _glfwGetEGLNativeDisplayX11(void) +{ + return _glfw.x11.display; +} + +EGLNativeWindowType _glfwGetEGLNativeWindowX11(_GLFWwindow* window) +{ + if (_glfw.egl.platform) + return &window->x11.handle; + else + return (EGLNativeWindowType) window->x11.handle; +} + +void _glfwGetRequiredInstanceExtensionsX11(char** extensions) +{ + if (!_glfw.vk.KHR_surface) + return; + + if (!_glfw.vk.KHR_xcb_surface || !_glfw.x11.x11xcb.handle) + { + if (!_glfw.vk.KHR_xlib_surface) + return; + } + + extensions[0] = "VK_KHR_surface"; + + // NOTE: VK_KHR_xcb_surface is preferred due to some early ICDs exposing but + // not correctly implementing VK_KHR_xlib_surface + if (_glfw.vk.KHR_xcb_surface && _glfw.x11.x11xcb.handle) + extensions[1] = "VK_KHR_xcb_surface"; + else + extensions[1] = "VK_KHR_xlib_surface"; +} + +GLFWbool _glfwGetPhysicalDevicePresentationSupportX11(VkInstance instance, + VkPhysicalDevice device, + uint32_t queuefamily) +{ + VisualID visualID = XVisualIDFromVisual(DefaultVisual(_glfw.x11.display, + _glfw.x11.screen)); + + if (_glfw.vk.KHR_xcb_surface && _glfw.x11.x11xcb.handle) + { + PFN_vkGetPhysicalDeviceXcbPresentationSupportKHR + vkGetPhysicalDeviceXcbPresentationSupportKHR = + (PFN_vkGetPhysicalDeviceXcbPresentationSupportKHR) + vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceXcbPresentationSupportKHR"); + if (!vkGetPhysicalDeviceXcbPresentationSupportKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "X11: Vulkan instance missing VK_KHR_xcb_surface extension"); + return GLFW_FALSE; + } + + xcb_connection_t* connection = XGetXCBConnection(_glfw.x11.display); + if (!connection) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to retrieve XCB connection"); + return GLFW_FALSE; + } + + return vkGetPhysicalDeviceXcbPresentationSupportKHR(device, + queuefamily, + connection, + visualID); + } + else + { + PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR + vkGetPhysicalDeviceXlibPresentationSupportKHR = + (PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR) + vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceXlibPresentationSupportKHR"); + if (!vkGetPhysicalDeviceXlibPresentationSupportKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "X11: Vulkan instance missing VK_KHR_xlib_surface extension"); + return GLFW_FALSE; + } + + return vkGetPhysicalDeviceXlibPresentationSupportKHR(device, + queuefamily, + _glfw.x11.display, + visualID); + } +} + +VkResult _glfwCreateWindowSurfaceX11(VkInstance instance, + _GLFWwindow* window, + const VkAllocationCallbacks* allocator, + VkSurfaceKHR* surface) +{ + if (_glfw.vk.KHR_xcb_surface && _glfw.x11.x11xcb.handle) + { + VkResult err; + VkXcbSurfaceCreateInfoKHR sci; + PFN_vkCreateXcbSurfaceKHR vkCreateXcbSurfaceKHR; + + xcb_connection_t* connection = XGetXCBConnection(_glfw.x11.display); + if (!connection) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to retrieve XCB connection"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + vkCreateXcbSurfaceKHR = (PFN_vkCreateXcbSurfaceKHR) + vkGetInstanceProcAddr(instance, "vkCreateXcbSurfaceKHR"); + if (!vkCreateXcbSurfaceKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "X11: Vulkan instance missing VK_KHR_xcb_surface extension"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + memset(&sci, 0, sizeof(sci)); + sci.sType = VK_STRUCTURE_TYPE_XCB_SURFACE_CREATE_INFO_KHR; + sci.connection = connection; + sci.window = window->x11.handle; + + err = vkCreateXcbSurfaceKHR(instance, &sci, allocator, surface); + if (err) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to create Vulkan XCB surface: %s", + _glfwGetVulkanResultString(err)); + } + + return err; + } + else + { + VkResult err; + VkXlibSurfaceCreateInfoKHR sci; + PFN_vkCreateXlibSurfaceKHR vkCreateXlibSurfaceKHR; + + vkCreateXlibSurfaceKHR = (PFN_vkCreateXlibSurfaceKHR) + vkGetInstanceProcAddr(instance, "vkCreateXlibSurfaceKHR"); + if (!vkCreateXlibSurfaceKHR) + { + _glfwInputError(GLFW_API_UNAVAILABLE, + "X11: Vulkan instance missing VK_KHR_xlib_surface extension"); + return VK_ERROR_EXTENSION_NOT_PRESENT; + } + + memset(&sci, 0, sizeof(sci)); + sci.sType = VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR; + sci.dpy = _glfw.x11.display; + sci.window = window->x11.handle; + + err = vkCreateXlibSurfaceKHR(instance, &sci, allocator, surface); + if (err) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to create Vulkan X11 surface: %s", + _glfwGetVulkanResultString(err)); + } + + return err; + } +} + + +////////////////////////////////////////////////////////////////////////// +////// GLFW native API ////// +////////////////////////////////////////////////////////////////////////// + +GLFWAPI Display* glfwGetX11Display(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "X11: Platform not initialized"); + return NULL; + } + + return _glfw.x11.display; +} + +GLFWAPI Window glfwGetX11Window(GLFWwindow* handle) +{ + _GLFWwindow* window = (_GLFWwindow*) handle; + _GLFW_REQUIRE_INIT_OR_RETURN(None); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "X11: Platform not initialized"); + return None; + } + + return window->x11.handle; +} + +GLFWAPI void glfwSetX11SelectionString(const char* string) +{ + _GLFW_REQUIRE_INIT(); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "X11: Platform not initialized"); + return; + } + + _glfw_free(_glfw.x11.primarySelectionString); + _glfw.x11.primarySelectionString = _glfw_strdup(string); + + XSetSelectionOwner(_glfw.x11.display, + _glfw.x11.PRIMARY, + _glfw.x11.helperWindowHandle, + CurrentTime); + + if (XGetSelectionOwner(_glfw.x11.display, _glfw.x11.PRIMARY) != + _glfw.x11.helperWindowHandle) + { + _glfwInputError(GLFW_PLATFORM_ERROR, + "X11: Failed to become owner of primary selection"); + } +} + +GLFWAPI const char* glfwGetX11SelectionString(void) +{ + _GLFW_REQUIRE_INIT_OR_RETURN(NULL); + + if (_glfw.platform.platformID != GLFW_PLATFORM_X11) + { + _glfwInputError(GLFW_PLATFORM_UNAVAILABLE, "X11: Platform not initialized"); + return NULL; + } + + return getSelectionString(_glfw.x11.PRIMARY); +} + +#endif // _GLFW_X11 + diff --git a/dependencies/glfw-3.4/src/xkb_unicode.c b/dependencies/glfw-3.4/src/xkb_unicode.c new file mode 100644 index 0000000..6b8dfca --- /dev/null +++ b/dependencies/glfw-3.4/src/xkb_unicode.c @@ -0,0 +1,943 @@ +//======================================================================== +// GLFW 3.4 X11 - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2002-2006 Marcus Geelnard +// Copyright (c) 2006-2017 Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#include "internal.h" + +#if defined(_GLFW_X11) || defined(_GLFW_WAYLAND) + +/* + * Marcus: This code was originally written by Markus G. Kuhn. + * I have made some slight changes (trimmed it down a bit from >60 KB to + * 20 KB), but the functionality is the same. + */ + +/* + * This module converts keysym values into the corresponding ISO 10646 + * (UCS, Unicode) values. + * + * The array keysymtab[] contains pairs of X11 keysym values for graphical + * characters and the corresponding Unicode value. The function + * _glfwKeySym2Unicode() maps a keysym onto a Unicode value using a binary + * search, therefore keysymtab[] must remain SORTED by keysym value. + * + * We allow to represent any UCS character in the range U-00000000 to + * U-00FFFFFF by a keysym value in the range 0x01000000 to 0x01ffffff. + * This admittedly does not cover the entire 31-bit space of UCS, but + * it does cover all of the characters up to U-10FFFF, which can be + * represented by UTF-16, and more, and it is very unlikely that higher + * UCS codes will ever be assigned by ISO. So to get Unicode character + * U+ABCD you can directly use keysym 0x0100abcd. + * + * Original author: Markus G. Kuhn , University of + * Cambridge, April 2001 + * + * Special thanks to Richard Verhoeven for preparing + * an initial draft of the mapping table. + * + */ + + +//************************************************************************ +//**** KeySym to Unicode mapping table **** +//************************************************************************ + +static const struct codepair { + unsigned short keysym; + unsigned short ucs; +} keysymtab[] = { + { 0x01a1, 0x0104 }, + { 0x01a2, 0x02d8 }, + { 0x01a3, 0x0141 }, + { 0x01a5, 0x013d }, + { 0x01a6, 0x015a }, + { 0x01a9, 0x0160 }, + { 0x01aa, 0x015e }, + { 0x01ab, 0x0164 }, + { 0x01ac, 0x0179 }, + { 0x01ae, 0x017d }, + { 0x01af, 0x017b }, + { 0x01b1, 0x0105 }, + { 0x01b2, 0x02db }, + { 0x01b3, 0x0142 }, + { 0x01b5, 0x013e }, + { 0x01b6, 0x015b }, + { 0x01b7, 0x02c7 }, + { 0x01b9, 0x0161 }, + { 0x01ba, 0x015f }, + { 0x01bb, 0x0165 }, + { 0x01bc, 0x017a }, + { 0x01bd, 0x02dd }, + { 0x01be, 0x017e }, + { 0x01bf, 0x017c }, + { 0x01c0, 0x0154 }, + { 0x01c3, 0x0102 }, + { 0x01c5, 0x0139 }, + { 0x01c6, 0x0106 }, + { 0x01c8, 0x010c }, + { 0x01ca, 0x0118 }, + { 0x01cc, 0x011a }, + { 0x01cf, 0x010e }, + { 0x01d0, 0x0110 }, + { 0x01d1, 0x0143 }, + { 0x01d2, 0x0147 }, + { 0x01d5, 0x0150 }, + { 0x01d8, 0x0158 }, + { 0x01d9, 0x016e }, + { 0x01db, 0x0170 }, + { 0x01de, 0x0162 }, + { 0x01e0, 0x0155 }, + { 0x01e3, 0x0103 }, + { 0x01e5, 0x013a }, + { 0x01e6, 0x0107 }, + { 0x01e8, 0x010d }, + { 0x01ea, 0x0119 }, + { 0x01ec, 0x011b }, + { 0x01ef, 0x010f }, + { 0x01f0, 0x0111 }, + { 0x01f1, 0x0144 }, + { 0x01f2, 0x0148 }, + { 0x01f5, 0x0151 }, + { 0x01f8, 0x0159 }, + { 0x01f9, 0x016f }, + { 0x01fb, 0x0171 }, + { 0x01fe, 0x0163 }, + { 0x01ff, 0x02d9 }, + { 0x02a1, 0x0126 }, + { 0x02a6, 0x0124 }, + { 0x02a9, 0x0130 }, + { 0x02ab, 0x011e }, + { 0x02ac, 0x0134 }, + { 0x02b1, 0x0127 }, + { 0x02b6, 0x0125 }, + { 0x02b9, 0x0131 }, + { 0x02bb, 0x011f }, + { 0x02bc, 0x0135 }, + { 0x02c5, 0x010a }, + { 0x02c6, 0x0108 }, + { 0x02d5, 0x0120 }, + { 0x02d8, 0x011c }, + { 0x02dd, 0x016c }, + { 0x02de, 0x015c }, + { 0x02e5, 0x010b }, + { 0x02e6, 0x0109 }, + { 0x02f5, 0x0121 }, + { 0x02f8, 0x011d }, + { 0x02fd, 0x016d }, + { 0x02fe, 0x015d }, + { 0x03a2, 0x0138 }, + { 0x03a3, 0x0156 }, + { 0x03a5, 0x0128 }, + { 0x03a6, 0x013b }, + { 0x03aa, 0x0112 }, + { 0x03ab, 0x0122 }, + { 0x03ac, 0x0166 }, + { 0x03b3, 0x0157 }, + { 0x03b5, 0x0129 }, + { 0x03b6, 0x013c }, + { 0x03ba, 0x0113 }, + { 0x03bb, 0x0123 }, + { 0x03bc, 0x0167 }, + { 0x03bd, 0x014a }, + { 0x03bf, 0x014b }, + { 0x03c0, 0x0100 }, + { 0x03c7, 0x012e }, + { 0x03cc, 0x0116 }, + { 0x03cf, 0x012a }, + { 0x03d1, 0x0145 }, + { 0x03d2, 0x014c }, + { 0x03d3, 0x0136 }, + { 0x03d9, 0x0172 }, + { 0x03dd, 0x0168 }, + { 0x03de, 0x016a }, + { 0x03e0, 0x0101 }, + { 0x03e7, 0x012f }, + { 0x03ec, 0x0117 }, + { 0x03ef, 0x012b }, + { 0x03f1, 0x0146 }, + { 0x03f2, 0x014d }, + { 0x03f3, 0x0137 }, + { 0x03f9, 0x0173 }, + { 0x03fd, 0x0169 }, + { 0x03fe, 0x016b }, + { 0x047e, 0x203e }, + { 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0x0af6, 0x266d }, + { 0x0af7, 0x2642 }, + { 0x0af8, 0x2640 }, + { 0x0af9, 0x260e }, + { 0x0afa, 0x2315 }, + { 0x0afb, 0x2117 }, + { 0x0afc, 0x2038 }, + { 0x0afd, 0x201a }, + { 0x0afe, 0x201e }, + { 0x0ba3, 0x003c }, + { 0x0ba6, 0x003e }, + { 0x0ba8, 0x2228 }, + { 0x0ba9, 0x2227 }, + { 0x0bc0, 0x00af }, + { 0x0bc2, 0x22a5 }, + { 0x0bc3, 0x2229 }, + { 0x0bc4, 0x230a }, + { 0x0bc6, 0x005f }, + { 0x0bca, 0x2218 }, + { 0x0bcc, 0x2395 }, + { 0x0bce, 0x22a4 }, + { 0x0bcf, 0x25cb }, + { 0x0bd3, 0x2308 }, + { 0x0bd6, 0x222a }, + { 0x0bd8, 0x2283 }, + { 0x0bda, 0x2282 }, + { 0x0bdc, 0x22a2 }, + { 0x0bfc, 0x22a3 }, + { 0x0cdf, 0x2017 }, + { 0x0ce0, 0x05d0 }, + { 0x0ce1, 0x05d1 }, + { 0x0ce2, 0x05d2 }, + { 0x0ce3, 0x05d3 }, + { 0x0ce4, 0x05d4 }, + { 0x0ce5, 0x05d5 }, + { 0x0ce6, 0x05d6 }, + { 0x0ce7, 0x05d7 }, + { 0x0ce8, 0x05d8 }, + { 0x0ce9, 0x05d9 }, + { 0x0cea, 0x05da }, + { 0x0ceb, 0x05db }, + { 0x0cec, 0x05dc }, + { 0x0ced, 0x05dd }, + { 0x0cee, 0x05de }, + { 0x0cef, 0x05df }, + { 0x0cf0, 0x05e0 }, + { 0x0cf1, 0x05e1 }, + { 0x0cf2, 0x05e2 }, + { 0x0cf3, 0x05e3 }, + { 0x0cf4, 0x05e4 }, + { 0x0cf5, 0x05e5 }, + { 0x0cf6, 0x05e6 }, + { 0x0cf7, 0x05e7 }, + { 0x0cf8, 0x05e8 }, + { 0x0cf9, 0x05e9 }, + { 0x0cfa, 0x05ea }, + { 0x0da1, 0x0e01 }, + { 0x0da2, 0x0e02 }, + { 0x0da3, 0x0e03 }, + { 0x0da4, 0x0e04 }, + { 0x0da5, 0x0e05 }, + { 0x0da6, 0x0e06 }, + { 0x0da7, 0x0e07 }, + { 0x0da8, 0x0e08 }, + { 0x0da9, 0x0e09 }, + { 0x0daa, 0x0e0a }, + { 0x0dab, 0x0e0b }, + { 0x0dac, 0x0e0c }, + { 0x0dad, 0x0e0d }, + { 0x0dae, 0x0e0e }, + { 0x0daf, 0x0e0f }, + { 0x0db0, 0x0e10 }, + { 0x0db1, 0x0e11 }, + { 0x0db2, 0x0e12 }, + { 0x0db3, 0x0e13 }, + { 0x0db4, 0x0e14 }, + { 0x0db5, 0x0e15 }, + { 0x0db6, 0x0e16 }, + { 0x0db7, 0x0e17 }, + { 0x0db8, 0x0e18 }, + { 0x0db9, 0x0e19 }, + { 0x0dba, 0x0e1a }, + { 0x0dbb, 0x0e1b }, + { 0x0dbc, 0x0e1c }, + { 0x0dbd, 0x0e1d }, + { 0x0dbe, 0x0e1e }, + { 0x0dbf, 0x0e1f }, + { 0x0dc0, 0x0e20 }, + { 0x0dc1, 0x0e21 }, + { 0x0dc2, 0x0e22 }, + { 0x0dc3, 0x0e23 }, + { 0x0dc4, 0x0e24 }, + { 0x0dc5, 0x0e25 }, + { 0x0dc6, 0x0e26 }, + { 0x0dc7, 0x0e27 }, + { 0x0dc8, 0x0e28 }, + { 0x0dc9, 0x0e29 }, + { 0x0dca, 0x0e2a }, + { 0x0dcb, 0x0e2b }, + { 0x0dcc, 0x0e2c }, + { 0x0dcd, 0x0e2d }, + { 0x0dce, 0x0e2e }, + { 0x0dcf, 0x0e2f }, + { 0x0dd0, 0x0e30 }, + { 0x0dd1, 0x0e31 }, + { 0x0dd2, 0x0e32 }, + { 0x0dd3, 0x0e33 }, + { 0x0dd4, 0x0e34 }, + { 0x0dd5, 0x0e35 }, + { 0x0dd6, 0x0e36 }, + { 0x0dd7, 0x0e37 }, + { 0x0dd8, 0x0e38 }, + { 0x0dd9, 0x0e39 }, + { 0x0dda, 0x0e3a }, + { 0x0ddf, 0x0e3f }, + { 0x0de0, 0x0e40 }, + { 0x0de1, 0x0e41 }, + { 0x0de2, 0x0e42 }, + { 0x0de3, 0x0e43 }, + { 0x0de4, 0x0e44 }, + { 0x0de5, 0x0e45 }, + { 0x0de6, 0x0e46 }, + { 0x0de7, 0x0e47 }, + { 0x0de8, 0x0e48 }, + { 0x0de9, 0x0e49 }, + { 0x0dea, 0x0e4a }, + { 0x0deb, 0x0e4b }, + { 0x0dec, 0x0e4c }, + { 0x0ded, 0x0e4d }, + { 0x0df0, 0x0e50 }, + { 0x0df1, 0x0e51 }, + { 0x0df2, 0x0e52 }, + { 0x0df3, 0x0e53 }, + { 0x0df4, 0x0e54 }, + { 0x0df5, 0x0e55 }, + { 0x0df6, 0x0e56 }, + { 0x0df7, 0x0e57 }, + { 0x0df8, 0x0e58 }, + { 0x0df9, 0x0e59 }, + { 0x0ea1, 0x3131 }, + { 0x0ea2, 0x3132 }, + { 0x0ea3, 0x3133 }, + { 0x0ea4, 0x3134 }, + { 0x0ea5, 0x3135 }, + { 0x0ea6, 0x3136 }, + { 0x0ea7, 0x3137 }, + { 0x0ea8, 0x3138 }, + { 0x0ea9, 0x3139 }, + { 0x0eaa, 0x313a }, + { 0x0eab, 0x313b }, + { 0x0eac, 0x313c }, + { 0x0ead, 0x313d }, + { 0x0eae, 0x313e }, + { 0x0eaf, 0x313f }, + { 0x0eb0, 0x3140 }, + { 0x0eb1, 0x3141 }, + { 0x0eb2, 0x3142 }, + { 0x0eb3, 0x3143 }, + { 0x0eb4, 0x3144 }, + { 0x0eb5, 0x3145 }, + { 0x0eb6, 0x3146 }, + { 0x0eb7, 0x3147 }, + { 0x0eb8, 0x3148 }, + { 0x0eb9, 0x3149 }, + { 0x0eba, 0x314a }, + { 0x0ebb, 0x314b }, + { 0x0ebc, 0x314c }, + { 0x0ebd, 0x314d }, + { 0x0ebe, 0x314e }, + { 0x0ebf, 0x314f }, + { 0x0ec0, 0x3150 }, + { 0x0ec1, 0x3151 }, + { 0x0ec2, 0x3152 }, + { 0x0ec3, 0x3153 }, + { 0x0ec4, 0x3154 }, + { 0x0ec5, 0x3155 }, + { 0x0ec6, 0x3156 }, + { 0x0ec7, 0x3157 }, + { 0x0ec8, 0x3158 }, + { 0x0ec9, 0x3159 }, + { 0x0eca, 0x315a }, + { 0x0ecb, 0x315b }, + { 0x0ecc, 0x315c }, + { 0x0ecd, 0x315d }, + { 0x0ece, 0x315e }, + { 0x0ecf, 0x315f }, + { 0x0ed0, 0x3160 }, + { 0x0ed1, 0x3161 }, + { 0x0ed2, 0x3162 }, + { 0x0ed3, 0x3163 }, + { 0x0ed4, 0x11a8 }, + { 0x0ed5, 0x11a9 }, + { 0x0ed6, 0x11aa }, + { 0x0ed7, 0x11ab }, + { 0x0ed8, 0x11ac }, + { 0x0ed9, 0x11ad }, + { 0x0eda, 0x11ae }, + { 0x0edb, 0x11af }, + { 0x0edc, 0x11b0 }, + { 0x0edd, 0x11b1 }, + { 0x0ede, 0x11b2 }, + { 0x0edf, 0x11b3 }, + { 0x0ee0, 0x11b4 }, + { 0x0ee1, 0x11b5 }, + { 0x0ee2, 0x11b6 }, + { 0x0ee3, 0x11b7 }, + { 0x0ee4, 0x11b8 }, + { 0x0ee5, 0x11b9 }, + { 0x0ee6, 0x11ba }, + { 0x0ee7, 0x11bb }, + { 0x0ee8, 0x11bc }, + { 0x0ee9, 0x11bd }, + { 0x0eea, 0x11be }, + { 0x0eeb, 0x11bf }, + { 0x0eec, 0x11c0 }, + { 0x0eed, 0x11c1 }, + { 0x0eee, 0x11c2 }, + { 0x0eef, 0x316d }, + { 0x0ef0, 0x3171 }, + { 0x0ef1, 0x3178 }, + { 0x0ef2, 0x317f }, + { 0x0ef3, 0x3181 }, + { 0x0ef4, 0x3184 }, + { 0x0ef5, 0x3186 }, + { 0x0ef6, 0x318d }, + { 0x0ef7, 0x318e }, + { 0x0ef8, 0x11eb }, + { 0x0ef9, 0x11f0 }, + { 0x0efa, 0x11f9 }, + { 0x0eff, 0x20a9 }, + { 0x13a4, 0x20ac }, + { 0x13bc, 0x0152 }, + { 0x13bd, 0x0153 }, + { 0x13be, 0x0178 }, + { 0x20ac, 0x20ac }, + { 0xfe50, '`' }, + { 0xfe51, 0x00b4 }, + { 0xfe52, '^' }, + { 0xfe53, '~' }, + { 0xfe54, 0x00af }, + { 0xfe55, 0x02d8 }, + { 0xfe56, 0x02d9 }, + { 0xfe57, 0x00a8 }, + { 0xfe58, 0x02da }, + { 0xfe59, 0x02dd }, + { 0xfe5a, 0x02c7 }, + { 0xfe5b, 0x00b8 }, + { 0xfe5c, 0x02db }, + { 0xfe5d, 0x037a }, + { 0xfe5e, 0x309b }, + { 0xfe5f, 0x309c }, + { 0xfe63, '/' }, + { 0xfe64, 0x02bc }, + { 0xfe65, 0x02bd }, + { 0xfe66, 0x02f5 }, + { 0xfe67, 0x02f3 }, + { 0xfe68, 0x02cd }, + { 0xfe69, 0xa788 }, + { 0xfe6a, 0x02f7 }, + { 0xfe6e, ',' }, + { 0xfe6f, 0x00a4 }, + { 0xfe80, 'a' }, // XK_dead_a + { 0xfe81, 'A' }, // XK_dead_A + { 0xfe82, 'e' }, // XK_dead_e + { 0xfe83, 'E' }, // XK_dead_E + { 0xfe84, 'i' }, // XK_dead_i + { 0xfe85, 'I' }, // XK_dead_I + { 0xfe86, 'o' }, // XK_dead_o + { 0xfe87, 'O' }, // XK_dead_O + { 0xfe88, 'u' }, // XK_dead_u + { 0xfe89, 'U' }, // XK_dead_U + { 0xfe8a, 0x0259 }, + { 0xfe8b, 0x018f }, + { 0xfe8c, 0x00b5 }, + { 0xfe90, '_' }, + { 0xfe91, 0x02c8 }, + { 0xfe92, 0x02cc }, + { 0xff80 /*XKB_KEY_KP_Space*/, ' ' }, + { 0xff95 /*XKB_KEY_KP_7*/, 0x0037 }, + { 0xff96 /*XKB_KEY_KP_4*/, 0x0034 }, + { 0xff97 /*XKB_KEY_KP_8*/, 0x0038 }, + { 0xff98 /*XKB_KEY_KP_6*/, 0x0036 }, + { 0xff99 /*XKB_KEY_KP_2*/, 0x0032 }, + { 0xff9a /*XKB_KEY_KP_9*/, 0x0039 }, + { 0xff9b /*XKB_KEY_KP_3*/, 0x0033 }, + { 0xff9c /*XKB_KEY_KP_1*/, 0x0031 }, + { 0xff9d /*XKB_KEY_KP_5*/, 0x0035 }, + { 0xff9e /*XKB_KEY_KP_0*/, 0x0030 }, + { 0xffaa /*XKB_KEY_KP_Multiply*/, '*' }, + { 0xffab /*XKB_KEY_KP_Add*/, '+' }, + { 0xffac /*XKB_KEY_KP_Separator*/, ',' }, + { 0xffad /*XKB_KEY_KP_Subtract*/, '-' }, + { 0xffae /*XKB_KEY_KP_Decimal*/, '.' }, + { 0xffaf /*XKB_KEY_KP_Divide*/, '/' }, + { 0xffb0 /*XKB_KEY_KP_0*/, 0x0030 }, + { 0xffb1 /*XKB_KEY_KP_1*/, 0x0031 }, + { 0xffb2 /*XKB_KEY_KP_2*/, 0x0032 }, + { 0xffb3 /*XKB_KEY_KP_3*/, 0x0033 }, + { 0xffb4 /*XKB_KEY_KP_4*/, 0x0034 }, + { 0xffb5 /*XKB_KEY_KP_5*/, 0x0035 }, + { 0xffb6 /*XKB_KEY_KP_6*/, 0x0036 }, + { 0xffb7 /*XKB_KEY_KP_7*/, 0x0037 }, + { 0xffb8 /*XKB_KEY_KP_8*/, 0x0038 }, + { 0xffb9 /*XKB_KEY_KP_9*/, 0x0039 }, + { 0xffbd /*XKB_KEY_KP_Equal*/, '=' } +}; + + +////////////////////////////////////////////////////////////////////////// +////// GLFW internal API ////// +////////////////////////////////////////////////////////////////////////// + +// Convert XKB KeySym to Unicode +// +uint32_t _glfwKeySym2Unicode(unsigned int keysym) +{ + int min = 0; + int max = sizeof(keysymtab) / sizeof(struct codepair) - 1; + int mid; + + // First check for Latin-1 characters (1:1 mapping) + if ((keysym >= 0x0020 && keysym <= 0x007e) || + (keysym >= 0x00a0 && keysym <= 0x00ff)) + { + return keysym; + } + + // Also check for directly encoded 24-bit UCS characters + if ((keysym & 0xff000000) == 0x01000000) + return keysym & 0x00ffffff; + + // Binary search in table + while (max >= min) + { + mid = (min + max) / 2; + if (keysymtab[mid].keysym < keysym) + min = mid + 1; + else if (keysymtab[mid].keysym > keysym) + max = mid - 1; + else + return keysymtab[mid].ucs; + } + + // No matching Unicode value found + return GLFW_INVALID_CODEPOINT; +} + +#endif // _GLFW_WAYLAND or _GLFW_X11 + diff --git a/dependencies/glfw-3.4/src/xkb_unicode.h b/dependencies/glfw-3.4/src/xkb_unicode.h new file mode 100644 index 0000000..b07408f --- /dev/null +++ b/dependencies/glfw-3.4/src/xkb_unicode.h @@ -0,0 +1,30 @@ +//======================================================================== +// GLFW 3.4 Linux - www.glfw.org +//------------------------------------------------------------------------ +// Copyright (c) 2014 Jonas Ådahl +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLFW_INVALID_CODEPOINT 0xffffffffu + +uint32_t _glfwKeySym2Unicode(unsigned int keysym); + diff --git a/dependencies/glfw-3.4/tests/CMakeLists.txt b/dependencies/glfw-3.4/tests/CMakeLists.txt new file mode 100644 index 0000000..f81cfeb --- /dev/null +++ b/dependencies/glfw-3.4/tests/CMakeLists.txt @@ -0,0 +1,86 @@ + +link_libraries(glfw) + +include_directories("${GLFW_SOURCE_DIR}/deps") + +if (MATH_LIBRARY) + link_libraries("${MATH_LIBRARY}") +endif() + +# Workaround for the MS CRT deprecating parts of the standard library +if (MSVC OR CMAKE_C_SIMULATE_ID STREQUAL "MSVC") + add_definitions(-D_CRT_SECURE_NO_WARNINGS) +endif() + +set(GLAD_GL "${GLFW_SOURCE_DIR}/deps/glad/gl.h") +set(GLAD_VULKAN "${GLFW_SOURCE_DIR}/deps/glad/vulkan.h") +set(GETOPT "${GLFW_SOURCE_DIR}/deps/getopt.h" + "${GLFW_SOURCE_DIR}/deps/getopt.c") +set(TINYCTHREAD "${GLFW_SOURCE_DIR}/deps/tinycthread.h" + "${GLFW_SOURCE_DIR}/deps/tinycthread.c") + +add_executable(allocator allocator.c ${GLAD_GL}) +add_executable(clipboard clipboard.c ${GETOPT} ${GLAD_GL}) +add_executable(events events.c ${GETOPT} ${GLAD_GL}) +add_executable(msaa msaa.c ${GETOPT} ${GLAD_GL}) +add_executable(glfwinfo glfwinfo.c ${GETOPT} ${GLAD_GL} ${GLAD_VULKAN}) +add_executable(iconify iconify.c ${GETOPT} ${GLAD_GL}) +add_executable(monitors monitors.c ${GETOPT} ${GLAD_GL}) +add_executable(reopen reopen.c ${GLAD_GL}) +add_executable(cursor cursor.c ${GLAD_GL}) + +add_executable(empty WIN32 MACOSX_BUNDLE empty.c ${TINYCTHREAD} ${GLAD_GL}) +add_executable(gamma WIN32 MACOSX_BUNDLE gamma.c ${GLAD_GL}) +add_executable(icon WIN32 MACOSX_BUNDLE icon.c ${GLAD_GL}) +add_executable(inputlag WIN32 MACOSX_BUNDLE inputlag.c ${GETOPT} ${GLAD_GL}) +add_executable(joysticks WIN32 MACOSX_BUNDLE joysticks.c ${GLAD_GL}) +add_executable(tearing WIN32 MACOSX_BUNDLE tearing.c ${GLAD_GL}) +add_executable(threads WIN32 MACOSX_BUNDLE threads.c ${TINYCTHREAD} ${GLAD_GL}) +add_executable(timeout WIN32 MACOSX_BUNDLE timeout.c ${GLAD_GL}) +add_executable(title WIN32 MACOSX_BUNDLE title.c ${GLAD_GL}) +add_executable(triangle-vulkan WIN32 triangle-vulkan.c ${GLAD_VULKAN}) +add_executable(window WIN32 MACOSX_BUNDLE window.c ${GLAD_GL}) + +target_link_libraries(empty Threads::Threads) +target_link_libraries(threads Threads::Threads) +if (RT_LIBRARY) + target_link_libraries(empty "${RT_LIBRARY}") + target_link_libraries(threads "${RT_LIBRARY}") +endif() + +set(GUI_ONLY_BINARIES empty gamma icon inputlag joysticks tearing threads + timeout title triangle-vulkan window) +set(CONSOLE_BINARIES allocator clipboard events msaa glfwinfo iconify monitors + reopen cursor) + +set_target_properties(${GUI_ONLY_BINARIES} ${CONSOLE_BINARIES} PROPERTIES + C_STANDARD 99 + FOLDER "GLFW3/Tests") + +if (MSVC) + # Tell MSVC to use main instead of WinMain + set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES + LINK_FLAGS "/ENTRY:mainCRTStartup") +elseif (CMAKE_C_SIMULATE_ID STREQUAL "MSVC") + # Tell Clang using MS CRT to use main instead of WinMain + set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES + LINK_FLAGS "-Wl,/entry:mainCRTStartup") +endif() + +if (APPLE) + set_target_properties(empty PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Empty Event") + set_target_properties(gamma PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Gamma") + set_target_properties(inputlag PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Input Lag") + set_target_properties(joysticks PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Joysticks") + set_target_properties(tearing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Tearing") + set_target_properties(threads PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Threads") + set_target_properties(timeout PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Timeout") + set_target_properties(title PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Title") + set_target_properties(window PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Window") + + set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES + MACOSX_BUNDLE_SHORT_VERSION_STRING ${GLFW_VERSION} + MACOSX_BUNDLE_LONG_VERSION_STRING ${GLFW_VERSION} + MACOSX_BUNDLE_INFO_PLIST "${GLFW_SOURCE_DIR}/CMake/Info.plist.in") +endif() + diff --git a/dependencies/glfw-3.4/tests/allocator.c b/dependencies/glfw-3.4/tests/allocator.c new file mode 100644 index 0000000..3fb004d --- /dev/null +++ b/dependencies/glfw-3.4/tests/allocator.c @@ -0,0 +1,142 @@ +//======================================================================== +// Custom heap allocator test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include + +#define CALL(x) (function_name = #x, x) +static const char* function_name = NULL; + +struct allocator_stats +{ + size_t total; + size_t current; + size_t maximum; +}; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void* allocate(size_t size, void* user) +{ + struct allocator_stats* stats = user; + assert(size > 0); + + stats->total += size; + stats->current += size; + if (stats->current > stats->maximum) + stats->maximum = stats->current; + + printf("%s: allocate %zu bytes (current %zu maximum %zu total %zu)\n", + function_name, size, stats->current, stats->maximum, stats->total); + + size_t* real_block = malloc(size + sizeof(size_t)); + assert(real_block != NULL); + *real_block = size; + return real_block + 1; +} + +static void deallocate(void* block, void* user) +{ + struct allocator_stats* stats = user; + assert(block != NULL); + + size_t* real_block = (size_t*) block - 1; + stats->current -= *real_block; + + printf("%s: deallocate %zu bytes (current %zu maximum %zu total %zu)\n", + function_name, *real_block, stats->current, stats->maximum, stats->total); + + free(real_block); +} + +static void* reallocate(void* block, size_t size, void* user) +{ + struct allocator_stats* stats = user; + assert(block != NULL); + assert(size > 0); + + size_t* real_block = (size_t*) block - 1; + stats->total += size; + stats->current += size - *real_block; + if (stats->current > stats->maximum) + stats->maximum = stats->current; + + printf("%s: reallocate %zu bytes to %zu bytes (current %zu maximum %zu total %zu)\n", + function_name, *real_block, size, stats->current, stats->maximum, stats->total); + + real_block = realloc(real_block, size + sizeof(size_t)); + assert(real_block != NULL); + *real_block = size; + return real_block + 1; +} + +int main(void) +{ + struct allocator_stats stats = {0}; + const GLFWallocator allocator = + { + .allocate = allocate, + .deallocate = deallocate, + .reallocate = reallocate, + .user = &stats + }; + + glfwSetErrorCallback(error_callback); + glfwInitAllocator(&allocator); + + if (!CALL(glfwInit)()) + exit(EXIT_FAILURE); + + GLFWwindow* window = CALL(glfwCreateWindow)(400, 400, "Custom allocator test", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + CALL(glfwMakeContextCurrent)(window); + gladLoadGL(glfwGetProcAddress); + CALL(glfwSwapInterval)(1); + + while (!CALL(glfwWindowShouldClose)(window)) + { + glClear(GL_COLOR_BUFFER_BIT); + CALL(glfwSwapBuffers)(window); + CALL(glfwWaitEvents)(); + } + + CALL(glfwTerminate)(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/clipboard.c b/dependencies/glfw-3.4/tests/clipboard.c new file mode 100644 index 0000000..eaad516 --- /dev/null +++ b/dependencies/glfw-3.4/tests/clipboard.c @@ -0,0 +1,146 @@ +//======================================================================== +// Clipboard test program +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This program is used to test the clipboard functionality. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include + +#include "getopt.h" + +#if defined(__APPLE__) + #define MODIFIER GLFW_MOD_SUPER +#else + #define MODIFIER GLFW_MOD_CONTROL +#endif + +static void usage(void) +{ + printf("Usage: clipboard [-h]\n"); +} + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + + case GLFW_KEY_V: + if (mods == MODIFIER) + { + const char* string; + + string = glfwGetClipboardString(NULL); + if (string) + printf("Clipboard contains \"%s\"\n", string); + else + printf("Clipboard does not contain a string\n"); + } + break; + + case GLFW_KEY_C: + if (mods == MODIFIER) + { + const char* string = "Hello GLFW World!"; + glfwSetClipboardString(NULL, string); + printf("Setting clipboard to \"%s\"\n", string); + } + break; + } +} + +int main(int argc, char** argv) +{ + int ch; + GLFWwindow* window; + + while ((ch = getopt(argc, argv, "h")) != -1) + { + switch (ch) + { + case 'h': + usage(); + exit(EXIT_SUCCESS); + + default: + usage(); + exit(EXIT_FAILURE); + } + } + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + { + fprintf(stderr, "Failed to initialize GLFW\n"); + exit(EXIT_FAILURE); + } + + window = glfwCreateWindow(200, 200, "Clipboard Test", NULL, NULL); + if (!window) + { + glfwTerminate(); + + fprintf(stderr, "Failed to open GLFW window\n"); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + glfwSetKeyCallback(window, key_callback); + + glClearColor(0.5f, 0.5f, 0.5f, 0); + + while (!glfwWindowShouldClose(window)) + { + glClear(GL_COLOR_BUFFER_BIT); + + glfwSwapBuffers(window); + glfwWaitEvents(); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/cursor.c b/dependencies/glfw-3.4/tests/cursor.c new file mode 100644 index 0000000..37f3299 --- /dev/null +++ b/dependencies/glfw-3.4/tests/cursor.c @@ -0,0 +1,495 @@ +//======================================================================== +// Cursor & input mode tests +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test provides an interface to the cursor image and cursor mode +// parts of the API. +// +// Custom cursor image generation by urraka. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include +#include +#include + +#include "linmath.h" + +#define CURSOR_FRAME_COUNT 60 + +static const char* vertex_shader_text = +"#version 110\n" +"uniform mat4 MVP;\n" +"attribute vec2 vPos;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 110\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(1.0);\n" +"}\n"; + +static double cursor_x; +static double cursor_y; +static int swap_interval = 1; +static int wait_events = GLFW_TRUE; +static int animate_cursor = GLFW_FALSE; +static int track_cursor = GLFW_FALSE; +static GLFWcursor* standard_cursors[10]; +static GLFWcursor* tracking_cursor = NULL; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static float star(int x, int y, float t) +{ + const float c = 64 / 2.f; + + const float i = (0.25f * (float) sin(2.f * M_PI * t) + 0.75f); + const float k = 64 * 0.046875f * i; + + const float dist = (float) sqrt((x - c) * (x - c) + (y - c) * (y - c)); + + const float salpha = 1.f - dist / c; + const float xalpha = (float) x == c ? c : k / (float) fabs(x - c); + const float yalpha = (float) y == c ? c : k / (float) fabs(y - c); + + return (float) fmax(0.f, fmin(1.f, i * salpha * 0.2f + salpha * xalpha * yalpha)); +} + +static GLFWcursor* create_cursor_frame(float t) +{ + int i = 0, x, y; + unsigned char buffer[64 * 64 * 4]; + const GLFWimage image = { 64, 64, buffer }; + + for (y = 0; y < image.width; y++) + { + for (x = 0; x < image.height; x++) + { + buffer[i++] = 255; + buffer[i++] = 255; + buffer[i++] = 255; + buffer[i++] = (unsigned char) (255 * star(x, y, t)); + } + } + + return glfwCreateCursor(&image, image.width / 2, image.height / 2); +} + +static GLFWcursor* create_tracking_cursor(void) +{ + int i = 0, x, y; + unsigned char buffer[32 * 32 * 4]; + const GLFWimage image = { 32, 32, buffer }; + + for (y = 0; y < image.width; y++) + { + for (x = 0; x < image.height; x++) + { + if (x == 7 || y == 7) + { + buffer[i++] = 255; + buffer[i++] = 0; + buffer[i++] = 0; + buffer[i++] = 255; + } + else + { + buffer[i++] = 0; + buffer[i++] = 0; + buffer[i++] = 0; + buffer[i++] = 0; + } + } + } + + return glfwCreateCursor(&image, 7, 7); +} + +static void cursor_position_callback(GLFWwindow* window, double x, double y) +{ + printf("%0.3f: Cursor position: %f %f (%+f %+f)\n", + glfwGetTime(), + x, y, x - cursor_x, y - cursor_y); + + cursor_x = x; + cursor_y = y; +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_A: + { + animate_cursor = !animate_cursor; + if (!animate_cursor) + glfwSetCursor(window, NULL); + + break; + } + + case GLFW_KEY_ESCAPE: + { + const int mode = glfwGetInputMode(window, GLFW_CURSOR); + if (mode != GLFW_CURSOR_DISABLED && mode != GLFW_CURSOR_CAPTURED) + { + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + } + + /* FALLTHROUGH */ + } + + case GLFW_KEY_N: + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + glfwGetCursorPos(window, &cursor_x, &cursor_y); + printf("(( cursor is normal ))\n"); + break; + + case GLFW_KEY_D: + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + printf("(( cursor is disabled ))\n"); + break; + + case GLFW_KEY_H: + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + printf("(( cursor is hidden ))\n"); + break; + + case GLFW_KEY_C: + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED); + printf("(( cursor is captured ))\n"); + break; + + case GLFW_KEY_R: + if (!glfwRawMouseMotionSupported()) + break; + + if (glfwGetInputMode(window, GLFW_RAW_MOUSE_MOTION)) + { + glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE); + printf("(( raw input is disabled ))\n"); + } + else + { + glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); + printf("(( raw input is enabled ))\n"); + } + break; + + case GLFW_KEY_SPACE: + swap_interval = 1 - swap_interval; + printf("(( swap interval: %i ))\n", swap_interval); + glfwSwapInterval(swap_interval); + break; + + case GLFW_KEY_W: + wait_events = !wait_events; + printf("(( %sing for events ))\n", wait_events ? "wait" : "poll"); + break; + + case GLFW_KEY_T: + track_cursor = !track_cursor; + if (track_cursor) + glfwSetCursor(window, tracking_cursor); + else + glfwSetCursor(window, NULL); + + break; + + case GLFW_KEY_P: + { + double x, y; + glfwGetCursorPos(window, &x, &y); + + printf("Query before set: %f %f (%+f %+f)\n", + x, y, x - cursor_x, y - cursor_y); + cursor_x = x; + cursor_y = y; + + glfwSetCursorPos(window, cursor_x, cursor_y); + glfwGetCursorPos(window, &x, &y); + + printf("Query after set: %f %f (%+f %+f)\n", + x, y, x - cursor_x, y - cursor_y); + cursor_x = x; + cursor_y = y; + break; + } + + case GLFW_KEY_UP: + glfwSetCursorPos(window, 0, 0); + glfwGetCursorPos(window, &cursor_x, &cursor_y); + break; + + case GLFW_KEY_DOWN: + { + int width, height; + glfwGetWindowSize(window, &width, &height); + glfwSetCursorPos(window, width - 1, height - 1); + glfwGetCursorPos(window, &cursor_x, &cursor_y); + break; + } + + case GLFW_KEY_0: + glfwSetCursor(window, NULL); + break; + + case GLFW_KEY_1: + case GLFW_KEY_2: + case GLFW_KEY_3: + case GLFW_KEY_4: + case GLFW_KEY_5: + case GLFW_KEY_6: + case GLFW_KEY_7: + case GLFW_KEY_8: + case GLFW_KEY_9: + { + int index = key - GLFW_KEY_1; + if (mods & GLFW_MOD_SHIFT) + index += 9; + + if (index < sizeof(standard_cursors) / sizeof(standard_cursors[0])) + glfwSetCursor(window, standard_cursors[index]); + + break; + } + + case GLFW_KEY_F11: + case GLFW_KEY_ENTER: + { + static int x, y, width, height; + + if (mods != GLFW_MOD_ALT) + return; + + if (glfwGetWindowMonitor(window)) + glfwSetWindowMonitor(window, NULL, x, y, width, height, 0); + else + { + GLFWmonitor* monitor = glfwGetPrimaryMonitor(); + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + glfwGetWindowPos(window, &x, &y); + glfwGetWindowSize(window, &width, &height); + glfwSetWindowMonitor(window, monitor, + 0, 0, mode->width, mode->height, + mode->refreshRate); + } + + glfwGetCursorPos(window, &cursor_x, &cursor_y); + break; + } + } +} + +int main(void) +{ + int i; + GLFWwindow* window; + GLFWcursor* star_cursors[CURSOR_FRAME_COUNT]; + GLFWcursor* current_frame = NULL; + GLuint vertex_buffer, vertex_shader, fragment_shader, program; + GLint mvp_location, vpos_location; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + tracking_cursor = create_tracking_cursor(); + if (!tracking_cursor) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + for (i = 0; i < CURSOR_FRAME_COUNT; i++) + { + star_cursors[i] = create_cursor_frame(i / (float) CURSOR_FRAME_COUNT); + if (!star_cursors[i]) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + } + + for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++) + { + const int shapes[] = { + GLFW_ARROW_CURSOR, + GLFW_IBEAM_CURSOR, + GLFW_CROSSHAIR_CURSOR, + GLFW_POINTING_HAND_CURSOR, + GLFW_RESIZE_EW_CURSOR, + GLFW_RESIZE_NS_CURSOR, + GLFW_RESIZE_NWSE_CURSOR, + GLFW_RESIZE_NESW_CURSOR, + GLFW_RESIZE_ALL_CURSOR, + GLFW_NOT_ALLOWED_CURSOR + }; + + standard_cursors[i] = glfwCreateStandardCursor(shapes[i]); + } + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + + window = glfwCreateWindow(640, 480, "Cursor Test", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + + vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + mvp_location = glGetUniformLocation(program, "MVP"); + vpos_location = glGetAttribLocation(program, "vPos"); + + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(vec2), (void*) 0); + glUseProgram(program); + + glfwGetCursorPos(window, &cursor_x, &cursor_y); + printf("Cursor position: %f %f\n", cursor_x, cursor_y); + + glfwSetCursorPosCallback(window, cursor_position_callback); + glfwSetKeyCallback(window, key_callback); + + while (!glfwWindowShouldClose(window)) + { + glClear(GL_COLOR_BUFFER_BIT); + + if (track_cursor) + { + int wnd_width, wnd_height, fb_width, fb_height; + float scale; + vec2 vertices[4]; + mat4x4 mvp; + + glfwGetWindowSize(window, &wnd_width, &wnd_height); + glfwGetFramebufferSize(window, &fb_width, &fb_height); + + glViewport(0, 0, fb_width, fb_height); + + scale = (float) fb_width / (float) wnd_width; + vertices[0][0] = 0.5f; + vertices[0][1] = (float) (fb_height - floor(cursor_y * scale) - 1.f + 0.5f); + vertices[1][0] = (float) fb_width + 0.5f; + vertices[1][1] = (float) (fb_height - floor(cursor_y * scale) - 1.f + 0.5f); + vertices[2][0] = (float) floor(cursor_x * scale) + 0.5f; + vertices[2][1] = 0.5f; + vertices[3][0] = (float) floor(cursor_x * scale) + 0.5f; + vertices[3][1] = (float) fb_height + 0.5f; + + glBufferData(GL_ARRAY_BUFFER, + sizeof(vertices), + vertices, + GL_STREAM_DRAW); + + mat4x4_ortho(mvp, 0.f, (float) fb_width, 0.f, (float) fb_height, 0.f, 1.f); + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); + + glDrawArrays(GL_LINES, 0, 4); + } + + glfwSwapBuffers(window); + + if (animate_cursor) + { + const int i = (int) (glfwGetTime() * 30.0) % CURSOR_FRAME_COUNT; + if (current_frame != star_cursors[i]) + { + glfwSetCursor(window, star_cursors[i]); + current_frame = star_cursors[i]; + } + } + else + current_frame = NULL; + + if (wait_events) + { + if (animate_cursor) + glfwWaitEventsTimeout(1.0 / 30.0); + else + glfwWaitEvents(); + } + else + glfwPollEvents(); + + // Workaround for an issue with msvcrt and mintty + fflush(stdout); + } + + glfwDestroyWindow(window); + + for (i = 0; i < CURSOR_FRAME_COUNT; i++) + glfwDestroyCursor(star_cursors[i]); + + for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++) + glfwDestroyCursor(standard_cursors[i]); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/empty.c b/dependencies/glfw-3.4/tests/empty.c new file mode 100644 index 0000000..72caccb --- /dev/null +++ b/dependencies/glfw-3.4/tests/empty.c @@ -0,0 +1,133 @@ +//======================================================================== +// Empty event test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test is intended to verify that posting of empty events works +// +//======================================================================== + +#include "tinycthread.h" + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include + +static volatile int running = GLFW_TRUE; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static int thread_main(void* data) +{ + struct timespec time; + + while (running) + { + clock_gettime(CLOCK_REALTIME, &time); + time.tv_sec += 1; + thrd_sleep(&time, NULL); + + glfwPostEmptyEvent(); + } + + return 0; +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +static float nrand(void) +{ + return (float) rand() / (float) RAND_MAX; +} + +int main(void) +{ + int result; + thrd_t thread; + GLFWwindow* window; + + srand((unsigned int) time(NULL)); + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + window = glfwCreateWindow(640, 480, "Empty Event Test", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSetKeyCallback(window, key_callback); + + if (thrd_create(&thread, thread_main, NULL) != thrd_success) + { + fprintf(stderr, "Failed to create secondary thread\n"); + + glfwTerminate(); + exit(EXIT_FAILURE); + } + + while (running) + { + int width, height; + float r = nrand(), g = nrand(), b = nrand(); + float l = (float) sqrt(r * r + g * g + b * b); + + glfwGetFramebufferSize(window, &width, &height); + + glViewport(0, 0, width, height); + glClearColor(r / l, g / l, b / l, 1.f); + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); + + glfwWaitEvents(); + + if (glfwWindowShouldClose(window)) + running = GLFW_FALSE; + } + + glfwHideWindow(window); + thrd_join(thread, &result); + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/events.c b/dependencies/glfw-3.4/tests/events.c new file mode 100644 index 0000000..fdc3c19 --- /dev/null +++ b/dependencies/glfw-3.4/tests/events.c @@ -0,0 +1,681 @@ +//======================================================================== +// Event linter (event spewer) +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test hooks every available callback and outputs their arguments +// +// Log messages go to stdout, error messages to stderr +// +// Every event also gets a (sequential) number to aid discussion of logs +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include +#include +#include + +#include "getopt.h" + +// Event index +static unsigned int counter = 0; + +typedef struct +{ + GLFWwindow* window; + int number; + int closeable; +} Slot; + +static void usage(void) +{ + printf("Usage: events [-f] [-h] [-n WINDOWS]\n"); + printf("Options:\n"); + printf(" -f use full screen\n"); + printf(" -h show this help\n"); + printf(" -n the number of windows to create\n"); +} + +static const char* get_key_name(int key) +{ + switch (key) + { + // Printable keys + case GLFW_KEY_A: return "A"; + case GLFW_KEY_B: return "B"; + case GLFW_KEY_C: return "C"; + case GLFW_KEY_D: return "D"; + case GLFW_KEY_E: return "E"; + case GLFW_KEY_F: return "F"; + case GLFW_KEY_G: return "G"; + case GLFW_KEY_H: return "H"; + case GLFW_KEY_I: return "I"; + case GLFW_KEY_J: return "J"; + case GLFW_KEY_K: return "K"; + case GLFW_KEY_L: return "L"; + case GLFW_KEY_M: return "M"; + case GLFW_KEY_N: return "N"; + case GLFW_KEY_O: return "O"; + case GLFW_KEY_P: return "P"; + case GLFW_KEY_Q: return "Q"; + case GLFW_KEY_R: return "R"; + case GLFW_KEY_S: return "S"; + case GLFW_KEY_T: return "T"; + case GLFW_KEY_U: return "U"; + case GLFW_KEY_V: return "V"; + case GLFW_KEY_W: return "W"; + case GLFW_KEY_X: return "X"; + case GLFW_KEY_Y: return "Y"; + case GLFW_KEY_Z: return "Z"; + case GLFW_KEY_1: return "1"; + case GLFW_KEY_2: return "2"; + case GLFW_KEY_3: return "3"; + case GLFW_KEY_4: return "4"; + case GLFW_KEY_5: return "5"; + case GLFW_KEY_6: return "6"; + case GLFW_KEY_7: return "7"; + case GLFW_KEY_8: return "8"; + case GLFW_KEY_9: return "9"; + case GLFW_KEY_0: return "0"; + case GLFW_KEY_SPACE: return "SPACE"; + case GLFW_KEY_MINUS: return "MINUS"; + case GLFW_KEY_EQUAL: return "EQUAL"; + case GLFW_KEY_LEFT_BRACKET: return "LEFT BRACKET"; + case GLFW_KEY_RIGHT_BRACKET: return "RIGHT BRACKET"; + case GLFW_KEY_BACKSLASH: return "BACKSLASH"; + case GLFW_KEY_SEMICOLON: return "SEMICOLON"; + case GLFW_KEY_APOSTROPHE: return "APOSTROPHE"; + case GLFW_KEY_GRAVE_ACCENT: return "GRAVE ACCENT"; + case GLFW_KEY_COMMA: return "COMMA"; + case GLFW_KEY_PERIOD: return "PERIOD"; + case GLFW_KEY_SLASH: return "SLASH"; + case GLFW_KEY_WORLD_1: return "WORLD 1"; + case GLFW_KEY_WORLD_2: return "WORLD 2"; + + // Function keys + case GLFW_KEY_ESCAPE: return "ESCAPE"; + case GLFW_KEY_F1: return "F1"; + case GLFW_KEY_F2: return "F2"; + case GLFW_KEY_F3: return "F3"; + case GLFW_KEY_F4: return "F4"; + case GLFW_KEY_F5: return "F5"; + case GLFW_KEY_F6: return "F6"; + case GLFW_KEY_F7: return "F7"; + case GLFW_KEY_F8: return "F8"; + case GLFW_KEY_F9: return "F9"; + case GLFW_KEY_F10: return "F10"; + case GLFW_KEY_F11: return "F11"; + case GLFW_KEY_F12: return "F12"; + case GLFW_KEY_F13: return "F13"; + case GLFW_KEY_F14: return "F14"; + case GLFW_KEY_F15: return "F15"; + case GLFW_KEY_F16: return "F16"; + case GLFW_KEY_F17: return "F17"; + case GLFW_KEY_F18: return "F18"; + case GLFW_KEY_F19: return "F19"; + case GLFW_KEY_F20: return "F20"; + case GLFW_KEY_F21: return "F21"; + case GLFW_KEY_F22: return "F22"; + case GLFW_KEY_F23: return "F23"; + case GLFW_KEY_F24: return "F24"; + case GLFW_KEY_F25: return "F25"; + case GLFW_KEY_UP: return "UP"; + case GLFW_KEY_DOWN: return "DOWN"; + case GLFW_KEY_LEFT: return "LEFT"; + case GLFW_KEY_RIGHT: return "RIGHT"; + case GLFW_KEY_LEFT_SHIFT: return "LEFT SHIFT"; + case GLFW_KEY_RIGHT_SHIFT: return "RIGHT SHIFT"; + case GLFW_KEY_LEFT_CONTROL: return "LEFT CONTROL"; + case GLFW_KEY_RIGHT_CONTROL: return "RIGHT CONTROL"; + case GLFW_KEY_LEFT_ALT: return "LEFT ALT"; + case GLFW_KEY_RIGHT_ALT: return "RIGHT ALT"; + case GLFW_KEY_TAB: return "TAB"; + case GLFW_KEY_ENTER: return "ENTER"; + case GLFW_KEY_BACKSPACE: return "BACKSPACE"; + case GLFW_KEY_INSERT: return "INSERT"; + case GLFW_KEY_DELETE: return "DELETE"; + case GLFW_KEY_PAGE_UP: return "PAGE UP"; + case GLFW_KEY_PAGE_DOWN: return "PAGE DOWN"; + case GLFW_KEY_HOME: return "HOME"; + case GLFW_KEY_END: return "END"; + case GLFW_KEY_KP_0: return "KEYPAD 0"; + case GLFW_KEY_KP_1: return "KEYPAD 1"; + case GLFW_KEY_KP_2: return "KEYPAD 2"; + case GLFW_KEY_KP_3: return "KEYPAD 3"; + case GLFW_KEY_KP_4: return "KEYPAD 4"; + case GLFW_KEY_KP_5: return "KEYPAD 5"; + case GLFW_KEY_KP_6: return "KEYPAD 6"; + case GLFW_KEY_KP_7: return "KEYPAD 7"; + case GLFW_KEY_KP_8: return "KEYPAD 8"; + case GLFW_KEY_KP_9: return "KEYPAD 9"; + case GLFW_KEY_KP_DIVIDE: return "KEYPAD DIVIDE"; + case GLFW_KEY_KP_MULTIPLY: return "KEYPAD MULTIPLY"; + case GLFW_KEY_KP_SUBTRACT: return "KEYPAD SUBTRACT"; + case GLFW_KEY_KP_ADD: return "KEYPAD ADD"; + case GLFW_KEY_KP_DECIMAL: return "KEYPAD DECIMAL"; + case GLFW_KEY_KP_EQUAL: return "KEYPAD EQUAL"; + case GLFW_KEY_KP_ENTER: return "KEYPAD ENTER"; + case GLFW_KEY_PRINT_SCREEN: return "PRINT SCREEN"; + case GLFW_KEY_NUM_LOCK: return "NUM LOCK"; + case GLFW_KEY_CAPS_LOCK: return "CAPS LOCK"; + case GLFW_KEY_SCROLL_LOCK: return "SCROLL LOCK"; + case GLFW_KEY_PAUSE: return "PAUSE"; + case GLFW_KEY_LEFT_SUPER: return "LEFT SUPER"; + case GLFW_KEY_RIGHT_SUPER: return "RIGHT SUPER"; + case GLFW_KEY_MENU: return "MENU"; + + default: return "UNKNOWN"; + } +} + +static const char* get_action_name(int action) +{ + switch (action) + { + case GLFW_PRESS: + return "pressed"; + case GLFW_RELEASE: + return "released"; + case GLFW_REPEAT: + return "repeated"; + } + + return "caused unknown action"; +} + +static const char* get_button_name(int button) +{ + switch (button) + { + case GLFW_MOUSE_BUTTON_LEFT: + return "left"; + case GLFW_MOUSE_BUTTON_RIGHT: + return "right"; + case GLFW_MOUSE_BUTTON_MIDDLE: + return "middle"; + default: + { + static char name[16]; + snprintf(name, sizeof(name), "%i", button); + return name; + } + } +} + +static const char* get_mods_name(int mods) +{ + static char name[512]; + + if (mods == 0) + return " no mods"; + + name[0] = '\0'; + + if (mods & GLFW_MOD_SHIFT) + strcat(name, " shift"); + if (mods & GLFW_MOD_CONTROL) + strcat(name, " control"); + if (mods & GLFW_MOD_ALT) + strcat(name, " alt"); + if (mods & GLFW_MOD_SUPER) + strcat(name, " super"); + if (mods & GLFW_MOD_CAPS_LOCK) + strcat(name, " capslock-on"); + if (mods & GLFW_MOD_NUM_LOCK) + strcat(name, " numlock-on"); + + return name; +} + +static size_t encode_utf8(char* s, unsigned int ch) +{ + size_t count = 0; + + if (ch < 0x80) + s[count++] = (char) ch; + else if (ch < 0x800) + { + s[count++] = (ch >> 6) | 0xc0; + s[count++] = (ch & 0x3f) | 0x80; + } + else if (ch < 0x10000) + { + s[count++] = (ch >> 12) | 0xe0; + s[count++] = ((ch >> 6) & 0x3f) | 0x80; + s[count++] = (ch & 0x3f) | 0x80; + } + else if (ch < 0x110000) + { + s[count++] = (ch >> 18) | 0xf0; + s[count++] = ((ch >> 12) & 0x3f) | 0x80; + s[count++] = ((ch >> 6) & 0x3f) | 0x80; + s[count++] = (ch & 0x3f) | 0x80; + } + + return count; +} + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void window_pos_callback(GLFWwindow* window, int x, int y) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window position: %i %i\n", + counter++, slot->number, glfwGetTime(), x, y); +} + +static void window_size_callback(GLFWwindow* window, int width, int height) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window size: %i %i\n", + counter++, slot->number, glfwGetTime(), width, height); +} + +static void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Framebuffer size: %i %i\n", + counter++, slot->number, glfwGetTime(), width, height); +} + +static void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window content scale: %0.3f %0.3f\n", + counter++, slot->number, glfwGetTime(), xscale, yscale); +} + +static void window_close_callback(GLFWwindow* window) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window close\n", + counter++, slot->number, glfwGetTime()); + + if (!slot->closeable) + { + printf("(( closing is disabled, press %s to re-enable )\n", + glfwGetKeyName(GLFW_KEY_C, 0)); + } + + glfwSetWindowShouldClose(window, slot->closeable); +} + +static void window_refresh_callback(GLFWwindow* window) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window refresh\n", + counter++, slot->number, glfwGetTime()); + + glfwMakeContextCurrent(window); + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); +} + +static void window_focus_callback(GLFWwindow* window, int focused) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window %s\n", + counter++, slot->number, glfwGetTime(), + focused ? "focused" : "defocused"); +} + +static void window_iconify_callback(GLFWwindow* window, int iconified) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window was %s\n", + counter++, slot->number, glfwGetTime(), + iconified ? "iconified" : "uniconified"); +} + +static void window_maximize_callback(GLFWwindow* window, int maximized) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Window was %s\n", + counter++, slot->number, glfwGetTime(), + maximized ? "maximized" : "unmaximized"); +} + +static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Mouse button %i (%s) (with%s) was %s\n", + counter++, slot->number, glfwGetTime(), button, + get_button_name(button), + get_mods_name(mods), + get_action_name(action)); +} + +static void cursor_position_callback(GLFWwindow* window, double x, double y) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Cursor position: %f %f\n", + counter++, slot->number, glfwGetTime(), x, y); +} + +static void cursor_enter_callback(GLFWwindow* window, int entered) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Cursor %s window\n", + counter++, slot->number, glfwGetTime(), + entered ? "entered" : "left"); +} + +static void scroll_callback(GLFWwindow* window, double x, double y) +{ + Slot* slot = glfwGetWindowUserPointer(window); + printf("%08x to %i at %0.3f: Scroll: %0.3f %0.3f\n", + counter++, slot->number, glfwGetTime(), x, y); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + Slot* slot = glfwGetWindowUserPointer(window); + + if (key == GLFW_KEY_UNKNOWN) + { + printf("%08x to %i at %0.3f: Key (%s) Scancode 0x%04x (with%s) was %s\n", + counter++, slot->number, glfwGetTime(), + get_key_name(key), scancode, + get_mods_name(mods), + get_action_name(action)); + } + else + { + const char* name = glfwGetKeyName(key, scancode); + if (name) + { + printf("%08x to %i at %0.3f: Key 0x%04x (%s) Scancode 0x%04x Name %s (with%s) was %s\n", + counter++, slot->number, glfwGetTime(), + key, get_key_name(key), scancode, name, + get_mods_name(mods), + get_action_name(action)); + } + else + { + printf("%08x to %i at %0.3f: Key 0x%04x (%s) Scancode 0x%04x (with%s) was %s\n", + counter++, slot->number, glfwGetTime(), + key, get_key_name(key), scancode, + get_mods_name(mods), + get_action_name(action)); + } + } + + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_C: + { + slot->closeable = !slot->closeable; + + printf("(( closing %s ))\n", slot->closeable ? "enabled" : "disabled"); + break; + } + + case GLFW_KEY_L: + { + const int state = glfwGetInputMode(window, GLFW_LOCK_KEY_MODS); + glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, !state); + + printf("(( lock key mods %s ))\n", !state ? "enabled" : "disabled"); + break; + } + } +} + +static void char_callback(GLFWwindow* window, unsigned int codepoint) +{ + Slot* slot = glfwGetWindowUserPointer(window); + char string[5] = ""; + + encode_utf8(string, codepoint); + printf("%08x to %i at %0.3f: Character 0x%08x (%s) input\n", + counter++, slot->number, glfwGetTime(), codepoint, string); +} + +static void drop_callback(GLFWwindow* window, int count, const char* paths[]) +{ + int i; + Slot* slot = glfwGetWindowUserPointer(window); + + printf("%08x to %i at %0.3f: Drop input\n", + counter++, slot->number, glfwGetTime()); + + for (i = 0; i < count; i++) + printf(" %i: \"%s\"\n", i, paths[i]); +} + +static void monitor_callback(GLFWmonitor* monitor, int event) +{ + if (event == GLFW_CONNECTED) + { + int x, y, widthMM, heightMM; + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + + glfwGetMonitorPos(monitor, &x, &y); + glfwGetMonitorPhysicalSize(monitor, &widthMM, &heightMM); + + printf("%08x at %0.3f: Monitor %s (%ix%i at %ix%i, %ix%i mm) was connected\n", + counter++, + glfwGetTime(), + glfwGetMonitorName(monitor), + mode->width, mode->height, + x, y, + widthMM, heightMM); + } + else if (event == GLFW_DISCONNECTED) + { + printf("%08x at %0.3f: Monitor %s was disconnected\n", + counter++, + glfwGetTime(), + glfwGetMonitorName(monitor)); + } +} + +static void joystick_callback(int jid, int event) +{ + if (event == GLFW_CONNECTED) + { + int axisCount, buttonCount, hatCount; + + glfwGetJoystickAxes(jid, &axisCount); + glfwGetJoystickButtons(jid, &buttonCount); + glfwGetJoystickHats(jid, &hatCount); + + printf("%08x at %0.3f: Joystick %i (%s) was connected with %i axes, %i buttons, and %i hats\n", + counter++, glfwGetTime(), + jid, + glfwGetJoystickName(jid), + axisCount, + buttonCount, + hatCount); + + if (glfwJoystickIsGamepad(jid)) + { + printf(" Joystick %i (%s) has a gamepad mapping (%s)\n", + jid, + glfwGetJoystickGUID(jid), + glfwGetGamepadName(jid)); + } + else + { + printf(" Joystick %i (%s) has no gamepad mapping\n", + jid, + glfwGetJoystickGUID(jid)); + } + } + else + { + printf("%08x at %0.3f: Joystick %i was disconnected\n", + counter++, glfwGetTime(), jid); + } +} + +int main(int argc, char** argv) +{ + Slot* slots; + GLFWmonitor* monitor = NULL; + int ch, i, width, height, count = 1; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + printf("Library initialized\n"); + + glfwSetMonitorCallback(monitor_callback); + glfwSetJoystickCallback(joystick_callback); + + while ((ch = getopt(argc, argv, "hfn:")) != -1) + { + switch (ch) + { + case 'h': + usage(); + exit(EXIT_SUCCESS); + + case 'f': + monitor = glfwGetPrimaryMonitor(); + break; + + case 'n': + count = (int) strtoul(optarg, NULL, 10); + break; + + default: + usage(); + exit(EXIT_FAILURE); + } + } + + if (monitor) + { + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + + glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); + glfwWindowHint(GLFW_RED_BITS, mode->redBits); + glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); + glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); + + width = mode->width; + height = mode->height; + } + else + { + width = 640; + height = 480; + } + + slots = calloc(count, sizeof(Slot)); + + for (i = 0; i < count; i++) + { + char title[128]; + + slots[i].closeable = GLFW_TRUE; + slots[i].number = i + 1; + + snprintf(title, sizeof(title), "Event Linter (Window %i)", slots[i].number); + + if (monitor) + { + printf("Creating full screen window %i (%ix%i on %s)\n", + slots[i].number, + width, height, + glfwGetMonitorName(monitor)); + } + else + { + printf("Creating windowed mode window %i (%ix%i)\n", + slots[i].number, + width, height); + } + + slots[i].window = glfwCreateWindow(width, height, title, monitor, NULL); + if (!slots[i].window) + { + free(slots); + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetWindowUserPointer(slots[i].window, slots + i); + + glfwSetWindowPosCallback(slots[i].window, window_pos_callback); + glfwSetWindowSizeCallback(slots[i].window, window_size_callback); + glfwSetFramebufferSizeCallback(slots[i].window, framebuffer_size_callback); + glfwSetWindowContentScaleCallback(slots[i].window, window_content_scale_callback); + glfwSetWindowCloseCallback(slots[i].window, window_close_callback); + glfwSetWindowRefreshCallback(slots[i].window, window_refresh_callback); + glfwSetWindowFocusCallback(slots[i].window, window_focus_callback); + glfwSetWindowIconifyCallback(slots[i].window, window_iconify_callback); + glfwSetWindowMaximizeCallback(slots[i].window, window_maximize_callback); + glfwSetMouseButtonCallback(slots[i].window, mouse_button_callback); + glfwSetCursorPosCallback(slots[i].window, cursor_position_callback); + glfwSetCursorEnterCallback(slots[i].window, cursor_enter_callback); + glfwSetScrollCallback(slots[i].window, scroll_callback); + glfwSetKeyCallback(slots[i].window, key_callback); + glfwSetCharCallback(slots[i].window, char_callback); + glfwSetDropCallback(slots[i].window, drop_callback); + + glfwMakeContextCurrent(slots[i].window); + gladLoadGL(glfwGetProcAddress); + glfwSwapBuffers(slots[i].window); + } + + printf("Main loop starting\n"); + + for (;;) + { + for (i = 0; i < count; i++) + { + if (glfwWindowShouldClose(slots[i].window)) + break; + } + + if (i < count) + break; + + glfwWaitEvents(); + + // Workaround for an issue with msvcrt and mintty + fflush(stdout); + } + + free(slots); + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/gamma.c b/dependencies/glfw-3.4/tests/gamma.c new file mode 100644 index 0000000..d1f6dc2 --- /dev/null +++ b/dependencies/glfw-3.4/tests/gamma.c @@ -0,0 +1,187 @@ +//======================================================================== +// Gamma correction test program +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This program is used to test the gamma correction functionality for +// both full screen and windowed mode windows +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#define NK_IMPLEMENTATION +#define NK_INCLUDE_FIXED_TYPES +#define NK_INCLUDE_FONT_BAKING +#define NK_INCLUDE_DEFAULT_FONT +#define NK_INCLUDE_DEFAULT_ALLOCATOR +#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT +#define NK_INCLUDE_STANDARD_VARARGS +#define NK_BUTTON_TRIGGER_ON_RELEASE +#include + +#define NK_GLFW_GL2_IMPLEMENTATION +#include + +#include +#include +#include + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +static void chart_ramp_array(struct nk_context* nk, + struct nk_color color, + int count, unsigned short int* values) +{ + if (nk_chart_begin_colored(nk, NK_CHART_LINES, + color, nk_rgb(255, 255, 255), + count, 0, 65535)) + { + int i; + for (i = 0; i < count; i++) + { + char buffer[1024]; + if (nk_chart_push(nk, values[i])) + { + snprintf(buffer, sizeof(buffer), "#%u: %u (%0.5f) ", + i, values[i], values[i] / 65535.f); + nk_tooltip(nk, buffer); + } + } + + nk_chart_end(nk); + } +} + +int main(int argc, char** argv) +{ + GLFWmonitor* monitor = NULL; + GLFWwindow* window; + GLFWgammaramp orig_ramp; + struct nk_context* nk; + struct nk_font_atlas* atlas; + float gamma_value = 1.f; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + monitor = glfwGetPrimaryMonitor(); + + glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); + glfwWindowHint(GLFW_WIN32_KEYBOARD_MENU, GLFW_TRUE); + + window = glfwCreateWindow(800, 400, "Gamma Test", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + { + const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor); + if (!ramp) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + const size_t array_size = ramp->size * sizeof(short); + orig_ramp.size = ramp->size; + orig_ramp.red = malloc(array_size); + orig_ramp.green = malloc(array_size); + orig_ramp.blue = malloc(array_size); + memcpy(orig_ramp.red, ramp->red, array_size); + memcpy(orig_ramp.green, ramp->green, array_size); + memcpy(orig_ramp.blue, ramp->blue, array_size); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + nk = nk_glfw3_init(window, NK_GLFW3_INSTALL_CALLBACKS); + nk_glfw3_font_stash_begin(&atlas); + nk_glfw3_font_stash_end(); + + glfwSetKeyCallback(window, key_callback); + + while (!glfwWindowShouldClose(window)) + { + int width, height; + struct nk_rect area; + + glfwGetWindowSize(window, &width, &height); + area = nk_rect(0.f, 0.f, (float) width, (float) height); + nk_window_set_bounds(nk, "", area); + + glClear(GL_COLOR_BUFFER_BIT); + nk_glfw3_new_frame(); + if (nk_begin(nk, "", area, 0)) + { + const GLFWgammaramp* ramp; + + nk_layout_row_dynamic(nk, 30, 3); + if (nk_slider_float(nk, 0.1f, &gamma_value, 5.f, 0.1f)) + glfwSetGamma(monitor, gamma_value); + nk_labelf(nk, NK_TEXT_LEFT, "%0.1f", gamma_value); + if (nk_button_label(nk, "Revert")) + glfwSetGammaRamp(monitor, &orig_ramp); + + ramp = glfwGetGammaRamp(monitor); + + nk_layout_row_dynamic(nk, height - 60.f, 3); + chart_ramp_array(nk, nk_rgb(255, 0, 0), ramp->size, ramp->red); + chart_ramp_array(nk, nk_rgb(0, 255, 0), ramp->size, ramp->green); + chart_ramp_array(nk, nk_rgb(0, 0, 255), ramp->size, ramp->blue); + } + + nk_end(nk); + nk_glfw3_render(NK_ANTI_ALIASING_ON); + + glfwSwapBuffers(window); + glfwWaitEventsTimeout(1.0); + } + + free(orig_ramp.red); + free(orig_ramp.green); + free(orig_ramp.blue); + + nk_glfw3_shutdown(); + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/glfwinfo.c b/dependencies/glfw-3.4/tests/glfwinfo.c new file mode 100644 index 0000000..12acbcc --- /dev/null +++ b/dependencies/glfw-3.4/tests/glfwinfo.c @@ -0,0 +1,1100 @@ +//======================================================================== +// Context creation and information tool +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLAD_VULKAN_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include +#include + +#include "getopt.h" + +#ifdef _MSC_VER +#define strcasecmp(x, y) _stricmp(x, y) +#endif + +#define API_NAME_OPENGL "gl" +#define API_NAME_OPENGL_ES "es" + +#define API_NAME_NATIVE "native" +#define API_NAME_EGL "egl" +#define API_NAME_OSMESA "osmesa" + +#define PROFILE_NAME_CORE "core" +#define PROFILE_NAME_COMPAT "compat" + +#define STRATEGY_NAME_NONE "none" +#define STRATEGY_NAME_LOSE "lose" + +#define BEHAVIOR_NAME_NONE "none" +#define BEHAVIOR_NAME_FLUSH "flush" + +#define ANGLE_TYPE_OPENGL "gl" +#define ANGLE_TYPE_OPENGLES "es" +#define ANGLE_TYPE_D3D9 "d3d9" +#define ANGLE_TYPE_D3D11 "d3d11" +#define ANGLE_TYPE_VULKAN "vk" +#define ANGLE_TYPE_METAL "mtl" + +#define PLATFORM_NAME_ANY "any" +#define PLATFORM_NAME_WIN32 "win32" +#define PLATFORM_NAME_COCOA "cooca" +#define PLATFORM_NAME_WL "wayland" +#define PLATFORM_NAME_X11 "x11" +#define PLATFORM_NAME_NULL "null" + +static void usage(void) +{ + printf("Usage: glfwinfo [OPTION]...\n"); + printf("Options:\n"); + printf(" --platform=PLATFORM the platform to use (" + PLATFORM_NAME_ANY " or " + PLATFORM_NAME_WIN32 " or " + PLATFORM_NAME_COCOA " or " + PLATFORM_NAME_X11 " or " + PLATFORM_NAME_WL " or " + PLATFORM_NAME_NULL ")\n"); + printf(" -a, --client-api=API the client API to use (" + API_NAME_OPENGL " or " + API_NAME_OPENGL_ES ")\n"); + printf(" -b, --behavior=BEHAVIOR the release behavior to use (" + BEHAVIOR_NAME_NONE " or " + BEHAVIOR_NAME_FLUSH ")\n"); + printf(" -c, --context-api=API the context creation API to use (" + API_NAME_NATIVE " or " + API_NAME_EGL " or " + API_NAME_OSMESA ")\n"); + printf(" -d, --debug request a debug context\n"); + printf(" -f, --forward require a forward-compatible context\n"); + printf(" -h, --help show this help\n"); + printf(" -l, --list-extensions list all Vulkan and client API extensions\n"); + printf(" --list-layers list all Vulkan layers\n"); + printf(" -m, --major=MAJOR the major number of the required " + "client API version\n"); + printf(" -n, --minor=MINOR the minor number of the required " + "client API version\n"); + printf(" -p, --profile=PROFILE the OpenGL profile to use (" + PROFILE_NAME_CORE " or " + PROFILE_NAME_COMPAT ")\n"); + printf(" -s, --robustness=STRATEGY the robustness strategy to use (" + STRATEGY_NAME_NONE " or " + STRATEGY_NAME_LOSE ")\n"); + printf(" -v, --version print version information\n"); + printf(" --red-bits=N the number of red bits to request\n"); + printf(" --green-bits=N the number of green bits to request\n"); + printf(" --blue-bits=N the number of blue bits to request\n"); + printf(" --alpha-bits=N the number of alpha bits to request\n"); + printf(" --depth-bits=N the number of depth bits to request\n"); + printf(" --stencil-bits=N the number of stencil bits to request\n"); + printf(" --accum-red-bits=N the number of red bits to request\n"); + printf(" --accum-green-bits=N the number of green bits to request\n"); + printf(" --accum-blue-bits=N the number of blue bits to request\n"); + printf(" --accum-alpha-bits=N the number of alpha bits to request\n"); + printf(" --aux-buffers=N the number of aux buffers to request\n"); + printf(" --samples=N the number of MSAA samples to request\n"); + printf(" --stereo request stereo rendering\n"); + printf(" --srgb request an sRGB capable framebuffer\n"); + printf(" --singlebuffer request single-buffering\n"); + printf(" --no-error request a context that does not emit errors\n"); + printf(" --angle-type=TYPE the ANGLE platform type to use (" + ANGLE_TYPE_OPENGL ", " + ANGLE_TYPE_OPENGLES ", " + ANGLE_TYPE_D3D9 ", " + ANGLE_TYPE_D3D11 ", " + ANGLE_TYPE_VULKAN " or " + ANGLE_TYPE_METAL ")\n"); + printf(" --graphics-switching request macOS graphics switching\n"); + printf(" --disable-xcb-surface disable VK_KHR_xcb_surface extension\n"); +} + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static const char* get_platform_name(int platform) +{ + if (platform == GLFW_PLATFORM_WIN32) + return "Win32"; + else if (platform == GLFW_PLATFORM_COCOA) + return "Cocoa"; + else if (platform == GLFW_PLATFORM_WAYLAND) + return "Wayland"; + else if (platform == GLFW_PLATFORM_X11) + return "X11"; + else if (platform == GLFW_PLATFORM_NULL) + return "Null"; + + return "unknown"; +} + +static const char* get_device_type_name(VkPhysicalDeviceType type) +{ + if (type == VK_PHYSICAL_DEVICE_TYPE_OTHER) + return "other"; + else if (type == VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU) + return "integrated GPU"; + else if (type == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + return "discrete GPU"; + else if (type == VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU) + return "virtual GPU"; + else if (type == VK_PHYSICAL_DEVICE_TYPE_CPU) + return "CPU"; + + return "unknown"; +} + +static const char* get_api_name(int api) +{ + if (api == GLFW_OPENGL_API) + return "OpenGL"; + else if (api == GLFW_OPENGL_ES_API) + return "OpenGL ES"; + + return "Unknown API"; +} + +static const char* get_profile_name_gl(GLint mask) +{ + if (mask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) + return PROFILE_NAME_COMPAT; + if (mask & GL_CONTEXT_CORE_PROFILE_BIT) + return PROFILE_NAME_CORE; + + return "unknown"; +} + +static const char* get_profile_name_glfw(int profile) +{ + if (profile == GLFW_OPENGL_COMPAT_PROFILE) + return PROFILE_NAME_COMPAT; + if (profile == GLFW_OPENGL_CORE_PROFILE) + return PROFILE_NAME_CORE; + + return "unknown"; +} + +static const char* get_strategy_name_gl(GLint strategy) +{ + if (strategy == GL_LOSE_CONTEXT_ON_RESET_ARB) + return STRATEGY_NAME_LOSE; + if (strategy == GL_NO_RESET_NOTIFICATION_ARB) + return STRATEGY_NAME_NONE; + + return "unknown"; +} + +static const char* get_strategy_name_glfw(int strategy) +{ + if (strategy == GLFW_LOSE_CONTEXT_ON_RESET) + return STRATEGY_NAME_LOSE; + if (strategy == GLFW_NO_RESET_NOTIFICATION) + return STRATEGY_NAME_NONE; + + return "unknown"; +} + +static void list_context_extensions(int client, int major, int minor) +{ + printf("%s context extensions:\n", get_api_name(client)); + + if (client == GLFW_OPENGL_API && major > 2) + { + GLint count; + glGetIntegerv(GL_NUM_EXTENSIONS, &count); + + for (int i = 0; i < count; i++) + printf(" %s\n", (const char*) glGetStringi(GL_EXTENSIONS, i)); + } + else + { + const GLubyte* extensions = glGetString(GL_EXTENSIONS); + while (*extensions != '\0') + { + putchar(' '); + + while (*extensions != '\0' && *extensions != ' ') + { + putchar(*extensions); + extensions++; + } + + while (*extensions == ' ') + extensions++; + + putchar('\n'); + } + } +} + +static void list_vulkan_instance_layers(void) +{ + printf("Vulkan instance layers:\n"); + + uint32_t lp_count; + vkEnumerateInstanceLayerProperties(&lp_count, NULL); + VkLayerProperties* lp = calloc(lp_count, sizeof(VkLayerProperties)); + vkEnumerateInstanceLayerProperties(&lp_count, lp); + + for (uint32_t i = 0; i < lp_count; i++) + { + printf(" %s (spec version %u.%u) \"%s\"\n", + lp[i].layerName, + VK_VERSION_MAJOR(lp[i].specVersion), + VK_VERSION_MINOR(lp[i].specVersion), + lp[i].description); + } + + free(lp); +} + +static void list_vulkan_device_layers(VkInstance instance, VkPhysicalDevice device) +{ + printf("Vulkan device layers:\n"); + + uint32_t lp_count; + vkEnumerateDeviceLayerProperties(device, &lp_count, NULL); + VkLayerProperties* lp = calloc(lp_count, sizeof(VkLayerProperties)); + vkEnumerateDeviceLayerProperties(device, &lp_count, lp); + + for (uint32_t i = 0; i < lp_count; i++) + { + printf(" %s (spec version %u.%u) \"%s\"\n", + lp[i].layerName, + VK_VERSION_MAJOR(lp[i].specVersion), + VK_VERSION_MINOR(lp[i].specVersion), + lp[i].description); + } + + free(lp); +} + +static bool valid_version(void) +{ + int major, minor, revision; + glfwGetVersion(&major, &minor, &revision); + + if (major != GLFW_VERSION_MAJOR) + { + printf("*** ERROR: GLFW major version mismatch! ***\n"); + return false; + } + + if (minor != GLFW_VERSION_MINOR || revision != GLFW_VERSION_REVISION) + printf("*** WARNING: GLFW version mismatch! ***\n"); + + return true; +} + +static void print_version(void) +{ + int major, minor, revision; + glfwGetVersion(&major, &minor, &revision); + + printf("GLFW header version: %u.%u.%u\n", + GLFW_VERSION_MAJOR, + GLFW_VERSION_MINOR, + GLFW_VERSION_REVISION); + printf("GLFW library version: %u.%u.%u\n", major, minor, revision); + printf("GLFW library version string: \"%s\"\n", glfwGetVersionString()); +} + +static void print_platform(void) +{ + const int platforms[] = + { + GLFW_PLATFORM_WIN32, + GLFW_PLATFORM_COCOA, + GLFW_PLATFORM_WAYLAND, + GLFW_PLATFORM_X11, + GLFW_PLATFORM_NULL + }; + + printf("GLFW platform: %s\n", get_platform_name(glfwGetPlatform())); + printf("GLFW supported platforms:\n"); + + for (size_t i = 0; i < sizeof(platforms) / sizeof(platforms[0]); i++) + { + if (glfwPlatformSupported(platforms[i])) + printf(" %s\n", get_platform_name(platforms[i])); + } +} + +int main(int argc, char** argv) +{ + int ch; + bool list_extensions = false, list_layers = false; + + // These duplicate the defaults for each hint + int platform = GLFW_ANY_PLATFORM; + int client_api = GLFW_OPENGL_API; + int context_major = 1; + int context_minor = 0; + int context_release = GLFW_ANY_RELEASE_BEHAVIOR; + int context_creation_api = GLFW_NATIVE_CONTEXT_API; + int context_robustness = GLFW_NO_ROBUSTNESS; + bool context_debug = false; + bool context_no_error = false; + bool opengl_forward = false; + int opengl_profile = GLFW_OPENGL_ANY_PROFILE; + int fb_red_bits = 8; + int fb_green_bits = 8; + int fb_blue_bits = 8; + int fb_alpha_bits = 8; + int fb_depth_bits = 24; + int fb_stencil_bits = 8; + int fb_accum_red_bits = 0; + int fb_accum_green_bits = 0; + int fb_accum_blue_bits = 0; + int fb_accum_alpha_bits = 0; + int fb_aux_buffers = 0; + int fb_samples = 0; + bool fb_stereo = false; + bool fb_srgb = false; + bool fb_doublebuffer = true; + int angle_type = GLFW_ANGLE_PLATFORM_TYPE_NONE; + bool cocoa_graphics_switching = false; + bool disable_xcb_surface = false; + + enum { PLATFORM, CLIENT, CONTEXT, BEHAVIOR, DEBUG_CONTEXT, FORWARD, HELP, + EXTENSIONS, LAYERS, + MAJOR, MINOR, PROFILE, ROBUSTNESS, VERSION, + REDBITS, GREENBITS, BLUEBITS, ALPHABITS, DEPTHBITS, STENCILBITS, + ACCUMREDBITS, ACCUMGREENBITS, ACCUMBLUEBITS, ACCUMALPHABITS, + AUXBUFFERS, SAMPLES, STEREO, SRGB, SINGLEBUFFER, NOERROR_SRSLY, + ANGLE_TYPE, GRAPHICS_SWITCHING, XCB_SURFACE }; + const struct option options[] = + { + { "platform", 1, NULL, PLATFORM }, + { "behavior", 1, NULL, BEHAVIOR }, + { "client-api", 1, NULL, CLIENT }, + { "context-api", 1, NULL, CONTEXT }, + { "debug", 0, NULL, DEBUG_CONTEXT }, + { "forward", 0, NULL, FORWARD }, + { "help", 0, NULL, HELP }, + { "list-extensions", 0, NULL, EXTENSIONS }, + { "list-layers", 0, NULL, LAYERS }, + { "major", 1, NULL, MAJOR }, + { "minor", 1, NULL, MINOR }, + { "profile", 1, NULL, PROFILE }, + { "robustness", 1, NULL, ROBUSTNESS }, + { "version", 0, NULL, VERSION }, + { "red-bits", 1, NULL, REDBITS }, + { "green-bits", 1, NULL, GREENBITS }, + { "blue-bits", 1, NULL, BLUEBITS }, + { "alpha-bits", 1, NULL, ALPHABITS }, + { "depth-bits", 1, NULL, DEPTHBITS }, + { "stencil-bits", 1, NULL, STENCILBITS }, + { "accum-red-bits", 1, NULL, ACCUMREDBITS }, + { "accum-green-bits", 1, NULL, ACCUMGREENBITS }, + { "accum-blue-bits", 1, NULL, ACCUMBLUEBITS }, + { "accum-alpha-bits", 1, NULL, ACCUMALPHABITS }, + { "aux-buffers", 1, NULL, AUXBUFFERS }, + { "samples", 1, NULL, SAMPLES }, + { "stereo", 0, NULL, STEREO }, + { "srgb", 0, NULL, SRGB }, + { "singlebuffer", 0, NULL, SINGLEBUFFER }, + { "no-error", 0, NULL, NOERROR_SRSLY }, + { "angle-type", 1, NULL, ANGLE_TYPE }, + { "graphics-switching", 0, NULL, GRAPHICS_SWITCHING }, + { "vk-xcb-surface", 0, NULL, XCB_SURFACE }, + { NULL, 0, NULL, 0 } + }; + + while ((ch = getopt_long(argc, argv, "a:b:c:dfhlm:n:p:s:v", options, NULL)) != -1) + { + switch (ch) + { + case PLATFORM: + if (strcasecmp(optarg, PLATFORM_NAME_ANY) == 0) + platform = GLFW_ANY_PLATFORM; + else if (strcasecmp(optarg, PLATFORM_NAME_WIN32) == 0) + platform = GLFW_PLATFORM_WIN32; + else if (strcasecmp(optarg, PLATFORM_NAME_COCOA) == 0) + platform = GLFW_PLATFORM_COCOA; + else if (strcasecmp(optarg, PLATFORM_NAME_WL) == 0) + platform = GLFW_PLATFORM_WAYLAND; + else if (strcasecmp(optarg, PLATFORM_NAME_X11) == 0) + platform = GLFW_PLATFORM_X11; + else if (strcasecmp(optarg, PLATFORM_NAME_NULL) == 0) + platform = GLFW_PLATFORM_NULL; + else + { + usage(); + exit(EXIT_FAILURE); + } + break; + case 'a': + case CLIENT: + if (strcasecmp(optarg, API_NAME_OPENGL) == 0) + client_api = GLFW_OPENGL_API; + else if (strcasecmp(optarg, API_NAME_OPENGL_ES) == 0) + client_api = GLFW_OPENGL_ES_API; + else + { + usage(); + exit(EXIT_FAILURE); + } + break; + case 'b': + case BEHAVIOR: + if (strcasecmp(optarg, BEHAVIOR_NAME_NONE) == 0) + context_release = GLFW_RELEASE_BEHAVIOR_NONE; + else if (strcasecmp(optarg, BEHAVIOR_NAME_FLUSH) == 0) + context_release = GLFW_RELEASE_BEHAVIOR_FLUSH; + else + { + usage(); + exit(EXIT_FAILURE); + } + break; + case 'c': + case CONTEXT: + if (strcasecmp(optarg, API_NAME_NATIVE) == 0) + context_creation_api = GLFW_NATIVE_CONTEXT_API; + else if (strcasecmp(optarg, API_NAME_EGL) == 0) + context_creation_api = GLFW_EGL_CONTEXT_API; + else if (strcasecmp(optarg, API_NAME_OSMESA) == 0) + context_creation_api = GLFW_OSMESA_CONTEXT_API; + else + { + usage(); + exit(EXIT_FAILURE); + } + break; + case 'd': + case DEBUG_CONTEXT: + context_debug = true; + break; + case 'f': + case FORWARD: + opengl_forward = true; + break; + case 'h': + case HELP: + usage(); + exit(EXIT_SUCCESS); + case 'l': + case EXTENSIONS: + list_extensions = true; + break; + case LAYERS: + list_layers = true; + break; + case 'm': + case MAJOR: + context_major = atoi(optarg); + break; + case 'n': + case MINOR: + context_minor = atoi(optarg); + break; + case 'p': + case PROFILE: + if (strcasecmp(optarg, PROFILE_NAME_CORE) == 0) + opengl_profile = GLFW_OPENGL_CORE_PROFILE; + else if (strcasecmp(optarg, PROFILE_NAME_COMPAT) == 0) + opengl_profile = GLFW_OPENGL_COMPAT_PROFILE; + else + { + usage(); + exit(EXIT_FAILURE); + } + break; + case 's': + case ROBUSTNESS: + if (strcasecmp(optarg, STRATEGY_NAME_NONE) == 0) + context_robustness = GLFW_NO_RESET_NOTIFICATION; + else if (strcasecmp(optarg, STRATEGY_NAME_LOSE) == 0) + context_robustness = GLFW_LOSE_CONTEXT_ON_RESET; + else + { + usage(); + exit(EXIT_FAILURE); + } + break; + case 'v': + case VERSION: + print_version(); + exit(EXIT_SUCCESS); + case REDBITS: + if (strcmp(optarg, "-") == 0) + fb_red_bits = GLFW_DONT_CARE; + else + fb_red_bits = atoi(optarg); + break; + case GREENBITS: + if (strcmp(optarg, "-") == 0) + fb_green_bits = GLFW_DONT_CARE; + else + fb_green_bits = atoi(optarg); + break; + case BLUEBITS: + if (strcmp(optarg, "-") == 0) + fb_blue_bits = GLFW_DONT_CARE; + else + fb_blue_bits = atoi(optarg); + break; + case ALPHABITS: + if (strcmp(optarg, "-") == 0) + fb_alpha_bits = GLFW_DONT_CARE; + else + fb_alpha_bits = atoi(optarg); + break; + case DEPTHBITS: + if (strcmp(optarg, "-") == 0) + fb_depth_bits = GLFW_DONT_CARE; + else + fb_depth_bits = atoi(optarg); + break; + case STENCILBITS: + if (strcmp(optarg, "-") == 0) + fb_stencil_bits = GLFW_DONT_CARE; + else + fb_stencil_bits = atoi(optarg); + break; + case ACCUMREDBITS: + if (strcmp(optarg, "-") == 0) + fb_accum_red_bits = GLFW_DONT_CARE; + else + fb_accum_red_bits = atoi(optarg); + break; + case ACCUMGREENBITS: + if (strcmp(optarg, "-") == 0) + fb_accum_green_bits = GLFW_DONT_CARE; + else + fb_accum_green_bits = atoi(optarg); + break; + case ACCUMBLUEBITS: + if (strcmp(optarg, "-") == 0) + fb_accum_blue_bits = GLFW_DONT_CARE; + else + fb_accum_blue_bits = atoi(optarg); + break; + case ACCUMALPHABITS: + if (strcmp(optarg, "-") == 0) + fb_accum_alpha_bits = GLFW_DONT_CARE; + else + fb_accum_alpha_bits = atoi(optarg); + break; + case AUXBUFFERS: + if (strcmp(optarg, "-") == 0) + fb_aux_buffers = GLFW_DONT_CARE; + else + fb_aux_buffers = atoi(optarg); + break; + case SAMPLES: + if (strcmp(optarg, "-") == 0) + fb_samples = GLFW_DONT_CARE; + else + fb_samples = atoi(optarg); + break; + case STEREO: + fb_stereo = true; + break; + case SRGB: + fb_srgb = true; + break; + case SINGLEBUFFER: + fb_doublebuffer = false; + break; + case NOERROR_SRSLY: + context_no_error = true; + break; + case ANGLE_TYPE: + if (strcmp(optarg, ANGLE_TYPE_OPENGL) == 0) + angle_type = GLFW_ANGLE_PLATFORM_TYPE_OPENGL; + else if (strcmp(optarg, ANGLE_TYPE_OPENGLES) == 0) + angle_type = GLFW_ANGLE_PLATFORM_TYPE_OPENGLES; + else if (strcmp(optarg, ANGLE_TYPE_D3D9) == 0) + angle_type = GLFW_ANGLE_PLATFORM_TYPE_D3D9; + else if (strcmp(optarg, ANGLE_TYPE_D3D11) == 0) + angle_type = GLFW_ANGLE_PLATFORM_TYPE_D3D11; + else if (strcmp(optarg, ANGLE_TYPE_VULKAN) == 0) + angle_type = GLFW_ANGLE_PLATFORM_TYPE_VULKAN; + else if (strcmp(optarg, ANGLE_TYPE_METAL) == 0) + angle_type = GLFW_ANGLE_PLATFORM_TYPE_METAL; + else + { + usage(); + exit(EXIT_FAILURE); + } + break; + case GRAPHICS_SWITCHING: + cocoa_graphics_switching = true; + break; + case XCB_SURFACE: + disable_xcb_surface = true; + break; + default: + usage(); + exit(EXIT_FAILURE); + } + } + + // Initialize GLFW and create window + + if (!valid_version()) + exit(EXIT_FAILURE); + + glfwSetErrorCallback(error_callback); + + glfwInitHint(GLFW_PLATFORM, platform); + + glfwInitHint(GLFW_COCOA_MENUBAR, false); + + glfwInitHint(GLFW_ANGLE_PLATFORM_TYPE, angle_type); + glfwInitHint(GLFW_X11_XCB_VULKAN_SURFACE, !disable_xcb_surface); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + print_version(); + print_platform(); + + glfwWindowHint(GLFW_VISIBLE, false); + + glfwWindowHint(GLFW_CLIENT_API, client_api); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, context_major); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, context_minor); + glfwWindowHint(GLFW_CONTEXT_RELEASE_BEHAVIOR, context_release); + glfwWindowHint(GLFW_CONTEXT_CREATION_API, context_creation_api); + glfwWindowHint(GLFW_CONTEXT_ROBUSTNESS, context_robustness); + glfwWindowHint(GLFW_CONTEXT_DEBUG, context_debug); + glfwWindowHint(GLFW_CONTEXT_NO_ERROR, context_no_error); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, opengl_forward); + glfwWindowHint(GLFW_OPENGL_PROFILE, opengl_profile); + + glfwWindowHint(GLFW_RED_BITS, fb_red_bits); + glfwWindowHint(GLFW_BLUE_BITS, fb_blue_bits); + glfwWindowHint(GLFW_GREEN_BITS, fb_green_bits); + glfwWindowHint(GLFW_ALPHA_BITS, fb_alpha_bits); + glfwWindowHint(GLFW_DEPTH_BITS, fb_depth_bits); + glfwWindowHint(GLFW_STENCIL_BITS, fb_stencil_bits); + glfwWindowHint(GLFW_ACCUM_RED_BITS, fb_accum_red_bits); + glfwWindowHint(GLFW_ACCUM_GREEN_BITS, fb_accum_green_bits); + glfwWindowHint(GLFW_ACCUM_BLUE_BITS, fb_accum_blue_bits); + glfwWindowHint(GLFW_ACCUM_ALPHA_BITS, fb_accum_alpha_bits); + glfwWindowHint(GLFW_AUX_BUFFERS, fb_aux_buffers); + glfwWindowHint(GLFW_SAMPLES, fb_samples); + glfwWindowHint(GLFW_STEREO, fb_stereo); + glfwWindowHint(GLFW_SRGB_CAPABLE, fb_srgb); + glfwWindowHint(GLFW_DOUBLEBUFFER, fb_doublebuffer); + + glfwWindowHint(GLFW_COCOA_GRAPHICS_SWITCHING, cocoa_graphics_switching); + + GLFWwindow* window = glfwCreateWindow(200, 200, "Version", NULL, NULL); + if (window) + { + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + + const GLenum error = glGetError(); + if (error != GL_NO_ERROR) + printf("*** OpenGL error after make current: 0x%08x ***\n", error); + + // Report client API version + + const int client = glfwGetWindowAttrib(window, GLFW_CLIENT_API); + const int major = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR); + const int minor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR); + const int revision = glfwGetWindowAttrib(window, GLFW_CONTEXT_REVISION); + const int profile = glfwGetWindowAttrib(window, GLFW_OPENGL_PROFILE); + + printf("%s context version string: \"%s\"\n", + get_api_name(client), + glGetString(GL_VERSION)); + + printf("%s context version parsed by GLFW: %u.%u.%u\n", + get_api_name(client), + major, minor, revision); + + // Report client API context properties + + if (client == GLFW_OPENGL_API) + { + if (major >= 3) + { + GLint flags; + + glGetIntegerv(GL_CONTEXT_FLAGS, &flags); + printf("%s context flags (0x%08x):", get_api_name(client), flags); + + if (flags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT) + printf(" forward-compatible"); + if (flags & 2/*GL_CONTEXT_FLAG_DEBUG_BIT*/) + printf(" debug"); + if (flags & GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB) + printf(" robustness"); + if (flags & 8/*GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR*/) + printf(" no-error"); + putchar('\n'); + + printf("%s context flags parsed by GLFW:", get_api_name(client)); + + if (glfwGetWindowAttrib(window, GLFW_OPENGL_FORWARD_COMPAT)) + printf(" forward-compatible"); + if (glfwGetWindowAttrib(window, GLFW_CONTEXT_DEBUG)) + printf(" debug"); + if (glfwGetWindowAttrib(window, GLFW_CONTEXT_ROBUSTNESS) == GLFW_LOSE_CONTEXT_ON_RESET) + printf(" robustness"); + if (glfwGetWindowAttrib(window, GLFW_CONTEXT_NO_ERROR)) + printf(" no-error"); + putchar('\n'); + } + + if (major >= 4 || (major == 3 && minor >= 2)) + { + GLint mask; + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &mask); + + printf("%s profile mask (0x%08x): %s\n", + get_api_name(client), + mask, + get_profile_name_gl(mask)); + + printf("%s profile mask parsed by GLFW: %s\n", + get_api_name(client), + get_profile_name_glfw(profile)); + } + + if (GLAD_GL_ARB_robustness) + { + const int robustness = glfwGetWindowAttrib(window, GLFW_CONTEXT_ROBUSTNESS); + GLint strategy; + glGetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_ARB, &strategy); + + printf("%s robustness strategy (0x%08x): %s\n", + get_api_name(client), + strategy, + get_strategy_name_gl(strategy)); + + printf("%s robustness strategy parsed by GLFW: %s\n", + get_api_name(client), + get_strategy_name_glfw(robustness)); + } + } + + printf("%s context renderer string: \"%s\"\n", + get_api_name(client), + glGetString(GL_RENDERER)); + printf("%s context vendor string: \"%s\"\n", + get_api_name(client), + glGetString(GL_VENDOR)); + + if (major >= 2) + { + printf("%s context shading language version: \"%s\"\n", + get_api_name(client), + glGetString(GL_SHADING_LANGUAGE_VERSION)); + } + + printf("%s framebuffer:\n", get_api_name(client)); + + GLint redbits, greenbits, bluebits, alphabits, depthbits, stencilbits; + + if (client == GLFW_OPENGL_API && profile == GLFW_OPENGL_CORE_PROFILE) + { + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_BACK_LEFT, + GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE, + &redbits); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_BACK_LEFT, + GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, + &greenbits); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_BACK_LEFT, + GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, + &bluebits); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_BACK_LEFT, + GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, + &alphabits); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_DEPTH, + GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, + &depthbits); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_STENCIL, + GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, + &stencilbits); + } + else + { + glGetIntegerv(GL_RED_BITS, &redbits); + glGetIntegerv(GL_GREEN_BITS, &greenbits); + glGetIntegerv(GL_BLUE_BITS, &bluebits); + glGetIntegerv(GL_ALPHA_BITS, &alphabits); + glGetIntegerv(GL_DEPTH_BITS, &depthbits); + glGetIntegerv(GL_STENCIL_BITS, &stencilbits); + } + + printf(" red: %u green: %u blue: %u alpha: %u depth: %u stencil: %u\n", + redbits, greenbits, bluebits, alphabits, depthbits, stencilbits); + + if (client == GLFW_OPENGL_ES_API || + GLAD_GL_ARB_multisample || + major > 1 || minor >= 3) + { + GLint samples, samplebuffers; + glGetIntegerv(GL_SAMPLES, &samples); + glGetIntegerv(GL_SAMPLE_BUFFERS, &samplebuffers); + + printf(" samples: %u sample buffers: %u\n", samples, samplebuffers); + } + + if (client == GLFW_OPENGL_API && profile != GLFW_OPENGL_CORE_PROFILE) + { + GLint accumredbits, accumgreenbits, accumbluebits, accumalphabits; + GLint auxbuffers; + + glGetIntegerv(GL_ACCUM_RED_BITS, &accumredbits); + glGetIntegerv(GL_ACCUM_GREEN_BITS, &accumgreenbits); + glGetIntegerv(GL_ACCUM_BLUE_BITS, &accumbluebits); + glGetIntegerv(GL_ACCUM_ALPHA_BITS, &accumalphabits); + glGetIntegerv(GL_AUX_BUFFERS, &auxbuffers); + + printf(" accum red: %u accum green: %u accum blue: %u accum alpha: %u aux buffers: %u\n", + accumredbits, accumgreenbits, accumbluebits, accumalphabits, auxbuffers); + } + + if (list_extensions) + list_context_extensions(client, major, minor); + + glfwDestroyWindow(window); + } + + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + + window = glfwCreateWindow(200, 200, "Version", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + printf("Vulkan loader: %s\n", + glfwVulkanSupported() ? "available" : "missing"); + + if (glfwVulkanSupported()) + { + gladLoadVulkanUserPtr(NULL, (GLADuserptrloadfunc) glfwGetInstanceProcAddress, NULL); + + uint32_t loader_version = VK_API_VERSION_1_0; + + if (vkEnumerateInstanceVersion) + { + uint32_t version; + if (vkEnumerateInstanceVersion(&version) == VK_SUCCESS) + loader_version = version; + } + + printf("Vulkan loader API version: %i.%i\n", + VK_VERSION_MAJOR(loader_version), + VK_VERSION_MINOR(loader_version)); + + uint32_t glfw_re_count; + const char** glfw_re = glfwGetRequiredInstanceExtensions(&glfw_re_count); + + uint32_t re_count = glfw_re_count; + const char** re = calloc(glfw_re_count, sizeof(char*)); + + if (glfw_re) + { + printf("Vulkan window surface required instance extensions:\n"); + for (uint32_t i = 0; i < glfw_re_count; i++) + { + printf(" %s\n", glfw_re[i]); + re[i] = glfw_re[i]; + } + } + else + printf("Vulkan window surface extensions missing\n"); + + uint32_t ep_count; + vkEnumerateInstanceExtensionProperties(NULL, &ep_count, NULL); + VkExtensionProperties* ep = calloc(ep_count, sizeof(VkExtensionProperties)); + vkEnumerateInstanceExtensionProperties(NULL, &ep_count, ep); + + if (list_extensions) + { + printf("Vulkan instance extensions:\n"); + + for (uint32_t i = 0; i < ep_count; i++) + printf(" %s (spec version %u)\n", ep[i].extensionName, ep[i].specVersion); + } + + bool portability_enumeration = false; + + for (uint32_t i = 0; i < ep_count; i++) + { + if (strcmp(ep[i].extensionName, "VK_KHR_portability_enumeration") != 0) + continue; + + re_count++; + re = realloc((void*) re, sizeof(char*) * re_count); + re[re_count - 1] = "VK_KHR_portability_enumeration"; + portability_enumeration = true; + } + + free(ep); + + if (list_layers) + list_vulkan_instance_layers(); + + VkApplicationInfo ai = { VK_STRUCTURE_TYPE_APPLICATION_INFO }; + ai.pApplicationName = "glfwinfo"; + ai.applicationVersion = VK_MAKE_VERSION(GLFW_VERSION_MAJOR, + GLFW_VERSION_MINOR, + GLFW_VERSION_REVISION); + + if (loader_version >= VK_API_VERSION_1_1) + ai.apiVersion = VK_API_VERSION_1_1; + else + ai.apiVersion = VK_API_VERSION_1_0; + + VkInstanceCreateInfo ici = { VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO }; + ici.pApplicationInfo = &ai; + ici.enabledExtensionCount = re_count; + ici.ppEnabledExtensionNames = re; + + if (portability_enumeration) + ici.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; + + VkInstance instance = VK_NULL_HANDLE; + + if (vkCreateInstance(&ici, NULL, &instance) != VK_SUCCESS) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + free((void*) re); + + gladLoadVulkanUserPtr(NULL, (GLADuserptrloadfunc) glfwGetInstanceProcAddress, instance); + + if (glfw_re_count) + { + VkSurfaceKHR surface = VK_NULL_HANDLE; + + if (glfwCreateWindowSurface(instance, window, NULL, &surface) == VK_SUCCESS) + { + printf("Vulkan window surface created successfully\n"); + vkDestroySurfaceKHR(instance, surface, NULL); + } + else + printf("Failed to create Vulkan window surface\n"); + } + + uint32_t pd_count; + vkEnumeratePhysicalDevices(instance, &pd_count, NULL); + VkPhysicalDevice* pd = calloc(pd_count, sizeof(VkPhysicalDevice)); + vkEnumeratePhysicalDevices(instance, &pd_count, pd); + + for (uint32_t i = 0; i < pd_count; i++) + { + VkPhysicalDeviceProperties pdp; + vkGetPhysicalDeviceProperties(pd[i], &pdp); + + uint32_t qfp_count; + vkGetPhysicalDeviceQueueFamilyProperties(pd[i], &qfp_count, NULL); + + uint32_t ep_count; + vkEnumerateDeviceExtensionProperties(pd[i], NULL, &ep_count, NULL); + VkExtensionProperties* ep = calloc(ep_count, sizeof(VkExtensionProperties)); + vkEnumerateDeviceExtensionProperties(pd[i], NULL, &ep_count, ep); + + if (portability_enumeration) + { + bool conformant = true; + + for (uint32_t j = 0; j < ep_count; j++) + { + if (strcmp(ep[j].extensionName, "VK_KHR_portability_subset") == 0) + { + conformant = false; + break; + } + } + + printf("Vulkan %s %s device: \"%s\" (API version %i.%i)\n", + conformant ? "conformant" : "non-conformant", + get_device_type_name(pdp.deviceType), + pdp.deviceName, + VK_VERSION_MAJOR(pdp.apiVersion), + VK_VERSION_MINOR(pdp.apiVersion)); + } + else + { + printf("Vulkan %s device: \"%s\" (API version %i.%i)\n", + get_device_type_name(pdp.deviceType), + pdp.deviceName, + VK_VERSION_MAJOR(pdp.apiVersion), + VK_VERSION_MINOR(pdp.apiVersion)); + } + + if (glfw_re_count) + { + printf("Vulkan device queue family presentation support:\n"); + for (uint32_t j = 0; j < qfp_count; j++) + { + printf(" %u: ", j); + if (glfwGetPhysicalDevicePresentationSupport(instance, pd[i], j)) + printf("supported\n"); + else + printf("no\n"); + } + } + + if (list_extensions) + { + printf("Vulkan device extensions:\n"); + for (uint32_t j = 0; j < ep_count; j++) + printf(" %s (spec version %u)\n", ep[j].extensionName, ep[j].specVersion); + } + + free(ep); + + if (list_layers) + list_vulkan_device_layers(instance, pd[i]); + } + + free(pd); + vkDestroyInstance(instance, NULL); + } + + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/icon.c b/dependencies/glfw-3.4/tests/icon.c new file mode 100644 index 0000000..d5baf0a --- /dev/null +++ b/dependencies/glfw-3.4/tests/icon.c @@ -0,0 +1,150 @@ +//======================================================================== +// Window icon test program +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This program is used to test the icon feature. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include + +// a simple glfw logo +const char* const logo[] = +{ + "................", + "................", + "...0000..0......", + "...0.....0......", + "...0.00..0......", + "...0..0..0......", + "...0000..0000...", + "................", + "................", + "...000..0...0...", + "...0....0...0...", + "...000..0.0.0...", + "...0....0.0.0...", + "...0....00000...", + "................", + "................" +}; + +const unsigned char icon_colors[5][4] = +{ + { 0, 0, 0, 255 }, // black + { 255, 0, 0, 255 }, // red + { 0, 255, 0, 255 }, // green + { 0, 0, 255, 255 }, // blue + { 255, 255, 255, 255 } // white +}; + +static int cur_icon_color = 0; + +static void set_icon(GLFWwindow* window, int icon_color) +{ + int x, y; + unsigned char pixels[16 * 16 * 4]; + unsigned char* target = pixels; + GLFWimage img = { 16, 16, pixels }; + + for (y = 0; y < img.width; y++) + { + for (x = 0; x < img.height; x++) + { + if (logo[y][x] == '0') + memcpy(target, icon_colors[icon_color], 4); + else + memset(target, 0, 4); + + target += 4; + } + } + + glfwSetWindowIcon(window, 1, &img); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + case GLFW_KEY_SPACE: + cur_icon_color = (cur_icon_color + 1) % 5; + set_icon(window, cur_icon_color); + break; + case GLFW_KEY_X: + glfwSetWindowIcon(window, 0, NULL); + break; + } +} + +int main(int argc, char** argv) +{ + GLFWwindow* window; + + if (!glfwInit()) + { + fprintf(stderr, "Failed to initialize GLFW\n"); + exit(EXIT_FAILURE); + } + + window = glfwCreateWindow(200, 200, "Window Icon", NULL, NULL); + if (!window) + { + glfwTerminate(); + + fprintf(stderr, "Failed to open GLFW window\n"); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + + glfwSetKeyCallback(window, key_callback); + set_icon(window, cur_icon_color); + + while (!glfwWindowShouldClose(window)) + { + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); + glfwWaitEvents(); + } + + glfwDestroyWindow(window); + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/iconify.c b/dependencies/glfw-3.4/tests/iconify.c new file mode 100644 index 0000000..32fd44f --- /dev/null +++ b/dependencies/glfw-3.4/tests/iconify.c @@ -0,0 +1,298 @@ +//======================================================================== +// Iconify/restore test program +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This program is used to test the iconify/restore functionality for +// both full screen and windowed mode windows +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include + +#include "getopt.h" + +static int windowed_xpos, windowed_ypos, windowed_width = 640, windowed_height = 480; + +static void usage(void) +{ + printf("Usage: iconify [-h] [-f [-a] [-n]]\n"); + printf("Options:\n"); + printf(" -a create windows for all monitors\n"); + printf(" -f create full screen window(s)\n"); + printf(" -h show this help\n"); +} + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + printf("%0.2f Key %s\n", + glfwGetTime(), + action == GLFW_PRESS ? "pressed" : "released"); + + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_I: + glfwIconifyWindow(window); + break; + case GLFW_KEY_M: + glfwMaximizeWindow(window); + break; + case GLFW_KEY_R: + glfwRestoreWindow(window); + break; + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + case GLFW_KEY_A: + glfwSetWindowAttrib(window, GLFW_AUTO_ICONIFY, !glfwGetWindowAttrib(window, GLFW_AUTO_ICONIFY)); + break; + case GLFW_KEY_B: + glfwSetWindowAttrib(window, GLFW_RESIZABLE, !glfwGetWindowAttrib(window, GLFW_RESIZABLE)); + break; + case GLFW_KEY_D: + glfwSetWindowAttrib(window, GLFW_DECORATED, !glfwGetWindowAttrib(window, GLFW_DECORATED)); + break; + case GLFW_KEY_F: + glfwSetWindowAttrib(window, GLFW_FLOATING, !glfwGetWindowAttrib(window, GLFW_FLOATING)); + break; + case GLFW_KEY_F11: + case GLFW_KEY_ENTER: + { + if (mods != GLFW_MOD_ALT) + return; + + if (glfwGetWindowMonitor(window)) + { + glfwSetWindowMonitor(window, NULL, + windowed_xpos, windowed_ypos, + windowed_width, windowed_height, + 0); + } + else + { + GLFWmonitor* monitor = glfwGetPrimaryMonitor(); + if (monitor) + { + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + glfwGetWindowPos(window, &windowed_xpos, &windowed_ypos); + glfwGetWindowSize(window, &windowed_width, &windowed_height); + glfwSetWindowMonitor(window, monitor, + 0, 0, mode->width, mode->height, + mode->refreshRate); + } + } + + break; + } + } +} + +static void window_size_callback(GLFWwindow* window, int width, int height) +{ + printf("%0.2f Window resized to %ix%i\n", glfwGetTime(), width, height); +} + +static void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + printf("%0.2f Framebuffer resized to %ix%i\n", glfwGetTime(), width, height); +} + +static void window_focus_callback(GLFWwindow* window, int focused) +{ + printf("%0.2f Window %s\n", + glfwGetTime(), + focused ? "focused" : "defocused"); +} + +static void window_iconify_callback(GLFWwindow* window, int iconified) +{ + printf("%0.2f Window %s\n", + glfwGetTime(), + iconified ? "iconified" : "uniconified"); +} + +static void window_maximize_callback(GLFWwindow* window, int maximized) +{ + printf("%0.2f Window %s\n", + glfwGetTime(), + maximized ? "maximized" : "unmaximized"); +} + +static void window_refresh_callback(GLFWwindow* window) +{ + printf("%0.2f Window refresh\n", glfwGetTime()); + + glfwMakeContextCurrent(window); + + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); +} + +static GLFWwindow* create_window(GLFWmonitor* monitor) +{ + int width, height; + GLFWwindow* window; + + if (monitor) + { + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + + glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); + glfwWindowHint(GLFW_RED_BITS, mode->redBits); + glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); + glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); + + width = mode->width; + height = mode->height; + } + else + { + width = windowed_width; + height = windowed_height; + } + + window = glfwCreateWindow(width, height, "Iconify", monitor, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + + return window; +} + +int main(int argc, char** argv) +{ + int ch, i, window_count; + int fullscreen = GLFW_FALSE, all_monitors = GLFW_FALSE; + GLFWwindow** windows; + + while ((ch = getopt(argc, argv, "afhn")) != -1) + { + switch (ch) + { + case 'a': + all_monitors = GLFW_TRUE; + break; + + case 'h': + usage(); + exit(EXIT_SUCCESS); + + case 'f': + fullscreen = GLFW_TRUE; + break; + + default: + usage(); + exit(EXIT_FAILURE); + } + } + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + if (fullscreen && all_monitors) + { + int monitor_count; + GLFWmonitor** monitors = glfwGetMonitors(&monitor_count); + + window_count = monitor_count; + windows = calloc(window_count, sizeof(GLFWwindow*)); + + for (i = 0; i < monitor_count; i++) + { + windows[i] = create_window(monitors[i]); + if (!windows[i]) + break; + } + } + else + { + GLFWmonitor* monitor = NULL; + + if (fullscreen) + monitor = glfwGetPrimaryMonitor(); + + window_count = 1; + windows = calloc(window_count, sizeof(GLFWwindow*)); + windows[0] = create_window(monitor); + } + + for (i = 0; i < window_count; i++) + { + glfwSetKeyCallback(windows[i], key_callback); + glfwSetFramebufferSizeCallback(windows[i], framebuffer_size_callback); + glfwSetWindowSizeCallback(windows[i], window_size_callback); + glfwSetWindowFocusCallback(windows[i], window_focus_callback); + glfwSetWindowIconifyCallback(windows[i], window_iconify_callback); + glfwSetWindowMaximizeCallback(windows[i], window_maximize_callback); + glfwSetWindowRefreshCallback(windows[i], window_refresh_callback); + + window_refresh_callback(windows[i]); + + printf("Window is %s and %s\n", + glfwGetWindowAttrib(windows[i], GLFW_ICONIFIED) ? "iconified" : "restored", + glfwGetWindowAttrib(windows[i], GLFW_FOCUSED) ? "focused" : "defocused"); + } + + for (;;) + { + glfwWaitEvents(); + + for (i = 0; i < window_count; i++) + { + if (glfwWindowShouldClose(windows[i])) + break; + } + + if (i < window_count) + break; + + // Workaround for an issue with msvcrt and mintty + fflush(stdout); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/inputlag.c b/dependencies/glfw-3.4/tests/inputlag.c new file mode 100644 index 0000000..12e693f --- /dev/null +++ b/dependencies/glfw-3.4/tests/inputlag.c @@ -0,0 +1,310 @@ +//======================================================================== +// Input lag test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test renders a marker at the cursor position reported by GLFW to +// check how much it lags behind the hardware mouse cursor +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#define NK_IMPLEMENTATION +#define NK_INCLUDE_FIXED_TYPES +#define NK_INCLUDE_FONT_BAKING +#define NK_INCLUDE_DEFAULT_FONT +#define NK_INCLUDE_DEFAULT_ALLOCATOR +#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT +#define NK_INCLUDE_STANDARD_VARARGS +#include + +#define NK_GLFW_GL2_IMPLEMENTATION +#include + +#include +#include +#include + +#include "getopt.h" + +void usage(void) +{ + printf("Usage: inputlag [-h] [-f]\n"); + printf("Options:\n"); + printf(" -f create full screen window\n"); + printf(" -h show this help\n"); +} + +struct nk_vec2 cursor_new, cursor_pos, cursor_vel; +enum { cursor_sync_query, cursor_input_message } cursor_method = cursor_sync_query; + +void sample_input(GLFWwindow* window) +{ + float a = .25; // exponential smoothing factor + + if (cursor_method == cursor_sync_query) { + double x, y; + glfwGetCursorPos(window, &x, &y); + cursor_new.x = (float) x; + cursor_new.y = (float) y; + } + + cursor_vel.x = (cursor_new.x - cursor_pos.x) * a + cursor_vel.x * (1 - a); + cursor_vel.y = (cursor_new.y - cursor_pos.y) * a + cursor_vel.y * (1 - a); + cursor_pos = cursor_new; +} + +void cursor_pos_callback(GLFWwindow* window, double xpos, double ypos) +{ + cursor_new.x = (float) xpos; + cursor_new.y = (float) ypos; +} + +int enable_vsync = nk_true; + +void update_vsync() +{ + glfwSwapInterval(enable_vsync == nk_true ? 1 : 0); +} + +int swap_clear = nk_false; +int swap_finish = nk_true; +int swap_occlusion_query = nk_false; +int swap_read_pixels = nk_false; +GLuint occlusion_query; + +void swap_buffers(GLFWwindow* window) +{ + glfwSwapBuffers(window); + + if (swap_clear) + glClear(GL_COLOR_BUFFER_BIT); + + if (swap_finish) + glFinish(); + + if (swap_occlusion_query) { + GLint occlusion_result; + if (!occlusion_query) + glGenQueries(1, &occlusion_query); + glBeginQuery(GL_SAMPLES_PASSED, occlusion_query); + glBegin(GL_POINTS); + glVertex2f(0, 0); + glEnd(); + glEndQuery(GL_SAMPLES_PASSED); + glGetQueryObjectiv(occlusion_query, GL_QUERY_RESULT, &occlusion_result); + } + + if (swap_read_pixels) { + unsigned char rgba[4]; + glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, rgba); + } +} + +void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, 1); + break; + } +} + +void draw_marker(struct nk_command_buffer* canvas, int lead, struct nk_vec2 pos) +{ + struct nk_color colors[4] = { nk_rgb(255,0,0), nk_rgb(255,255,0), nk_rgb(0,255,0), nk_rgb(0,96,255) }; + struct nk_rect rect = { -5 + pos.x, -5 + pos.y, 10, 10 }; + nk_fill_circle(canvas, rect, colors[lead]); +} + +int main(int argc, char** argv) +{ + int ch, width, height; + unsigned long frame_count = 0; + double last_time, current_time; + double frame_rate = 0; + int fullscreen = GLFW_FALSE; + GLFWmonitor* monitor = NULL; + GLFWwindow* window; + struct nk_context* nk; + struct nk_font_atlas* atlas; + + int show_forecasts = nk_true; + + while ((ch = getopt(argc, argv, "fh")) != -1) + { + switch (ch) + { + case 'h': + usage(); + exit(EXIT_SUCCESS); + + case 'f': + fullscreen = GLFW_TRUE; + break; + } + } + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + if (fullscreen) + { + const GLFWvidmode* mode; + + monitor = glfwGetPrimaryMonitor(); + mode = glfwGetVideoMode(monitor); + + width = mode->width; + height = mode->height; + } + else + { + width = 640; + height = 480; + } + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + + glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); + glfwWindowHint(GLFW_WIN32_KEYBOARD_MENU, GLFW_TRUE); + + window = glfwCreateWindow(width, height, "Input lag test", monitor, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + update_vsync(); + + last_time = glfwGetTime(); + + nk = nk_glfw3_init(window, NK_GLFW3_INSTALL_CALLBACKS); + nk_glfw3_font_stash_begin(&atlas); + nk_glfw3_font_stash_end(); + + glfwSetKeyCallback(window, key_callback); + glfwSetCursorPosCallback(window, cursor_pos_callback); + + while (!glfwWindowShouldClose(window)) + { + int width, height; + struct nk_rect area; + + glfwPollEvents(); + sample_input(window); + + glfwGetWindowSize(window, &width, &height); + area = nk_rect(0.f, 0.f, (float) width, (float) height); + + glClear(GL_COLOR_BUFFER_BIT); + nk_glfw3_new_frame(); + if (nk_begin(nk, "", area, 0)) + { + nk_flags align_left = NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE; + struct nk_command_buffer *canvas = nk_window_get_canvas(nk); + int lead; + + for (lead = show_forecasts ? 3 : 0; lead >= 0; lead--) + draw_marker(canvas, lead, nk_vec2(cursor_pos.x + cursor_vel.x * lead, + cursor_pos.y + cursor_vel.y * lead)); + + // print instructions + nk_layout_row_dynamic(nk, 20, 1); + nk_label(nk, "Move mouse uniformly and check marker under cursor:", align_left); + for (lead = 0; lead <= 3; lead++) { + nk_layout_row_begin(nk, NK_STATIC, 12, 2); + nk_layout_row_push(nk, 25); + draw_marker(canvas, lead, nk_layout_space_to_screen(nk, nk_vec2(20, 5))); + nk_label(nk, "", 0); + nk_layout_row_push(nk, 500); + if (lead == 0) + nk_label(nk, "- current cursor position (no input lag)", align_left); + else + nk_labelf(nk, align_left, "- %d-frame forecast (input lag is %d frame)", lead, lead); + nk_layout_row_end(nk); + } + + nk_layout_row_dynamic(nk, 20, 1); + + nk_checkbox_label(nk, "Show forecasts", &show_forecasts); + nk_label(nk, "Input method:", align_left); + if (nk_option_label(nk, "glfwGetCursorPos (sync query)", cursor_method == cursor_sync_query)) + cursor_method = cursor_sync_query; + if (nk_option_label(nk, "glfwSetCursorPosCallback (latest input message)", cursor_method == cursor_input_message)) + cursor_method = cursor_input_message; + + nk_label(nk, "", 0); // separator + + nk_value_float(nk, "FPS", (float) frame_rate); + if (nk_checkbox_label(nk, "Enable vsync", &enable_vsync)) + update_vsync(); + + nk_label(nk, "", 0); // separator + + nk_label(nk, "After swap:", align_left); + nk_checkbox_label(nk, "glClear", &swap_clear); + nk_checkbox_label(nk, "glFinish", &swap_finish); + nk_checkbox_label(nk, "draw with occlusion query", &swap_occlusion_query); + nk_checkbox_label(nk, "glReadPixels", &swap_read_pixels); + } + + nk_end(nk); + nk_glfw3_render(NK_ANTI_ALIASING_ON); + + swap_buffers(window); + + frame_count++; + + current_time = glfwGetTime(); + if (current_time - last_time > 1.0) + { + frame_rate = frame_count / (current_time - last_time); + frame_count = 0; + last_time = current_time; + } + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/joysticks.c b/dependencies/glfw-3.4/tests/joysticks.c new file mode 100644 index 0000000..df00021 --- /dev/null +++ b/dependencies/glfw-3.4/tests/joysticks.c @@ -0,0 +1,346 @@ +//======================================================================== +// Joystick input test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test displays the state of every button and axis of every connected +// joystick and/or gamepad +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#define NK_IMPLEMENTATION +#define NK_INCLUDE_FIXED_TYPES +#define NK_INCLUDE_FONT_BAKING +#define NK_INCLUDE_DEFAULT_FONT +#define NK_INCLUDE_DEFAULT_ALLOCATOR +#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT +#define NK_INCLUDE_STANDARD_VARARGS +#define NK_BUTTON_TRIGGER_ON_RELEASE +#include + +#define NK_GLFW_GL2_IMPLEMENTATION +#include + +#include +#include +#include + +#ifdef _MSC_VER +#define strdup(x) _strdup(x) +#endif + +static GLFWwindow* window; +static int joysticks[GLFW_JOYSTICK_LAST + 1]; +static int joystick_count = 0; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void joystick_callback(int jid, int event) +{ + if (event == GLFW_CONNECTED) + joysticks[joystick_count++] = jid; + else if (event == GLFW_DISCONNECTED) + { + int i; + + for (i = 0; i < joystick_count; i++) + { + if (joysticks[i] == jid) + break; + } + + for (i = i + 1; i < joystick_count; i++) + joysticks[i - 1] = joysticks[i]; + + joystick_count--; + } + + if (!glfwGetWindowAttrib(window, GLFW_FOCUSED)) + glfwRequestWindowAttention(window); +} + +static void drop_callback(GLFWwindow* window, int count, const char* paths[]) +{ + int i; + + for (i = 0; i < count; i++) + { + long size; + char* text; + FILE* stream = fopen(paths[i], "rb"); + if (!stream) + continue; + + fseek(stream, 0, SEEK_END); + size = ftell(stream); + fseek(stream, 0, SEEK_SET); + + text = malloc(size + 1); + text[size] = '\0'; + if (fread(text, 1, size, stream) == size) + glfwUpdateGamepadMappings(text); + + free(text); + fclose(stream); + } +} + +static const char* joystick_label(int jid) +{ + static char label[1024]; + snprintf(label, sizeof(label), "%i: %s", jid + 1, glfwGetJoystickName(jid)); + return label; +} + +static void hat_widget(struct nk_context* nk, unsigned char state) +{ + float radius; + struct nk_rect area; + struct nk_vec2 center; + + if (nk_widget(&area, nk) == NK_WIDGET_INVALID) + return; + + center = nk_vec2(area.x + area.w / 2.f, area.y + area.h / 2.f); + radius = NK_MIN(area.w, area.h) / 2.f; + + nk_stroke_circle(nk_window_get_canvas(nk), + nk_rect(center.x - radius, + center.y - radius, + radius * 2.f, + radius * 2.f), + 1.f, + nk_rgb(175, 175, 175)); + + if (state) + { + const float angles[] = + { + 0.f, 0.f, + NK_PI * 1.5f, NK_PI * 1.75f, + NK_PI, 0.f, + NK_PI * 1.25f, 0.f, + NK_PI * 0.5f, NK_PI * 0.25f, + 0.f, 0.f, + NK_PI * 0.75f, 0.f, + }; + const float cosa = nk_cos(angles[state]); + const float sina = nk_sin(angles[state]); + const struct nk_vec2 p0 = nk_vec2(0.f, -radius); + const struct nk_vec2 p1 = nk_vec2( radius / 2.f, -radius / 3.f); + const struct nk_vec2 p2 = nk_vec2(-radius / 2.f, -radius / 3.f); + + nk_fill_triangle(nk_window_get_canvas(nk), + center.x + cosa * p0.x + sina * p0.y, + center.y + cosa * p0.y - sina * p0.x, + center.x + cosa * p1.x + sina * p1.y, + center.y + cosa * p1.y - sina * p1.x, + center.x + cosa * p2.x + sina * p2.y, + center.y + cosa * p2.y - sina * p2.x, + nk_rgb(175, 175, 175)); + } +} + +int main(void) +{ + int jid, hat_buttons = GLFW_FALSE; + struct nk_context* nk; + struct nk_font_atlas* atlas; + + memset(joysticks, 0, sizeof(joysticks)); + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); + glfwWindowHint(GLFW_WIN32_KEYBOARD_MENU, GLFW_TRUE); + + window = glfwCreateWindow(800, 600, "Joystick Test", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + nk = nk_glfw3_init(window, NK_GLFW3_INSTALL_CALLBACKS); + nk_glfw3_font_stash_begin(&atlas); + nk_glfw3_font_stash_end(); + + for (jid = GLFW_JOYSTICK_1; jid <= GLFW_JOYSTICK_LAST; jid++) + { + if (glfwJoystickPresent(jid)) + joysticks[joystick_count++] = jid; + } + + glfwSetJoystickCallback(joystick_callback); + glfwSetDropCallback(window, drop_callback); + + while (!glfwWindowShouldClose(window)) + { + int i, width, height; + + glfwGetWindowSize(window, &width, &height); + + glClear(GL_COLOR_BUFFER_BIT); + nk_glfw3_new_frame(); + + if (nk_begin(nk, + "Joysticks", + nk_rect(width - 200.f, 0.f, 200.f, (float) height), + NK_WINDOW_MINIMIZABLE | + NK_WINDOW_TITLE)) + { + nk_layout_row_dynamic(nk, 30, 1); + + nk_checkbox_label(nk, "Hat buttons", &hat_buttons); + + if (joystick_count) + { + for (i = 0; i < joystick_count; i++) + { + if (nk_button_label(nk, joystick_label(joysticks[i]))) + nk_window_set_focus(nk, joystick_label(joysticks[i])); + } + } + else + nk_label(nk, "No joysticks connected", NK_TEXT_LEFT); + } + + nk_end(nk); + + for (i = 0; i < joystick_count; i++) + { + if (nk_begin(nk, + joystick_label(joysticks[i]), + nk_rect(i * 20.f, i * 20.f, 550.f, 570.f), + NK_WINDOW_BORDER | + NK_WINDOW_MOVABLE | + NK_WINDOW_SCALABLE | + NK_WINDOW_MINIMIZABLE | + NK_WINDOW_TITLE)) + { + int j, axis_count, button_count, hat_count; + const float* axes; + const unsigned char* buttons; + const unsigned char* hats; + GLFWgamepadstate state; + + nk_layout_row_dynamic(nk, 30, 1); + nk_labelf(nk, NK_TEXT_LEFT, "Hardware GUID %s", + glfwGetJoystickGUID(joysticks[i])); + nk_label(nk, "Joystick state", NK_TEXT_LEFT); + + axes = glfwGetJoystickAxes(joysticks[i], &axis_count); + buttons = glfwGetJoystickButtons(joysticks[i], &button_count); + hats = glfwGetJoystickHats(joysticks[i], &hat_count); + + if (!hat_buttons) + button_count -= hat_count * 4; + + for (j = 0; j < axis_count; j++) + nk_slide_float(nk, -1.f, axes[j], 1.f, 0.1f); + + nk_layout_row_dynamic(nk, 30, 12); + + for (j = 0; j < button_count; j++) + { + char name[16]; + snprintf(name, sizeof(name), "%i", j + 1); + nk_select_label(nk, name, NK_TEXT_CENTERED, buttons[j]); + } + + nk_layout_row_dynamic(nk, 30, 8); + + for (j = 0; j < hat_count; j++) + hat_widget(nk, hats[j]); + + nk_layout_row_dynamic(nk, 30, 1); + + if (glfwGetGamepadState(joysticks[i], &state)) + { + int hat = 0; + const char* names[GLFW_GAMEPAD_BUTTON_LAST + 1 - 4] = + { + "A", "B", "X", "Y", + "LB", "RB", + "Back", "Start", "Guide", + "LT", "RT", + }; + + nk_labelf(nk, NK_TEXT_LEFT, + "Gamepad state: %s", + glfwGetGamepadName(joysticks[i])); + + nk_layout_row_dynamic(nk, 30, 2); + + for (j = 0; j <= GLFW_GAMEPAD_AXIS_LAST; j++) + nk_slide_float(nk, -1.f, state.axes[j], 1.f, 0.1f); + + nk_layout_row_dynamic(nk, 30, GLFW_GAMEPAD_BUTTON_LAST + 1 - 4); + + for (j = 0; j <= GLFW_GAMEPAD_BUTTON_LAST - 4; j++) + nk_select_label(nk, names[j], NK_TEXT_CENTERED, state.buttons[j]); + + if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_UP]) + hat |= GLFW_HAT_UP; + if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT]) + hat |= GLFW_HAT_RIGHT; + if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_DOWN]) + hat |= GLFW_HAT_DOWN; + if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT]) + hat |= GLFW_HAT_LEFT; + + nk_layout_row_dynamic(nk, 30, 8); + hat_widget(nk, hat); + } + else + nk_label(nk, "Joystick has no gamepad mapping", NK_TEXT_LEFT); + } + + nk_end(nk); + } + + nk_glfw3_render(NK_ANTI_ALIASING_ON); + + glfwSwapBuffers(window); + glfwPollEvents(); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/monitors.c b/dependencies/glfw-3.4/tests/monitors.c new file mode 100644 index 0000000..1043e66 --- /dev/null +++ b/dependencies/glfw-3.4/tests/monitors.c @@ -0,0 +1,263 @@ +//======================================================================== +// Monitor information tool +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test prints monitor and video mode information or verifies video +// modes +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include + +#include "getopt.h" + +enum Mode +{ + LIST_MODE, + TEST_MODE +}; + +static void usage(void) +{ + printf("Usage: monitors [-t]\n"); + printf(" monitors -h\n"); +} + +static int euclid(int a, int b) +{ + return b ? euclid(b, a % b) : a; +} + +static const char* format_mode(const GLFWvidmode* mode) +{ + static char buffer[512]; + const int gcd = euclid(mode->width, mode->height); + + snprintf(buffer, + sizeof(buffer), + "%i x %i x %i (%i:%i) (%i %i %i) %i Hz", + mode->width, mode->height, + mode->redBits + mode->greenBits + mode->blueBits, + mode->width / gcd, mode->height / gcd, + mode->redBits, mode->greenBits, mode->blueBits, + mode->refreshRate); + + buffer[sizeof(buffer) - 1] = '\0'; + return buffer; +} + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + printf("Framebuffer resized to %ix%i\n", width, height); + + glViewport(0, 0, width, height); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +static void list_modes(GLFWmonitor* monitor) +{ + int count, x, y, width_mm, height_mm, i; + int workarea_x, workarea_y, workarea_width, workarea_height; + float xscale, yscale; + + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + const GLFWvidmode* modes = glfwGetVideoModes(monitor, &count); + + glfwGetMonitorPos(monitor, &x, &y); + glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm); + glfwGetMonitorContentScale(monitor, &xscale, &yscale); + glfwGetMonitorWorkarea(monitor, &workarea_x, &workarea_y, &workarea_width, &workarea_height); + + printf("Name: %s (%s)\n", + glfwGetMonitorName(monitor), + glfwGetPrimaryMonitor() == monitor ? "primary" : "secondary"); + printf("Current mode: %s\n", format_mode(mode)); + printf("Virtual position: %i, %i\n", x, y); + printf("Content scale: %f x %f\n", xscale, yscale); + + printf("Physical size: %i x %i mm (%0.2f dpi at %i x %i)\n", + width_mm, height_mm, mode->width * 25.4f / width_mm, mode->width, mode->height); + printf("Monitor work area: %i x %i starting at %i, %i\n", + workarea_width, workarea_height, workarea_x, workarea_y); + + printf("Modes:\n"); + + for (i = 0; i < count; i++) + { + printf("%3u: %s", (unsigned int) i, format_mode(modes + i)); + + if (memcmp(mode, modes + i, sizeof(GLFWvidmode)) == 0) + printf(" (current mode)"); + + putchar('\n'); + } +} + +static void test_modes(GLFWmonitor* monitor) +{ + int i, count; + GLFWwindow* window; + const GLFWvidmode* modes = glfwGetVideoModes(monitor, &count); + + for (i = 0; i < count; i++) + { + const GLFWvidmode* mode = modes + i; + GLFWvidmode current; + + glfwWindowHint(GLFW_RED_BITS, mode->redBits); + glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); + glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); + glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); + + printf("Testing mode %u on monitor %s: %s\n", + (unsigned int) i, + glfwGetMonitorName(monitor), + format_mode(mode)); + + window = glfwCreateWindow(mode->width, mode->height, + "Video Mode Test", + glfwGetPrimaryMonitor(), + NULL); + if (!window) + { + printf("Failed to enter mode %u: %s\n", + (unsigned int) i, + format_mode(mode)); + continue; + } + + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + glfwSetKeyCallback(window, key_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + glfwSetTime(0.0); + + while (glfwGetTime() < 5.0) + { + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); + glfwPollEvents(); + + if (glfwWindowShouldClose(window)) + { + printf("User terminated program\n"); + + glfwTerminate(); + exit(EXIT_SUCCESS); + } + } + + glGetIntegerv(GL_RED_BITS, ¤t.redBits); + glGetIntegerv(GL_GREEN_BITS, ¤t.greenBits); + glGetIntegerv(GL_BLUE_BITS, ¤t.blueBits); + + glfwGetWindowSize(window, ¤t.width, ¤t.height); + + if (current.redBits != mode->redBits || + current.greenBits != mode->greenBits || + current.blueBits != mode->blueBits) + { + printf("*** Color bit mismatch: (%i %i %i) instead of (%i %i %i)\n", + current.redBits, current.greenBits, current.blueBits, + mode->redBits, mode->greenBits, mode->blueBits); + } + + if (current.width != mode->width || current.height != mode->height) + { + printf("*** Size mismatch: %ix%i instead of %ix%i\n", + current.width, current.height, + mode->width, mode->height); + } + + printf("Closing window\n"); + + glfwDestroyWindow(window); + window = NULL; + + glfwPollEvents(); + } +} + +int main(int argc, char** argv) +{ + int ch, i, count, mode = LIST_MODE; + GLFWmonitor** monitors; + + while ((ch = getopt(argc, argv, "th")) != -1) + { + switch (ch) + { + case 'h': + usage(); + exit(EXIT_SUCCESS); + case 't': + mode = TEST_MODE; + break; + default: + usage(); + exit(EXIT_FAILURE); + } + } + + glfwSetErrorCallback(error_callback); + + glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + monitors = glfwGetMonitors(&count); + + for (i = 0; i < count; i++) + { + if (mode == LIST_MODE) + list_modes(monitors[i]); + else if (mode == TEST_MODE) + test_modes(monitors[i]); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/msaa.c b/dependencies/glfw-3.4/tests/msaa.c new file mode 100644 index 0000000..10bfa3c --- /dev/null +++ b/dependencies/glfw-3.4/tests/msaa.c @@ -0,0 +1,221 @@ +//======================================================================== +// Multisample anti-aliasing test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test renders two high contrast, slowly rotating quads, one aliased +// and one (hopefully) anti-aliased, thus allowing for visual verification +// of whether MSAA is indeed enabled +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include "linmath.h" + +#include +#include + +#include "getopt.h" + +static const vec2 vertices[4] = +{ + { -0.6f, -0.6f }, + { 0.6f, -0.6f }, + { 0.6f, 0.6f }, + { -0.6f, 0.6f } +}; + +static const char* vertex_shader_text = +"#version 110\n" +"uniform mat4 MVP;\n" +"attribute vec2 vPos;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 110\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(1.0);\n" +"}\n"; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_SPACE: + glfwSetTime(0.0); + break; + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + } +} + +static void usage(void) +{ + printf("Usage: msaa [-h] [-s SAMPLES]\n"); +} + +int main(int argc, char** argv) +{ + int ch, samples = 4; + GLFWwindow* window; + GLuint vertex_buffer, vertex_shader, fragment_shader, program; + GLint mvp_location, vpos_location; + + while ((ch = getopt(argc, argv, "hs:")) != -1) + { + switch (ch) + { + case 'h': + usage(); + exit(EXIT_SUCCESS); + case 's': + samples = atoi(optarg); + break; + default: + usage(); + exit(EXIT_FAILURE); + } + } + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + if (samples) + printf("Requesting MSAA with %i samples\n", samples); + else + printf("Requesting that MSAA not be available\n"); + + glfwWindowHint(GLFW_SAMPLES, samples); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + + window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetKeyCallback(window, key_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + glGetIntegerv(GL_SAMPLES, &samples); + if (samples) + printf("Context reports MSAA is available with %i samples\n", samples); + else + printf("Context reports MSAA is unavailable\n"); + + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + mvp_location = glGetUniformLocation(program, "MVP"); + vpos_location = glGetAttribLocation(program, "vPos"); + + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(vertices[0]), (void*) 0); + + while (!glfwWindowShouldClose(window)) + { + float ratio; + int width, height; + mat4x4 m, p, mvp; + const double angle = glfwGetTime() * M_PI / 180.0; + + glfwGetFramebufferSize(window, &width, &height); + ratio = width / (float) height; + + glViewport(0, 0, width, height); + glClear(GL_COLOR_BUFFER_BIT); + + glUseProgram(program); + + mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f); + + mat4x4_translate(m, -1.f, 0.f, 0.f); + mat4x4_rotate_Z(m, m, (float) angle); + mat4x4_mul(mvp, p, m); + + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); + glDisable(GL_MULTISAMPLE); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + mat4x4_translate(m, 1.f, 0.f, 0.f); + mat4x4_rotate_Z(m, m, (float) angle); + mat4x4_mul(mvp, p, m); + + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); + glEnable(GL_MULTISAMPLE); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glfwSwapBuffers(window); + glfwPollEvents(); + } + + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/reopen.c b/dependencies/glfw-3.4/tests/reopen.c new file mode 100644 index 0000000..b458755 --- /dev/null +++ b/dependencies/glfw-3.4/tests/reopen.c @@ -0,0 +1,241 @@ +//======================================================================== +// Window re-opener (open/close stress test) +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test came about as the result of bug #1262773 +// +// It closes and re-opens the GLFW window every five seconds, alternating +// between windowed and full screen mode +// +// It also times and logs opening and closing actions and attempts to separate +// user initiated window closing from its own +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include + +#include "linmath.h" + +static const char* vertex_shader_text = +"#version 110\n" +"uniform mat4 MVP;\n" +"attribute vec2 vPos;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 110\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(1.0);\n" +"}\n"; + +static const vec2 vertices[4] = +{ + { -0.5f, -0.5f }, + { 0.5f, -0.5f }, + { 0.5f, 0.5f }, + { -0.5f, 0.5f } +}; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void window_close_callback(GLFWwindow* window) +{ + printf("Close callback triggered\n"); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_Q: + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + } +} + +static void close_window(GLFWwindow* window) +{ + double base = glfwGetTime(); + glfwDestroyWindow(window); + printf("Closing window took %0.3f seconds\n", glfwGetTime() - base); +} + +int main(int argc, char** argv) +{ + int count = 0; + double base; + GLFWwindow* window; + + srand((unsigned int) time(NULL)); + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + + for (;;) + { + int width, height; + GLFWmonitor* monitor = NULL; + GLuint vertex_shader, fragment_shader, program, vertex_buffer; + GLint mvp_location, vpos_location; + + if (count & 1) + { + int monitorCount; + GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); + monitor = monitors[rand() % monitorCount]; + } + + if (monitor) + { + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + width = mode->width; + height = mode->height; + } + else + { + width = 640; + height = 480; + } + + base = glfwGetTime(); + + window = glfwCreateWindow(width, height, "Window Re-opener", monitor, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + if (monitor) + { + printf("Opening full screen window on monitor %s took %0.3f seconds\n", + glfwGetMonitorName(monitor), + glfwGetTime() - base); + } + else + { + printf("Opening regular window took %0.3f seconds\n", + glfwGetTime() - base); + } + + glfwSetWindowCloseCallback(window, window_close_callback); + glfwSetKeyCallback(window, key_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + mvp_location = glGetUniformLocation(program, "MVP"); + vpos_location = glGetAttribLocation(program, "vPos"); + + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(vertices[0]), (void*) 0); + + glfwSetTime(0.0); + + while (glfwGetTime() < 5.0) + { + float ratio; + int width, height; + mat4x4 m, p, mvp; + + glfwGetFramebufferSize(window, &width, &height); + ratio = width / (float) height; + + glViewport(0, 0, width, height); + glClear(GL_COLOR_BUFFER_BIT); + + mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f); + + mat4x4_identity(m); + mat4x4_rotate_Z(m, m, (float) glfwGetTime()); + mat4x4_mul(mvp, p, m); + + glUseProgram(program); + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glfwSwapBuffers(window); + glfwPollEvents(); + + if (glfwWindowShouldClose(window)) + { + close_window(window); + printf("User closed window\n"); + + glfwTerminate(); + exit(EXIT_SUCCESS); + } + } + + printf("Closing window\n"); + close_window(window); + + count++; + } + + glfwTerminate(); +} + diff --git a/dependencies/glfw-3.4/tests/tearing.c b/dependencies/glfw-3.4/tests/tearing.c new file mode 100644 index 0000000..5c7893c --- /dev/null +++ b/dependencies/glfw-3.4/tests/tearing.c @@ -0,0 +1,251 @@ +//======================================================================== +// Vsync enabling test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test renders a high contrast, horizontally moving bar, allowing for +// visual verification of whether the set swap interval is indeed obeyed +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include + +#include "linmath.h" + +static const struct +{ + float x, y; +} vertices[4] = +{ + { -0.25f, -1.f }, + { 0.25f, -1.f }, + { 0.25f, 1.f }, + { -0.25f, 1.f } +}; + +static const char* vertex_shader_text = +"#version 110\n" +"uniform mat4 MVP;\n" +"attribute vec2 vPos;\n" +"void main()\n" +"{\n" +" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" +"}\n"; + +static const char* fragment_shader_text = +"#version 110\n" +"void main()\n" +"{\n" +" gl_FragColor = vec4(1.0);\n" +"}\n"; + +static int swap_tear; +static int swap_interval; +static double frame_rate; + +static void update_window_title(GLFWwindow* window) +{ + char title[256]; + + snprintf(title, sizeof(title), "Tearing detector (interval %i%s, %0.1f Hz)", + swap_interval, + (swap_tear && swap_interval < 0) ? " (swap tear)" : "", + frame_rate); + + glfwSetWindowTitle(window, title); +} + +static void set_swap_interval(GLFWwindow* window, int interval) +{ + swap_interval = interval; + glfwSwapInterval(swap_interval); + update_window_title(window); +} + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_UP: + { + if (swap_interval + 1 > swap_interval) + set_swap_interval(window, swap_interval + 1); + break; + } + + case GLFW_KEY_DOWN: + { + if (swap_tear) + { + if (swap_interval - 1 < swap_interval) + set_swap_interval(window, swap_interval - 1); + } + else + { + if (swap_interval - 1 >= 0) + set_swap_interval(window, swap_interval - 1); + } + break; + } + + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, 1); + break; + + case GLFW_KEY_F11: + case GLFW_KEY_ENTER: + { + static int x, y, width, height; + + if (mods != GLFW_MOD_ALT) + return; + + if (glfwGetWindowMonitor(window)) + glfwSetWindowMonitor(window, NULL, x, y, width, height, 0); + else + { + GLFWmonitor* monitor = glfwGetPrimaryMonitor(); + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + glfwGetWindowPos(window, &x, &y); + glfwGetWindowSize(window, &width, &height); + glfwSetWindowMonitor(window, monitor, + 0, 0, mode->width, mode->height, + mode->refreshRate); + } + + break; + } + } +} + +int main(int argc, char** argv) +{ + unsigned long frame_count = 0; + double last_time, current_time; + GLFWwindow* window; + GLuint vertex_buffer, vertex_shader, fragment_shader, program; + GLint mvp_location, vpos_location; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + + window = glfwCreateWindow(640, 480, "Tearing detector", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + set_swap_interval(window, 0); + + last_time = glfwGetTime(); + frame_rate = 0.0; + swap_tear = (glfwExtensionSupported("WGL_EXT_swap_control_tear") || + glfwExtensionSupported("GLX_EXT_swap_control_tear")); + + glfwSetKeyCallback(window, key_callback); + + glGenBuffers(1, &vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); + glCompileShader(vertex_shader); + + fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); + glCompileShader(fragment_shader); + + program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + + mvp_location = glGetUniformLocation(program, "MVP"); + vpos_location = glGetAttribLocation(program, "vPos"); + + glEnableVertexAttribArray(vpos_location); + glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, + sizeof(vertices[0]), (void*) 0); + + while (!glfwWindowShouldClose(window)) + { + int width, height; + mat4x4 m, p, mvp; + float position = cosf((float) glfwGetTime() * 4.f) * 0.75f; + + glfwGetFramebufferSize(window, &width, &height); + + glViewport(0, 0, width, height); + glClear(GL_COLOR_BUFFER_BIT); + + mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f); + mat4x4_translate(m, position, 0.f, 0.f); + mat4x4_mul(mvp, p, m); + + glUseProgram(program); + glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glfwSwapBuffers(window); + glfwPollEvents(); + + frame_count++; + + current_time = glfwGetTime(); + if (current_time - last_time > 1.0) + { + frame_rate = frame_count / (current_time - last_time); + frame_count = 0; + last_time = current_time; + update_window_title(window); + } + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/threads.c b/dependencies/glfw-3.4/tests/threads.c new file mode 100644 index 0000000..a2caea5 --- /dev/null +++ b/dependencies/glfw-3.4/tests/threads.c @@ -0,0 +1,151 @@ +//======================================================================== +// Multi-threading test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test is intended to verify whether the OpenGL context part of +// the GLFW API is able to be used from multiple threads +// +//======================================================================== + +#include "tinycthread.h" + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include + +typedef struct +{ + GLFWwindow* window; + const char* title; + float r, g, b; + thrd_t id; +} Thread; + +static volatile int running = GLFW_TRUE; + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +static int thread_main(void* data) +{ + const Thread* thread = data; + + glfwMakeContextCurrent(thread->window); + glfwSwapInterval(1); + + while (running) + { + const float v = (float) fabs(sin(glfwGetTime() * 2.f)); + glClearColor(thread->r * v, thread->g * v, thread->b * v, 0.f); + + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(thread->window); + } + + glfwMakeContextCurrent(NULL); + return 0; +} + +int main(void) +{ + int i, result; + Thread threads[] = + { + { NULL, "Red", 1.f, 0.f, 0.f, 0 }, + { NULL, "Green", 0.f, 1.f, 0.f, 0 }, + { NULL, "Blue", 0.f, 0.f, 1.f, 0 } + }; + const int count = sizeof(threads) / sizeof(Thread); + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + for (i = 0; i < count; i++) + { + glfwWindowHint(GLFW_POSITION_X, 200 + 250 * i); + glfwWindowHint(GLFW_POSITION_Y, 200); + + threads[i].window = glfwCreateWindow(200, 200, + threads[i].title, + NULL, NULL); + if (!threads[i].window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetKeyCallback(threads[i].window, key_callback); + } + + glfwMakeContextCurrent(threads[0].window); + gladLoadGL(glfwGetProcAddress); + glfwMakeContextCurrent(NULL); + + for (i = 0; i < count; i++) + { + if (thrd_create(&threads[i].id, thread_main, threads + i) != + thrd_success) + { + fprintf(stderr, "Failed to create secondary thread\n"); + + glfwTerminate(); + exit(EXIT_FAILURE); + } + } + + while (running) + { + glfwWaitEvents(); + + for (i = 0; i < count; i++) + { + if (glfwWindowShouldClose(threads[i].window)) + running = GLFW_FALSE; + } + } + + for (i = 0; i < count; i++) + glfwHideWindow(threads[i].window); + + for (i = 0; i < count; i++) + thrd_join(threads[i].id, &result); + + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/timeout.c b/dependencies/glfw-3.4/tests/timeout.c new file mode 100644 index 0000000..c273746 --- /dev/null +++ b/dependencies/glfw-3.4/tests/timeout.c @@ -0,0 +1,99 @@ +//======================================================================== +// Event wait timeout test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test is intended to verify that waiting for events with timeout works +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include +#include +#include + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +static float nrand(void) +{ + return (float) rand() / (float) RAND_MAX; +} + +int main(void) +{ + GLFWwindow* window; + + srand((unsigned int) time(NULL)); + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + window = glfwCreateWindow(640, 480, "Event Wait Timeout Test", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSetKeyCallback(window, key_callback); + + while (!glfwWindowShouldClose(window)) + { + int width, height; + float r = nrand(), g = nrand(), b = nrand(); + float l = (float) sqrt(r * r + g * g + b * b); + + glfwGetFramebufferSize(window, &width, &height); + + glViewport(0, 0, width, height); + glClearColor(r / l, g / l, b / l, 1.f); + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); + + glfwWaitEventsTimeout(1.0); + } + + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/title.c b/dependencies/glfw-3.4/tests/title.c new file mode 100644 index 0000000..08a24e7 --- /dev/null +++ b/dependencies/glfw-3.4/tests/title.c @@ -0,0 +1,73 @@ +//======================================================================== +// UTF-8 window title test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== +// +// This test sets a UTF-8 window title +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include +#include + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + +int main(void) +{ + GLFWwindow* window; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + window = glfwCreateWindow(400, 400, "English 日本語 русский язык 官話", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + while (!glfwWindowShouldClose(window)) + { + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); + glfwWaitEvents(); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/glfw-3.4/tests/triangle-vulkan.c b/dependencies/glfw-3.4/tests/triangle-vulkan.c new file mode 100644 index 0000000..b38ee13 --- /dev/null +++ b/dependencies/glfw-3.4/tests/triangle-vulkan.c @@ -0,0 +1,2140 @@ +/* + * Copyright (c) 2015-2016 The Khronos Group Inc. + * Copyright (c) 2015-2016 Valve Corporation + * Copyright (c) 2015-2016 LunarG, Inc. + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + * Author: Chia-I Wu + * Author: Cody Northrop + * Author: Courtney Goeltzenleuchter + * Author: Ian Elliott + * Author: Jon Ashburn + * Author: Piers Daniell + * Author: Gwan-gyeong Mun + * Porter: Camilla Löwy + */ +/* + * Draw a textured triangle with depth testing. This is written against Intel + * ICD. It does not do state transition nor object memory binding like it + * should. It also does no error checking. + */ + +#include +#include +#include +#include +#include +#include + +#ifdef _WIN32 +#include +#endif + +#define GLAD_VULKAN_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#define DEMO_TEXTURE_COUNT 1 +#define VERTEX_BUFFER_BIND_ID 0 +#define APP_SHORT_NAME "tri" +#define APP_LONG_NAME "The Vulkan Triangle Demo Program" + +#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0])) + +#if defined(NDEBUG) && defined(__GNUC__) +#define U_ASSERT_ONLY __attribute__((unused)) +#else +#define U_ASSERT_ONLY +#endif + +#define ERR_EXIT(err_msg, err_class) \ + do { \ + printf(err_msg); \ + fflush(stdout); \ + exit(1); \ + } while (0) + +static const uint32_t fragShaderCode[] = { + 0x07230203,0x00010000,0x00080007,0x00000014,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x00000011,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x00000190,0x00090004,0x415f4c47,0x735f4252, + 0x72617065,0x5f657461,0x64616873,0x6f5f7265,0x63656a62,0x00007374,0x00090004,0x415f4c47, + 0x735f4252,0x69646168,0x6c5f676e,0x75676e61,0x5f656761,0x70303234,0x006b6361,0x00040005, + 0x00000004,0x6e69616d,0x00000000,0x00050005,0x00000009,0x61724675,0x6c6f4367,0x0000726f, + 0x00030005,0x0000000d,0x00786574,0x00050005,0x00000011,0x63786574,0x64726f6f,0x00000000, + 0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x00000022,0x00000000, + 0x00040047,0x0000000d,0x00000021,0x00000000,0x00040047,0x00000011,0x0000001e,0x00000000, + 0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020, + 0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,0x00000007, + 0x0004003b,0x00000008,0x00000009,0x00000003,0x00090019,0x0000000a,0x00000006,0x00000001, + 0x00000000,0x00000000,0x00000000,0x00000001,0x00000000,0x0003001b,0x0000000b,0x0000000a, + 0x00040020,0x0000000c,0x00000000,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000000, + 0x00040017,0x0000000f,0x00000006,0x00000002,0x00040020,0x00000010,0x00000001,0x0000000f, + 0x0004003b,0x00000010,0x00000011,0x00000001,0x00050036,0x00000002,0x00000004,0x00000000, + 0x00000003,0x000200f8,0x00000005,0x0004003d,0x0000000b,0x0000000e,0x0000000d,0x0004003d, + 0x0000000f,0x00000012,0x00000011,0x00050057,0x00000007,0x00000013,0x0000000e,0x00000012, + 0x0003003e,0x00000009,0x00000013,0x000100fd,0x00010038 +}; + +static const uint32_t vertShaderCode[] = { + 0x07230203,0x00010000,0x00080007,0x00000018,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0009000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000b,0x00000010, + 0x00000014,0x00030003,0x00000002,0x00000190,0x00090004,0x415f4c47,0x735f4252,0x72617065, + 0x5f657461,0x64616873,0x6f5f7265,0x63656a62,0x00007374,0x00090004,0x415f4c47,0x735f4252, + 0x69646168,0x6c5f676e,0x75676e61,0x5f656761,0x70303234,0x006b6361,0x00040005,0x00000004, + 0x6e69616d,0x00000000,0x00050005,0x00000009,0x63786574,0x64726f6f,0x00000000,0x00040005, + 0x0000000b,0x72747461,0x00000000,0x00060005,0x0000000e,0x505f6c67,0x65567265,0x78657472, + 0x00000000,0x00060006,0x0000000e,0x00000000,0x505f6c67,0x7469736f,0x006e6f69,0x00030005, + 0x00000010,0x00000000,0x00030005,0x00000014,0x00736f70,0x00040047,0x00000009,0x0000001e, + 0x00000000,0x00040047,0x0000000b,0x0000001e,0x00000001,0x00050048,0x0000000e,0x00000000, + 0x0000000b,0x00000000,0x00030047,0x0000000e,0x00000002,0x00040047,0x00000014,0x0000001e, + 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, + 0x00000020,0x00040017,0x00000007,0x00000006,0x00000002,0x00040020,0x00000008,0x00000003, + 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040020,0x0000000a,0x00000001, + 0x00000007,0x0004003b,0x0000000a,0x0000000b,0x00000001,0x00040017,0x0000000d,0x00000006, + 0x00000004,0x0003001e,0x0000000e,0x0000000d,0x00040020,0x0000000f,0x00000003,0x0000000e, + 0x0004003b,0x0000000f,0x00000010,0x00000003,0x00040015,0x00000011,0x00000020,0x00000001, + 0x0004002b,0x00000011,0x00000012,0x00000000,0x00040020,0x00000013,0x00000001,0x0000000d, + 0x0004003b,0x00000013,0x00000014,0x00000001,0x00040020,0x00000016,0x00000003,0x0000000d, + 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x0004003d, + 0x00000007,0x0000000c,0x0000000b,0x0003003e,0x00000009,0x0000000c,0x0004003d,0x0000000d, + 0x00000015,0x00000014,0x00050041,0x00000016,0x00000017,0x00000010,0x00000012,0x0003003e, + 0x00000017,0x00000015,0x000100fd,0x00010038 +}; + +struct texture_object { + VkSampler sampler; + + VkImage image; + VkImageLayout imageLayout; + + VkDeviceMemory mem; + VkImageView view; + int32_t tex_width, tex_height; +}; + +static int validation_error = 0; + +VKAPI_ATTR VkBool32 VKAPI_CALL +BreakCallback(VkFlags msgFlags, VkDebugReportObjectTypeEXT objType, + uint64_t srcObject, size_t location, int32_t msgCode, + const char *pLayerPrefix, const char *pMsg, + void *pUserData) { +#ifdef _WIN32 + DebugBreak(); +#else + raise(SIGTRAP); +#endif + + return false; +} + +typedef struct { + VkImage image; + VkCommandBuffer cmd; + VkImageView view; +} SwapchainBuffers; + +struct demo { + GLFWwindow* window; + VkSurfaceKHR surface; + bool use_staging_buffer; + + VkInstance inst; + VkPhysicalDevice gpu; + VkDevice device; + VkQueue queue; + VkPhysicalDeviceProperties gpu_props; + VkPhysicalDeviceFeatures gpu_features; + VkQueueFamilyProperties *queue_props; + uint32_t graphics_queue_node_index; + + uint32_t enabled_extension_count; + uint32_t enabled_layer_count; + const char *extension_names[64]; + const char *enabled_layers[64]; + + int width, height; + VkFormat format; + VkColorSpaceKHR color_space; + + uint32_t swapchainImageCount; + VkSwapchainKHR swapchain; + SwapchainBuffers *buffers; + + VkCommandPool cmd_pool; + + struct { + VkFormat format; + + VkImage image; + VkDeviceMemory mem; + VkImageView view; + } depth; + + struct texture_object textures[DEMO_TEXTURE_COUNT]; + + struct { + VkBuffer buf; + VkDeviceMemory mem; + + VkPipelineVertexInputStateCreateInfo vi; + VkVertexInputBindingDescription vi_bindings[1]; + VkVertexInputAttributeDescription vi_attrs[2]; + } vertices; + + VkCommandBuffer setup_cmd; // Command Buffer for initialization commands + VkCommandBuffer draw_cmd; // Command Buffer for drawing commands + VkPipelineLayout pipeline_layout; + VkDescriptorSetLayout desc_layout; + VkPipelineCache pipelineCache; + VkRenderPass render_pass; + VkPipeline pipeline; + + VkShaderModule vert_shader_module; + VkShaderModule frag_shader_module; + + VkDescriptorPool desc_pool; + VkDescriptorSet desc_set; + + VkFramebuffer *framebuffers; + + VkPhysicalDeviceMemoryProperties memory_properties; + + int32_t curFrame; + int32_t frameCount; + bool validate; + bool use_break; + VkDebugReportCallbackEXT msg_callback; + + float depthStencil; + float depthIncrement; + + uint32_t current_buffer; + uint32_t queue_count; +}; + +VKAPI_ATTR VkBool32 VKAPI_CALL +dbgFunc(VkFlags msgFlags, VkDebugReportObjectTypeEXT objType, + uint64_t srcObject, size_t location, int32_t msgCode, + const char *pLayerPrefix, const char *pMsg, void *pUserData) { + char *message = (char *)malloc(strlen(pMsg) + 100); + + assert(message); + + validation_error = 1; + + if (msgFlags & VK_DEBUG_REPORT_ERROR_BIT_EXT) { + sprintf(message, "ERROR: [%s] Code %d : %s", pLayerPrefix, msgCode, + pMsg); + } else if (msgFlags & VK_DEBUG_REPORT_WARNING_BIT_EXT) { + sprintf(message, "WARNING: [%s] Code %d : %s", pLayerPrefix, msgCode, + pMsg); + } else { + return false; + } + + printf("%s\n", message); + fflush(stdout); + free(message); + + /* + * false indicates that layer should not bail-out of an + * API call that had validation failures. This may mean that the + * app dies inside the driver due to invalid parameter(s). + * That's what would happen without validation layers, so we'll + * keep that behavior here. + */ + return false; +} + +// Forward declaration: +static void demo_resize(struct demo *demo); + +static bool memory_type_from_properties(struct demo *demo, uint32_t typeBits, + VkFlags requirements_mask, + uint32_t *typeIndex) { + uint32_t i; + // Search memtypes to find first index with those properties + for (i = 0; i < VK_MAX_MEMORY_TYPES; i++) { + if ((typeBits & 1) == 1) { + // Type is available, does it match user properties? + if ((demo->memory_properties.memoryTypes[i].propertyFlags & + requirements_mask) == requirements_mask) { + *typeIndex = i; + return true; + } + } + typeBits >>= 1; + } + // No memory types matched, return failure + return false; +} + +static void demo_flush_init_cmd(struct demo *demo) { + VkResult U_ASSERT_ONLY err; + + if (demo->setup_cmd == VK_NULL_HANDLE) + return; + + err = vkEndCommandBuffer(demo->setup_cmd); + assert(!err); + + const VkCommandBuffer cmd_bufs[] = {demo->setup_cmd}; + VkFence nullFence = {VK_NULL_HANDLE}; + VkSubmitInfo submit_info = {.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO, + .pNext = NULL, + .waitSemaphoreCount = 0, + .pWaitSemaphores = NULL, + .pWaitDstStageMask = NULL, + .commandBufferCount = 1, + .pCommandBuffers = cmd_bufs, + .signalSemaphoreCount = 0, + .pSignalSemaphores = NULL}; + + err = vkQueueSubmit(demo->queue, 1, &submit_info, nullFence); + assert(!err); + + err = vkQueueWaitIdle(demo->queue); + assert(!err); + + vkFreeCommandBuffers(demo->device, demo->cmd_pool, 1, cmd_bufs); + demo->setup_cmd = VK_NULL_HANDLE; +} + +static void demo_set_image_layout(struct demo *demo, VkImage image, + VkImageAspectFlags aspectMask, + VkImageLayout old_image_layout, + VkImageLayout new_image_layout, + VkAccessFlagBits srcAccessMask) { + + VkResult U_ASSERT_ONLY err; + + if (demo->setup_cmd == VK_NULL_HANDLE) { + const VkCommandBufferAllocateInfo cmd = { + .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO, + .pNext = NULL, + .commandPool = demo->cmd_pool, + .level = VK_COMMAND_BUFFER_LEVEL_PRIMARY, + .commandBufferCount = 1, + }; + + err = vkAllocateCommandBuffers(demo->device, &cmd, &demo->setup_cmd); + assert(!err); + + VkCommandBufferBeginInfo cmd_buf_info = { + .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, + .pNext = NULL, + .flags = 0, + .pInheritanceInfo = NULL, + }; + err = vkBeginCommandBuffer(demo->setup_cmd, &cmd_buf_info); + assert(!err); + } + + VkImageMemoryBarrier image_memory_barrier = { + .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, + .pNext = NULL, + .srcAccessMask = srcAccessMask, + .dstAccessMask = 0, + .oldLayout = old_image_layout, + .newLayout = new_image_layout, + .image = image, + .subresourceRange = {aspectMask, 0, 1, 0, 1}}; + + if (new_image_layout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) { + /* Make sure anything that was copying from this image has completed */ + image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; + } + + if (new_image_layout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) { + image_memory_barrier.dstAccessMask = + VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + } + + if (new_image_layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) { + image_memory_barrier.dstAccessMask = + VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; + } + + if (new_image_layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) { + /* Make sure any Copy or CPU writes to image are flushed */ + image_memory_barrier.dstAccessMask = + VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT; + } + + VkImageMemoryBarrier *pmemory_barrier = &image_memory_barrier; + + VkPipelineStageFlags src_stages = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; + VkPipelineStageFlags dest_stages = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; + + vkCmdPipelineBarrier(demo->setup_cmd, src_stages, dest_stages, 0, 0, NULL, + 0, NULL, 1, pmemory_barrier); +} + +static void demo_draw_build_cmd(struct demo *demo) { + const VkCommandBufferBeginInfo cmd_buf_info = { + .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, + .pNext = NULL, + .flags = 0, + .pInheritanceInfo = NULL, + }; + const VkClearValue clear_values[2] = { + [0] = {.color.float32 = {0.2f, 0.2f, 0.2f, 0.2f}}, + [1] = {.depthStencil = {demo->depthStencil, 0}}, + }; + const VkRenderPassBeginInfo rp_begin = { + .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, + .pNext = NULL, + .renderPass = demo->render_pass, + .framebuffer = demo->framebuffers[demo->current_buffer], + .renderArea.offset.x = 0, + .renderArea.offset.y = 0, + .renderArea.extent.width = demo->width, + .renderArea.extent.height = demo->height, + .clearValueCount = 2, + .pClearValues = clear_values, + }; + VkResult U_ASSERT_ONLY err; + + err = vkBeginCommandBuffer(demo->draw_cmd, &cmd_buf_info); + assert(!err); + + // We can use LAYOUT_UNDEFINED as a wildcard here because we don't care what + // happens to the previous contents of the image + VkImageMemoryBarrier image_memory_barrier = { + .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, + .pNext = NULL, + .srcAccessMask = 0, + .dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, + .oldLayout = VK_IMAGE_LAYOUT_UNDEFINED, + .newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, + .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, + .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, + .image = demo->buffers[demo->current_buffer].image, + .subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}}; + + vkCmdPipelineBarrier(demo->draw_cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, + VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, NULL, 0, + NULL, 1, &image_memory_barrier); + vkCmdBeginRenderPass(demo->draw_cmd, &rp_begin, VK_SUBPASS_CONTENTS_INLINE); + vkCmdBindPipeline(demo->draw_cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, + demo->pipeline); + vkCmdBindDescriptorSets(demo->draw_cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, + demo->pipeline_layout, 0, 1, &demo->desc_set, 0, + NULL); + + VkViewport viewport; + memset(&viewport, 0, sizeof(viewport)); + viewport.height = (float)demo->height; + viewport.width = (float)demo->width; + viewport.minDepth = (float)0.0f; + viewport.maxDepth = (float)1.0f; + vkCmdSetViewport(demo->draw_cmd, 0, 1, &viewport); + + VkRect2D scissor; + memset(&scissor, 0, sizeof(scissor)); + scissor.extent.width = demo->width; + scissor.extent.height = demo->height; + scissor.offset.x = 0; + scissor.offset.y = 0; + vkCmdSetScissor(demo->draw_cmd, 0, 1, &scissor); + + VkDeviceSize offsets[1] = {0}; + vkCmdBindVertexBuffers(demo->draw_cmd, VERTEX_BUFFER_BIND_ID, 1, + &demo->vertices.buf, offsets); + + vkCmdDraw(demo->draw_cmd, 3, 1, 0, 0); + vkCmdEndRenderPass(demo->draw_cmd); + + VkImageMemoryBarrier prePresentBarrier = { + .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, + .pNext = NULL, + .srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, + .dstAccessMask = VK_ACCESS_MEMORY_READ_BIT, + .oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, + .newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, + .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, + .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED, + .subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}}; + + prePresentBarrier.image = demo->buffers[demo->current_buffer].image; + VkImageMemoryBarrier *pmemory_barrier = &prePresentBarrier; + vkCmdPipelineBarrier(demo->draw_cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, + VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, NULL, 0, + NULL, 1, pmemory_barrier); + + err = vkEndCommandBuffer(demo->draw_cmd); + assert(!err); +} + +static void demo_draw(struct demo *demo) { + VkResult U_ASSERT_ONLY err; + VkSemaphore imageAcquiredSemaphore, drawCompleteSemaphore; + VkSemaphoreCreateInfo semaphoreCreateInfo = { + .sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO, + .pNext = NULL, + .flags = 0, + }; + + err = vkCreateSemaphore(demo->device, &semaphoreCreateInfo, + NULL, &imageAcquiredSemaphore); + assert(!err); + + err = vkCreateSemaphore(demo->device, &semaphoreCreateInfo, + NULL, &drawCompleteSemaphore); + assert(!err); + + // Get the index of the next available swapchain image: + err = vkAcquireNextImageKHR(demo->device, demo->swapchain, UINT64_MAX, + imageAcquiredSemaphore, + (VkFence)0, // TODO: Show use of fence + &demo->current_buffer); + if (err == VK_ERROR_OUT_OF_DATE_KHR) { + // demo->swapchain is out of date (e.g. the window was resized) and + // must be recreated: + demo_resize(demo); + demo_draw(demo); + vkDestroySemaphore(demo->device, imageAcquiredSemaphore, NULL); + vkDestroySemaphore(demo->device, drawCompleteSemaphore, NULL); + return; + } else if (err == VK_SUBOPTIMAL_KHR) { + // demo->swapchain is not as optimal as it could be, but the platform's + // presentation engine will still present the image correctly. + } else { + assert(!err); + } + + demo_flush_init_cmd(demo); + + // Wait for the present complete semaphore to be signaled to ensure + // that the image won't be rendered to until the presentation + // engine has fully released ownership to the application, and it is + // okay to render to the image. + + demo_draw_build_cmd(demo); + VkFence nullFence = VK_NULL_HANDLE; + VkPipelineStageFlags pipe_stage_flags = + VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; + VkSubmitInfo submit_info = {.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO, + .pNext = NULL, + .waitSemaphoreCount = 1, + .pWaitSemaphores = &imageAcquiredSemaphore, + .pWaitDstStageMask = &pipe_stage_flags, + .commandBufferCount = 1, + .pCommandBuffers = &demo->draw_cmd, + .signalSemaphoreCount = 1, + .pSignalSemaphores = &drawCompleteSemaphore}; + + err = vkQueueSubmit(demo->queue, 1, &submit_info, nullFence); + assert(!err); + + VkPresentInfoKHR present = { + .sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR, + .pNext = NULL, + .waitSemaphoreCount = 1, + .pWaitSemaphores = &drawCompleteSemaphore, + .swapchainCount = 1, + .pSwapchains = &demo->swapchain, + .pImageIndices = &demo->current_buffer, + }; + + err = vkQueuePresentKHR(demo->queue, &present); + if (err == VK_ERROR_OUT_OF_DATE_KHR) { + // demo->swapchain is out of date (e.g. the window was resized) and + // must be recreated: + demo_resize(demo); + } else if (err == VK_SUBOPTIMAL_KHR) { + // demo->swapchain is not as optimal as it could be, but the platform's + // presentation engine will still present the image correctly. + } else { + assert(!err); + } + + err = vkQueueWaitIdle(demo->queue); + assert(err == VK_SUCCESS); + + vkDestroySemaphore(demo->device, imageAcquiredSemaphore, NULL); + vkDestroySemaphore(demo->device, drawCompleteSemaphore, NULL); +} + +static void demo_prepare_buffers(struct demo *demo) { + VkResult U_ASSERT_ONLY err; + VkSwapchainKHR oldSwapchain = demo->swapchain; + + // Check the surface capabilities and formats + VkSurfaceCapabilitiesKHR surfCapabilities; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR( + demo->gpu, demo->surface, &surfCapabilities); + assert(!err); + + uint32_t presentModeCount; + err = vkGetPhysicalDeviceSurfacePresentModesKHR( + demo->gpu, demo->surface, &presentModeCount, NULL); + assert(!err); + VkPresentModeKHR *presentModes = + (VkPresentModeKHR *)malloc(presentModeCount * sizeof(VkPresentModeKHR)); + assert(presentModes); + err = vkGetPhysicalDeviceSurfacePresentModesKHR( + demo->gpu, demo->surface, &presentModeCount, presentModes); + assert(!err); + + VkExtent2D swapchainExtent; + // width and height are either both 0xFFFFFFFF, or both not 0xFFFFFFFF. + if (surfCapabilities.currentExtent.width == 0xFFFFFFFF) { + // If the surface size is undefined, the size is set to the size + // of the images requested, which must fit within the minimum and + // maximum values. + swapchainExtent.width = demo->width; + swapchainExtent.height = demo->height; + + if (swapchainExtent.width < surfCapabilities.minImageExtent.width) { + swapchainExtent.width = surfCapabilities.minImageExtent.width; + } else if (swapchainExtent.width > surfCapabilities.maxImageExtent.width) { + swapchainExtent.width = surfCapabilities.maxImageExtent.width; + } + + if (swapchainExtent.height < surfCapabilities.minImageExtent.height) { + swapchainExtent.height = surfCapabilities.minImageExtent.height; + } else if (swapchainExtent.height > surfCapabilities.maxImageExtent.height) { + swapchainExtent.height = surfCapabilities.maxImageExtent.height; + } + } else { + // If the surface size is defined, the swap chain size must match + swapchainExtent = surfCapabilities.currentExtent; + demo->width = surfCapabilities.currentExtent.width; + demo->height = surfCapabilities.currentExtent.height; + } + + VkPresentModeKHR swapchainPresentMode = VK_PRESENT_MODE_FIFO_KHR; + + // Determine the number of VkImage's to use in the swap chain. + // Application desires to only acquire 1 image at a time (which is + // "surfCapabilities.minImageCount"). + uint32_t desiredNumOfSwapchainImages = surfCapabilities.minImageCount; + // If maxImageCount is 0, we can ask for as many images as we want; + // otherwise we're limited to maxImageCount + if ((surfCapabilities.maxImageCount > 0) && + (desiredNumOfSwapchainImages > surfCapabilities.maxImageCount)) { + // Application must settle for fewer images than desired: + desiredNumOfSwapchainImages = surfCapabilities.maxImageCount; + } + + VkSurfaceTransformFlagsKHR preTransform; + if (surfCapabilities.supportedTransforms & + VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) { + preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; + } else { + preTransform = surfCapabilities.currentTransform; + } + + const VkSwapchainCreateInfoKHR swapchain = { + .sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR, + .pNext = NULL, + .surface = demo->surface, + .minImageCount = desiredNumOfSwapchainImages, + .imageFormat = demo->format, + .imageColorSpace = demo->color_space, + .imageExtent = + { + .width = swapchainExtent.width, .height = swapchainExtent.height, + }, + .imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, + .preTransform = preTransform, + .compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR, + .imageArrayLayers = 1, + .imageSharingMode = VK_SHARING_MODE_EXCLUSIVE, + .queueFamilyIndexCount = 0, + .pQueueFamilyIndices = NULL, + .presentMode = swapchainPresentMode, + .oldSwapchain = oldSwapchain, + .clipped = true, + }; + uint32_t i; + + err = vkCreateSwapchainKHR(demo->device, &swapchain, NULL, &demo->swapchain); + assert(!err); + + // If we just re-created an existing swapchain, we should destroy the old + // swapchain at this point. + // Note: destroying the swapchain also cleans up all its associated + // presentable images once the platform is done with them. + if (oldSwapchain != VK_NULL_HANDLE) { + vkDestroySwapchainKHR(demo->device, oldSwapchain, NULL); + } + + err = vkGetSwapchainImagesKHR(demo->device, demo->swapchain, + &demo->swapchainImageCount, NULL); + assert(!err); + + VkImage *swapchainImages = + (VkImage *)malloc(demo->swapchainImageCount * sizeof(VkImage)); + assert(swapchainImages); + err = vkGetSwapchainImagesKHR(demo->device, demo->swapchain, + &demo->swapchainImageCount, + swapchainImages); + assert(!err); + + demo->buffers = (SwapchainBuffers *)malloc(sizeof(SwapchainBuffers) * + demo->swapchainImageCount); + assert(demo->buffers); + + for (i = 0; i < demo->swapchainImageCount; i++) { + VkImageViewCreateInfo color_attachment_view = { + .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, + .pNext = NULL, + .format = demo->format, + .components = + { + .r = VK_COMPONENT_SWIZZLE_R, + .g = VK_COMPONENT_SWIZZLE_G, + .b = VK_COMPONENT_SWIZZLE_B, + .a = VK_COMPONENT_SWIZZLE_A, + }, + .subresourceRange = {.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, + .baseMipLevel = 0, + .levelCount = 1, + .baseArrayLayer = 0, + .layerCount = 1}, + .viewType = VK_IMAGE_VIEW_TYPE_2D, + .flags = 0, + }; + + demo->buffers[i].image = swapchainImages[i]; + + color_attachment_view.image = demo->buffers[i].image; + + err = vkCreateImageView(demo->device, &color_attachment_view, NULL, + &demo->buffers[i].view); + assert(!err); + } + + demo->current_buffer = 0; + + if (NULL != presentModes) { + free(presentModes); + } +} + +static void demo_prepare_depth(struct demo *demo) { + const VkFormat depth_format = VK_FORMAT_D16_UNORM; + const VkImageCreateInfo image = { + .sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, + .pNext = NULL, + .imageType = VK_IMAGE_TYPE_2D, + .format = depth_format, + .extent = {demo->width, demo->height, 1}, + .mipLevels = 1, + .arrayLayers = 1, + .samples = VK_SAMPLE_COUNT_1_BIT, + .tiling = VK_IMAGE_TILING_OPTIMAL, + .usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, + .flags = 0, + }; + VkMemoryAllocateInfo mem_alloc = { + .sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, + .pNext = NULL, + .allocationSize = 0, + .memoryTypeIndex = 0, + }; + VkImageViewCreateInfo view = { + .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, + .pNext = NULL, + .image = VK_NULL_HANDLE, + .format = depth_format, + .subresourceRange = {.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT, + .baseMipLevel = 0, + .levelCount = 1, + .baseArrayLayer = 0, + .layerCount = 1}, + .flags = 0, + .viewType = VK_IMAGE_VIEW_TYPE_2D, + }; + + VkMemoryRequirements mem_reqs; + VkResult U_ASSERT_ONLY err; + bool U_ASSERT_ONLY pass; + + demo->depth.format = depth_format; + + /* create image */ + err = vkCreateImage(demo->device, &image, NULL, &demo->depth.image); + assert(!err); + + /* get memory requirements for this object */ + vkGetImageMemoryRequirements(demo->device, demo->depth.image, &mem_reqs); + + /* select memory size and type */ + mem_alloc.allocationSize = mem_reqs.size; + pass = memory_type_from_properties(demo, mem_reqs.memoryTypeBits, + 0, /* No requirements */ + &mem_alloc.memoryTypeIndex); + assert(pass); + + /* allocate memory */ + err = vkAllocateMemory(demo->device, &mem_alloc, NULL, &demo->depth.mem); + assert(!err); + + /* bind memory */ + err = + vkBindImageMemory(demo->device, demo->depth.image, demo->depth.mem, 0); + assert(!err); + + demo_set_image_layout(demo, demo->depth.image, VK_IMAGE_ASPECT_DEPTH_BIT, + VK_IMAGE_LAYOUT_UNDEFINED, + VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, + 0); + + /* create image view */ + view.image = demo->depth.image; + err = vkCreateImageView(demo->device, &view, NULL, &demo->depth.view); + assert(!err); +} + +static void +demo_prepare_texture_image(struct demo *demo, const uint32_t *tex_colors, + struct texture_object *tex_obj, VkImageTiling tiling, + VkImageUsageFlags usage, VkFlags required_props) { + const VkFormat tex_format = VK_FORMAT_B8G8R8A8_UNORM; + const int32_t tex_width = 2; + const int32_t tex_height = 2; + VkResult U_ASSERT_ONLY err; + bool U_ASSERT_ONLY pass; + + tex_obj->tex_width = tex_width; + tex_obj->tex_height = tex_height; + + const VkImageCreateInfo image_create_info = { + .sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, + .pNext = NULL, + .imageType = VK_IMAGE_TYPE_2D, + .format = tex_format, + .extent = {tex_width, tex_height, 1}, + .mipLevels = 1, + .arrayLayers = 1, + .samples = VK_SAMPLE_COUNT_1_BIT, + .tiling = tiling, + .usage = usage, + .flags = 0, + .initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED + }; + VkMemoryAllocateInfo mem_alloc = { + .sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, + .pNext = NULL, + .allocationSize = 0, + .memoryTypeIndex = 0, + }; + + VkMemoryRequirements mem_reqs; + + err = + vkCreateImage(demo->device, &image_create_info, NULL, &tex_obj->image); + assert(!err); + + vkGetImageMemoryRequirements(demo->device, tex_obj->image, &mem_reqs); + + mem_alloc.allocationSize = mem_reqs.size; + pass = + memory_type_from_properties(demo, mem_reqs.memoryTypeBits, + required_props, &mem_alloc.memoryTypeIndex); + assert(pass); + + /* allocate memory */ + err = vkAllocateMemory(demo->device, &mem_alloc, NULL, &tex_obj->mem); + assert(!err); + + /* bind memory */ + err = vkBindImageMemory(demo->device, tex_obj->image, tex_obj->mem, 0); + assert(!err); + + if (required_props & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) { + const VkImageSubresource subres = { + .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, + .mipLevel = 0, + .arrayLayer = 0, + }; + VkSubresourceLayout layout; + void *data; + int32_t x, y; + + vkGetImageSubresourceLayout(demo->device, tex_obj->image, &subres, + &layout); + + err = vkMapMemory(demo->device, tex_obj->mem, 0, + mem_alloc.allocationSize, 0, &data); + assert(!err); + + for (y = 0; y < tex_height; y++) { + uint32_t *row = (uint32_t *)((char *)data + layout.rowPitch * y); + for (x = 0; x < tex_width; x++) + row[x] = tex_colors[(x & 1) ^ (y & 1)]; + } + + vkUnmapMemory(demo->device, tex_obj->mem); + } + + tex_obj->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + demo_set_image_layout(demo, tex_obj->image, VK_IMAGE_ASPECT_COLOR_BIT, + VK_IMAGE_LAYOUT_PREINITIALIZED, tex_obj->imageLayout, + VK_ACCESS_HOST_WRITE_BIT); + /* setting the image layout does not reference the actual memory so no need + * to add a mem ref */ +} + +static void demo_destroy_texture_image(struct demo *demo, + struct texture_object *tex_obj) { + /* clean up staging resources */ + vkDestroyImage(demo->device, tex_obj->image, NULL); + vkFreeMemory(demo->device, tex_obj->mem, NULL); +} + +static void demo_prepare_textures(struct demo *demo) { + const VkFormat tex_format = VK_FORMAT_B8G8R8A8_UNORM; + VkFormatProperties props; + const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = { + {0xffff0000, 0xff00ff00}, + }; + uint32_t i; + VkResult U_ASSERT_ONLY err; + + vkGetPhysicalDeviceFormatProperties(demo->gpu, tex_format, &props); + + for (i = 0; i < DEMO_TEXTURE_COUNT; i++) { + if ((props.linearTilingFeatures & + VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) && + !demo->use_staging_buffer) { + /* Device can texture using linear textures */ + demo_prepare_texture_image( + demo, tex_colors[i], &demo->textures[i], VK_IMAGE_TILING_LINEAR, + VK_IMAGE_USAGE_SAMPLED_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | + VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); + } else if (props.optimalTilingFeatures & + VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) { + /* Must use staging buffer to copy linear texture to optimized */ + struct texture_object staging_texture; + + memset(&staging_texture, 0, sizeof(staging_texture)); + demo_prepare_texture_image( + demo, tex_colors[i], &staging_texture, VK_IMAGE_TILING_LINEAR, + VK_IMAGE_USAGE_TRANSFER_SRC_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | + VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); + + demo_prepare_texture_image( + demo, tex_colors[i], &demo->textures[i], + VK_IMAGE_TILING_OPTIMAL, + (VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT), + VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); + + demo_set_image_layout(demo, staging_texture.image, + VK_IMAGE_ASPECT_COLOR_BIT, + staging_texture.imageLayout, + VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, + 0); + + demo_set_image_layout(demo, demo->textures[i].image, + VK_IMAGE_ASPECT_COLOR_BIT, + demo->textures[i].imageLayout, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, + 0); + + VkImageCopy copy_region = { + .srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, + .srcOffset = {0, 0, 0}, + .dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, + .dstOffset = {0, 0, 0}, + .extent = {staging_texture.tex_width, + staging_texture.tex_height, 1}, + }; + vkCmdCopyImage( + demo->setup_cmd, staging_texture.image, + VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, demo->textures[i].image, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©_region); + + demo_set_image_layout(demo, demo->textures[i].image, + VK_IMAGE_ASPECT_COLOR_BIT, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, + demo->textures[i].imageLayout, + 0); + + demo_flush_init_cmd(demo); + + demo_destroy_texture_image(demo, &staging_texture); + } else { + /* Can't support VK_FORMAT_B8G8R8A8_UNORM !? */ + assert(!"No support for B8G8R8A8_UNORM as texture image format"); + } + + const VkSamplerCreateInfo sampler = { + .sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, + .pNext = NULL, + .magFilter = VK_FILTER_NEAREST, + .minFilter = VK_FILTER_NEAREST, + .mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST, + .addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT, + .addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT, + .addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT, + .mipLodBias = 0.0f, + .anisotropyEnable = VK_FALSE, + .maxAnisotropy = 1, + .compareOp = VK_COMPARE_OP_NEVER, + .minLod = 0.0f, + .maxLod = 0.0f, + .borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE, + .unnormalizedCoordinates = VK_FALSE, + }; + VkImageViewCreateInfo view = { + .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, + .pNext = NULL, + .image = VK_NULL_HANDLE, + .viewType = VK_IMAGE_VIEW_TYPE_2D, + .format = tex_format, + .components = + { + VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, + VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A, + }, + .subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}, + .flags = 0, + }; + + /* create sampler */ + err = vkCreateSampler(demo->device, &sampler, NULL, + &demo->textures[i].sampler); + assert(!err); + + /* create image view */ + view.image = demo->textures[i].image; + err = vkCreateImageView(demo->device, &view, NULL, + &demo->textures[i].view); + assert(!err); + } +} + +static void demo_prepare_vertices(struct demo *demo) { + // clang-format off + const float vb[3][5] = { + /* position texcoord */ + { -1.0f, -1.0f, 0.25f, 0.0f, 0.0f }, + { 1.0f, -1.0f, 0.25f, 1.0f, 0.0f }, + { 0.0f, 1.0f, 1.0f, 0.5f, 1.0f }, + }; + // clang-format on + const VkBufferCreateInfo buf_info = { + .sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, + .pNext = NULL, + .size = sizeof(vb), + .usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, + .flags = 0, + }; + VkMemoryAllocateInfo mem_alloc = { + .sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, + .pNext = NULL, + .allocationSize = 0, + .memoryTypeIndex = 0, + }; + VkMemoryRequirements mem_reqs; + VkResult U_ASSERT_ONLY err; + bool U_ASSERT_ONLY pass; + void *data; + + memset(&demo->vertices, 0, sizeof(demo->vertices)); + + err = vkCreateBuffer(demo->device, &buf_info, NULL, &demo->vertices.buf); + assert(!err); + + vkGetBufferMemoryRequirements(demo->device, demo->vertices.buf, &mem_reqs); + assert(!err); + + mem_alloc.allocationSize = mem_reqs.size; + pass = memory_type_from_properties(demo, mem_reqs.memoryTypeBits, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | + VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + &mem_alloc.memoryTypeIndex); + assert(pass); + + err = vkAllocateMemory(demo->device, &mem_alloc, NULL, &demo->vertices.mem); + assert(!err); + + err = vkMapMemory(demo->device, demo->vertices.mem, 0, + mem_alloc.allocationSize, 0, &data); + assert(!err); + + memcpy(data, vb, sizeof(vb)); + + vkUnmapMemory(demo->device, demo->vertices.mem); + + err = vkBindBufferMemory(demo->device, demo->vertices.buf, + demo->vertices.mem, 0); + assert(!err); + + demo->vertices.vi.sType = + VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + demo->vertices.vi.pNext = NULL; + demo->vertices.vi.vertexBindingDescriptionCount = 1; + demo->vertices.vi.pVertexBindingDescriptions = demo->vertices.vi_bindings; + demo->vertices.vi.vertexAttributeDescriptionCount = 2; + demo->vertices.vi.pVertexAttributeDescriptions = demo->vertices.vi_attrs; + + demo->vertices.vi_bindings[0].binding = VERTEX_BUFFER_BIND_ID; + demo->vertices.vi_bindings[0].stride = sizeof(vb[0]); + demo->vertices.vi_bindings[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + demo->vertices.vi_attrs[0].binding = VERTEX_BUFFER_BIND_ID; + demo->vertices.vi_attrs[0].location = 0; + demo->vertices.vi_attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT; + demo->vertices.vi_attrs[0].offset = 0; + + demo->vertices.vi_attrs[1].binding = VERTEX_BUFFER_BIND_ID; + demo->vertices.vi_attrs[1].location = 1; + demo->vertices.vi_attrs[1].format = VK_FORMAT_R32G32_SFLOAT; + demo->vertices.vi_attrs[1].offset = sizeof(float) * 3; +} + +static void demo_prepare_descriptor_layout(struct demo *demo) { + const VkDescriptorSetLayoutBinding layout_binding = { + .binding = 0, + .descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + .descriptorCount = DEMO_TEXTURE_COUNT, + .stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT, + .pImmutableSamplers = NULL, + }; + const VkDescriptorSetLayoutCreateInfo descriptor_layout = { + .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, + .pNext = NULL, + .bindingCount = 1, + .pBindings = &layout_binding, + }; + VkResult U_ASSERT_ONLY err; + + err = vkCreateDescriptorSetLayout(demo->device, &descriptor_layout, NULL, + &demo->desc_layout); + assert(!err); + + const VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = { + .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, + .pNext = NULL, + .setLayoutCount = 1, + .pSetLayouts = &demo->desc_layout, + }; + + err = vkCreatePipelineLayout(demo->device, &pPipelineLayoutCreateInfo, NULL, + &demo->pipeline_layout); + assert(!err); +} + +static void demo_prepare_render_pass(struct demo *demo) { + const VkAttachmentDescription attachments[2] = { + [0] = + { + .format = demo->format, + .samples = VK_SAMPLE_COUNT_1_BIT, + .loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR, + .storeOp = VK_ATTACHMENT_STORE_OP_STORE, + .stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE, + .stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE, + .initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, + .finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, + }, + [1] = + { + .format = demo->depth.format, + .samples = VK_SAMPLE_COUNT_1_BIT, + .loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR, + .storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE, + .stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE, + .stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE, + .initialLayout = + VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, + .finalLayout = + VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, + }, + }; + const VkAttachmentReference color_reference = { + .attachment = 0, .layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, + }; + const VkAttachmentReference depth_reference = { + .attachment = 1, + .layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, + }; + const VkSubpassDescription subpass = { + .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS, + .flags = 0, + .inputAttachmentCount = 0, + .pInputAttachments = NULL, + .colorAttachmentCount = 1, + .pColorAttachments = &color_reference, + .pResolveAttachments = NULL, + .pDepthStencilAttachment = &depth_reference, + .preserveAttachmentCount = 0, + .pPreserveAttachments = NULL, + }; + const VkRenderPassCreateInfo rp_info = { + .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, + .pNext = NULL, + .attachmentCount = 2, + .pAttachments = attachments, + .subpassCount = 1, + .pSubpasses = &subpass, + .dependencyCount = 0, + .pDependencies = NULL, + }; + VkResult U_ASSERT_ONLY err; + + err = vkCreateRenderPass(demo->device, &rp_info, NULL, &demo->render_pass); + assert(!err); +} + +static VkShaderModule +demo_prepare_shader_module(struct demo *demo, const void *code, size_t size) { + VkShaderModuleCreateInfo moduleCreateInfo; + VkShaderModule module; + VkResult U_ASSERT_ONLY err; + + moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + moduleCreateInfo.pNext = NULL; + + moduleCreateInfo.codeSize = size; + moduleCreateInfo.pCode = code; + moduleCreateInfo.flags = 0; + err = vkCreateShaderModule(demo->device, &moduleCreateInfo, NULL, &module); + assert(!err); + + return module; +} + +static VkShaderModule demo_prepare_vs(struct demo *demo) { + size_t size = sizeof(vertShaderCode); + + demo->vert_shader_module = + demo_prepare_shader_module(demo, vertShaderCode, size); + + return demo->vert_shader_module; +} + +static VkShaderModule demo_prepare_fs(struct demo *demo) { + size_t size = sizeof(fragShaderCode); + + demo->frag_shader_module = + demo_prepare_shader_module(demo, fragShaderCode, size); + + return demo->frag_shader_module; +} + +static void demo_prepare_pipeline(struct demo *demo) { + VkGraphicsPipelineCreateInfo pipeline; + VkPipelineCacheCreateInfo pipelineCache; + + VkPipelineVertexInputStateCreateInfo vi; + VkPipelineInputAssemblyStateCreateInfo ia; + VkPipelineRasterizationStateCreateInfo rs; + VkPipelineColorBlendStateCreateInfo cb; + VkPipelineDepthStencilStateCreateInfo ds; + VkPipelineViewportStateCreateInfo vp; + VkPipelineMultisampleStateCreateInfo ms; + VkDynamicState dynamicStateEnables[(VK_DYNAMIC_STATE_STENCIL_REFERENCE - VK_DYNAMIC_STATE_VIEWPORT + 1)]; + VkPipelineDynamicStateCreateInfo dynamicState; + + VkResult U_ASSERT_ONLY err; + + memset(dynamicStateEnables, 0, sizeof dynamicStateEnables); + memset(&dynamicState, 0, sizeof dynamicState); + dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + dynamicState.pDynamicStates = dynamicStateEnables; + + memset(&pipeline, 0, sizeof(pipeline)); + pipeline.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + pipeline.layout = demo->pipeline_layout; + + vi = demo->vertices.vi; + + memset(&ia, 0, sizeof(ia)); + ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + + memset(&rs, 0, sizeof(rs)); + rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + rs.polygonMode = VK_POLYGON_MODE_FILL; + rs.cullMode = VK_CULL_MODE_BACK_BIT; + rs.frontFace = VK_FRONT_FACE_CLOCKWISE; + rs.depthClampEnable = VK_FALSE; + rs.rasterizerDiscardEnable = VK_FALSE; + rs.depthBiasEnable = VK_FALSE; + rs.lineWidth = 1.0f; + + memset(&cb, 0, sizeof(cb)); + cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + VkPipelineColorBlendAttachmentState att_state[1]; + memset(att_state, 0, sizeof(att_state)); + att_state[0].colorWriteMask = 0xf; + att_state[0].blendEnable = VK_FALSE; + cb.attachmentCount = 1; + cb.pAttachments = att_state; + + memset(&vp, 0, sizeof(vp)); + vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + vp.viewportCount = 1; + dynamicStateEnables[dynamicState.dynamicStateCount++] = + VK_DYNAMIC_STATE_VIEWPORT; + vp.scissorCount = 1; + dynamicStateEnables[dynamicState.dynamicStateCount++] = + VK_DYNAMIC_STATE_SCISSOR; + + memset(&ds, 0, sizeof(ds)); + ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; + ds.depthTestEnable = VK_TRUE; + ds.depthWriteEnable = VK_TRUE; + ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; + ds.depthBoundsTestEnable = VK_FALSE; + ds.back.failOp = VK_STENCIL_OP_KEEP; + ds.back.passOp = VK_STENCIL_OP_KEEP; + ds.back.compareOp = VK_COMPARE_OP_ALWAYS; + ds.stencilTestEnable = VK_FALSE; + ds.front = ds.back; + + memset(&ms, 0, sizeof(ms)); + ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; + ms.pSampleMask = NULL; + ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; + + // Two stages: vs and fs + pipeline.stageCount = 2; + VkPipelineShaderStageCreateInfo shaderStages[2]; + memset(&shaderStages, 0, 2 * sizeof(VkPipelineShaderStageCreateInfo)); + + shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT; + shaderStages[0].module = demo_prepare_vs(demo); + shaderStages[0].pName = "main"; + + shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; + shaderStages[1].module = demo_prepare_fs(demo); + shaderStages[1].pName = "main"; + + pipeline.pVertexInputState = &vi; + pipeline.pInputAssemblyState = &ia; + pipeline.pRasterizationState = &rs; + pipeline.pColorBlendState = &cb; + pipeline.pMultisampleState = &ms; + pipeline.pViewportState = &vp; + pipeline.pDepthStencilState = &ds; + pipeline.pStages = shaderStages; + pipeline.renderPass = demo->render_pass; + pipeline.pDynamicState = &dynamicState; + + memset(&pipelineCache, 0, sizeof(pipelineCache)); + pipelineCache.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO; + + err = vkCreatePipelineCache(demo->device, &pipelineCache, NULL, + &demo->pipelineCache); + assert(!err); + err = vkCreateGraphicsPipelines(demo->device, demo->pipelineCache, 1, + &pipeline, NULL, &demo->pipeline); + assert(!err); + + vkDestroyPipelineCache(demo->device, demo->pipelineCache, NULL); + + vkDestroyShaderModule(demo->device, demo->frag_shader_module, NULL); + vkDestroyShaderModule(demo->device, demo->vert_shader_module, NULL); +} + +static void demo_prepare_descriptor_pool(struct demo *demo) { + const VkDescriptorPoolSize type_count = { + .type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + .descriptorCount = DEMO_TEXTURE_COUNT, + }; + const VkDescriptorPoolCreateInfo descriptor_pool = { + .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO, + .pNext = NULL, + .maxSets = 1, + .poolSizeCount = 1, + .pPoolSizes = &type_count, + }; + VkResult U_ASSERT_ONLY err; + + err = vkCreateDescriptorPool(demo->device, &descriptor_pool, NULL, + &demo->desc_pool); + assert(!err); +} + +static void demo_prepare_descriptor_set(struct demo *demo) { + VkDescriptorImageInfo tex_descs[DEMO_TEXTURE_COUNT]; + VkWriteDescriptorSet write; + VkResult U_ASSERT_ONLY err; + uint32_t i; + + VkDescriptorSetAllocateInfo alloc_info = { + .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO, + .pNext = NULL, + .descriptorPool = demo->desc_pool, + .descriptorSetCount = 1, + .pSetLayouts = &demo->desc_layout}; + err = vkAllocateDescriptorSets(demo->device, &alloc_info, &demo->desc_set); + assert(!err); + + memset(&tex_descs, 0, sizeof(tex_descs)); + for (i = 0; i < DEMO_TEXTURE_COUNT; i++) { + tex_descs[i].sampler = demo->textures[i].sampler; + tex_descs[i].imageView = demo->textures[i].view; + tex_descs[i].imageLayout = VK_IMAGE_LAYOUT_GENERAL; + } + + memset(&write, 0, sizeof(write)); + write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write.dstSet = demo->desc_set; + write.descriptorCount = DEMO_TEXTURE_COUNT; + write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write.pImageInfo = tex_descs; + + vkUpdateDescriptorSets(demo->device, 1, &write, 0, NULL); +} + +static void demo_prepare_framebuffers(struct demo *demo) { + VkImageView attachments[2]; + attachments[1] = demo->depth.view; + + const VkFramebufferCreateInfo fb_info = { + .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, + .pNext = NULL, + .renderPass = demo->render_pass, + .attachmentCount = 2, + .pAttachments = attachments, + .width = demo->width, + .height = demo->height, + .layers = 1, + }; + VkResult U_ASSERT_ONLY err; + uint32_t i; + + demo->framebuffers = (VkFramebuffer *)malloc(demo->swapchainImageCount * + sizeof(VkFramebuffer)); + assert(demo->framebuffers); + + for (i = 0; i < demo->swapchainImageCount; i++) { + attachments[0] = demo->buffers[i].view; + err = vkCreateFramebuffer(demo->device, &fb_info, NULL, + &demo->framebuffers[i]); + assert(!err); + } +} + +static void demo_prepare(struct demo *demo) { + VkResult U_ASSERT_ONLY err; + + const VkCommandPoolCreateInfo cmd_pool_info = { + .sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO, + .pNext = NULL, + .queueFamilyIndex = demo->graphics_queue_node_index, + .flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT, + }; + err = vkCreateCommandPool(demo->device, &cmd_pool_info, NULL, + &demo->cmd_pool); + assert(!err); + + const VkCommandBufferAllocateInfo cmd = { + .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO, + .pNext = NULL, + .commandPool = demo->cmd_pool, + .level = VK_COMMAND_BUFFER_LEVEL_PRIMARY, + .commandBufferCount = 1, + }; + err = vkAllocateCommandBuffers(demo->device, &cmd, &demo->draw_cmd); + assert(!err); + + demo_prepare_buffers(demo); + demo_prepare_depth(demo); + demo_prepare_textures(demo); + demo_prepare_vertices(demo); + demo_prepare_descriptor_layout(demo); + demo_prepare_render_pass(demo); + demo_prepare_pipeline(demo); + + demo_prepare_descriptor_pool(demo); + demo_prepare_descriptor_set(demo); + + demo_prepare_framebuffers(demo); +} + +static void demo_error_callback(int error, const char* description) { + printf("GLFW error: %s\n", description); + fflush(stdout); +} + +static void demo_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { + if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) + glfwSetWindowShouldClose(window, GLFW_TRUE); +} + +static void demo_refresh_callback(GLFWwindow* window) { + struct demo* demo = glfwGetWindowUserPointer(window); + demo_draw(demo); +} + +static void demo_resize_callback(GLFWwindow* window, int width, int height) { + struct demo* demo = glfwGetWindowUserPointer(window); + demo->width = width; + demo->height = height; + demo_resize(demo); +} + +static void demo_run(struct demo *demo) { + while (!glfwWindowShouldClose(demo->window)) { + glfwPollEvents(); + + demo_draw(demo); + + if (demo->depthStencil > 0.99f) + demo->depthIncrement = -0.001f; + if (demo->depthStencil < 0.8f) + demo->depthIncrement = 0.001f; + + demo->depthStencil += demo->depthIncrement; + + // Wait for work to finish before updating MVP. + vkDeviceWaitIdle(demo->device); + demo->curFrame++; + if (demo->frameCount != INT32_MAX && demo->curFrame == demo->frameCount) + glfwSetWindowShouldClose(demo->window, GLFW_TRUE); + } +} + +static void demo_create_window(struct demo *demo) { + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + + demo->window = glfwCreateWindow(demo->width, + demo->height, + APP_LONG_NAME, + NULL, + NULL); + if (!demo->window) { + // It didn't work, so try to give a useful error: + printf("Cannot create a window in which to draw!\n"); + fflush(stdout); + exit(1); + } + + glfwSetWindowUserPointer(demo->window, demo); + glfwSetWindowRefreshCallback(demo->window, demo_refresh_callback); + glfwSetFramebufferSizeCallback(demo->window, demo_resize_callback); + glfwSetKeyCallback(demo->window, demo_key_callback); +} + +/* + * Return 1 (true) if all layer names specified in check_names + * can be found in given layer properties. + */ +static VkBool32 demo_check_layers(uint32_t check_count, const char **check_names, + uint32_t layer_count, + VkLayerProperties *layers) { + uint32_t i, j; + for (i = 0; i < check_count; i++) { + VkBool32 found = 0; + for (j = 0; j < layer_count; j++) { + if (!strcmp(check_names[i], layers[j].layerName)) { + found = 1; + break; + } + } + if (!found) { + fprintf(stderr, "Cannot find layer: %s\n", check_names[i]); + return 0; + } + } + return 1; +} + +static void demo_init_vk(struct demo *demo) { + VkResult err; + VkBool32 portability_enumeration = VK_FALSE; + uint32_t i = 0; + uint32_t required_extension_count = 0; + uint32_t instance_extension_count = 0; + uint32_t instance_layer_count = 0; + uint32_t validation_layer_count = 0; + const char **required_extensions = NULL; + const char **instance_validation_layers = NULL; + demo->enabled_extension_count = 0; + demo->enabled_layer_count = 0; + + char *instance_validation_layers_alt1[] = { + "VK_LAYER_LUNARG_standard_validation" + }; + + char *instance_validation_layers_alt2[] = { + "VK_LAYER_GOOGLE_threading", "VK_LAYER_LUNARG_parameter_validation", + "VK_LAYER_LUNARG_object_tracker", "VK_LAYER_LUNARG_image", + "VK_LAYER_LUNARG_core_validation", "VK_LAYER_LUNARG_swapchain", + "VK_LAYER_GOOGLE_unique_objects" + }; + + /* Look for validation layers */ + VkBool32 validation_found = 0; + if (demo->validate) { + + err = vkEnumerateInstanceLayerProperties(&instance_layer_count, NULL); + assert(!err); + + instance_validation_layers = (const char**) instance_validation_layers_alt1; + if (instance_layer_count > 0) { + VkLayerProperties *instance_layers = + malloc(sizeof (VkLayerProperties) * instance_layer_count); + err = vkEnumerateInstanceLayerProperties(&instance_layer_count, + instance_layers); + assert(!err); + + + validation_found = demo_check_layers( + ARRAY_SIZE(instance_validation_layers_alt1), + instance_validation_layers, instance_layer_count, + instance_layers); + if (validation_found) { + demo->enabled_layer_count = ARRAY_SIZE(instance_validation_layers_alt1); + demo->enabled_layers[0] = "VK_LAYER_LUNARG_standard_validation"; + validation_layer_count = 1; + } else { + // use alternative set of validation layers + instance_validation_layers = + (const char**) instance_validation_layers_alt2; + demo->enabled_layer_count = ARRAY_SIZE(instance_validation_layers_alt2); + validation_found = demo_check_layers( + ARRAY_SIZE(instance_validation_layers_alt2), + instance_validation_layers, instance_layer_count, + instance_layers); + validation_layer_count = + ARRAY_SIZE(instance_validation_layers_alt2); + for (i = 0; i < validation_layer_count; i++) { + demo->enabled_layers[i] = instance_validation_layers[i]; + } + } + free(instance_layers); + } + + if (!validation_found) { + ERR_EXIT("vkEnumerateInstanceLayerProperties failed to find " + "required validation layer.\n\n" + "Please look at the Getting Started guide for additional " + "information.\n", + "vkCreateInstance Failure"); + } + } + + /* Look for instance extensions */ + required_extensions = glfwGetRequiredInstanceExtensions(&required_extension_count); + if (!required_extensions) { + ERR_EXIT("glfwGetRequiredInstanceExtensions failed to find the " + "platform surface extensions.\n\nDo you have a compatible " + "Vulkan installable client driver (ICD) installed?\nPlease " + "look at the Getting Started guide for additional " + "information.\n", + "vkCreateInstance Failure"); + } + + for (i = 0; i < required_extension_count; i++) { + demo->extension_names[demo->enabled_extension_count++] = required_extensions[i]; + assert(demo->enabled_extension_count < 64); + } + + err = vkEnumerateInstanceExtensionProperties( + NULL, &instance_extension_count, NULL); + assert(!err); + + if (instance_extension_count > 0) { + VkExtensionProperties *instance_extensions = + malloc(sizeof(VkExtensionProperties) * instance_extension_count); + err = vkEnumerateInstanceExtensionProperties( + NULL, &instance_extension_count, instance_extensions); + assert(!err); + for (i = 0; i < instance_extension_count; i++) { + if (!strcmp(VK_EXT_DEBUG_REPORT_EXTENSION_NAME, + instance_extensions[i].extensionName)) { + if (demo->validate) { + demo->extension_names[demo->enabled_extension_count++] = + VK_EXT_DEBUG_REPORT_EXTENSION_NAME; + } + } + assert(demo->enabled_extension_count < 64); + if (!strcmp(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME, + instance_extensions[i].extensionName)) { + demo->extension_names[demo->enabled_extension_count++] = + VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME; + portability_enumeration = VK_TRUE; + } + assert(demo->enabled_extension_count < 64); + } + + free(instance_extensions); + } + + const VkApplicationInfo app = { + .sType = VK_STRUCTURE_TYPE_APPLICATION_INFO, + .pNext = NULL, + .pApplicationName = APP_SHORT_NAME, + .applicationVersion = 0, + .pEngineName = APP_SHORT_NAME, + .engineVersion = 0, + .apiVersion = VK_API_VERSION_1_0, + }; + VkInstanceCreateInfo inst_info = { + .sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO, + .pNext = NULL, + .pApplicationInfo = &app, + .enabledLayerCount = demo->enabled_layer_count, + .ppEnabledLayerNames = (const char *const *)instance_validation_layers, + .enabledExtensionCount = demo->enabled_extension_count, + .ppEnabledExtensionNames = (const char *const *)demo->extension_names, + }; + + if (portability_enumeration) + inst_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; + + uint32_t gpu_count; + + err = vkCreateInstance(&inst_info, NULL, &demo->inst); + if (err == VK_ERROR_INCOMPATIBLE_DRIVER) { + ERR_EXIT("Cannot find a compatible Vulkan installable client driver " + "(ICD).\n\nPlease look at the Getting Started guide for " + "additional information.\n", + "vkCreateInstance Failure"); + } else if (err == VK_ERROR_EXTENSION_NOT_PRESENT) { + ERR_EXIT("Cannot find a specified extension library" + ".\nMake sure your layers path is set appropriately\n", + "vkCreateInstance Failure"); + } else if (err) { + ERR_EXIT("vkCreateInstance failed.\n\nDo you have a compatible Vulkan " + "installable client driver (ICD) installed?\nPlease look at " + "the Getting Started guide for additional information.\n", + "vkCreateInstance Failure"); + } + + gladLoadVulkanUserPtr(NULL, (GLADuserptrloadfunc) glfwGetInstanceProcAddress, demo->inst); + + /* Make initial call to query gpu_count, then second call for gpu info*/ + err = vkEnumeratePhysicalDevices(demo->inst, &gpu_count, NULL); + assert(!err && gpu_count > 0); + + if (gpu_count > 0) { + VkPhysicalDevice *physical_devices = + malloc(sizeof(VkPhysicalDevice) * gpu_count); + err = vkEnumeratePhysicalDevices(demo->inst, &gpu_count, + physical_devices); + assert(!err); + /* For tri demo we just grab the first physical device */ + demo->gpu = physical_devices[0]; + free(physical_devices); + } else { + ERR_EXIT("vkEnumeratePhysicalDevices reported zero accessible devices." + "\n\nDo you have a compatible Vulkan installable client" + " driver (ICD) installed?\nPlease look at the Getting Started" + " guide for additional information.\n", + "vkEnumeratePhysicalDevices Failure"); + } + + gladLoadVulkanUserPtr(demo->gpu, (GLADuserptrloadfunc) glfwGetInstanceProcAddress, demo->inst); + + /* Look for device extensions */ + uint32_t device_extension_count = 0; + VkBool32 swapchainExtFound = 0; + demo->enabled_extension_count = 0; + + err = vkEnumerateDeviceExtensionProperties(demo->gpu, NULL, + &device_extension_count, NULL); + assert(!err); + + if (device_extension_count > 0) { + VkExtensionProperties *device_extensions = + malloc(sizeof(VkExtensionProperties) * device_extension_count); + err = vkEnumerateDeviceExtensionProperties( + demo->gpu, NULL, &device_extension_count, device_extensions); + assert(!err); + + for (i = 0; i < device_extension_count; i++) { + if (!strcmp(VK_KHR_SWAPCHAIN_EXTENSION_NAME, + device_extensions[i].extensionName)) { + swapchainExtFound = 1; + demo->extension_names[demo->enabled_extension_count++] = + VK_KHR_SWAPCHAIN_EXTENSION_NAME; + } + assert(demo->enabled_extension_count < 64); + } + + free(device_extensions); + } + + if (!swapchainExtFound) { + ERR_EXIT("vkEnumerateDeviceExtensionProperties failed to find " + "the " VK_KHR_SWAPCHAIN_EXTENSION_NAME + " extension.\n\nDo you have a compatible " + "Vulkan installable client driver (ICD) installed?\nPlease " + "look at the Getting Started guide for additional " + "information.\n", + "vkCreateInstance Failure"); + } + + if (demo->validate) { + VkDebugReportCallbackCreateInfoEXT dbgCreateInfo; + dbgCreateInfo.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CREATE_INFO_EXT; + dbgCreateInfo.flags = + VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT; + dbgCreateInfo.pfnCallback = demo->use_break ? BreakCallback : dbgFunc; + dbgCreateInfo.pUserData = demo; + dbgCreateInfo.pNext = NULL; + err = vkCreateDebugReportCallbackEXT(demo->inst, &dbgCreateInfo, NULL, + &demo->msg_callback); + switch (err) { + case VK_SUCCESS: + break; + case VK_ERROR_OUT_OF_HOST_MEMORY: + ERR_EXIT("CreateDebugReportCallback: out of host memory\n", + "CreateDebugReportCallback Failure"); + break; + default: + ERR_EXIT("CreateDebugReportCallback: unknown failure\n", + "CreateDebugReportCallback Failure"); + break; + } + } + + vkGetPhysicalDeviceProperties(demo->gpu, &demo->gpu_props); + + // Query with NULL data to get count + vkGetPhysicalDeviceQueueFamilyProperties(demo->gpu, &demo->queue_count, + NULL); + + demo->queue_props = (VkQueueFamilyProperties *)malloc( + demo->queue_count * sizeof(VkQueueFamilyProperties)); + vkGetPhysicalDeviceQueueFamilyProperties(demo->gpu, &demo->queue_count, + demo->queue_props); + assert(demo->queue_count >= 1); + + vkGetPhysicalDeviceFeatures(demo->gpu, &demo->gpu_features); + + // Graphics queue and MemMgr queue can be separate. + // TODO: Add support for separate queues, including synchronization, + // and appropriate tracking for QueueSubmit +} + +static void demo_init_device(struct demo *demo) { + VkResult U_ASSERT_ONLY err; + + float queue_priorities[1] = {0.0}; + const VkDeviceQueueCreateInfo queue = { + .sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO, + .pNext = NULL, + .queueFamilyIndex = demo->graphics_queue_node_index, + .queueCount = 1, + .pQueuePriorities = queue_priorities}; + + + VkPhysicalDeviceFeatures features; + memset(&features, 0, sizeof(features)); + if (demo->gpu_features.shaderClipDistance) { + features.shaderClipDistance = VK_TRUE; + } + + VkDeviceCreateInfo device = { + .sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO, + .pNext = NULL, + .queueCreateInfoCount = 1, + .pQueueCreateInfos = &queue, + .enabledLayerCount = 0, + .ppEnabledLayerNames = NULL, + .enabledExtensionCount = demo->enabled_extension_count, + .ppEnabledExtensionNames = (const char *const *)demo->extension_names, + .pEnabledFeatures = &features, + }; + + err = vkCreateDevice(demo->gpu, &device, NULL, &demo->device); + assert(!err); +} + +static void demo_init_vk_swapchain(struct demo *demo) { + VkResult U_ASSERT_ONLY err; + uint32_t i; + + // Create a WSI surface for the window: + glfwCreateWindowSurface(demo->inst, demo->window, NULL, &demo->surface); + + // Iterate over each queue to learn whether it supports presenting: + VkBool32 *supportsPresent = + (VkBool32 *)malloc(demo->queue_count * sizeof(VkBool32)); + for (i = 0; i < demo->queue_count; i++) { + vkGetPhysicalDeviceSurfaceSupportKHR(demo->gpu, i, demo->surface, + &supportsPresent[i]); + } + + // Search for a graphics and a present queue in the array of queue + // families, try to find one that supports both + uint32_t graphicsQueueNodeIndex = UINT32_MAX; + uint32_t presentQueueNodeIndex = UINT32_MAX; + for (i = 0; i < demo->queue_count; i++) { + if ((demo->queue_props[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) != 0) { + if (graphicsQueueNodeIndex == UINT32_MAX) { + graphicsQueueNodeIndex = i; + } + + if (supportsPresent[i] == VK_TRUE) { + graphicsQueueNodeIndex = i; + presentQueueNodeIndex = i; + break; + } + } + } + if (presentQueueNodeIndex == UINT32_MAX) { + // If didn't find a queue that supports both graphics and present, then + // find a separate present queue. + for (i = 0; i < demo->queue_count; ++i) { + if (supportsPresent[i] == VK_TRUE) { + presentQueueNodeIndex = i; + break; + } + } + } + free(supportsPresent); + + // Generate error if could not find both a graphics and a present queue + if (graphicsQueueNodeIndex == UINT32_MAX || + presentQueueNodeIndex == UINT32_MAX) { + ERR_EXIT("Could not find a graphics and a present queue\n", + "Swapchain Initialization Failure"); + } + + // TODO: Add support for separate queues, including presentation, + // synchronization, and appropriate tracking for QueueSubmit. + // NOTE: While it is possible for an application to use a separate graphics + // and a present queues, this demo program assumes it is only using + // one: + if (graphicsQueueNodeIndex != presentQueueNodeIndex) { + ERR_EXIT("Could not find a common graphics and a present queue\n", + "Swapchain Initialization Failure"); + } + + demo->graphics_queue_node_index = graphicsQueueNodeIndex; + + demo_init_device(demo); + + vkGetDeviceQueue(demo->device, demo->graphics_queue_node_index, 0, + &demo->queue); + + // Get the list of VkFormat's that are supported: + uint32_t formatCount; + err = vkGetPhysicalDeviceSurfaceFormatsKHR(demo->gpu, demo->surface, + &formatCount, NULL); + assert(!err); + VkSurfaceFormatKHR *surfFormats = + (VkSurfaceFormatKHR *)malloc(formatCount * sizeof(VkSurfaceFormatKHR)); + err = vkGetPhysicalDeviceSurfaceFormatsKHR(demo->gpu, demo->surface, + &formatCount, surfFormats); + assert(!err); + // If the format list includes just one entry of VK_FORMAT_UNDEFINED, + // the surface has no preferred format. Otherwise, at least one + // supported format will be returned. + if (formatCount == 1 && surfFormats[0].format == VK_FORMAT_UNDEFINED) { + demo->format = VK_FORMAT_B8G8R8A8_UNORM; + } else { + assert(formatCount >= 1); + demo->format = surfFormats[0].format; + } + demo->color_space = surfFormats[0].colorSpace; + + demo->curFrame = 0; + + // Get Memory information and properties + vkGetPhysicalDeviceMemoryProperties(demo->gpu, &demo->memory_properties); +} + +static void demo_init_connection(struct demo *demo) { + glfwSetErrorCallback(demo_error_callback); + + if (!glfwInit()) { + printf("Cannot initialize GLFW.\nExiting ...\n"); + fflush(stdout); + exit(1); + } + + if (!glfwVulkanSupported()) { + printf("GLFW failed to find the Vulkan loader.\nExiting ...\n"); + fflush(stdout); + exit(1); + } + + gladLoadVulkanUserPtr(NULL, (GLADuserptrloadfunc) glfwGetInstanceProcAddress, NULL); +} + +static void demo_init(struct demo *demo, const int argc, const char *argv[]) +{ + int i; + memset(demo, 0, sizeof(*demo)); + demo->frameCount = INT32_MAX; + + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "--use_staging") == 0) { + demo->use_staging_buffer = true; + continue; + } + if (strcmp(argv[i], "--break") == 0) { + demo->use_break = true; + continue; + } + if (strcmp(argv[i], "--validate") == 0) { + demo->validate = true; + continue; + } + if (strcmp(argv[i], "--c") == 0 && demo->frameCount == INT32_MAX && + i < argc - 1 && sscanf(argv[i + 1], "%d", &demo->frameCount) == 1 && + demo->frameCount >= 0) { + i++; + continue; + } + + fprintf(stderr, "Usage:\n %s [--use_staging] [--validate] [--break] " + "[--c ]\n", + APP_SHORT_NAME); + fflush(stderr); + exit(1); + } + + demo_init_connection(demo); + demo_init_vk(demo); + + demo->width = 300; + demo->height = 300; + demo->depthStencil = 1.0; + demo->depthIncrement = -0.01f; +} + +static void demo_cleanup(struct demo *demo) { + uint32_t i; + + for (i = 0; i < demo->swapchainImageCount; i++) { + vkDestroyFramebuffer(demo->device, demo->framebuffers[i], NULL); + } + free(demo->framebuffers); + vkDestroyDescriptorPool(demo->device, demo->desc_pool, NULL); + + if (demo->setup_cmd) { + vkFreeCommandBuffers(demo->device, demo->cmd_pool, 1, &demo->setup_cmd); + } + vkFreeCommandBuffers(demo->device, demo->cmd_pool, 1, &demo->draw_cmd); + vkDestroyCommandPool(demo->device, demo->cmd_pool, NULL); + + vkDestroyPipeline(demo->device, demo->pipeline, NULL); + vkDestroyRenderPass(demo->device, demo->render_pass, NULL); + vkDestroyPipelineLayout(demo->device, demo->pipeline_layout, NULL); + vkDestroyDescriptorSetLayout(demo->device, demo->desc_layout, NULL); + + vkDestroyBuffer(demo->device, demo->vertices.buf, NULL); + vkFreeMemory(demo->device, demo->vertices.mem, NULL); + + for (i = 0; i < DEMO_TEXTURE_COUNT; i++) { + vkDestroyImageView(demo->device, demo->textures[i].view, NULL); + vkDestroyImage(demo->device, demo->textures[i].image, NULL); + vkFreeMemory(demo->device, demo->textures[i].mem, NULL); + vkDestroySampler(demo->device, demo->textures[i].sampler, NULL); + } + + for (i = 0; i < demo->swapchainImageCount; i++) { + vkDestroyImageView(demo->device, demo->buffers[i].view, NULL); + } + + vkDestroyImageView(demo->device, demo->depth.view, NULL); + vkDestroyImage(demo->device, demo->depth.image, NULL); + vkFreeMemory(demo->device, demo->depth.mem, NULL); + + vkDestroySwapchainKHR(demo->device, demo->swapchain, NULL); + free(demo->buffers); + + vkDestroyDevice(demo->device, NULL); + if (demo->validate) { + vkDestroyDebugReportCallbackEXT(demo->inst, demo->msg_callback, NULL); + } + vkDestroySurfaceKHR(demo->inst, demo->surface, NULL); + vkDestroyInstance(demo->inst, NULL); + + free(demo->queue_props); + + glfwDestroyWindow(demo->window); + glfwTerminate(); +} + +static void demo_resize(struct demo *demo) { + uint32_t i; + + // In order to properly resize the window, we must re-create the swapchain + // AND redo the command buffers, etc. + // + // First, perform part of the demo_cleanup() function: + + for (i = 0; i < demo->swapchainImageCount; i++) { + vkDestroyFramebuffer(demo->device, demo->framebuffers[i], NULL); + } + free(demo->framebuffers); + vkDestroyDescriptorPool(demo->device, demo->desc_pool, NULL); + + if (demo->setup_cmd) { + vkFreeCommandBuffers(demo->device, demo->cmd_pool, 1, &demo->setup_cmd); + demo->setup_cmd = VK_NULL_HANDLE; + } + vkFreeCommandBuffers(demo->device, demo->cmd_pool, 1, &demo->draw_cmd); + vkDestroyCommandPool(demo->device, demo->cmd_pool, NULL); + + vkDestroyPipeline(demo->device, demo->pipeline, NULL); + vkDestroyRenderPass(demo->device, demo->render_pass, NULL); + vkDestroyPipelineLayout(demo->device, demo->pipeline_layout, NULL); + vkDestroyDescriptorSetLayout(demo->device, demo->desc_layout, NULL); + + vkDestroyBuffer(demo->device, demo->vertices.buf, NULL); + vkFreeMemory(demo->device, demo->vertices.mem, NULL); + + for (i = 0; i < DEMO_TEXTURE_COUNT; i++) { + vkDestroyImageView(demo->device, demo->textures[i].view, NULL); + vkDestroyImage(demo->device, demo->textures[i].image, NULL); + vkFreeMemory(demo->device, demo->textures[i].mem, NULL); + vkDestroySampler(demo->device, demo->textures[i].sampler, NULL); + } + + for (i = 0; i < demo->swapchainImageCount; i++) { + vkDestroyImageView(demo->device, demo->buffers[i].view, NULL); + } + + vkDestroyImageView(demo->device, demo->depth.view, NULL); + vkDestroyImage(demo->device, demo->depth.image, NULL); + vkFreeMemory(demo->device, demo->depth.mem, NULL); + + free(demo->buffers); + + // Second, re-perform the demo_prepare() function, which will re-create the + // swapchain: + demo_prepare(demo); +} + +int main(const int argc, const char *argv[]) { + struct demo demo; + + demo_init(&demo, argc, argv); + demo_create_window(&demo); + demo_init_vk_swapchain(&demo); + + demo_prepare(&demo); + demo_run(&demo); + + demo_cleanup(&demo); + + return validation_error; +} + diff --git a/dependencies/glfw-3.4/tests/window.c b/dependencies/glfw-3.4/tests/window.c new file mode 100644 index 0000000..c81bf02 --- /dev/null +++ b/dependencies/glfw-3.4/tests/window.c @@ -0,0 +1,457 @@ +//======================================================================== +// Window properties test +// Copyright (c) Camilla Löwy +// +// This software is provided 'as-is', without any express or implied +// warranty. In no event will the authors be held liable for any damages +// arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it +// freely, subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; you must not +// claim that you wrote the original software. If you use this software +// in a product, an acknowledgment in the product documentation would +// be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, and must not +// be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source +// distribution. +// +//======================================================================== + +#define GLAD_GL_IMPLEMENTATION +#include +#define GLFW_INCLUDE_NONE +#include + +#include + +#define NK_IMPLEMENTATION +#define NK_INCLUDE_FIXED_TYPES +#define NK_INCLUDE_FONT_BAKING +#define NK_INCLUDE_DEFAULT_FONT +#define NK_INCLUDE_DEFAULT_ALLOCATOR +#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT +#define NK_INCLUDE_STANDARD_VARARGS +#define NK_BUTTON_TRIGGER_ON_RELEASE +#include + +#define NK_GLFW_GL2_IMPLEMENTATION +#include + +#include +#include +#include +#include + +int main(int argc, char** argv) +{ + int windowed_x, windowed_y, windowed_width, windowed_height; + int last_xpos = INT_MIN, last_ypos = INT_MIN; + int last_width = INT_MIN, last_height = INT_MIN; + int limit_aspect_ratio = false, aspect_numer = 1, aspect_denom = 1; + int limit_min_size = false, min_width = 400, min_height = 400; + int limit_max_size = false, max_width = 400, max_height = 400; + char width_buffer[12] = "", height_buffer[12] = ""; + char xpos_buffer[12] = "", ypos_buffer[12] = ""; + char numer_buffer[12] = "", denom_buffer[12] = ""; + char min_width_buffer[12] = "", min_height_buffer[12] = ""; + char max_width_buffer[12] = "", max_height_buffer[12] = ""; + int may_close = true; + char window_title[64] = ""; + + if (!glfwInit()) + exit(EXIT_FAILURE); + + glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); + glfwWindowHint(GLFW_WIN32_KEYBOARD_MENU, GLFW_TRUE); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); + + GLFWwindow* window = glfwCreateWindow(600, 660, "Window Features", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(0); + + bool position_supported = true; + + glfwGetError(NULL); + glfwGetWindowPos(window, &last_xpos, &last_ypos); + sprintf(xpos_buffer, "%i", last_xpos); + sprintf(ypos_buffer, "%i", last_ypos); + if (glfwGetError(NULL) == GLFW_FEATURE_UNAVAILABLE) + position_supported = false; + + glfwGetWindowSize(window, &last_width, &last_height); + sprintf(width_buffer, "%i", last_width); + sprintf(height_buffer, "%i", last_height); + + sprintf(numer_buffer, "%i", aspect_numer); + sprintf(denom_buffer, "%i", aspect_denom); + + sprintf(min_width_buffer, "%i", min_width); + sprintf(min_height_buffer, "%i", min_height); + sprintf(max_width_buffer, "%i", max_width); + sprintf(max_height_buffer, "%i", max_height); + + struct nk_context* nk = nk_glfw3_init(window, NK_GLFW3_INSTALL_CALLBACKS); + + struct nk_font_atlas* atlas; + nk_glfw3_font_stash_begin(&atlas); + nk_glfw3_font_stash_end(); + + strncpy(window_title, glfwGetWindowTitle(window), sizeof(window_title)); + + while (!(may_close && glfwWindowShouldClose(window))) + { + int width, height; + + glfwGetWindowSize(window, &width, &height); + + struct nk_rect area = nk_rect(0.f, 0.f, (float) width, (float) height); + nk_window_set_bounds(nk, "main", area); + + nk_glfw3_new_frame(); + if (nk_begin(nk, "main", area, 0)) + { + nk_layout_row_dynamic(nk, 30, 4); + + if (glfwGetWindowMonitor(window)) + { + if (nk_button_label(nk, "Make Windowed")) + { + glfwSetWindowMonitor(window, NULL, + windowed_x, windowed_y, + windowed_width, windowed_height, 0); + } + } + else + { + if (nk_button_label(nk, "Make Fullscreen")) + { + GLFWmonitor* monitor = glfwGetPrimaryMonitor(); + const GLFWvidmode* mode = glfwGetVideoMode(monitor); + glfwGetWindowPos(window, &windowed_x, &windowed_y); + glfwGetWindowSize(window, &windowed_width, &windowed_height); + glfwSetWindowMonitor(window, monitor, + 0, 0, mode->width, mode->height, + mode->refreshRate); + } + } + + if (nk_button_label(nk, "Maximize")) + glfwMaximizeWindow(window); + if (nk_button_label(nk, "Iconify")) + glfwIconifyWindow(window); + if (nk_button_label(nk, "Restore")) + glfwRestoreWindow(window); + + nk_layout_row_dynamic(nk, 30, 2); + + if (nk_button_label(nk, "Hide (for 3s)")) + { + glfwHideWindow(window); + + const double time = glfwGetTime() + 3.0; + while (glfwGetTime() < time) + glfwWaitEventsTimeout(1.0); + + glfwShowWindow(window); + } + if (nk_button_label(nk, "Request Attention (after 3s)")) + { + glfwIconifyWindow(window); + + const double time = glfwGetTime() + 3.0; + while (glfwGetTime() < time) + glfwWaitEventsTimeout(1.0); + + glfwRequestWindowAttention(window); + } + + nk_layout_row_dynamic(nk, 30, 1); + + if (glfwGetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH)) + { + nk_label(nk, "Press H to disable mouse passthrough", NK_TEXT_CENTERED); + + if (glfwGetKey(window, GLFW_KEY_H)) + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, false); + } + + nk_label(nk, "Press Enter in a text field to set value", NK_TEXT_CENTERED); + + nk_flags events; + const nk_flags flags = NK_EDIT_FIELD | + NK_EDIT_SIG_ENTER | + NK_EDIT_GOTO_END_ON_ACTIVATE; + + nk_layout_row_begin(nk, NK_DYNAMIC, 30, 2); + nk_layout_row_push(nk, 1.f / 3.f); + nk_label(nk, "Title", NK_TEXT_LEFT); + nk_layout_row_push(nk, 2.f / 3.f); + events = nk_edit_string_zero_terminated(nk, flags, window_title, + sizeof(window_title), NULL); + if (events & NK_EDIT_COMMITED) + glfwSetWindowTitle(window, window_title); + nk_layout_row_end(nk); + + if (position_supported) + { + int xpos, ypos; + glfwGetWindowPos(window, &xpos, &ypos); + + nk_layout_row_dynamic(nk, 30, 3); + nk_label(nk, "Position", NK_TEXT_LEFT); + + events = nk_edit_string_zero_terminated(nk, flags, xpos_buffer, + sizeof(xpos_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + xpos = atoi(xpos_buffer); + glfwSetWindowPos(window, xpos, ypos); + } + else if (xpos != last_xpos || (events & NK_EDIT_DEACTIVATED)) + sprintf(xpos_buffer, "%i", xpos); + + events = nk_edit_string_zero_terminated(nk, flags, ypos_buffer, + sizeof(ypos_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + ypos = atoi(ypos_buffer); + glfwSetWindowPos(window, xpos, ypos); + } + else if (ypos != last_ypos || (events & NK_EDIT_DEACTIVATED)) + sprintf(ypos_buffer, "%i", ypos); + + last_xpos = xpos; + last_ypos = ypos; + } + else + nk_label(nk, "Platform does not support window position", NK_TEXT_LEFT); + + nk_layout_row_dynamic(nk, 30, 3); + nk_label(nk, "Size", NK_TEXT_LEFT); + + events = nk_edit_string_zero_terminated(nk, flags, width_buffer, + sizeof(width_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + width = atoi(width_buffer); + glfwSetWindowSize(window, width, height); + } + else if (width != last_width || (events & NK_EDIT_DEACTIVATED)) + sprintf(width_buffer, "%i", width); + + events = nk_edit_string_zero_terminated(nk, flags, height_buffer, + sizeof(height_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + height = atoi(height_buffer); + glfwSetWindowSize(window, width, height); + } + else if (height != last_height || (events & NK_EDIT_DEACTIVATED)) + sprintf(height_buffer, "%i", height); + + last_width = width; + last_height = height; + + bool update_ratio_limit = false; + if (nk_checkbox_label(nk, "Aspect Ratio", &limit_aspect_ratio)) + update_ratio_limit = true; + + events = nk_edit_string_zero_terminated(nk, flags, numer_buffer, + sizeof(numer_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + aspect_numer = abs(atoi(numer_buffer)); + update_ratio_limit = true; + } + else if (events & NK_EDIT_DEACTIVATED) + sprintf(numer_buffer, "%i", aspect_numer); + + events = nk_edit_string_zero_terminated(nk, flags, denom_buffer, + sizeof(denom_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + aspect_denom = abs(atoi(denom_buffer)); + update_ratio_limit = true; + } + else if (events & NK_EDIT_DEACTIVATED) + sprintf(denom_buffer, "%i", aspect_denom); + + if (update_ratio_limit) + { + if (limit_aspect_ratio) + glfwSetWindowAspectRatio(window, aspect_numer, aspect_denom); + else + glfwSetWindowAspectRatio(window, GLFW_DONT_CARE, GLFW_DONT_CARE); + } + + bool update_size_limit = false; + + if (nk_checkbox_label(nk, "Minimum Size", &limit_min_size)) + update_size_limit = true; + + events = nk_edit_string_zero_terminated(nk, flags, min_width_buffer, + sizeof(min_width_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + min_width = abs(atoi(min_width_buffer)); + update_size_limit = true; + } + else if (events & NK_EDIT_DEACTIVATED) + sprintf(min_width_buffer, "%i", min_width); + + events = nk_edit_string_zero_terminated(nk, flags, min_height_buffer, + sizeof(min_height_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + min_height = abs(atoi(min_height_buffer)); + update_size_limit = true; + } + else if (events & NK_EDIT_DEACTIVATED) + sprintf(min_height_buffer, "%i", min_height); + + if (nk_checkbox_label(nk, "Maximum Size", &limit_max_size)) + update_size_limit = true; + + events = nk_edit_string_zero_terminated(nk, flags, max_width_buffer, + sizeof(max_width_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + max_width = abs(atoi(max_width_buffer)); + update_size_limit = true; + } + else if (events & NK_EDIT_DEACTIVATED) + sprintf(max_width_buffer, "%i", max_width); + + events = nk_edit_string_zero_terminated(nk, flags, max_height_buffer, + sizeof(max_height_buffer), + nk_filter_decimal); + if (events & NK_EDIT_COMMITED) + { + max_height = abs(atoi(max_height_buffer)); + update_size_limit = true; + } + else if (events & NK_EDIT_DEACTIVATED) + sprintf(max_height_buffer, "%i", max_height); + + if (update_size_limit) + { + glfwSetWindowSizeLimits(window, + limit_min_size ? min_width : GLFW_DONT_CARE, + limit_min_size ? min_height : GLFW_DONT_CARE, + limit_max_size ? max_width : GLFW_DONT_CARE, + limit_max_size ? max_height : GLFW_DONT_CARE); + } + + int fb_width, fb_height; + glfwGetFramebufferSize(window, &fb_width, &fb_height); + nk_label(nk, "Framebuffer Size", NK_TEXT_LEFT); + nk_labelf(nk, NK_TEXT_LEFT, "%i", fb_width); + nk_labelf(nk, NK_TEXT_LEFT, "%i", fb_height); + + float xscale, yscale; + glfwGetWindowContentScale(window, &xscale, &yscale); + nk_label(nk, "Content Scale", NK_TEXT_LEFT); + nk_labelf(nk, NK_TEXT_LEFT, "%f", xscale); + nk_labelf(nk, NK_TEXT_LEFT, "%f", yscale); + + nk_layout_row_begin(nk, NK_DYNAMIC, 30, 5); + int frame_left, frame_top, frame_right, frame_bottom; + glfwGetWindowFrameSize(window, &frame_left, &frame_top, &frame_right, &frame_bottom); + nk_layout_row_push(nk, 1.f / 3.f); + nk_label(nk, "Frame Size:", NK_TEXT_LEFT); + nk_layout_row_push(nk, 1.f / 6.f); + nk_labelf(nk, NK_TEXT_LEFT, "%i", frame_left); + nk_layout_row_push(nk, 1.f / 6.f); + nk_labelf(nk, NK_TEXT_LEFT, "%i", frame_top); + nk_layout_row_push(nk, 1.f / 6.f); + nk_labelf(nk, NK_TEXT_LEFT, "%i", frame_right); + nk_layout_row_push(nk, 1.f / 6.f); + nk_labelf(nk, NK_TEXT_LEFT, "%i", frame_bottom); + nk_layout_row_end(nk); + + nk_layout_row_begin(nk, NK_DYNAMIC, 30, 2); + float opacity = glfwGetWindowOpacity(window); + nk_layout_row_push(nk, 1.f / 3.f); + nk_labelf(nk, NK_TEXT_LEFT, "Opacity: %0.3f", opacity); + nk_layout_row_push(nk, 2.f / 3.f); + if (nk_slider_float(nk, 0.f, &opacity, 1.f, 0.001f)) + glfwSetWindowOpacity(window, opacity); + nk_layout_row_end(nk); + + nk_layout_row_begin(nk, NK_DYNAMIC, 30, 2); + int should_close = glfwWindowShouldClose(window); + nk_layout_row_push(nk, 1.f / 3.f); + if (nk_checkbox_label(nk, "Should Close", &should_close)) + glfwSetWindowShouldClose(window, should_close); + nk_layout_row_push(nk, 2.f / 3.f); + nk_checkbox_label(nk, "May Close", &may_close); + nk_layout_row_end(nk); + + nk_layout_row_dynamic(nk, 30, 1); + nk_label(nk, "Attributes", NK_TEXT_CENTERED); + + nk_layout_row_dynamic(nk, 30, width > 200 ? width / 200 : 1); + + int decorated = glfwGetWindowAttrib(window, GLFW_DECORATED); + if (nk_checkbox_label(nk, "Decorated", &decorated)) + glfwSetWindowAttrib(window, GLFW_DECORATED, decorated); + + int resizable = glfwGetWindowAttrib(window, GLFW_RESIZABLE); + if (nk_checkbox_label(nk, "Resizable", &resizable)) + glfwSetWindowAttrib(window, GLFW_RESIZABLE, resizable); + + int floating = glfwGetWindowAttrib(window, GLFW_FLOATING); + if (nk_checkbox_label(nk, "Floating", &floating)) + glfwSetWindowAttrib(window, GLFW_FLOATING, floating); + + int passthrough = glfwGetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH); + if (nk_checkbox_label(nk, "Mouse Passthrough", &passthrough)) + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, passthrough); + + int auto_iconify = glfwGetWindowAttrib(window, GLFW_AUTO_ICONIFY); + if (nk_checkbox_label(nk, "Auto Iconify", &auto_iconify)) + glfwSetWindowAttrib(window, GLFW_AUTO_ICONIFY, auto_iconify); + + nk_value_bool(nk, "Focused", glfwGetWindowAttrib(window, GLFW_FOCUSED)); + nk_value_bool(nk, "Hovered", glfwGetWindowAttrib(window, GLFW_HOVERED)); + nk_value_bool(nk, "Visible", glfwGetWindowAttrib(window, GLFW_VISIBLE)); + nk_value_bool(nk, "Iconified", glfwGetWindowAttrib(window, GLFW_ICONIFIED)); + nk_value_bool(nk, "Maximized", glfwGetWindowAttrib(window, GLFW_MAXIMIZED)); + } + nk_end(nk); + + glClear(GL_COLOR_BUFFER_BIT); + nk_glfw3_render(NK_ANTI_ALIASING_ON); + glfwSwapBuffers(window); + + glfwWaitEvents(); + } + + nk_glfw3_shutdown(); + glfwTerminate(); + exit(EXIT_SUCCESS); +} + diff --git a/dependencies/imgui-1.91.4-docking/.editorconfig b/dependencies/imgui-1.91.4-docking/.editorconfig new file mode 100644 index 0000000..5adfefa --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.editorconfig @@ -0,0 +1,28 @@ +# See http://editorconfig.org to read about the EditorConfig format. +# - In theory automatically supported by VS2017+ and most common IDE or text editors. +# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :( +# - Suggest installing this to trim whitespaces: +# GitHub https://github.com/madskristensen/TrailingWhitespace +# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer +# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64 +# (in spite of its name doesn't only visualize but also trims) +# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig + +# top-most EditorConfig file +root = true + +# Default settings: +# Use 4 spaces as indentation +[*] +indent_style = space +indent_size = 4 +insert_final_newline = true +trim_trailing_whitespace = true + +[imstb_*] +indent_size = 3 +trim_trailing_whitespace = false + +[Makefile] +indent_style = tab +indent_size = 4 diff --git a/dependencies/imgui-1.91.4-docking/.gitattributes b/dependencies/imgui-1.91.4-docking/.gitattributes new file mode 100644 index 0000000..d48470e --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.gitattributes @@ -0,0 +1,30 @@ +* text=auto + +*.c text +*.cpp text +*.h text +*.m text +*.mm text +*.md text +*.txt text +*.html text +*.bat text +*.frag text +*.vert text +*.mkb text +*.icf text + +*.sln text eol=crlf +*.vcxproj text eol=crlf +*.vcxproj.filters text eol=crlf +*.natvis text eol=crlf + +Makefile text eol=lf +*.sh text eol=lf +*.pbxproj text eol=lf +*.storyboard text eol=lf +*.plist text eol=lf + +*.png binary +*.ttf binary +*.lib binary diff --git a/dependencies/imgui-1.91.4-docking/.github/FUNDING.yml b/dependencies/imgui-1.91.4-docking/.github/FUNDING.yml new file mode 100644 index 0000000..df7d709 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/FUNDING.yml @@ -0,0 +1 @@ +custom: ['https://github.com/ocornut/imgui/wiki/Funding'] diff --git a/dependencies/imgui-1.91.4-docking/.github/ISSUE_TEMPLATE/config.yml b/dependencies/imgui-1.91.4-docking/.github/ISSUE_TEMPLATE/config.yml new file mode 100644 index 0000000..3ba13e0 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/ISSUE_TEMPLATE/config.yml @@ -0,0 +1 @@ +blank_issues_enabled: false diff --git a/dependencies/imgui-1.91.4-docking/.github/ISSUE_TEMPLATE/issue_template.yml b/dependencies/imgui-1.91.4-docking/.github/ISSUE_TEMPLATE/issue_template.yml new file mode 100644 index 0000000..792d8f6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/ISSUE_TEMPLATE/issue_template.yml @@ -0,0 +1,90 @@ +name: "Ask a question, report a bug, request a feature, etc." +description: "Ask any question, discuss best practices, report a bug, request a feature." +body: + - type: markdown + attributes: + value: | + FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions) + For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents. + + Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. + - type: markdown + attributes: + value: | + **Prerequisites:** + - I have read [Frequently Asked Questions](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md). + - I have read [Contributing Guidelines -> General Advices](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#getting-started--general-advice). + - I have read [Contributing Guidelines -> How to open an Issue](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#how-to-open-an-issue). + - I have searched [Github Issues and PR](https://github.com/ocornut/imgui/issues?q=) for discussion of similar topics. + + ---- + - type: input + id: specs_version + attributes: + label: "Version/Branch of Dear ImGui:" + description: "(please specify if you have made substantial modifications to your copy)" + value: "Version 1.XX, Branch: XXX (master/docking/etc.)" + placeholder: "Version 1.XX, Branch: XXX (master/docking/etc.)" + validations: + required: true + - type: input + id: specs_backend + attributes: + label: "Back-ends:" + description: (or specify when using custom engine/back-ends) + value: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp" + placeholder: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp or n/a" + validations: + required: true + - type: input + id: specs_compiler_os + attributes: + label: "Compiler, OS:" + placeholder: "e.g. Windows 11 + MSVC 2022, macOS + Clang 12, Linux + GCC etc." + validations: + required: true + - type: textarea + id: specs_full + attributes: + label: "Full config/build information:" + placeholder: | + (If you can run, you may go to 'Demo->Tools->About Dear ImGui->Config/Build Info' to obtain detailed information that you can paste here) + validations: + required: false + - type: textarea + id: issue_description + attributes: + label: "Details:" + description: "Try to be explicit with your goals, your expectations and what you have tried. Be mindful of [The XY Problem](https://xyproblem.info). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. If you are reporting a bug, explain what's the bug, how does it occur, etc. If you are reporting a crash, please include a debugger callstack." + value: | + **My Issue/Question:** + + XXX _(please provide as much context as possible)_ + validations: + required: true + - type: textarea + id: screenshots + attributes: + label: "Screenshots/Video:" + description: "Attach screenshots or gif/videos to clarify the context. They often convey useful information that is omitted by the description." + placeholder: "(You can drag files here)" + validations: + required: false + - type: textarea + id: repro_code + attributes: + label: "Minimal, Complete and Verifiable Example code:" + description: "Provide an [MCVE](https://stackoverflow.com/help/mcve) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/*/main.cpp) or the demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it. Please test your shortened code to ensure it exhibits the problem. Often while creating the MCVE you will solve the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time." + value: | + ```cpp + // Here's some code anyone can copy and paste to reproduce your issue + ImGui::Begin("Example Bug"); + MoreCodeToExplainMyIssue(); + ImGui::End(); + ``` + validations: + required: false + - type: markdown + attributes: + value: | + Thank you for taking the time to read prerequisites, filling this template and double-checking your message and your code! diff --git a/dependencies/imgui-1.91.4-docking/.github/pull_request_template.md b/dependencies/imgui-1.91.4-docking/.github/pull_request_template.md new file mode 100644 index 0000000..638545b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/pull_request_template.md @@ -0,0 +1,6 @@ +(Click "Preview" to turn any http URL into a clickable link) + +1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md) + +2. Clear this template before submitting your PR. + diff --git a/dependencies/imgui-1.91.4-docking/.github/workflows/build.yml b/dependencies/imgui-1.91.4-docking/.github/workflows/build.yml new file mode 100644 index 0000000..f95ff43 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/workflows/build.yml @@ -0,0 +1,567 @@ +name: build + +on: + push: + pull_request: + workflow_run: + # Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling + # "scheduled" workflow, while maintaining ability to perform local CI builds. + workflows: + - scheduled + - manual + branches: + - master + - docking + types: + - requested + +jobs: + Windows: + runs-on: windows-2019 + env: + VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\ + MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ + steps: + - uses: actions/checkout@v4 + + - name: Install Dependencies + shell: powershell + run: | + Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip" + Expand-Archive -Path SDL2-devel-2.26.3-VC.zip + echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV} + + Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip + Expand-Archive -Path vulkan-sdk-1.1.121.2.zip + echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV} + + - name: Fix Projects + shell: powershell + run: | + # CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version. + gci -recurse -filter "*.vcxproj" | ForEach-Object { + (Get-Content $_.FullName) -Replace "v\d{3}","v142" | Set-Content -Path $_.FullName + (Get-Content $_.FullName) -Replace "[\d\.]+","10.0.18362.0" | Set-Content -Path $_.FullName + } + + # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long. + - name: Build example_null (extra warnings, mingw 64-bit) + run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1 + + - name: Build example_null (mingw 64-bit, as DLL) + shell: bash + run: | + echo '#ifdef _EXPORT' > example_single_file.cpp + echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp + echo '#else' >> example_single_file.cpp + echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp + echo '#endif' >> example_single_file.cpp + echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp + echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp + g++ -I. -Wall -Wformat -D_EXPORT -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32 + g++ -I. -Wall -Wformat -o example_null.exe examples/example_null/main.cpp -L. -limgui + rm -f example_null.exe libimgui.* example_single_file.* + + - name: Build example_null (extra warnings, msvc 64-bit) + shell: cmd + run: | + cd examples\example_null + call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat" + .\build_win32.bat /W4 + + - name: Build example_null (single file build) + shell: bash + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32 + + - name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS) + shell: bash + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_WIN32_FUNCTIONS + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32 + + - name: Build example_null (as DLL) + shell: cmd + run: | + call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat" + + echo #ifdef _EXPORT > example_single_file.cpp + echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp + echo #else >> example_single_file.cpp + echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp + echo #endif >> example_single_file.cpp + echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp + echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp + + cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link + cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp + + - name: Build Win32 example_glfw_opengl2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_glfw_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_glfw_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_sdl2_sdlrenderer2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_sdl2_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_sdl2_opengl2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_sdl2_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_sdl2_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_win32_directx9 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_win32_directx10 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_win32_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_glfw_opengl2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_glfw_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_glfw_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_sdl2_sdlrenderer2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_sdl2_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_sdl2_opengl2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_sdl2_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_sdl2_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_win32_directx9 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_win32_directx10 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_win32_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build x64 example_win32_directx12 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' + + Linux: + runs-on: ubuntu-24.04 + steps: + - uses: actions/checkout@v4 + + - name: Install Dependencies + run: | + sudo apt-get update + sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev libvulkan-dev + + - name: Build example_null (extra warnings, gcc 32-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m32 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1 + + - name: Build example_null (extra warnings, gcc 64-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m64 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1 + + - name: Build example_null (extra warnings, clang 32-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m32 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1 + + - name: Build example_null (extra warnings, clang 64-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1 + + - name: Build example_null (extra warnings, empty IM_ASSERT) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IM_ASSERT(x) + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp + + - name: Build example_null (freetype) + run: | + make -C examples/example_null clean + make -C examples/example_null WITH_FREETYPE=1 + + - name: Build example_null (single file build) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with ImWchar32) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_USE_WCHAR32 + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with large ImDrawIdx + pointer ImTextureID) + run: | + cat > example_single_file.cpp <<'EOF' + + #define ImTextureID void* + #define ImDrawIdx unsigned int + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_OBSOLETE_KEYIO + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with C++20) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_OBSOLETE_KEYIO + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_DEMO_WINDOWS + #define IMGUI_DISABLE_DEBUG_TOOLS + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_FILE_FUNCTIONS + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_USE_BGRA_PACKED_COLOR + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA) + run: | + cat > example_single_file.cpp <<'EOF' + + struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } }; + struct MyVec4 { float x; float y; float z; float w; + MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } }; + #define IM_VEC2_CLASS_EXTRA \ + ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ + operator MyVec2() const { return MyVec2(x, y); } + #define IM_VEC4_CLASS_EXTRA \ + ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ + operator MyVec4() const { return MyVec4(x, y, z, w); } + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (C++26, Clang) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #define IMGUI_DISABLE_DEMO_WINDOWS + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp + + - name: Build example_null (without c++ runtime, Clang) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #define IMGUI_DISABLE_DEMO_WINDOWS + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp + + - name: Build example_glfw_opengl2 + run: make -C examples/example_glfw_opengl2 + + - name: Build example_glfw_opengl3 + run: make -C examples/example_glfw_opengl3 + if: github.event_name == 'workflow_run' + + - name: Build example_sdl2_opengl2 + run: make -C examples/example_sdl2_opengl2 + if: github.event_name == 'workflow_run' + + - name: Build example_sdl2_opengl3 + run: make -C examples/example_sdl2_opengl3 + + - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES + run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp + + MacOS: + runs-on: macos-latest + steps: + - uses: actions/checkout@v4 + + - name: Install Dependencies + run: | + brew install glfw3 sdl2 + + - name: Build example_null (extra warnings, clang 64-bit) + run: make -C examples/example_null WITH_EXTRA_WARNINGS=1 + + - name: Build example_null (single file build) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (single file build, c++20) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (without c++ runtime) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp + + - name: Build example_glfw_opengl2 + run: make -C examples/example_glfw_opengl2 + + - name: Build example_glfw_opengl3 + run: make -C examples/example_glfw_opengl3 + if: github.event_name == 'workflow_run' + + - name: Build example_glfw_metal + run: make -C examples/example_glfw_metal + + - name: Build example_sdl2_metal + run: make -C examples/example_sdl2_metal + + - name: Build example_sdl2_opengl2 + run: make -C examples/example_sdl2_opengl2 + if: github.event_name == 'workflow_run' + + - name: Build example_sdl2_opengl3 + run: make -C examples/example_sdl2_opengl3 + + - name: Build example_apple_metal + run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos + + - name: Build example_apple_opengl2 + run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 + + iOS: + runs-on: macos-latest + steps: + - uses: actions/checkout@v4 + + - name: Build example_apple_metal + run: | + # Code signing is required, but we disable it because it is irrelevant for CI builds. + xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO + + Emscripten: + runs-on: ubuntu-24.04 + steps: + - uses: actions/checkout@v4 + + - name: Install Dependencies + run: | + wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz + tar -xvf master.tar.gz + emsdk-master/emsdk update + emsdk-master/emsdk install latest + emsdk-master/emsdk activate latest + sudo apt-get install build-essential + + - name: Build example_sdl2_opengl3 with Emscripten + run: | + pushd emsdk-master + source ./emsdk_env.sh + popd + make -C examples/example_sdl2_opengl3 -f Makefile.emscripten + + # This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3) + # This ensures 2 things: the make build works, and the GLFW built-in implementation is tested + - name: Build example_glfw_wgpu with Emscripten/Makefile + run: | + pushd emsdk-master + source ./emsdk_env.sh + popd + make -C examples/example_glfw_wgpu -f Makefile.emscripten + + # This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3) + # This ensures 2 things: the CMake build works, and the GLFW contrib port is tested + - name: Build example_glfw_wgpu with Emscripten/CMake + run: | + pushd emsdk-master + source ./emsdk_env.sh + popd + emcc -v + emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu + cmake --build build + + Android: + runs-on: ubuntu-24.04 + steps: + - uses: actions/checkout@v4 + + - name: Build example_android_opengl3 + run: | + cd examples/example_android_opengl3/android + gradle assembleDebug --stacktrace diff --git a/dependencies/imgui-1.91.4-docking/.github/workflows/manual.yml b/dependencies/imgui-1.91.4-docking/.github/workflows/manual.yml new file mode 100644 index 0000000..3c472f1 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/workflows/manual.yml @@ -0,0 +1,12 @@ +# +# This is a dummy workflow used to trigger full builds manually. +# +name: manual + +on: workflow_dispatch + +jobs: + manual: + runs-on: ubuntu-latest + steps: + - run: exit 0 diff --git a/dependencies/imgui-1.91.4-docking/.github/workflows/scheduled.yml b/dependencies/imgui-1.91.4-docking/.github/workflows/scheduled.yml new file mode 100644 index 0000000..2a08578 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/workflows/scheduled.yml @@ -0,0 +1,15 @@ +# +# This is a dummy workflow used to trigger scheduled builds. Forked repositories most likely should disable this +# workflow to avoid daily builds of inactive repositories. +# +name: scheduled + +on: + schedule: + - cron: '0 9 * * *' + +jobs: + scheduled: + runs-on: ubuntu-latest + steps: + - run: exit 0 diff --git a/dependencies/imgui-1.91.4-docking/.github/workflows/static-analysis.yml b/dependencies/imgui-1.91.4-docking/.github/workflows/static-analysis.yml new file mode 100644 index 0000000..69df5cd --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.github/workflows/static-analysis.yml @@ -0,0 +1,46 @@ +name: static-analysis + +on: + workflow_run: + # Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here. + workflows: + - build + types: + - requested + +jobs: + PVS-Studio: + runs-on: ubuntu-22.04 + steps: + - uses: actions/checkout@v4 + with: + fetch-depth: 1 + + - name: Install Dependencies + env: + # The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line + PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }} + run: | + if [[ "$PVS_STUDIO_LICENSE" != "" ]]; + then + wget -q https://files.viva64.com/etc/pubkey.txt + sudo apt-key add pubkey.txt + sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list + sudo apt-get update + sudo apt-get install -y pvs-studio + pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE + fi + + - name: PVS-Studio static analysis + run: | + if [[ ! -f pvs-studio.lic ]]; + then + echo "PVS Studio license is missing. No analysis will be performed." + echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license." + echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/" + exit 0 + fi + cd examples/example_null + pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1 + pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log + plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log diff --git a/dependencies/imgui-1.91.4-docking/.gitignore b/dependencies/imgui-1.91.4-docking/.gitignore new file mode 100644 index 0000000..f632636 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/.gitignore @@ -0,0 +1,61 @@ +## OSX artifacts +.DS_Store + +## Dear ImGui artifacts +imgui.ini +imgui*.ini + +## General build artifacts +*.o +*.obj +*.exe +examples/*/Debug/* +examples/*/Release/* +examples/*/x64/* + +## Visual Studio artifacts +.vs +ipch +*.opensdf +*.log +*.pdb +*.ilk +*.user +*.sdf +*.suo +*.VC.db +*.VC.VC.opendb + +## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update +JSON/ + +## Commonly used CMake directories +build*/ + +## Xcode artifacts +project.xcworkspace +xcuserdata + +## Emscripten artifacts +examples/*.o.tmp +examples/*.out.js +examples/*.out.wasm +examples/example_glfw_opengl3/web/* +examples/example_glfw_wgpu/web/* +examples/example_glfw_wgpu/external/* +examples/example_sdl2_opengl3/web/* + +## JetBrains IDE artifacts +.idea +cmake-build-* + +## Unix executables from our example Makefiles +examples/example_glfw_metal/example_glfw_metal +examples/example_glfw_opengl2/example_glfw_opengl2 +examples/example_glfw_opengl3/example_glfw_opengl3 +examples/example_glut_opengl2/example_glut_opengl2 +examples/example_null/example_null +examples/example_sdl2_metal/example_sdl2_metal +examples/example_sdl2_opengl2/example_sdl2_opengl2 +examples/example_sdl2_opengl3/example_sdl2_opengl3 +examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer diff --git a/dependencies/imgui-1.91.4-docking/LICENSE.txt b/dependencies/imgui-1.91.4-docking/LICENSE.txt new file mode 100644 index 0000000..3282f5b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/LICENSE.txt @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2014-2024 Omar Cornut + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_allegro5.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_allegro5.cpp new file mode 100644 index 0000000..18baf51 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_allegro5.cpp @@ -0,0 +1,620 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Clipboard support (from Allegro 5.1.12) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows).. +// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually. +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). +// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-11-30: Platform: Added touchscreen support. +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. +// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). +// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend. +// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. +// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. +// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_allegro5.h" +#include // uint64_t +#include // memcpy + +// Allegro +#include +#include +#ifdef _WIN32 +#include +#endif +#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 +#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5 + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +struct ImDrawVertAllegro +{ + ImVec2 pos; + ImVec2 uv; + ALLEGRO_COLOR col; +}; + +// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. +// FIXME-OPT: Consider inlining al_map_rgba()? +// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554 +// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h +#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); } + +// Allegro Data +struct ImGui_ImplAllegro5_Data +{ + ALLEGRO_DISPLAY* Display; + ALLEGRO_BITMAP* Texture; + double Time; + ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; + ALLEGRO_VERTEX_DECL* VertexDecl; + char* ClipboardTextData; + + ImVector BufVertices; + ImVector BufIndices; + + ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } + +static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) +{ + // Setup blending + al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + ALLEGRO_TRANSFORM transform; + al_identity_transform(&transform); + al_use_transform(&transform); + al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); + al_use_projection_transform(&transform); + } +} + +// Render function. +void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Backup Allegro state that will be modified + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); + ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); + int last_clip_x, last_clip_y, last_clip_w, last_clip_h; + al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); + int last_blender_op, last_blender_src, last_blender_dst; + al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); + + // Setup desired render state + ImGui_ImplAllegro5_SetupRenderState(draw_data); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + + ImVector& vertices = bd->BufVertices; +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + vertices.resize(draw_list->VtxBuffer.Size); + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + const ImDrawVert* src_v = &draw_list->VtxBuffer[i]; + ImDrawVertAllegro* dst_v = &vertices[i]; + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); + } + const int* indices = nullptr; + if (sizeof(ImDrawIdx) == 2) + { + // FIXME-OPT: Allegro doesn't support 16-bit indices. + // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. + // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. + bd->BufIndices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; ++i) + bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i]; + indices = bd->BufIndices.Data; + } + else if (sizeof(ImDrawIdx) == 4) + { + indices = (const int*)draw_list->IdxBuffer.Data; + } +#else + // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format. + vertices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; i++) + { + const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]]; + ImDrawVertAllegro* dst_v = &vertices[i]; + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); + } +#endif + + // Render command lists + ImVec2 clip_off = draw_data->DisplayPos; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplAllegro5_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); + al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#else + al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#endif + } + } + } + + // Restore modified Allegro state + al_set_blender(last_blender_op, last_blender_src, last_blender_dst); + al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h); + al_use_transform(&last_transform); + al_use_projection_transform(&last_projection_transform); +} + +bool ImGui_ImplAllegro5_CreateDeviceObjects() +{ + // Build texture atlas + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + int flags = al_get_new_bitmap_flags(); + int fmt = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* img = al_create_bitmap(width, height); + al_set_new_bitmap_flags(flags); + al_set_new_bitmap_format(fmt); + if (!img) + return false; + + ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); + if (!locked_img) + { + al_destroy_bitmap(img); + return false; + } + memcpy(locked_img->data, pixels, sizeof(int) * width * height); + al_unlock_bitmap(img); + + // Convert software texture to hardware texture. + ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); + al_destroy_bitmap(img); + if (!cloned_img) + return false; + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); + bd->Texture = cloned_img; + + // Create an invisible mouse cursor + // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. + ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); + bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + al_destroy_bitmap(mouse_cursor); + + return true; +} + +void ImGui_ImplAllegro5_InvalidateDeviceObjects() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->Texture) + { + io.Fonts->SetTexID(0); + al_destroy_bitmap(bd->Texture); + bd->Texture = nullptr; + } + if (bd->MouseCursorInvisible) + { + al_destroy_mouse_cursor(bd->MouseCursorInvisible); + bd->MouseCursorInvisible = nullptr; + } +} + +#if ALLEGRO_HAS_CLIPBOARD +static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = al_get_clipboard_text(bd->Display); + return bd->ClipboardTextData; +} + +static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + al_set_clipboard_text(bd->Display, text); +} +#endif + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case ALLEGRO_KEY_TAB: return ImGuiKey_Tab; + case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow; + case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow; + case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow; + case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow; + case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp; + case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown; + case ALLEGRO_KEY_HOME: return ImGuiKey_Home; + case ALLEGRO_KEY_END: return ImGuiKey_End; + case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert; + case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete; + case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace; + case ALLEGRO_KEY_SPACE: return ImGuiKey_Space; + case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter; + case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape; + case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe; + case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma; + case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus; + case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period; + case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash; + case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal; + case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket; + case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash; + case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket; + case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent; + case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock; + case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock; + case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock; + case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen; + case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause; + case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0; + case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1; + case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2; + case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3; + case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4; + case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5; + case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6; + case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7; + case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8; + case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9; + case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal; + case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide; + case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply; + case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract; + case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd; + case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter; + case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual; + case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl; + case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift; + case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt; + case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper; + case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl; + case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift; + case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt; + case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper; + case ALLEGRO_KEY_MENU: return ImGuiKey_Menu; + case ALLEGRO_KEY_0: return ImGuiKey_0; + case ALLEGRO_KEY_1: return ImGuiKey_1; + case ALLEGRO_KEY_2: return ImGuiKey_2; + case ALLEGRO_KEY_3: return ImGuiKey_3; + case ALLEGRO_KEY_4: return ImGuiKey_4; + case ALLEGRO_KEY_5: return ImGuiKey_5; + case ALLEGRO_KEY_6: return ImGuiKey_6; + case ALLEGRO_KEY_7: return ImGuiKey_7; + case ALLEGRO_KEY_8: return ImGuiKey_8; + case ALLEGRO_KEY_9: return ImGuiKey_9; + case ALLEGRO_KEY_A: return ImGuiKey_A; + case ALLEGRO_KEY_B: return ImGuiKey_B; + case ALLEGRO_KEY_C: return ImGuiKey_C; + case ALLEGRO_KEY_D: return ImGuiKey_D; + case ALLEGRO_KEY_E: return ImGuiKey_E; + case ALLEGRO_KEY_F: return ImGuiKey_F; + case ALLEGRO_KEY_G: return ImGuiKey_G; + case ALLEGRO_KEY_H: return ImGuiKey_H; + case ALLEGRO_KEY_I: return ImGuiKey_I; + case ALLEGRO_KEY_J: return ImGuiKey_J; + case ALLEGRO_KEY_K: return ImGuiKey_K; + case ALLEGRO_KEY_L: return ImGuiKey_L; + case ALLEGRO_KEY_M: return ImGuiKey_M; + case ALLEGRO_KEY_N: return ImGuiKey_N; + case ALLEGRO_KEY_O: return ImGuiKey_O; + case ALLEGRO_KEY_P: return ImGuiKey_P; + case ALLEGRO_KEY_Q: return ImGuiKey_Q; + case ALLEGRO_KEY_R: return ImGuiKey_R; + case ALLEGRO_KEY_S: return ImGuiKey_S; + case ALLEGRO_KEY_T: return ImGuiKey_T; + case ALLEGRO_KEY_U: return ImGuiKey_U; + case ALLEGRO_KEY_V: return ImGuiKey_V; + case ALLEGRO_KEY_W: return ImGuiKey_W; + case ALLEGRO_KEY_X: return ImGuiKey_X; + case ALLEGRO_KEY_Y: return ImGuiKey_Y; + case ALLEGRO_KEY_Z: return ImGuiKey_Z; + case ALLEGRO_KEY_F1: return ImGuiKey_F1; + case ALLEGRO_KEY_F2: return ImGuiKey_F2; + case ALLEGRO_KEY_F3: return ImGuiKey_F3; + case ALLEGRO_KEY_F4: return ImGuiKey_F4; + case ALLEGRO_KEY_F5: return ImGuiKey_F5; + case ALLEGRO_KEY_F6: return ImGuiKey_F6; + case ALLEGRO_KEY_F7: return ImGuiKey_F7; + case ALLEGRO_KEY_F8: return ImGuiKey_F8; + case ALLEGRO_KEY_F9: return ImGuiKey_F9; + case ALLEGRO_KEY_F10: return ImGuiKey_F10; + case ALLEGRO_KEY_F11: return ImGuiKey_F11; + case ALLEGRO_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + bd->Display = display; + + // Create custom vertex declaration. + // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. + // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. + ALLEGRO_VERTEX_ELEMENT elems[] = + { + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) }, + { 0, 0, 0 } + }; + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + +#if ALLEGRO_HAS_CLIPBOARD + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; +#endif + + return true; +} + +void ImGui_ImplAllegro5_Shutdown() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + if (bd->VertexDecl) + al_destroy_vertex_decl(bd->VertexDecl); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + + io.BackendPlatformName = io.BackendRendererName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors; + IM_DELETE(bd); +} + +// ev->keyboard.modifiers seems always zero so using that... +static void ImGui_ImplAllegro5_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + ALLEGRO_KEYBOARD_STATE keys; + al_get_keyboard_state(&keys); + io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); + io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); + io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (ev->type) + { + case ALLEGRO_EVENT_MOUSE_AXES: + if (ev->mouse.display == bd->Display) + { + io.AddMousePosEvent(ev->mouse.x, ev->mouse.y); + io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz); + } + return true; + case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: + case ALLEGRO_EVENT_MOUSE_BUTTON_UP: + if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5) + io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + return true; + case ALLEGRO_EVENT_TOUCH_MOVE: + if (ev->touch.display == bd->Display) + io.AddMousePosEvent(ev->touch.x, ev->touch.y); + return true; + case ALLEGRO_EVENT_TOUCH_BEGIN: + case ALLEGRO_EVENT_TOUCH_END: + case ALLEGRO_EVENT_TOUCH_CANCEL: + if (ev->touch.display == bd->Display && ev->touch.primary) + io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + return true; + case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: + if (ev->mouse.display == bd->Display) + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + return true; + case ALLEGRO_EVENT_KEY_CHAR: + if (ev->keyboard.display == bd->Display) + if (ev->keyboard.unichar != 0) + io.AddInputCharacter((unsigned int)ev->keyboard.unichar); + return true; + case ALLEGRO_EVENT_KEY_DOWN: + case ALLEGRO_EVENT_KEY_UP: + if (ev->keyboard.display == bd->Display) + { + ImGui_ImplAllegro5_UpdateKeyModifiers(); + ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode); + io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code) + } + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: + if (ev->display.source == bd->Display) + io.AddFocusEvent(false); + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: + if (ev->display.source == bd->Display) + { + io.AddFocusEvent(true); +#if defined(ALLEGRO_UNSTABLE) + al_clear_keyboard_state(bd->Display); +#endif + } + return true; + } + return false; +} + +static void ImGui_ImplAllegro5_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); + } + else + { + ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; + switch (imgui_cursor) + { + case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; + case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; + case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; + case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; + case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; + case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; + } + al_set_system_mouse_cursor(bd->Display, cursor_id); + } +} + +void ImGui_ImplAllegro5_NewFrame() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); + + if (!bd->Texture) + ImGui_ImplAllegro5_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + w = al_get_display_width(bd->Display); + h = al_get_display_height(bd->Display); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Setup time step + double current_time = al_get_time(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + // Setup mouse cursor shape + ImGui_ImplAllegro5_UpdateMouseCursor(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_allegro5.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_allegro5.h new file mode 100644 index 0000000..7b2e190 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_allegro5.h @@ -0,0 +1,40 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Clipboard support (from Allegro 5.1.12) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows).. +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ALLEGRO_DISPLAY; +union ALLEGRO_EVENT; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); +IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); +IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_android.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_android.cpp new file mode 100644 index 0000000..994b0c6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_android.cpp @@ -0,0 +1,309 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-03-04: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_android.h" +#include +#include +#include +#include +#include + +// Android data +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImGuiExample"; + +static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) +{ + switch (key_code) + { + case AKEYCODE_TAB: return ImGuiKey_Tab; + case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; + case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; + case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; + case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; + case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; + case AKEYCODE_MOVE_END: return ImGuiKey_End; + case AKEYCODE_INSERT: return ImGuiKey_Insert; + case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; + case AKEYCODE_DEL: return ImGuiKey_Backspace; + case AKEYCODE_SPACE: return ImGuiKey_Space; + case AKEYCODE_ENTER: return ImGuiKey_Enter; + case AKEYCODE_ESCAPE: return ImGuiKey_Escape; + case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case AKEYCODE_COMMA: return ImGuiKey_Comma; + case AKEYCODE_MINUS: return ImGuiKey_Minus; + case AKEYCODE_PERIOD: return ImGuiKey_Period; + case AKEYCODE_SLASH: return ImGuiKey_Slash; + case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; + case AKEYCODE_EQUALS: return ImGuiKey_Equal; + case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; + case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; + case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; + case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; + case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; + case AKEYCODE_BREAK: return ImGuiKey_Pause; + case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; + case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; + case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; + case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; + case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; + case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; + case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; + case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; + case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; + case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; + case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; + case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; + case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; + case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; + case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; + case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; + case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; + case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; + case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; + case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; + case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; + case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; + case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; + case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; + case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; + case AKEYCODE_MENU: return ImGuiKey_Menu; + case AKEYCODE_0: return ImGuiKey_0; + case AKEYCODE_1: return ImGuiKey_1; + case AKEYCODE_2: return ImGuiKey_2; + case AKEYCODE_3: return ImGuiKey_3; + case AKEYCODE_4: return ImGuiKey_4; + case AKEYCODE_5: return ImGuiKey_5; + case AKEYCODE_6: return ImGuiKey_6; + case AKEYCODE_7: return ImGuiKey_7; + case AKEYCODE_8: return ImGuiKey_8; + case AKEYCODE_9: return ImGuiKey_9; + case AKEYCODE_A: return ImGuiKey_A; + case AKEYCODE_B: return ImGuiKey_B; + case AKEYCODE_C: return ImGuiKey_C; + case AKEYCODE_D: return ImGuiKey_D; + case AKEYCODE_E: return ImGuiKey_E; + case AKEYCODE_F: return ImGuiKey_F; + case AKEYCODE_G: return ImGuiKey_G; + case AKEYCODE_H: return ImGuiKey_H; + case AKEYCODE_I: return ImGuiKey_I; + case AKEYCODE_J: return ImGuiKey_J; + case AKEYCODE_K: return ImGuiKey_K; + case AKEYCODE_L: return ImGuiKey_L; + case AKEYCODE_M: return ImGuiKey_M; + case AKEYCODE_N: return ImGuiKey_N; + case AKEYCODE_O: return ImGuiKey_O; + case AKEYCODE_P: return ImGuiKey_P; + case AKEYCODE_Q: return ImGuiKey_Q; + case AKEYCODE_R: return ImGuiKey_R; + case AKEYCODE_S: return ImGuiKey_S; + case AKEYCODE_T: return ImGuiKey_T; + case AKEYCODE_U: return ImGuiKey_U; + case AKEYCODE_V: return ImGuiKey_V; + case AKEYCODE_W: return ImGuiKey_W; + case AKEYCODE_X: return ImGuiKey_X; + case AKEYCODE_Y: return ImGuiKey_Y; + case AKEYCODE_Z: return ImGuiKey_Z; + case AKEYCODE_F1: return ImGuiKey_F1; + case AKEYCODE_F2: return ImGuiKey_F2; + case AKEYCODE_F3: return ImGuiKey_F3; + case AKEYCODE_F4: return ImGuiKey_F4; + case AKEYCODE_F5: return ImGuiKey_F5; + case AKEYCODE_F6: return ImGuiKey_F6; + case AKEYCODE_F7: return ImGuiKey_F7; + case AKEYCODE_F8: return ImGuiKey_F8; + case AKEYCODE_F9: return ImGuiKey_F9; + case AKEYCODE_F10: return ImGuiKey_F10; + case AKEYCODE_F11: return ImGuiKey_F11; + case AKEYCODE_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(input_event); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_scan_code = AKeyEvent_getScanCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); + + io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + { + ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); + if (key != ImGuiKey_None) + { + io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); + io.SetKeyEventNativeData(key, event_key_code, event_scan_code); + } + + break; + } + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(input_event); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + + switch (AMotionEvent_getToolType(input_event, event_pointer_index)) + { + case AMOTION_EVENT_TOOL_TYPE_MOUSE: + io.AddMouseSourceEvent(ImGuiMouseSource_Mouse); + break; + case AMOTION_EVENT_TOOL_TYPE_STYLUS: + case AMOTION_EVENT_TOOL_TYPE_ERASER: + io.AddMouseSourceEvent(ImGuiMouseSource_Pen); + break; + case AMOTION_EVENT_TOOL_TYPE_FINGER: + default: + io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); + break; + } + + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + { + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index); + if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN) + { + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); + } + break; + } + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(input_event); + io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); + io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); + io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); + break; + } + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + IMGUI_CHECKVERSION(); + + g_Window = window; + g_Time = 0.0; + + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_android.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_android.h new file mode 100644 index 0000000..d7e7fb9 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_android.h @@ -0,0 +1,38 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ANativeWindow; +struct AInputEvent; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx10.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx10.cpp new file mode 100644 index 0000000..bc79075 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx10.cpp @@ -0,0 +1,724 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. +// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. +// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX10: Disabling depth-write. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx10.h" + +// DirectX +#include +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +struct ImGui_ImplDX10_Data +{ + ID3D10Device* pd3dDevice; + IDXGIFactory* pFactory; + ID3D10Buffer* pVB; + ID3D10Buffer* pIB; + ID3D10VertexShader* pVertexShader; + ID3D10InputLayout* pInputLayout; + ID3D10Buffer* pVertexConstantBuffer; + ID3D10PixelShader* pPixelShader; + ID3D10SamplerState* pFontSampler; + ID3D10ShaderResourceView* pFontTextureView; + ID3D10RasterizerState* pRasterizerState; + ID3D10BlendState* pBlendState; + ID3D10DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX10 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX10_InitMultiViewportSupport(); +static void ImGui_ImplDX10_ShutdownMultiViewportSupport(); + +// Functions +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + + // Setup viewport + D3D10_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D10_VIEWPORT)); + vp.Width = (UINT)draw_data->DisplaySize.x; + vp.Height = (UINT)draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + device->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device->IASetInputLayout(bd->pInputLayout); + device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device->VSSetShader(bd->pVertexShader); + device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device->PSSetShader(bd->pPixelShader); + device->PSSetSamplers(0, 1, &bd->pFontSampler); + device->GSSetShader(nullptr); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* device = bd->pd3dDevice; + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D10_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unmap(); + bd->pIB->Unmap(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + void* mapped_resource; + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + bd->pVertexConstantBuffer->Unmap(); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX10_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10RasterizerState* RS; + ID3D10BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D10DepthStencilState* DepthStencilState; + ID3D10ShaderResourceView* PSShaderResource; + ID3D10SamplerState* PSSampler; + ID3D10PixelShader* PS; + ID3D10VertexShader* VS; + ID3D10GeometryShader* GS; + D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D10InputLayout* InputLayout; + }; + BACKUP_DX10_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); + device->PSGetShader(&old.PS); + device->VSGetShader(&old.VS); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS); + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, device); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, device); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Restore modified DX state + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); + device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX10_CreateFontsTexture() +{ + // Build texture atlas + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D10_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D10Texture2D* pTexture = nullptr; + D3D10_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); + + // Create texture view + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ZeroMemory(&srv_desc, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = desc.MipLevels; + srv_desc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } +} + +bool ImGui_ImplDX10_CreateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return false; + if (bd->pFontSampler) + ImGui_ImplDX10_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX10 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D10_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D10_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D10_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.BlendEnable[0] = true; + desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; + desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOp = D3D10_BLEND_OP_ADD; + desc.SrcBlendAlpha = D3D10_BLEND_ONE; + desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; + desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D10_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D10_FILL_SOLID; + desc.CullMode = D3D10_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D10_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D10_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + ImGui_ImplDX10_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX10_InvalidateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return; + + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX10_Init(ID3D10Device* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx10"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + + ImGui_ImplDX10_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX10_Shutdown() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX10_ShutdownMultiViewportSupport(); + ImGui_ImplDX10_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplDX10_NewFrame() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); + + if (!bd->pFontSampler) + ImGui_ImplDX10_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX10_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D10RenderTargetView* RTView; + + ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + // Create swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.OutputWindow = hwnd; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + + // Create the render target + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it. + if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX10_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync +} + +void ImGui_ImplDX10_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers; +} + +void ImGui_ImplDX10_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx10.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx10.h new file mode 100644 index 0000000..f6286de --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx10.h @@ -0,0 +1,33 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ID3D10Device; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); +IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx11.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx11.cpp new file mode 100644 index 0000000..d2fe431 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx11.cpp @@ -0,0 +1,751 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. +// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. +// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. +// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX11: Disabling depth-write. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx11.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX11 data +struct ImGui_ImplDX11_Data +{ + ID3D11Device* pd3dDevice; + ID3D11DeviceContext* pd3dDeviceContext; + IDXGIFactory* pFactory; + ID3D11Buffer* pVB; + ID3D11Buffer* pIB; + ID3D11VertexShader* pVertexShader; + ID3D11InputLayout* pInputLayout; + ID3D11Buffer* pVertexConstantBuffer; + ID3D11PixelShader* pPixelShader; + ID3D11SamplerState* pFontSampler; + ID3D11ShaderResourceView* pFontTextureView; + ID3D11RasterizerState* pRasterizerState; + ID3D11BlendState* pBlendState; + ID3D11DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX11 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX11_InitMultiViewportSupport(); +static void ImGui_ImplDX11_ShutdownMultiViewportSupport(); + +// Functions +static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + + // Setup viewport + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + device_ctx->RSSetViewports(1, &vp); + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device_ctx->IASetInputLayout(bd->pInputLayout); + device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0); + device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0); + device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler); + device_ctx->GSSetShader(nullptr, nullptr, 0); + device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + + // Setup blend state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device_ctx->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* device = bd->pd3dDeviceContext; + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + device->Unmap(bd->pVB, 0); + device->Unmap(bd->pIB, 0); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (device->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + device->Unmap(bd->pVertexConstantBuffer, 0); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX11_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D11RasterizerState* RS; + ID3D11BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D11DepthStencilState* DepthStencilState; + ID3D11ShaderResourceView* PSShaderResource; + ID3D11SamplerState* PSSampler; + ID3D11PixelShader* PS; + ID3D11VertexShader* VS; + ID3D11GeometryShader* GS; + UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; + ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation + D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D11InputLayout* InputLayout; + }; + BACKUP_DX11_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); + old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; + device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, device); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX11_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.DeviceContext = bd->pd3dDeviceContext; + render_state.SamplerDefault = bd->pFontSampler; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, device); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = NULL; + + // Restore modified DX state + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); + device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); + for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX11_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D* pTexture = nullptr; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); + + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } +} + +bool ImGui_ImplDX11_CreateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return false; + if (bd->pFontSampler) + ImGui_ImplDX11_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX11 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D11_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + ImGui_ImplDX11_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX11_InvalidateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return; + + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx11"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pd3dDeviceContext = device_context; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + bd->pd3dDeviceContext->AddRef(); + + ImGui_ImplDX11_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX11_Shutdown() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX11_ShutdownMultiViewportSupport(); + ImGui_ImplDX11_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplDX11_NewFrame() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?"); + + if (!bd->pFontSampler) + ImGui_ImplDX11_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX11_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D11RenderTargetView* RTView; + + ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + // Create swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.OutputWindow = hwnd; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + + // Create the render target + if (vd->SwapChain) + { + ID3D11Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. + if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D11Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX11_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync +} + +static void ImGui_ImplDX11_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; +} + +static void ImGui_ImplDX11_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx11.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx11.h new file mode 100644 index 0000000..59aa80c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx11.h @@ -0,0 +1,46 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ID3D11Device; +struct ID3D11DeviceContext; +struct ID3D11SamplerState; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX11_RenderState +{ + ID3D11Device* Device; + ID3D11DeviceContext* DeviceContext; + ID3D11SamplerState* SamplerDefault; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx12.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx12.cpp new file mode 100644 index 0000000..6fa76b4 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx12.cpp @@ -0,0 +1,1083 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. +// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. +// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). +// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx12.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +struct ImGui_ImplDX12_Data +{ + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + UINT numFramesInFlight; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Buffers used during the rendering of a frame +struct ImGui_ImplDX12_RenderBuffers +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; + +// Buffers used for secondary viewports created by the multi-viewports systems +struct ImGui_ImplDX12_FrameContext +{ + ID3D12CommandAllocator* CommandAllocator; + ID3D12Resource* RenderTarget; + D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; +}; + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +// Main viewport created by application will only use the Resources field. +// Secondary viewports created by this backend will use all the fields (including Window fields), +struct ImGui_ImplDX12_ViewportData +{ + // Window + ID3D12CommandQueue* CommandQueue; + ID3D12GraphicsCommandList* CommandList; + ID3D12DescriptorHeap* RtvDescHeap; + IDXGISwapChain3* SwapChain; + ID3D12Fence* Fence; + UINT64 FenceSignaledValue; + HANDLE FenceEvent; + UINT NumFramesInFlight; + ImGui_ImplDX12_FrameContext* FrameCtx; + + // Render buffers + UINT FrameIndex; + ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; + + ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) + { + CommandQueue = nullptr; + CommandList = nullptr; + RtvDescHeap = nullptr; + SwapChain = nullptr; + Fence = nullptr; + FenceSignaledValue = 0; + FenceEvent = nullptr; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; + FrameIndex = UINT_MAX; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + FrameCtx[i].CommandAllocator = nullptr; + FrameCtx[i].RenderTarget = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + FrameRenderBuffers[i].IndexBuffer = nullptr; + FrameRenderBuffers[i].VertexBuffer = nullptr; + FrameRenderBuffers[i].VertexBufferSize = 5000; + FrameRenderBuffers[i].IndexBufferSize = 10000; + } + } + ~ImGui_ImplDX12_ViewportData() + { + IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); + IM_ASSERT(RtvDescHeap == nullptr); + IM_ASSERT(SwapChain == nullptr); + IM_ASSERT(Fence == nullptr); + IM_ASSERT(FenceEvent == nullptr); + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); + IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); + } + + delete[] FrameCtx; FrameCtx = nullptr; + delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr; + } +}; + +struct VERTEX_CONSTANT_BUFFER_DX12 +{ + float mvp[4][4]; +}; + +// Forward Declarations +static void ImGui_ImplDX12_InitPlatformInterface(); +static void ImGui_ImplDX12_ShutdownPlatformInterface(); + +// Functions +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + command_list->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv; + memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + command_list->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv; + memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + command_list->IASetIndexBuffer(&ibv); + command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + command_list->SetPipelineState(bd->pPipelineState); + command_list->SetGraphicsRootSignature(bd->pRootSignature); + command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + command_list->OMSetBlendFactor(blend_factor); +} + +template +static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = nullptr; +} + +// Render function +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; + vd->FrameIndex++; + ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + SafeRelease(fr->VertexBuffer); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + SafeRelease(fr->IndexBuffer); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + void* vtx_resource, *idx_resource; + D3D12_RANGE range; + memset(&range, 0, sizeof(D3D12_RANGE)); + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + fr->VertexBuffer->Unmap(0, &range); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX12_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.CommandList = command_list; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + command_list->RSSetScissorRects(1, &r); + + // Bind texture, Draw + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + command_list->SetGraphicsRootDescriptorTable(1, texture_handle); + command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = NULL; +} + +static void ImGui_ImplDX12_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = width; + desc.Height = height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = nullptr; + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); + + UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT uploadSize = height * uploadPitch; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = uploadSize; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + ID3D12Resource* uploadBuffer = nullptr; + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + void* mapped = nullptr; + D3D12_RANGE range = { 0, uploadSize }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) + memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); + uploadBuffer->Unmap(0, &range); + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = width; + srcLocation.PlacedFootprint.Footprint.Height = height; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; + + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + dstLocation.pResource = pTexture; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pTexture; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + ID3D12Fence* fence = nullptr; + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + IM_ASSERT(SUCCEEDED(hr)); + + HANDLE event = CreateEvent(0, 0, 0, 0); + IM_ASSERT(event != nullptr); + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + + ID3D12CommandQueue* cmdQueue = nullptr; + hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandAllocator* cmdAlloc = nullptr; + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12GraphicsCommandList* cmdList = nullptr; + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); + IM_ASSERT(SUCCEEDED(hr)); + + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); + cmdList->ResourceBarrier(1, &barrier); + + hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); + hr = cmdQueue->Signal(fence, 1); + IM_ASSERT(SUCCEEDED(hr)); + + fence->SetEventOnCompletion(1, event); + WaitForSingleObject(event, INFINITE); + + cmdList->Release(); + cmdAlloc->Release(); + cmdQueue->Release(); + CloseHandle(event); + fence->Release(); + uploadBuffer->Release(); + + // Create texture view + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); + SafeRelease(bd->pFontTextureResource); + bd->pFontTextureResource = pTexture; + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (bd->pPipelineState) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + D3D12_STATIC_SAMPLER_DESC staticSampler = {}; + staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler.MipLODBias = 0.f; + staticSampler.MaxAnisotropy = 0; + staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler.MinLOD = 0.f; + staticSampler.MaxLOD = 0.f; + staticSampler.ShaderRegister = 0; + staticSampler.RegisterSpace = 0; + staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. + // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. + static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); + if (d3d12_dll == nullptr) + { + // Attempt to load d3d12.dll from local directories. This will only succeed if + // (1) the current OS is Windows 7, and + // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. + // See https://github.com/ocornut/imgui/pull/3696 for details. + const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample + for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) + break; + + // If failed, we are on Windows >= 10. + if (d3d12_dll == nullptr) + d3d12_dll = ::LoadLibraryA("d3d12.dll"); + + if (d3d12_dll == nullptr) + return false; + } + + PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); + if (D3D12SerializeRootSignatureFn == nullptr) + return false; + + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) + return false; + + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); + blob->Release(); + } + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; + memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = bd->pRootSignature; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = bd->RTVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + ID3DBlob* vertexShaderBlob; + ID3DBlob* pixelShaderBlob; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) + { + vertexShaderBlob->Release(); + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + } + psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); + vertexShaderBlob->Release(); + pixelShaderBlob->Release(); + if (result_pipeline_state != S_OK) + return false; + + ImGui_ImplDX12_CreateFontsTexture(); + + return true; +} + +static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) +{ + SafeRelease(render_buffers->IndexBuffer); + SafeRelease(render_buffers->VertexBuffer); + render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + + ImGuiIO& io = ImGui::GetIO(); + SafeRelease(bd->pRootSignature); + SafeRelease(bd->pPipelineState); + SafeRelease(bd->pFontTextureResource); + io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitPlatformInterface(); + + bd->pd3dDevice = device; + bd->RTVFormat = rtv_format; + bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + bd->numFramesInFlight = num_frames_in_flight; + bd->pd3dSrvDescHeap = cbv_srv_heap; + + // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, + // Since this is created and managed by the application, we will only use the ->Resources[] fields. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + + return true; +} + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Manually delete main viewport render resources in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) + { + // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + } + + // Clean up windows and device objects + ImGui_ImplDX12_ShutdownPlatformInterface(); + ImGui_ImplDX12_InvalidateDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplDX12_NewFrame() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineState) + ImGui_ImplDX12_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + vd->FrameIndex = UINT_MAX; + + // Create command queue. + D3D12_COMMAND_QUEUE_DESC queue_desc = {}; + queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + + HRESULT res = S_OK; + res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); + IM_ASSERT(res == S_OK); + + // Create command allocator. + for (UINT i = 0; i < bd->numFramesInFlight; ++i) + { + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); + IM_ASSERT(res == S_OK); + } + + // Create command list. + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); + IM_ASSERT(res == S_OK); + vd->CommandList->Close(); + + // Create fence. + res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); + IM_ASSERT(res == S_OK); + + vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(vd->FenceEvent != nullptr); + + // Create swap chain + // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. + DXGI_SWAP_CHAIN_DESC1 sd1; + ZeroMemory(&sd1, sizeof(sd1)); + sd1.BufferCount = bd->numFramesInFlight; + sd1.Width = (UINT)viewport->Size.x; + sd1.Height = (UINT)viewport->Size.y; + sd1.Format = bd->RTVFormat; + sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd1.SampleDesc.Count = 1; + sd1.SampleDesc.Quality = 0; + sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd1.Scaling = DXGI_SCALING_NONE; + sd1.Stereo = FALSE; + + IDXGIFactory4* dxgi_factory = nullptr; + res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); + IM_ASSERT(res == S_OK); + + IDXGISwapChain1* swap_chain = nullptr; + res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); + IM_ASSERT(res == S_OK); + + dxgi_factory->Release(); + + // Or swapChain.As(&mSwapChain) + IM_ASSERT(vd->SwapChain == nullptr); + swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); + swap_chain->Release(); + + // Create the render targets + if (vd->SwapChain) + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bd->numFramesInFlight; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); + IM_ASSERT(hr == S_OK); + + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; + rtv_handle.ptr += rtv_descriptor_size; + } + + ID3D12Resource* back_buffer; + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); +} + +static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) +{ + HRESULT hr = S_FALSE; + if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) + { + hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits + hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, INFINITE); + } +} + +static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) + { + ImGui_WaitForPendingOperations(vd); + + SafeRelease(vd->CommandQueue); + SafeRelease(vd->CommandList); + SafeRelease(vd->SwapChain); + SafeRelease(vd->RtvDescHeap); + SafeRelease(vd->Fence); + ::CloseHandle(vd->FenceEvent); + vd->FenceEvent = nullptr; + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + SafeRelease(vd->FrameCtx[i].RenderTarget); + SafeRelease(vd->FrameCtx[i].CommandAllocator); + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + } + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_WaitForPendingOperations(vd); + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(vd->FrameCtx[i].RenderTarget); + + if (vd->SwapChain) + { + ID3D12Resource* back_buffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } +} + +static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; + UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); + + const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + // Draw + ID3D12GraphicsCommandList* cmd_list = vd->CommandList; + + frame_context->CommandAllocator->Reset(); + cmd_list->Reset(frame_context->CommandAllocator, nullptr); + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); + + ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->Close(); + + vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); + vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); + vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); +} + +static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + vd->SwapChain->Present(0, 0); + while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) + ::SwitchToThread(); +} + +void ImGui_ImplDX12_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; +} + +void ImGui_ImplDX12_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx12.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx12.h new file mode 100644 index 0000000..e506cdd --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx12.h @@ -0,0 +1,53 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include // DXGI_FORMAT + +struct ID3D12Device; +struct ID3D12DescriptorHeap; +struct ID3D12GraphicsCommandList; +struct D3D12_CPU_DESCRIPTOR_HANDLE; +struct D3D12_GPU_DESCRIPTOR_HANDLE; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! + +// Before calling the render function, caller must prepare the command list by resetting it and setting the appropriate +// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX12_RenderState +{ + ID3D12Device* Device; + ID3D12GraphicsCommandList* CommandList; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx9.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx9.cpp new file mode 100644 index 0000000..be1eefe --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx9.cpp @@ -0,0 +1,581 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX9_InitMultiViewportSupport(); +static void ImGui_ImplDX9_ShutdownMultiViewportSupport(); +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows + // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) + if (global_vtx_offset == 0) + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + + ImGui_ImplDX9_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_ShutdownMultiViewportSupport(); + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format) +{ + IDirect3D9* pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + if (!rgba_support && io.Fonts->TexPixelsUseColors) + { + ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); + for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) + *dst = IMGUI_COL_TO_DX9_ARGB(*src); + pixels = (unsigned char*)dst_start; + } +#else + const bool rgba_support = false; +#endif + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + for (int y = 0; y < height; y++) + memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (!rgba_support && io.Fonts->TexPixelsUseColors) + ImGui::MemFree(pixels); +#endif + + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX9_ViewportData +{ + IDirect3DSwapChain9* SwapChain; + D3DPRESENT_PARAMETERS d3dpp; + + ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } + ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } +}; + +static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + vd->d3dpp.Windowed = TRUE; + vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; + vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; + vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + vd->d3dpp.hDeviceWindow = hwnd; + vd->d3dpp.EnableAutoDepthStencil = FALSE; + vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync + + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + IM_ASSERT(vd->SwapChain != nullptr); +} + +static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) + { + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + vd->d3dpp.BackBufferWidth = (UINT)size.x; + vd->d3dpp.BackBufferHeight = (UINT)size.y; + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + } +} + +static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + + LPDIRECT3DSURFACE9 render_target = nullptr; + LPDIRECT3DSURFACE9 last_render_target = nullptr; + LPDIRECT3DSURFACE9 last_depth_stencil = nullptr; + vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); + bd->pd3dDevice->GetRenderTarget(0, &last_render_target); + bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, render_target); + bd->pd3dDevice->SetDepthStencilSurface(nullptr); + + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); + bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); + } + + ImGui_ImplDX9_RenderDrawData(viewport->DrawData); + + // Restore render target + bd->pd3dDevice->SetRenderTarget(0, last_render_target); + bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); + render_target->Release(); + last_render_target->Release(); + if (last_depth_stencil) last_depth_stencil->Release(); +} + +static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0); + // Let main application handle D3DERR_DEVICELOST by resetting the device. + IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST); +} + +static void ImGui_ImplDX9_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; +} + +static void ImGui_ImplDX9_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx9.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx9.h new file mode 100644 index 0000000..f65bfb1 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_dx9.h @@ -0,0 +1,33 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glfw.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glfw.cpp new file mode 100644 index 0000000..6f03b78 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glfw.cpp @@ -0,0 +1,1435 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Issues: +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// About Emscripten support: +// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.) +// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. +// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. +// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. +// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) +// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) +// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) +// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) +// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) +// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. +// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. +// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) +// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_glfw.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// GLFW +#include + +#ifdef _WIN32 +#undef APIENTRY +#ifndef GLFW_EXPOSE_NATIVE_WIN32 +#define GLFW_EXPOSE_NATIVE_WIN32 +#endif +#include // for glfwGetWin32Window() +#endif +#ifdef __APPLE__ +#ifndef GLFW_EXPOSE_NATIVE_COCOA +#define GLFW_EXPOSE_NATIVE_COCOA +#endif +#include // for glfwGetCocoaWindow() +#endif +#ifndef _WIN32 +#include // for usleep() +#endif + +#ifdef __EMSCRIPTEN__ +#include +#include +#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 +#include +#else +#define EMSCRIPTEN_USE_EMBEDDED_GLFW3 +#endif +#endif + +// We gather version tests as define in order to easily see which features are version-dependent. +#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale +#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch +#define GLFW_HAS_VULKAN (0) +#else +#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface +#endif +#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow +#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW +#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea +#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif +#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) +#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH +#else +#define GLFW_HAS_MOUSE_PASSTHROUGH (0) +#endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() +#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() + +// GLFW data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan, +}; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool InstalledCallbacks; + bool CallbacksChainForAllWindows; + bool WantUpdateMonitors; +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + const char* CanvasSelector; +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplGlfw_UpdateMonitors(); +static void ImGui_ImplGlfw_InitMultiViewportSupport(); +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + +// Functions + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode) +{ + IM_UNUSED(scancode); + switch (keycode) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + case GLFW_KEY_F13: return ImGuiKey_F13; + case GLFW_KEY_F14: return ImGuiKey_F14; + case GLFW_KEY_F15: return ImGuiKey_F15; + case GLFW_KEY_F16: return ImGuiKey_F16; + case GLFW_KEY_F17: return ImGuiKey_F17; + case GLFW_KEY_F18: return ImGuiKey_F18; + case GLFW_KEY_F19: return ImGuiKey_F19; + case GLFW_KEY_F20: return ImGuiKey_F20; + case GLFW_KEY_F21: return ImGuiKey_F21; + case GLFW_KEY_F22: return ImGuiKey_F22; + case GLFW_KEY_F23: return ImGuiKey_F23; + case GLFW_KEY_F24: return ImGuiKey_F24; + default: return ImGuiKey_None; + } +} + +// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW +// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 +static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); +} + +static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + ImGuiIO& io = ImGui::GetIO(); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; +#endif + + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()? +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + const char* key_name = glfwGetKeyName(key, scancode); + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackWindowFocus(window, focused); + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + x += window_x; + y += window_y; + } + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = nullptr; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->WantUpdateMonitors = true; +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + float multiplier = 0.0f; + if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. + else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. + else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. + float wheel_x = ev->deltaX * -multiplier; + float wheel_y = ev->deltaY * -multiplier; + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent(wheel_x, wheel_y); + //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); + return EM_TRUE; +} +#endif + +#ifdef _WIN32 +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; +} + +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// This is 'false' by default meaning we only chain callbacks for the main viewport. +// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. +// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. +void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbacksChainForAllWindows = chain_for_all_windows; +} + +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 +void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); } +#else +EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif +#endif + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); + + // Setup backend capabilities flags + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) +#ifndef __EMSCRIPTEN__ + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) +#endif + + bd->Window = window; + bd->Time = 0.0; + bd->WantUpdateMonitors = true; + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); }; +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; +#endif + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + if (install_callbacks) + ImGui_ImplGlfw_InstallCallbacks(window); + + // Update monitor a first time during init + // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) + ImGui_ImplGlfw_UpdateMonitors(); + glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)bd->Window; +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); +#else + IM_UNUSED(main_viewport); +#endif + ImGui_ImplGlfw_InitMultiViewportSupport(); + + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + IM_ASSERT(bd->PrevWndProc != nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + + // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime + // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten). +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 + if (emscripten::glfw3::IsRuntimePlatformApple()) + { + ImGui::GetIO().ConfigMacOSXBehaviors = true; + + // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used. + // This means that Meta + V only registers a single key-press, even if the keys are held. + // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself. + // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key + emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10); + } +#endif +#endif + + bd->ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + if (bd->CanvasSelector) + emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr); +#endif + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + // Windows: restore our WndProc hook +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); + bd->PrevWndProc = nullptr; +#endif + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +static void ImGui_ImplGlfw_UpdateMouseData() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGuiID mouse_viewport_id = 0; + const ImVec2 mouse_pos_prev = io.MousePos; + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + ImGuiViewport* viewport = platform_io.Viewports[n]; + GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + const bool is_window_focused = true; +#else + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; +#endif + if (is_window_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == nullptr) + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + mouse_x += window_x; + mouse_y += window_y; + } + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook) + // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag. + // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. +#if GLFW_HAS_MOUSE_PASSTHROUGH + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + if (glfwGetWindowAttrib(window, GLFW_HOVERED)) + mouse_viewport_id = viewport->ID; +#else + // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. +#endif + } + + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + io.AddMouseViewportEvent(mouse_viewport_id); +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } +} + +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +static void ImGui_ImplGlfw_UpdateMonitors() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + bd->WantUpdateMonitors = false; + + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) + return; + + platform_io.Monitors.resize(0); + for (int n = 0; n < monitors_count; n++) + { + ImGuiPlatformMonitor monitor; + int x, y; + glfwGetMonitorPos(glfw_monitors[n], &x, &y); + const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + if (vid_mode == nullptr) + continue; // Failed to get Video mode (e.g. Emscripten does not support this function) + monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#if GLFW_HAS_MONITOR_WORK_AREA + int w, h; + glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); + if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 + { + monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.WorkSize = ImVec2((float)w, (float)h); + } +#endif +#if GLFW_HAS_PER_MONITOR_DPI + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + float x_scale, y_scale; + glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); + if (x_scale == 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + monitor.DpiScale = x_scale; +#endif + monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + if (bd->WantUpdateMonitors) + ImGui_ImplGlfw_UpdateMonitors(); + + // Setup time step + // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) + double current_time = glfwGetTime(); + if (current_time <= bd->Time) + current_time = bd->Time + 0.00001f; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +// GLFW doesn't provide a portable sleep function +void ImGui_ImplGlfw_Sleep(int milliseconds) +{ +#ifdef _WIN32 + ::Sleep(milliseconds); +#else + usleep(milliseconds * 1000); +#endif +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. +// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector) +{ + IM_ASSERT(canvas_selector != nullptr); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); + + bd->CanvasSelector = canvas_selector; + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); + + // Change the size of the GLFW window according to the size of the canvas + ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); + + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? + emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback); +} +#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3) +// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call +// by invoking emscripten_glfw_make_canvas_resizable afterward. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector) +{ + GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector)); + IM_ASSERT(window == w); // Sanity check + IM_UNUSED(w); + emscripten_glfw_make_canvas_resizable(window, "window", nullptr); +} +#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 + + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData +{ + GLFWwindow* Window; + bool WindowOwned; + int IgnoreWindowPosEventFrame; + int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } +}; + +static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestClose = true; +} + +// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). +// However: depending on the platform the callback may be invoked at different time: +// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call +// - on Linux it is queued and invoked during glfwPollEvents() +// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only +// ignore recent glfwSetWindowXXX() calls. +static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); + //data->IgnoreWindowPosEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestMove = true; + } +} + +static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); + //data->IgnoreWindowSizeEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestResize = true; + } +} + +static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); + #endif + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); + vd->WindowOwned = true; + viewport->PlatformHandle = (void*)vd->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); +#endif + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install GLFW callbacks for secondary viewports + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapInterval(0); + } +} + +static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + if (vd->WindowOwned) + { +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); +#endif + + // Release any keys that were pressed in the window being destroyed and are still held down, + // because we will not receive any release events after window is destroyed. + for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == vd->Window) + ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + + glfwDestroyWindow(vd->Window); + } + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + +#if defined(_WIN32) + // GLFW hack: Hide icon from task bar + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // GLFW hack: install hook for WM_NCHITTEST message handler +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + +#if !GLFW_HAS_FOCUS_ON_SHOW + // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. + // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. + // See https://github.com/glfw/glfw/issues/1189 + // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif +#endif + + glfwShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + glfwGetWindowPos(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); + glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + glfwGetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; +#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX + // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are + // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it + // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based + // on the upper-left corner. + int x, y, width, height; + glfwGetWindowPos(vd->Window, &x, &y); + glfwGetWindowSize(vd->Window, &width, &height); + glfwSetWindowPos(vd->Window, x, y - height + size.y); +#endif + vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); + glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) +{ +#if GLFW_HAS_FOCUS_WINDOW + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwFocusWindow(vd->Window); +#else + // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. + (void)viewport; +#endif +} + +static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; +} + +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; +} + +#if GLFW_HAS_WINDOW_ALPHA +static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(vd->Window); +} + +static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapBuffers(vd->Window); + } +} + +//-------------------------------------------------------------------------------------------------------- +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +//-------------------------------------------------------------------------------------------------------- + +// Avoid including so we can build without it +#if GLFW_HAS_VULKAN +#ifndef VULKAN_H_ +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; +enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; +#endif // VULKAN_H_ +extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } +static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return (int)err; +} +#endif // GLFW_HAS_VULKAN + +static void ImGui_ImplGlfw_InitMultiViewportSupport() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; +#if GLFW_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; +#endif +#if GLFW_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->Window; +} + +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) +#ifdef _WIN32 +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + WNDPROC prev_wndproc = bd->PrevWndProc; + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport != NULL) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + prev_wndproc = vd->PrevWndProc; + + switch (msg) + { + // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. + // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + + // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". + // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED + case WM_NCHITTEST: + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) + return HTTRANSPARENT; + break; + } +#endif + } + return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam); +} +#endif // #ifdef _WIN32 + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glfw.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glfw.h new file mode 100644 index 0000000..03856dc --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glfw.h @@ -0,0 +1,67 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Issues: +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct GLFWwindow; +struct GLFWmonitor; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL) +#ifdef __EMSCRIPTEN__ +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector); +//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0 +#endif + +// GLFW callbacks install +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GFLW callbacks options: +// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) +IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); + +// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); + +// GLFW helpers +IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glut.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glut.cpp new file mode 100644 index 0000000..0678603 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glut.cpp @@ -0,0 +1,309 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. +// 2019-03-25: Misc: Made io.DeltaTime always above zero. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-03-22: Added GLUT Platform binding. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_glut.h" +#define GL_SILENCE_DEPRECATION +#ifdef __APPLE__ +#include +#else +#include +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#endif + +static int g_Time = 0; // Current time, in milliseconds + +// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) +{ + switch (key) + { + case '\t': return ImGuiKey_Tab; + case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow; + case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow; + case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow; + case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow; + case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp; + case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case 256 + GLUT_KEY_HOME: return ImGuiKey_Home; + case 256 + GLUT_KEY_END: return ImGuiKey_End; + case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert; + case 127: return ImGuiKey_Delete; + case 8: return ImGuiKey_Backspace; + case ' ': return ImGuiKey_Space; + case 13: return ImGuiKey_Enter; + case 27: return ImGuiKey_Escape; + case 39: return ImGuiKey_Apostrophe; + case 44: return ImGuiKey_Comma; + case 45: return ImGuiKey_Minus; + case 46: return ImGuiKey_Period; + case 47: return ImGuiKey_Slash; + case 59: return ImGuiKey_Semicolon; + case 61: return ImGuiKey_Equal; + case 91: return ImGuiKey_LeftBracket; + case 92: return ImGuiKey_Backslash; + case 93: return ImGuiKey_RightBracket; + case 96: return ImGuiKey_GraveAccent; + //case 0: return ImGuiKey_CapsLock; + //case 0: return ImGuiKey_ScrollLock; + case 256 + 0x006D: return ImGuiKey_NumLock; + //case 0: return ImGuiKey_PrintScreen; + //case 0: return ImGuiKey_Pause; + //case '0': return ImGuiKey_Keypad0; + //case '1': return ImGuiKey_Keypad1; + //case '2': return ImGuiKey_Keypad2; + //case '3': return ImGuiKey_Keypad3; + //case '4': return ImGuiKey_Keypad4; + //case '5': return ImGuiKey_Keypad5; + //case '6': return ImGuiKey_Keypad6; + //case '7': return ImGuiKey_Keypad7; + //case '8': return ImGuiKey_Keypad8; + //case '9': return ImGuiKey_Keypad9; + //case 46: return ImGuiKey_KeypadDecimal; + //case 47: return ImGuiKey_KeypadDivide; + case 42: return ImGuiKey_KeypadMultiply; + //case 45: return ImGuiKey_KeypadSubtract; + case 43: return ImGuiKey_KeypadAdd; + //case 13: return ImGuiKey_KeypadEnter; + //case 0: return ImGuiKey_KeypadEqual; + case 256 + 0x0072: return ImGuiKey_LeftCtrl; + case 256 + 0x0070: return ImGuiKey_LeftShift; + case 256 + 0x0074: return ImGuiKey_LeftAlt; + //case 0: return ImGuiKey_LeftSuper; + case 256 + 0x0073: return ImGuiKey_RightCtrl; + case 256 + 0x0071: return ImGuiKey_RightShift; + case 256 + 0x0075: return ImGuiKey_RightAlt; + //case 0: return ImGuiKey_RightSuper; + //case 0: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': case 'a': return ImGuiKey_A; + case 'B': case 'b': return ImGuiKey_B; + case 'C': case 'c': return ImGuiKey_C; + case 'D': case 'd': return ImGuiKey_D; + case 'E': case 'e': return ImGuiKey_E; + case 'F': case 'f': return ImGuiKey_F; + case 'G': case 'g': return ImGuiKey_G; + case 'H': case 'h': return ImGuiKey_H; + case 'I': case 'i': return ImGuiKey_I; + case 'J': case 'j': return ImGuiKey_J; + case 'K': case 'k': return ImGuiKey_K; + case 'L': case 'l': return ImGuiKey_L; + case 'M': case 'm': return ImGuiKey_M; + case 'N': case 'n': return ImGuiKey_N; + case 'O': case 'o': return ImGuiKey_O; + case 'P': case 'p': return ImGuiKey_P; + case 'Q': case 'q': return ImGuiKey_Q; + case 'R': case 'r': return ImGuiKey_R; + case 'S': case 's': return ImGuiKey_S; + case 'T': case 't': return ImGuiKey_T; + case 'U': case 'u': return ImGuiKey_U; + case 'V': case 'v': return ImGuiKey_V; + case 'W': case 'w': return ImGuiKey_W; + case 'X': case 'x': return ImGuiKey_X; + case 'Y': case 'y': return ImGuiKey_Y; + case 'Z': case 'z': return ImGuiKey_Z; + case 256 + GLUT_KEY_F1: return ImGuiKey_F1; + case 256 + GLUT_KEY_F2: return ImGuiKey_F2; + case 256 + GLUT_KEY_F3: return ImGuiKey_F3; + case 256 + GLUT_KEY_F4: return ImGuiKey_F4; + case 256 + GLUT_KEY_F5: return ImGuiKey_F5; + case 256 + GLUT_KEY_F6: return ImGuiKey_F6; + case 256 + GLUT_KEY_F7: return ImGuiKey_F7; + case 256 + GLUT_KEY_F8: return ImGuiKey_F8; + case 256 + GLUT_KEY_F9: return ImGuiKey_F9; + case 256 + GLUT_KEY_F10: return ImGuiKey_F10; + case 256 + GLUT_KEY_F11: return ImGuiKey_F11; + case 256 + GLUT_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplGLUT_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + +#ifdef FREEGLUT + io.BackendPlatformName = "imgui_impl_glut (freeglut)"; +#else + io.BackendPlatformName = "imgui_impl_glut"; +#endif + g_Time = 0; + + return true; +} + +void ImGui_ImplGLUT_InstallFuncs() +{ + glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc); + glutMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutMouseFunc(ImGui_ImplGLUT_MouseFunc); +#ifdef __FREEGLUT_EXT_H__ + glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc); +#endif + glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc); + glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc); + glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc); + glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc); +} + +void ImGui_ImplGLUT_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplGLUT_NewFrame() +{ + // Setup time step + ImGuiIO& io = ImGui::GetIO(); + int current_time = glutGet(GLUT_ELAPSED_TIME); + int delta_time_ms = (current_time - g_Time); + if (delta_time_ms <= 0) + delta_time_ms = 1; + io.DeltaTime = delta_time_ms / 1000.0f; + g_Time = current_time; +} + +static void ImGui_ImplGLUT_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + int glut_key_mods = glutGetModifiers(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); +} + +static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) +{ + // Send character to imgui + //printf("char_down_func %d '%c'\n", c, c); + ImGuiIO& io = ImGui::GetIO(); + if (c >= 32) + io.AddInputCharacter((unsigned int)c); + + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, true, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) +{ + //printf("char_up_func %d '%c'\n", c, c); + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, false, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) +{ + //printf("key_down_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) +{ + //printf("key_up_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + int button = -1; + if (glut_button == GLUT_LEFT_BUTTON) button = 0; + if (glut_button == GLUT_RIGHT_BUTTON) button = 1; + if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; + if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) + io.AddMouseButtonEvent(button, state == GLUT_DOWN); +} + +#ifdef __FREEGLUT_EXT_H__ +void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + if (dir != 0) + io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f); + (void)button; // Unused +} +#endif + +void ImGui_ImplGLUT_ReshapeFunc(int w, int h) +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2((float)w, (float)h); +} + +void ImGui_ImplGLUT_MotionFunc(int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glut.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glut.h new file mode 100644 index 0000000..54e4253 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_glut.h @@ -0,0 +1,47 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); +IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); +IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); + +// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, +// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. +//------------------------------------ GLUT name ---------------------------------------------- Decent Name --------- +IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_metal.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_metal.h new file mode 100644 index 0000000..c6d15e4 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_metal.h @@ -0,0 +1,75 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// ObjC API +//----------------------------------------------------------------------------- + +#ifdef __OBJC__ + +@class MTLRenderPassDescriptor; +@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, + id commandBuffer, + id commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file +// More info about using Metal from C++: https://developer.apple.com/metal/cpp/ + +#ifdef IMGUI_IMPL_METAL_CPP +#include +#ifndef __OBJC__ + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_metal.mm b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_metal.mm new file mode 100644 index 0000000..01e52f2 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_metal.mm @@ -0,0 +1,751 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. +// 2022-07-05: Metal: Add dispatch synchronization. +// 2022-06-30: Metal: Use __bridge for ARC based systems. +// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). +// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) +// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. +// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. +// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-05: Metal: Added new Metal backend implementation. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_metal.h" +#import +#import + +// Forward Declarations +static void ImGui_ImplMetal_InitMultiViewportSupport(); +static void ImGui_ImplMetal_ShutdownMultiViewportSupport(); +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + +#pragma mark - Support classes + +// A wrapper around a MTLBuffer object that knows the last time it was reused +@interface MetalBuffer : NSObject +@property (nonatomic, strong) id buffer; +@property (nonatomic, assign) double lastReuseTime; +- (instancetype)initWithBuffer:(id)buffer; +@end + +// An object that encapsulates the data necessary to uniquely identify a +// render pipeline state. These are used as cache keys. +@interface FramebufferDescriptor : NSObject +@property (nonatomic, assign) unsigned long sampleCount; +@property (nonatomic, assign) MTLPixelFormat colorPixelFormat; +@property (nonatomic, assign) MTLPixelFormat depthPixelFormat; +@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; +@end + +// A singleton that stores long-lived objects that are needed by the Metal +// renderer backend. Stores the render pipeline state cache and the default +// font texture, and manages the reusable buffer cache. +@interface MetalContext : NSObject +@property (nonatomic, strong) id device; +@property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient +@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors +@property (nonatomic, strong, nullable) id fontTexture; +@property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, assign) double lastBufferCachePurge; +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; +@end + +struct ImGui_ImplMetal_Data +{ + MetalContext* SharedMetalContext; + + ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +#ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal C++ Backend API + +bool ImGui_ImplMetal_Init(MTL::Device* device) +{ + return ImGui_ImplMetal_Init((__bridge id)(device)); +} + +void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); +} + +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder) +{ + ImGui_ImplMetal_RenderDrawData(draw_data, + (__bridge id)(commandBuffer), + (__bridge id)(commandEncoder)); + +} + +bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); +} + +#endif // #ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal Backend API + +bool ImGui_ImplMetal_Init(id device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + bd->SharedMetalContext = [[MetalContext alloc] init]; + bd->SharedMetalContext.device = device; + + ImGui_ImplMetal_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplMetal_Shutdown() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGui_ImplMetal_ShutdownMultiViewportSupport(); + ImGui_ImplMetal_DestroyDeviceObjects(); + ImGui_ImplMetal_DestroyBackendData(); + + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); +} + +void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?"); + bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; + + if (bd->SharedMetalContext.depthStencilState == nil) + ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); +} + +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, + id commandEncoder, id renderPipelineState, + MetalBuffer* vertexBuffer, size_t vertexBufferOffset) +{ + IM_UNUSED(commandBuffer); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [commandEncoder setCullMode:MTLCullModeNone]; + [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to + // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + MTLViewport viewport = + { + .originX = 0.0, + .originY = 0.0, + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .znear = 0.0, + .zfar = 1.0 + }; + [commandEncoder setViewport:viewport]; + + float L = drawData->DisplayPos.x; + float R = drawData->DisplayPos.x + drawData->DisplaySize.x; + float T = drawData->DisplayPos.y; + float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float N = (float)viewport.znear; + float F = (float)viewport.zfar; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 1/(F-N), 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, + }; + [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + + [commandEncoder setRenderPipelineState:renderPipelineState]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; +} + +// Metal Render function. +void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MetalContext* ctx = bd->SharedMetalContext; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame + // The hit rate for this cache should be very near 100%. + id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; + if (renderPipelineState == nil) + { + // No luck; make a new render pipeline state + renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; + + // Cache render pipeline state for later reuse + ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; + } + + size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + size_t vertexBufferOffset = 0; + size_t indexBufferOffset = 0; + for (int n = 0; n < drawData->CmdListsCount; n++) + { + const ImDrawList* draw_list = drawData->CmdLists[n]; + + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as setScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this + continue; + + // Apply scissor/clipping rectangle + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_min.x), + .y = NSUInteger(clip_min.y), + .width = NSUInteger(clip_max.x - clip_min.x), + .height = NSUInteger(clip_max.y - clip_min.y) + }; + [commandEncoder setScissorRect:scissorRect]; + + // Bind texture, Draw + if (ImTextureID tex_id = pcmd->GetTexID()) + [commandEncoder setFragmentTexture:(__bridge id)(void*)(intptr_t)(tex_id) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; + [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle + indexCount:pcmd->ElemCount + indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 + indexBuffer:indexBuffer.buffer + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; + } + } + + vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx); + } + + [commandBuffer addCompletedHandler:^(id) + { + dispatch_async(dispatch_get_main_queue(), ^{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + if (bd != nullptr) + { + @synchronized(bd->SharedMetalContext.bufferCache) + { + [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; + [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; + } + } + }); + }]; +} + +bool ImGui_ImplMetal_CreateFontsTexture(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)width + height:(NSUInteger)height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; +#if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; +#else + textureDescriptor.storageMode = MTLStorageModeShared; +#endif + id texture = [device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; + bd->SharedMetalContext.fontTexture = texture; + io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64 + + return (bd->SharedMetalContext.fontTexture != nil); +} + +void ImGui_ImplMetal_DestroyFontsTexture() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + bd->SharedMetalContext.fontTexture = nil; + io.Fonts->SetTexID(0); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; + depthStencilDescriptor.depthWriteEnabled = NO; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; + bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); + ImGui_ImplMetal_CreateFontsTexture(device); + + return true; +} + +void ImGui_ImplMetal_DestroyDeviceObjects() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGui_ImplMetal_DestroyFontsTexture(); + ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; +} + +#pragma mark - Multi-viewport support + +#import + +#if TARGET_OS_OSX +#import +#endif + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataMetal +{ + CAMetalLayer* MetalLayer; + id CommandQueue; + MTLRenderPassDescriptor* RenderPassDescriptor; + void* Handle = nullptr; + bool FirstFrame = true; +}; + +static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)(); + viewport->RendererUserData = data; + + // PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*. + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + IM_ASSERT(handle != nullptr); + + id device = bd->SharedMetalContext.device; + CAMetalLayer* layer = [CAMetalLayer layer]; + layer.device = device; + layer.framebufferOnly = YES; + layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat; +#if TARGET_OS_OSX + NSWindow* window = (__bridge NSWindow*)handle; + NSView* view = window.contentView; + view.layer = layer; + view.wantsLayer = YES; +#endif + data->MetalLayer = layer; + data->CommandQueue = [device newCommandQueue]; + data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init]; + data->Handle = handle; +} + +static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData) + IM_DELETE(data); + viewport->RendererUserData = nullptr; +} + +inline static CGSize MakeScaledSize(CGSize size, CGFloat scale) +{ + return CGSizeMake(size.width * scale, size.height * scale); +} + +static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale); +} + +static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + +#if TARGET_OS_OSX + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + NSWindow* window = (__bridge NSWindow*)handle; + + // Always render the first frame, regardless of occlusionState, to avoid an initial flicker + if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame) + { + // Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for + // approximately 1 second if the Metal layer is completely occluded. + return; + } + data->FirstFrame = false; + + viewport->DpiScale = (float)window.backingScaleFactor; + if (data->MetalLayer.contentsScale != viewport->DpiScale) + { + data->MetalLayer.contentsScale = viewport->DpiScale; + data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale); + } + viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale); +#endif + + id drawable = [data->MetalLayer nextDrawable]; + if (drawable == nil) + return; + + MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor; + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0); + if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0) + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + + id commandBuffer = [data->CommandQueue commandBuffer]; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder); + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; +} + +static void ImGui_ImplMetal_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow; +} + +static void ImGui_ImplMetal_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]); +} + +#pragma mark - MetalBuffer implementation + +@implementation MetalBuffer +- (instancetype)initWithBuffer:(id)buffer +{ + if ((self = [super init])) + { + _buffer = buffer; + _lastReuseTime = GetMachAbsoluteTimeInSeconds(); + } + return self; +} +@end + +#pragma mark - FramebufferDescriptor implementation + +@implementation FramebufferDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor +{ + if ((self = [super init])) + { + _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; + _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; + _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; + _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; + } + return self; +} + +- (nonnull id)copyWithZone:(nullable NSZone*)zone +{ + FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; + copy.sampleCount = self.sampleCount; + copy.colorPixelFormat = self.colorPixelFormat; + copy.depthPixelFormat = self.depthPixelFormat; + copy.stencilPixelFormat = self.stencilPixelFormat; + return copy; +} + +- (NSUInteger)hash +{ + NSUInteger sc = _sampleCount & 0x3; + NSUInteger cf = _colorPixelFormat & 0x3FF; + NSUInteger df = _depthPixelFormat & 0x3FF; + NSUInteger sf = _stencilPixelFormat & 0x3FF; + NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; + return hash; +} + +- (BOOL)isEqual:(id)object +{ + FramebufferDescriptor* other = object; + if (![other isKindOfClass:[FramebufferDescriptor class]]) + return NO; + return other.sampleCount == self.sampleCount && + other.colorPixelFormat == self.colorPixelFormat && + other.depthPixelFormat == self.depthPixelFormat && + other.stencilPixelFormat == self.stencilPixelFormat; +} + +@end + +#pragma mark - MetalContext implementation + +@implementation MetalContext +- (instancetype)init +{ + if ((self = [super init])) + { + self.renderPipelineStateCache = [NSMutableDictionary dictionary]; + self.bufferCache = [NSMutableArray array]; + _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); + } + return self; +} + +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device +{ + uint64_t now = GetMachAbsoluteTimeInSeconds(); + + @synchronized(self.bufferCache) + { + // Purge old buffers that haven't been useful for a while + if (now - self.lastBufferCachePurge > 1.0) + { + NSMutableArray* survivors = [NSMutableArray array]; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.lastReuseTime > self.lastBufferCachePurge) + [survivors addObject:candidate]; + self.bufferCache = [survivors mutableCopy]; + self.lastBufferCachePurge = now; + } + + // See if we have a buffer we can reuse + MetalBuffer* bestCandidate = nil; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) + bestCandidate = candidate; + + if (bestCandidate != nil) + { + [self.bufferCache removeObject:bestCandidate]; + bestCandidate.lastReuseTime = now; + return bestCandidate; + } + } + + // No luck; make a new buffer + id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; + return [[MetalBuffer alloc] initWithBuffer:backing]; +} + +// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device +{ + NSError* error = nil; + + NSString* shaderSource = @"" + "#include \n" + "using namespace metal;\n" + "\n" + "struct Uniforms {\n" + " float4x4 projectionMatrix;\n" + "};\n" + "\n" + "struct VertexIn {\n" + " float2 position [[attribute(0)]];\n" + " float2 texCoords [[attribute(1)]];\n" + " uchar4 color [[attribute(2)]];\n" + "};\n" + "\n" + "struct VertexOut {\n" + " float4 position [[position]];\n" + " float2 texCoords;\n" + " float4 color;\n" + "};\n" + "\n" + "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" + " constant Uniforms &uniforms [[buffer(1)]]) {\n" + " VertexOut out;\n" + " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" + " out.texCoords = in.texCoords;\n" + " out.color = float4(in.color) / float4(255.0);\n" + " return out;\n" + "}\n" + "\n" + "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" + " texture2d texture [[texture(0)]]) {\n" + " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" + " half4 texColor = texture.sample(linearSampler, in.texCoords);\n" + " return half4(in.color) * texColor;\n" + "}\n"; + + id library = [device newLibraryWithSource:shaderSource options:nil error:&error]; + if (library == nil) + { + NSLog(@"Error: failed to create Metal library: %@", error); + return nil; + } + + id vertexFunction = [library newFunctionWithName:@"vertex_main"]; + id fragmentFunction = [library newFunctionWithName:@"fragment_main"]; + + if (vertexFunction == nil || fragmentFunction == nil) + { + NSLog(@"Error: failed to find Metal shader functions in library: %@", error); + return nil; + } + + MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; + vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos); + vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position + vertexDescriptor.attributes[0].bufferIndex = 0; + vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv); + vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords + vertexDescriptor.attributes[1].bufferIndex = 0; + vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col); + vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color + vertexDescriptor.attributes[2].bufferIndex = 0; + vertexDescriptor.layouts[0].stepRate = 1; + vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; + vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); + + MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; + pipelineDescriptor.vertexFunction = vertexFunction; + pipelineDescriptor.fragmentFunction = fragmentFunction; + pipelineDescriptor.vertexDescriptor = vertexDescriptor; + pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount; + pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; + pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; + pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; + pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; + pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; + pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; + + id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; + if (error != nil) + NSLog(@"Error: failed to create Metal pipeline state: %@", error); + + return renderPipelineState; +} + +@end + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl2.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..0028369 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl2.cpp @@ -0,0 +1,349 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. +// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. +// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2017-09-01: OpenGL: Save and restore current polygon mode. +// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_opengl2.h" +#include // intptr_t + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#endif + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#define GL_SILENCE_DEPRECATION +#include +#else +#include +#endif + +struct ImGui_ImplOpenGL2_Data +{ + GLuint FontTexture; + + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplOpenGL2_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGui_ImplOpenGL2_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL2_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports; + IM_DELETE(bd); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); + if (!bd->FontTexture) + ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glShadeModel(GL_SMOOTH); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + // (DO NOT MODIFY THIS FILE! Add the code in your calling function) + // GLint last_program; + // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + // glUseProgram(0); + // ImGui_ImplOpenGL2_RenderDrawData(...); + // glUseProgram(last_program) + // There are potentially many more states you could need to clear/setup that we can't access from default headers. + // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); +} + +// OpenGL2 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup GL state + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); + GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + + // Setup desired GL state + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); + } + } + } + + // Restore modified GL state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + glShadeModel(last_shade_model); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} + + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL2_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; +} + +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl2.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl2.h new file mode 100644 index 0000000..cc9b688 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl2.h @@ -0,0 +1,40 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..4287b74 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3.cpp @@ -0,0 +1,1002 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) +// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) +// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447) +// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. +// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) +// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) +// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) +// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) +// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) +// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) +// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. +// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. +// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. +// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. +// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. +// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. +// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. +// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. +// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. +// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. +// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. +// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. +// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. +// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. +// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. +// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_opengl3.h" +#include +#include // intptr_t +#if defined(__APPLE__) +#include +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +// GL includes +#if defined(IMGUI_IMPL_OPENGL_ES2) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 2 +#else +#include // Use GL ES 2 +#endif +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include +#endif +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif +#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. +// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). +// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): +// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases +// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. +#define IMGL3W_IMPL +#include "imgui_impl_opengl3_loader.h" +#endif + +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES +#endif + +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode() +#endif + +// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. +#if !defined(IMGUI_IMPL_OPENGL_ES2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK +#endif + +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART +#endif + +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL Data +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + bool GlProfileIsES2; + bool GlProfileIsES3; + bool GlProfileIsCompat; + GLint GlProfileMask; + GLuint FontTexture; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + GLsizeiptr VertexBufferSize; + GLsizeiptr IndexBufferSize; + bool HasPolygonMode; + bool HasClipOrigin; + bool UseBufferSubData; + + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplOpenGL3_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled, Size, Type, Normalized, Stride; + GLvoid* Ptr; + + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; +#endif + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize our loader +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + if (imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + + // Query for GL version (e.g. 320 for GL 3.2) +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GLES 2 + bd->GlVersion = 200; + bd->GlProfileIsES2 = true; +#else + // Desktop or GLES 3 + const char* gl_version_str = (const char*)glGetString(GL_VERSION); + GLint major = 0; + GLint minor = 0; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + if (major == 0 && minor == 0) + sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." + bd->GlVersion = (GLuint)(major * 100 + minor * 10); +#if defined(GL_CONTEXT_PROFILE_MASK) + if (bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES3) + bd->GlProfileIsES3 = true; +#else + if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0) + bd->GlProfileIsES3 = true; +#endif + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) + { +#if defined(IMGUI_IMPL_OPENGL_ES2) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + glsl_version = "#version 150"; +#else + glsl_version = "#version 130"; +#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); + + // Make an arbitrary GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + // Detect extensions we support +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3); +#endif + bd->HasClipOrigin = (bd->GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) + bd->HasClipOrigin = true; + } +#endif + + ImGui_ImplOpenGL3_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); + + if (!bd->ShaderHandle) + ImGui_ImplOpenGL3_CreateDeviceObjects(); + if (!bd->FontTexture) + ImGui_ImplOpenGL3_CreateFontsTexture(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) + glDisable(GL_PRIMITIVE_RESTART); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + if (bd->HasPolygonMode) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) +#if defined(GL_CLIP_ORIGIN) + bool clip_origin_lower_left = true; + if (bd->HasClipOrigin) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; +#if defined(GL_CLIP_ORIGIN) + if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left +#endif + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); +} + +// OpenGL3 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); + GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } +#endif + GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); } +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glGenVertexArrays(1, &vertex_array_object)); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + // - OpenGL drivers are in a very sorry state nowadays.... + // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports + // of leaks on Intel GPU when using multi-viewports on Windows. + // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. + // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. + // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. + // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) + { + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + } + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data)); + } + else + { + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW)); + } + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); + + // Bind texture, Draw + GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); + else +#endif + GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); + } + } + } + + // Destroy the temporary VAO +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); +#endif + + // Restore modified GL state + // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. + if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); +#endif + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons + if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } } +#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + (void)bd; // Not all compilation paths use this +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &bd->FontTexture)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + GLint last_pixel_unpack_buffer = 0; + if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision highp float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; + GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); + glCompileShader(vert_handle); + CheckShader(vert_handle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; + GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); + glCompileShader(frag_handle); + CheckShader(frag_handle, "fragment shader"); + + // Link + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + CheckProgram(bd->ShaderHandle, "shader program"); + + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); + glDeleteShader(vert_handle); + glDeleteShader(frag_handle); + + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL3_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; +} + +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3.h new file mode 100644 index 0000000..7b1e98d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3.h @@ -0,0 +1,67 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// About GLSL version: +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// (Optional) Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) +//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) + +// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_ES2) \ + && !defined(IMGUI_IMPL_OPENGL_ES3) + +// Try to detect GLES on matching platforms +#if defined(__APPLE__) +#include +#endif +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#else +// Otherwise imgui_impl_opengl3_loader.h will be used. +#endif + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3_loader.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3_loader.h new file mode 100644 index 0000000..d6ffa5a --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_opengl3_loader.h @@ -0,0 +1,916 @@ +//----------------------------------------------------------------------------- +// About imgui_impl_opengl3_loader.h: +// +// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, +// which proved to be endless problems for users. +// Our loader is custom-generated, based on gl3w but automatically filtered to only include +// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. +// +// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. +// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. +// +// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): +// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h' +// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. +// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) +// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. +// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp +// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. +// +// Regenerate with: +// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// +// More info: +// https://github.com/dearimgui/gl3w_stripped +// https://github.com/ocornut/imgui/issues/4445 +//----------------------------------------------------------------------------- + +/* + * This file was generated with gl3w_gen.py, part of imgl3w + * (hosted at https://github.com/dearimgui/gl3w_stripped) + * + * This is free and unencumbered software released into the public domain. + * + * Anyone is free to copy, modify, publish, use, compile, sell, or + * distribute this software, either in source code form or as a compiled + * binary, for any purpose, commercial or non-commercial, and by any + * means. + * + * In jurisdictions that recognize copyright laws, the author or authors + * of this software dedicate any and all copyright interest in the + * software to the public domain. We make this dedication for the benefit + * of the public at large and to the detriment of our heirs and + * successors. We intend this dedication to be an overt act of + * relinquishment in perpetuity of all present and future rights to this + * software under copyright law. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef __gl3w_h_ +#define __gl3w_h_ + +// Adapted from KHR/khrplatform.h to avoid including entire file. +#ifndef __khrplatform_h_ +typedef float khronos_float_t; +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef signed long long int khronos_ssize_t; +#else +typedef signed long int khronos_intptr_t; +typedef signed long int khronos_ssize_t; +#endif + +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#else +typedef signed long long khronos_int64_t; +typedef unsigned long long khronos_uint64_t; +#endif +#endif // __khrplatform_h_ + +#ifndef __gl_glcorearb_h_ +#define __gl_glcorearb_h_ 1 +#ifdef __cplusplus +extern "C" { +#endif +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif +/* glcorearb.h is for use with OpenGL core profile implementations. +** It should should be placed in the same directory as gl.h and +** included as . +** +** glcorearb.h includes only APIs in the latest OpenGL core profile +** implementation together with APIs in newer ARB extensions which +** can be supported by the core profile. It does not, and never will +** include functionality removed from the core profile, such as +** fixed-function vertex and fragment processing. +** +** Do not #include both and either of or +** in the same source file. +*/ +/* Generated C header for: + * API: gl + * Profile: core + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: glcore + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ +#ifndef GL_VERSION_1_0 +typedef void GLvoid; +typedef unsigned int GLenum; + +typedef khronos_float_t GLfloat; +typedef int GLint; +typedef int GLsizei; +typedef unsigned int GLbitfield; +typedef double GLdouble; +typedef unsigned int GLuint; +typedef unsigned char GLboolean; +typedef khronos_uint8_t GLubyte; +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_TRIANGLES 0x0004 +#define GL_ONE 1 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_POLYGON_MODE 0x0B40 +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_STENCIL_TEST 0x0B90 +#define GL_VIEWPORT 0x0BA2 +#define GL_BLEND 0x0BE2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_LINEAR 0x2601 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glClear (GLbitfield mask); +GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glDisable (GLenum cap); +GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); +GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI GLenum APIENTRY glGetError (void); +GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GLAPI const GLubyte *APIENTRY glGetString (GLenum name); +GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); +GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_0 */ +#ifndef GL_VERSION_1_1 +typedef khronos_float_t GLclampf; +typedef double GLclampd; +#define GL_TEXTURE_BINDING_2D 0x8069 +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); +#endif +#endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_2 +#define GL_CLAMP_TO_EDGE 0x812F +#endif /* GL_VERSION_1_2 */ +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_ACTIVE_TEXTURE 0x84E0 +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +#endif +#endif /* GL_VERSION_1_3 */ +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_FUNC_ADD 0x8006 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ +#ifndef GL_VERSION_1_5 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#endif +#endif /* GL_VERSION_1_5 */ +#ifndef GL_VERSION_2_0 +typedef char GLchar; +typedef khronos_int16_t GLshort; +typedef khronos_int8_t GLbyte; +typedef khronos_uint16_t GLushort; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_UPPER_LEFT 0x8CA2 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_2_1 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#endif /* GL_VERSION_2_1 */ +#ifndef GL_VERSION_3_0 +typedef khronos_uint16_t GLhalf; +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +#endif +#endif /* GL_VERSION_3_0 */ +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_PRIMITIVE_RESTART 0x8F9D +#endif /* GL_VERSION_3_1 */ +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +#endif +#endif /* GL_VERSION_3_2 */ +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +#endif +#endif /* GL_VERSION_3_3 */ +#ifndef GL_VERSION_4_1 +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif /* GL_VERSION_4_1 */ +#ifndef GL_VERSION_4_3 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_VERSION_4_3 */ +#ifndef GL_VERSION_4_5 +#define GL_CLIP_ORIGIN 0x935C +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +#endif /* GL_VERSION_4_5 */ +#ifndef GL_ARB_bindless_texture +typedef khronos_uint64_t GLuint64EXT; +#endif /* GL_ARB_bindless_texture */ +#ifndef GL_ARB_cl_event +struct _cl_context; +struct _cl_event; +#endif /* GL_ARB_cl_event */ +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_ARB_debug_output */ +#ifndef GL_EXT_EGL_image_storage +typedef void *GLeglImageOES; +#endif /* GL_EXT_EGL_image_storage */ +#ifndef GL_EXT_direct_state_access +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +#endif /* GL_EXT_direct_state_access */ +#ifndef GL_NV_draw_vulkan_image +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#endif /* GL_NV_draw_vulkan_image */ +#ifndef GL_NV_gpu_shader5 +typedef khronos_int64_t GLint64EXT; +#endif /* GL_NV_gpu_shader5 */ +#ifndef GL_NV_vertex_buffer_unified_memory +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#endif /* GL_NV_vertex_buffer_unified_memory */ +#ifdef __cplusplus +} +#endif +#endif + +#ifndef GL3W_API +#define GL3W_API +#endif + +#ifndef __gl_h_ +#define __gl_h_ +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +#define GL3W_OK 0 +#define GL3W_ERROR_INIT -1 +#define GL3W_ERROR_LIBRARY_OPEN -2 +#define GL3W_ERROR_OPENGL_VERSION -3 + +typedef void (*GL3WglProc)(void); +typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); + +/* gl3w api */ +GL3W_API int imgl3wInit(void); +GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API int imgl3wIsSupported(int major, int minor); +GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); + +/* gl3w internal state */ +union ImGL3WProcs { + GL3WglProc ptr[59]; + struct { + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLISPROGRAMPROC IsProgram; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; + } gl; +}; + +GL3W_API extern union ImGL3WProcs imgl3wProcs; + +/* OpenGL functions */ +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glIsProgram imgl3wProcs.gl.IsProgram +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef IMGL3W_IMPL +#ifdef __cplusplus +extern "C" { +#endif + +#include + +#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) + +#if defined(_WIN32) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +static HMODULE libgl; +typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); +static GL3WglGetProcAddr wgl_get_proc_address; + +static int open_libgl(void) +{ + libgl = LoadLibraryA("opengl32.dll"); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); + return GL3W_OK; +} + +static void close_libgl(void) { FreeLibrary(libgl); } +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = (GL3WglProc)wgl_get_proc_address(proc); + if (!res) + res = (GL3WglProc)GetProcAddress(libgl, proc); + return res; +} +#elif defined(__APPLE__) +#include + +static void *libgl; +static int open_libgl(void) +{ + libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#else +#include + +static void* libgl; // OpenGL library +static void* libglx; // GLX library +static void* libegl; // EGL library +static GL3WGetProcAddressProc gl_get_proc_address; + +static void close_libgl(void) +{ + if (libgl) { + dlclose(libgl); + libgl = NULL; + } + if (libegl) { + dlclose(libegl); + libegl = NULL; + } + if (libglx) { + dlclose(libglx); + libglx = NULL; + } +} + +static int is_library_loaded(const char* name, void** lib) +{ + *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); + return *lib != NULL; +} + +static int open_libs(void) +{ + // On Linux we have two APIs to get process addresses: EGL and GLX. + // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific. + + libgl = NULL; + libegl = NULL; + libglx = NULL; + + // First check what's already loaded, the windowing library might have + // already loaded either EGL or GLX and we want to use the same one. + + if (is_library_loaded("libEGL.so.1", &libegl) || + is_library_loaded("libGLX.so.0", &libglx)) { + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + if (libgl) + return GL3W_OK; + else + close_libgl(); + } + + if (is_library_loaded("libGL.so", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.1", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.3", &libgl)) + return GL3W_OK; + + // Neither is already loaded, so we have to load one. Try EGL first + // because it is supported under both X11 and Wayland. + + // Load OpenGL + EGL + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (libgl && libegl) + return GL3W_OK; + else + close_libgl(); + + // Fall back to legacy libGL, which includes GLX + // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 + libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); + + if (libgl) + return GL3W_OK; + + return GL3W_ERROR_LIBRARY_OPEN; +} + +static int open_libgl(void) +{ + int res = open_libs(); + if (res) + return res; + + if (libegl) + *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress"); + else if (libglx) + *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB"); + else + *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + + if (!gl_get_proc_address) { + close_libgl(); + return GL3W_ERROR_LIBRARY_OPEN; + } + + return GL3W_OK; +} + +static GL3WglProc get_proc(const char* proc) +{ + GL3WglProc res = NULL; + + // Before EGL version 1.5, eglGetProcAddress doesn't support querying core + // functions and may return a dummy function if we try, so try to load the + // function from the GL library directly first. + if (libegl) + *(void**)(&res) = dlsym(libgl, proc); + + if (!res) + res = gl_get_proc_address(proc); + + if (!libegl && !res) + *(void**)(&res) = dlsym(libgl, proc); + + return res; +} +#endif + +static struct { int major, minor; } version; + +static int parse_version(void) +{ + if (!glGetIntegerv) + return GL3W_ERROR_INIT; + glGetIntegerv(GL_MAJOR_VERSION, &version.major); + glGetIntegerv(GL_MINOR_VERSION, &version.minor); + if (version.major == 0 && version.minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "." + if (const char* gl_version = (const char*)glGetString(GL_VERSION)) + sscanf(gl_version, "%d.%d", &version.major, &version.minor); + } + if (version.major < 2) + return GL3W_ERROR_OPENGL_VERSION; + return GL3W_OK; +} + +static void load_procs(GL3WGetProcAddressProc proc); + +int imgl3wInit(void) +{ + int res = open_libgl(); + if (res) + return res; + atexit(close_libgl); + return imgl3wInit2(get_proc); +} + +int imgl3wInit2(GL3WGetProcAddressProc proc) +{ + load_procs(proc); + return parse_version(); +} + +int imgl3wIsSupported(int major, int minor) +{ + if (major < 2) + return 0; + if (version.major == major) + return version.minor >= minor; + return version.major >= major; +} + +GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } + +static const char *proc_names[] = { + "glActiveTexture", + "glAttachShader", + "glBindBuffer", + "glBindSampler", + "glBindTexture", + "glBindVertexArray", + "glBlendEquation", + "glBlendEquationSeparate", + "glBlendFuncSeparate", + "glBufferData", + "glBufferSubData", + "glClear", + "glClearColor", + "glCompileShader", + "glCreateProgram", + "glCreateShader", + "glDeleteBuffers", + "glDeleteProgram", + "glDeleteShader", + "glDeleteTextures", + "glDeleteVertexArrays", + "glDetachShader", + "glDisable", + "glDisableVertexAttribArray", + "glDrawElements", + "glDrawElementsBaseVertex", + "glEnable", + "glEnableVertexAttribArray", + "glFlush", + "glGenBuffers", + "glGenTextures", + "glGenVertexArrays", + "glGetAttribLocation", + "glGetError", + "glGetIntegerv", + "glGetProgramInfoLog", + "glGetProgramiv", + "glGetShaderInfoLog", + "glGetShaderiv", + "glGetString", + "glGetStringi", + "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", + "glIsEnabled", + "glIsProgram", + "glLinkProgram", + "glPixelStorei", + "glPolygonMode", + "glReadPixels", + "glScissor", + "glShaderSource", + "glTexImage2D", + "glTexParameteri", + "glUniform1i", + "glUniformMatrix4fv", + "glUseProgram", + "glVertexAttribPointer", + "glViewport", +}; + +GL3W_API union ImGL3WProcs imgl3wProcs; + +static void load_procs(GL3WGetProcAddressProc proc) +{ + size_t i; + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = proc(proc_names[i]); +} + +#ifdef __cplusplus +} +#endif +#endif diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_osx.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_osx.h new file mode 100644 index 0000000..e541655 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_osx.h @@ -0,0 +1,57 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Issues: +// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +#ifdef __OBJC__ + +@class NSEvent; +@class NSView; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS +// #include +#ifndef __OBJC__ + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); + +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_osx.mm b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_osx.mm new file mode 100644 index 0000000..a02bf99 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_osx.mm @@ -0,0 +1,1156 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Issues: +// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#import "imgui.h" +#ifndef IMGUI_DISABLE +#import "imgui_impl_osx.h" +#import +#import +#import +#import + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. +// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. +// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices). +// 2022-11-02: Fixed mouse coordinates before clicking the host window. +// 2022-10-06: Fixed mouse inputs on flipped views. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key +// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. +// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys. +// 2021-12-13: Add game controller support. +// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. +// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events. +// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key. +// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application. +// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down. +// 2020-10-28: Inputs: Added a fix for handling keypad-enter key. +// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap". +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-10-11: Inputs: Fix using Backspace key. +// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). +// 2019-05-28: Inputs: Added mouse cursor shape and visibility support. +// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. +// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-07-07: Initial version. + +#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000) +#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000) +#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100) + +@class ImGuiObserver; +@class KeyEventResponder; + +// Data +struct ImGui_ImplOSX_Data +{ + CFTimeInterval Time; + NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseCursorHidden; + ImGuiObserver* Observer; + KeyEventResponder* KeyEventResponder; + NSTextInputContext* InputContext; + id Monitor; + NSWindow* Window; + + ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +// Forward Declarations +static void ImGui_ImplOSX_InitMultiViewportSupport(); +static void ImGui_ImplOSX_ShutdownMultiViewportSupport(); +static void ImGui_ImplOSX_UpdateMonitors(); +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); + +// Undocumented methods for creating cursors. +@interface NSCursor() ++ (id)_windowResizeNorthWestSouthEastCursor; ++ (id)_windowResizeNorthEastSouthWestCursor; ++ (id)_windowResizeNorthSouthCursor; ++ (id)_windowResizeEastWestCursor; +@end + +/** + KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager. + + The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method. + Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the + insertText:replacementRange method. + + This is the same approach employed by other cross-platform libraries such as SDL2: + https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53 + and GLFW: + https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723 + */ +@interface KeyEventResponder: NSView +@end + +@implementation KeyEventResponder +{ + float _posX; + float _posY; + NSRect _imeRect; +} + +#pragma mark - Public + +- (void)setImePosX:(float)posX imePosY:(float)posY +{ + _posX = posX; + _posY = posY; +} + +- (void)updateImePosWithView:(NSView *)view +{ + NSWindow* window = view.window; + if (!window) + return; + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + _imeRect = NSMakeRect(_posX, _posY, 0, 0); + _imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect() + } + else + { + NSRect contentRect = [window contentRectForFrameRect:window.frame]; + NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); + _imeRect = [window convertRectToScreen:rect]; + } +} + +- (void)viewDidMoveToWindow +{ + // Ensure self is a first responder to receive the input events. + [self.window makeFirstResponder:self]; +} + +- (void)keyDown:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyDown:event]; + + // Call to the macOS input manager system. + [self interpretKeyEvents:@[event]]; +} + +- (void)keyUp:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyUp:event]; +} + +- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange +{ + ImGuiIO& io = ImGui::GetIO(); + + NSString* characters; + if ([aString isKindOfClass:[NSAttributedString class]]) + characters = [aString string]; + else + characters = (NSString*)aString; + + io.AddInputCharactersUTF8(characters.UTF8String); +} + +- (BOOL)acceptsFirstResponder +{ + return YES; +} + +- (void)doCommandBySelector:(SEL)myselector +{ +} + +- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return nil; +} + +- (NSUInteger)characterIndexForPoint:(NSPoint)point +{ + return 0; +} + +- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return _imeRect; +} + +- (BOOL)hasMarkedText +{ + return NO; +} + +- (NSRange)markedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (NSRange)selectedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange +{ +} + +- (void)unmarkText +{ +} + +- (nonnull NSArray*)validAttributesForMarkedText +{ + return @[]; +} + +@end + +@interface ImGuiObserver : NSObject + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification; +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; +- (void)displaysDidChange:(NSNotification*)aNotification; + +@end + +@implementation ImGuiObserver + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(true); +} + +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(false); +} + +- (void)displaysDidChange:(NSNotification*)aNotification +{ + ImGui_ImplOSX_UpdateMonitors(); +} + +@end + +// Functions + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case kVK_ANSI_A: return ImGuiKey_A; + case kVK_ANSI_S: return ImGuiKey_S; + case kVK_ANSI_D: return ImGuiKey_D; + case kVK_ANSI_F: return ImGuiKey_F; + case kVK_ANSI_H: return ImGuiKey_H; + case kVK_ANSI_G: return ImGuiKey_G; + case kVK_ANSI_Z: return ImGuiKey_Z; + case kVK_ANSI_X: return ImGuiKey_X; + case kVK_ANSI_C: return ImGuiKey_C; + case kVK_ANSI_V: return ImGuiKey_V; + case kVK_ANSI_B: return ImGuiKey_B; + case kVK_ANSI_Q: return ImGuiKey_Q; + case kVK_ANSI_W: return ImGuiKey_W; + case kVK_ANSI_E: return ImGuiKey_E; + case kVK_ANSI_R: return ImGuiKey_R; + case kVK_ANSI_Y: return ImGuiKey_Y; + case kVK_ANSI_T: return ImGuiKey_T; + case kVK_ANSI_1: return ImGuiKey_1; + case kVK_ANSI_2: return ImGuiKey_2; + case kVK_ANSI_3: return ImGuiKey_3; + case kVK_ANSI_4: return ImGuiKey_4; + case kVK_ANSI_6: return ImGuiKey_6; + case kVK_ANSI_5: return ImGuiKey_5; + case kVK_ANSI_Equal: return ImGuiKey_Equal; + case kVK_ANSI_9: return ImGuiKey_9; + case kVK_ANSI_7: return ImGuiKey_7; + case kVK_ANSI_Minus: return ImGuiKey_Minus; + case kVK_ANSI_8: return ImGuiKey_8; + case kVK_ANSI_0: return ImGuiKey_0; + case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket; + case kVK_ANSI_O: return ImGuiKey_O; + case kVK_ANSI_U: return ImGuiKey_U; + case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket; + case kVK_ANSI_I: return ImGuiKey_I; + case kVK_ANSI_P: return ImGuiKey_P; + case kVK_ANSI_L: return ImGuiKey_L; + case kVK_ANSI_J: return ImGuiKey_J; + case kVK_ANSI_Quote: return ImGuiKey_Apostrophe; + case kVK_ANSI_K: return ImGuiKey_K; + case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon; + case kVK_ANSI_Backslash: return ImGuiKey_Backslash; + case kVK_ANSI_Comma: return ImGuiKey_Comma; + case kVK_ANSI_Slash: return ImGuiKey_Slash; + case kVK_ANSI_N: return ImGuiKey_N; + case kVK_ANSI_M: return ImGuiKey_M; + case kVK_ANSI_Period: return ImGuiKey_Period; + case kVK_ANSI_Grave: return ImGuiKey_GraveAccent; + case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal; + case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply; + case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd; + case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock; + case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide; + case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter; + case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract; + case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual; + case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0; + case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1; + case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2; + case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3; + case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4; + case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5; + case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6; + case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7; + case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8; + case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9; + case kVK_Return: return ImGuiKey_Enter; + case kVK_Tab: return ImGuiKey_Tab; + case kVK_Space: return ImGuiKey_Space; + case kVK_Delete: return ImGuiKey_Backspace; + case kVK_Escape: return ImGuiKey_Escape; + case kVK_CapsLock: return ImGuiKey_CapsLock; + case kVK_Control: return ImGuiKey_LeftCtrl; + case kVK_Shift: return ImGuiKey_LeftShift; + case kVK_Option: return ImGuiKey_LeftAlt; + case kVK_Command: return ImGuiKey_LeftSuper; + case kVK_RightControl: return ImGuiKey_RightCtrl; + case kVK_RightShift: return ImGuiKey_RightShift; + case kVK_RightOption: return ImGuiKey_RightAlt; + case kVK_RightCommand: return ImGuiKey_RightSuper; +// case kVK_Function: return ImGuiKey_; +// case kVK_VolumeUp: return ImGuiKey_; +// case kVK_VolumeDown: return ImGuiKey_; +// case kVK_Mute: return ImGuiKey_; + case kVK_F1: return ImGuiKey_F1; + case kVK_F2: return ImGuiKey_F2; + case kVK_F3: return ImGuiKey_F3; + case kVK_F4: return ImGuiKey_F4; + case kVK_F5: return ImGuiKey_F5; + case kVK_F6: return ImGuiKey_F6; + case kVK_F7: return ImGuiKey_F7; + case kVK_F8: return ImGuiKey_F8; + case kVK_F9: return ImGuiKey_F9; + case kVK_F10: return ImGuiKey_F10; + case kVK_F11: return ImGuiKey_F11; + case kVK_F12: return ImGuiKey_F12; + case kVK_F13: return ImGuiKey_F13; + case kVK_F14: return ImGuiKey_F14; + case kVK_F15: return ImGuiKey_F15; + case kVK_F16: return ImGuiKey_F16; + case kVK_F17: return ImGuiKey_F17; + case kVK_F18: return ImGuiKey_F18; + case kVK_F19: return ImGuiKey_F19; + case kVK_F20: return ImGuiKey_F20; + case 0x6E: return ImGuiKey_Menu; + case kVK_Help: return ImGuiKey_Insert; + case kVK_Home: return ImGuiKey_Home; + case kVK_PageUp: return ImGuiKey_PageUp; + case kVK_ForwardDelete: return ImGuiKey_Delete; + case kVK_End: return ImGuiKey_End; + case kVK_PageDown: return ImGuiKey_PageDown; + case kVK_LeftArrow: return ImGuiKey_LeftArrow; + case kVK_RightArrow: return ImGuiKey_RightArrow; + case kVK_DownArrow: return ImGuiKey_DownArrow; + case kVK_UpArrow: return ImGuiKey_UpArrow; + default: return ImGuiKey_None; + } +} + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) { + return ImGui_ImplOSX_Init((__bridge NSView*)(view)); +} + +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { + return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view)); +} + +#endif + + +bool ImGui_ImplOSX_Init(NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_osx"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + + bd->Observer = [ImGuiObserver new]; + bd->Window = view.window ?: NSApp.orderedWindows.firstObject; + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window; + ImGui_ImplOSX_UpdateMonitors(); + ImGui_ImplOSX_InitMultiViewportSupport(); + + // Load cursors. Some of them are undocumented. + bd->MouseCursorHidden = false; + bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + + // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled + // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. + // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; + [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; + }; + + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char* + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; + if (![available isEqualToString:NSPasteboardTypeString]) + return nullptr; + + NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; + if (string == nil) + return nullptr; + + const char* string_c = (const char*)[string UTF8String]; + size_t string_len = strlen(string_c); + static ImVector s_clipboard; + s_clipboard.resize((int)string_len + 1); + strcpy(s_clipboard.Data, string_c); + return s_clipboard.Data; + }; + + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeActive:) + name:NSApplicationDidBecomeActiveNotification + object:nil]; + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeInactive:) + name:NSApplicationDidResignActiveNotification + object:nil]; + + // Add the NSTextInputClient to the view hierarchy, + // to receive keyboard events and translate them to input text. + bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect]; + bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder]; + [view addSubview:bd->KeyEventResponder]; + ImGui_ImplOSX_AddTrackingArea(view); + + platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void + { + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (data->WantVisible) + { + [bd->InputContext activate]; + } + else + { + [bd->InputContext discardMarkedText]; + [bd->InputContext invalidateCharacterCoordinates]; + [bd->InputContext deactivate]; + } + [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight]; + }; + + return true; +} + +void ImGui_ImplOSX_Shutdown() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + + bd->Observer = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGui_ImplOSX_ShutdownMultiViewportSupport(); + ImGui_ImplOSX_DestroyBackendData(); + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports); +} + +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + if (!bd->MouseCursorHidden) + { + bd->MouseCursorHidden = true; + [NSCursor hide]; + } + } + else + { + NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; + // -[NSCursor set] generates measureable overhead if called unconditionally. + if (desired != NSCursor.currentCursor) + { + [desired set]; + } + if (bd->MouseCursorHidden) + { + bd->MouseCursorHidden = false; + [NSCursor unhide]; + } + } +} + +static void ImGui_ImplOSX_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + +#if APPLE_HAS_CONTROLLER + GCController* controller = GCController.current; +#else + GCController* controller = GCController.controllers.firstObject; +#endif + if (controller == nil || controller.extendedGamepad == nil) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + GCExtendedGamepad* gp = controller.extendedGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); } + #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const float thumb_dead_zone = 0.0f; + +#if APPLE_HAS_BUTTON_OPTIONS + MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions); +#endif + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down); + MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f); +#if APPLE_HAS_THUMBSTICKS + MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton); + MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton); +#endif + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; +} + +static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.WantTextInput) + [bd->KeyEventResponder updateImePosWithView:view]; +} + +void ImGui_ImplOSX_NewFrame(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size + if (view) + { + const float dpi = (float)[view.window backingScaleFactor]; + io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height); + io.DisplayFramebufferScale = ImVec2(dpi, dpi); + } + + // Setup time step + if (bd->Time == 0.0) + bd->Time = GetMachAbsoluteTimeInSeconds(); + + double current_time = GetMachAbsoluteTimeInSeconds(); + io.DeltaTime = (float)(current_time - bd->Time); + bd->Time = current_time; + + ImGui_ImplOSX_UpdateMouseCursor(); + ImGui_ImplOSX_UpdateGamepads(); + ImGui_ImplOSX_UpdateImePosWithView(view); +} + +// Must only be called for a mouse event, otherwise an exception occurs +// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!) +static ImGuiMouseSource GetMouseSource(NSEvent* event) +{ + switch (event.subtype) + { + case NSEventSubtypeTabletPoint: + return ImGuiMouseSource_Pen; + // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input. + // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only. + // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice. + // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24 + //case NSEventSubtypeTouch: + // return ImGuiMouseSource_TouchScreen; + case NSEventSubtypeMouseEvent: + default: + return ImGuiMouseSource_Mouse; + } +} + +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + + if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, true); + } + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, false); + } + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) + { + NSPoint mousePoint; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + mousePoint = NSEvent.mouseLocation; + mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display. + } + else + { + mousePoint = event.locationInWindow; + if (event.window == nil) + mousePoint = [[view window] convertPointFromScreen:mousePoint]; + mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view + if ([view isFlipped]) + mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + else + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + } + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeScrollWheel) + { + // Ignore canceled events. + // + // From macOS 12.1, scrolling with two fingers and then decelerating + // by tapping two fingers results in two events appearing: + // + // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps + // two fingers to decelerate or stop the scroll events. + // + // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the + // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and + // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view, + // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here. + if (event.phase == NSEventPhaseCancelled) + return false; + + double wheel_dx = 0.0; + double wheel_dy = 0.0; + + #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + { + wheel_dx = [event scrollingDeltaX]; + wheel_dy = [event scrollingDeltaY]; + if ([event hasPreciseScrollingDeltas]) + { + wheel_dx *= 0.01; + wheel_dy *= 0.01; + } + } + else + #endif // MAC_OS_X_VERSION_MAX_ALLOWED + { + wheel_dx = [event deltaX] * 0.1; + wheel_dy = [event deltaY] * 0.1; + } + if (wheel_dx != 0.0 || wheel_dy != 0.0) + io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy); + + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp) + { + if ([event isARepeat]) + return io.WantCaptureKeyboard; + + int key_code = (int)[event keyCode]; + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + io.AddKeyEvent(key, event.type == NSEventTypeKeyDown); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + + return io.WantCaptureKeyboard; + } + + if (event.type == NSEventTypeFlagsChanged) + { + unsigned short key_code = [event keyCode]; + NSEventModifierFlags modifier_flags = [event modifierFlags]; + + io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0); + io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0); + io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0); + + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + if (key != ImGuiKey_None) + { + // macOS does not generate down/up event for modifiers. We're trying + // to use hardware dependent masks to extract that information. + // 'imgui_mask' is left as a fallback. + NSEventModifierFlags mask = 0; + switch (key) + { + case ImGuiKey_LeftCtrl: mask = 0x0001; break; + case ImGuiKey_RightCtrl: mask = 0x2000; break; + case ImGuiKey_LeftShift: mask = 0x0002; break; + case ImGuiKey_RightShift: mask = 0x0004; break; + case ImGuiKey_LeftSuper: mask = 0x0008; break; + case ImGuiKey_RightSuper: mask = 0x0010; break; + case ImGuiKey_LeftAlt: mask = 0x0020; break; + case ImGuiKey_RightAlt: mask = 0x0040; break; + default: + return io.WantCaptureKeyboard; + } + + NSEventModifierFlags modifier_flags = [event modifierFlags]; + io.AddKeyEvent(key, (modifier_flags & mask) != 0); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + } + + return io.WantCaptureKeyboard; + } + + return false; +} + +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view) +{ + // If we want to receive key events, we either need to be in the responder chain of the key view, + // or else we can install a local monitor. The consequence of this heavy-handed approach is that + // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our + // window, we'd want to be much more careful than just ingesting the complete event stream. + // To match the behavior of other backends, we pass every event down to the OS. + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (bd->Monitor) + return; + NSEventMask eventMask = 0; + eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel; + eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged; + eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged; + eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged; + eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; + bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask + handler:^NSEvent* _Nullable(NSEvent* event) + { + ImGui_ImplOSX_HandleEvent(event, view); + return event; + }]; +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataOSX +{ + NSWindow* Window; + bool WindowOwned; + + ImGuiViewportDataOSX() { WindowOwned = false; } + ~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); } +}; + +@interface ImGui_ImplOSX_Window: NSWindow +@end + +@implementation ImGui_ImplOSX_Window + +- (BOOL)canBecomeKeyWindow +{ + return YES; +} + +@end + +static void ConvertNSRect(NSRect* r) +{ + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height; +} + +static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + viewport->PlatformUserData = data; + + NSScreen* screen = bd->Window.screen; + NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y); + ConvertNSRect(&rect); + + NSWindowStyleMask styleMask = 0; + if (viewport->Flags & ImGuiViewportFlags_NoDecoration) + styleMask |= NSWindowStyleMaskBorderless; + else + styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable; + + NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect + styleMask:styleMask + backing:NSBackingStoreBuffered + defer:YES + screen:screen]; + if (viewport->Flags & ImGuiViewportFlags_TopMost) + [window setLevel:NSFloatingWindowLevel]; + + window.title = @"Untitled"; + window.opaque = YES; + + KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect]; + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15) + [view setWantsBestResolutionOpenGLSurface:YES]; + + window.contentView = view; + + data->Window = window; + data->WindowOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window; +} + +static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport) +{ + NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw; + window = nil; + + if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData) + { + NSWindow* window = data->Window; + if (window != nil && data->WindowOwned) + { + window.contentView = nil; + window.contentViewController = nil; + [window orderOut:nil]; + } + data->Window = nil; + IM_DELETE(data); + } + viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr; +} + +static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + [data->Window orderFront:nil]; + else + [data->Window makeKeyAndOrderFront:nil]; + + [data->Window setIsVisible:YES]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height); +} + +static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.frame.size; + + NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height); + ConvertNSRect(&r); + [window setFrameOrigin:r.origin]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.contentLayoutRect.size; + return ImVec2(size.width, size.height); +} + +static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSRect rect = window.frame; + rect.origin.y -= (size.y - rect.size.height); + rect.size.width = size.x; + rect.size.height = size.y; + [window setFrame:rect display:YES]; +} + +static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + [data->Window makeKeyAndOrderFront:bd->Window]; +} + +static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isKeyWindow; +} + +static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isMiniaturized; +} + +static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + data->Window.title = [NSString stringWithUTF8String:title]; +} + +static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + + data->Window.alphaValue = alpha; +} + +static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.backingScaleFactor; +} + +static void ImGui_ImplOSX_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + + for (NSScreen* screen in NSScreen.screens) + { + NSRect frame = screen.frame; + NSRect visibleFrame = screen.visibleFrame; + ConvertNSRect(&frame); + ConvertNSRect(&visibleFrame); + + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y); + imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height); + imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y); + imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height); + imgui_monitor.DpiScale = screen.backingScaleFactor; + imgui_monitor.PlatformHandle = (__bridge_retained void*)screen; + + platform_io.Monitors.push_back(imgui_monitor); + } +} + +static void ImGui_ImplOSX_InitMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + data->Window = bd->Window; + data->WindowOwned = false; + main_viewport->PlatformUserData = data; + main_viewport->PlatformHandle = (__bridge void*)bd->Window; + + [NSNotificationCenter.defaultCenter addObserver:bd->Observer + selector:@selector(displaysDidChange:) + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; +} + +static void ImGui_ImplOSX_ShutdownMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + [NSNotificationCenter.defaultCenter removeObserver:bd->Observer + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; + bd->Observer = nullptr; + bd->Window = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData; + IM_DELETE(data); + main_viewport->PlatformUserData = nullptr; + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl2.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl2.cpp new file mode 100644 index 0000000..37e3f00 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl2.cpp @@ -0,0 +1,1204 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). +// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. +// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). +// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. +// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). +// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) +// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) +// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. +// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). +// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl2.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include +#ifdef __APPLE__ +#include +#endif +#ifdef __EMSCRIPTEN__ +#include +#endif + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9) +#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18) +#if SDL_HAS_VULKAN +extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); } +#elif +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#endif + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + Uint32 WindowID; + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + bool UseVulkan; + bool WantUpdateMonitors; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MouseLastLeaveFrame; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL2_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; + + ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) +{ + SDL_SetClipboardText(text); +} + +// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). +static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputRect(&r); + } +} + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) +{ + IM_UNUSED(scancode); + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + case SDLK_EQUALS: return ImGuiKey_Equal; + case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDLK_BACKSLASH: return ImGuiKey_Backslash; + case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); +} + +static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) +{ + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL) + return false; + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_MOUSEWHEEL: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL) + return false; + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); +#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! + float wheel_x = -event->wheel.preciseX; + float wheel_y = event->wheel.preciseY; +#else + float wheel_x = -(float)event->wheel.x; + float wheel_y = (float)event->wheel.y; +#endif +#ifdef __EMSCRIPTEN__ + wheel_x /= 100.0f; +#endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL) + return false; + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL) + return false; + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL) + return false; + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } +#if SDL_HAS_DISPLAY_EVENT + case SDL_DISPLAYEVENT: + { + // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION, + // so change of DPI/Scaling are not reflected in this event. (SDL3 has it) + bd->WantUpdateMonitors = true; + return true; + } +#endif + case SDL_WINDOWEVENT: + { + ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) + return false; + + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + { + bd->MouseWindowID = event->window.windowID; + bd->MouseLastLeaveFrame = 0; + } + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + else if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + else if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + else if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + case SDL_CONTROLLERDEVICEADDED: + case SDL_CONTROLLERDEVICEREMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } + } + return false; +} + +#ifdef __EMSCRIPTEN__ +EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl2"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); + bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. + bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + platform_io.Platform_ClipboardUserData = nullptr; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; +#endif + + // Update monitor a first time during init + ImGui_ImplSDL2_UpdateMonitors(); + + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; + main_viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + main_viewport->PlatformHandleRaw = (void*)info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // From 2.0.18: Enable native IME. + // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. + // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) +#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); +#endif + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context); + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +static void ImGui_ImplSDL2_CloseGamepads(); + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + ImGui_ImplSDL2_CloseGamepads(); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + } + + // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int mouse_x, mouse_y, window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->MouseLastCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->MouseLastCursor = expected_cursor; + } + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_CloseGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + for (SDL_GameController* gamepad : bd->Gamepads) + SDL_GameControllerClose(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_CloseGamepads(); + if (mode == ImGui_ImplSDL2_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) +{ + bool merged_value = false; + for (SDL_GameController* gamepad : bd->Gamepads) + merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_GameController* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // Update list of controller(s) to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + { + ImGui_ImplSDL2_CloseGamepads(); + int joystick_count = SDL_NumJoysticks(); + for (int n = 0; n < joystick_count; n++) + if (SDL_IsGameController(n)) + if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + } + + // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (bd->Gamepads.Size == 0) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); +} + +// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has). +static void ImGui_ImplSDL2_UpdateMonitors() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + bd->WantUpdateMonitors = false; + int display_count = SDL_GetNumVideoDisplays(); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#if SDL_HAS_USABLE_DISPLAY_BOUNDS + SDL_GetDisplayUsableBounds(n, &r); + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#endif +#if SDL_HAS_PER_MONITOR_DPI + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + float dpi = 0.0f; + if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr)) + { + if (dpi <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + monitor.DpiScale = dpi / 96.0f; + } +#endif + monitor.PlatformHandle = (void*)(intptr_t)n; + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (bd->Renderer != nullptr) + SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); +#if SDL_HAS_VULKAN + else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN) + SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h); +#endif + else + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Update monitors + if (bd->WantUpdateMonitors) + ImGui_ImplSDL2_UpdateMonitors(); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->MouseLastLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window); + viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + viewport->PlatformHandleRaw = info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + +#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT + SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0"); +#elif defined(_WIN32) + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl2.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl2.h new file mode 100644 index 0000000..78c76a8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl2.h @@ -0,0 +1,50 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). +// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +struct _SDL_GameController; +typedef union SDL_Event SDL_Event; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl3.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl3.cpp new file mode 100644 index 0000000..eaf217d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl3.cpp @@ -0,0 +1,1155 @@ +// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973) +// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807) +// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801) +// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) +// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762). +// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea(). +// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures. +// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents. +// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames. +// 2024-05-15: Update for SDL3 api changes: SDLK_ renames. +// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME. +// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode(). +// 2023-11-13: Updated for recent SDL3 API changes. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391) +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl3.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +#include +#if defined(__APPLE__) +#include +#endif +#ifdef _WIN32 +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#endif + +#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif + +// FIXME-LEGACY: remove when SDL 3.1.3 preview is released. +#ifndef SDLK_APOSTROPHE +#define SDLK_APOSTROPHE SDLK_QUOTE +#endif +#ifndef SDLK_GRAVE +#define SDLK_GRAVE SDLK_BACKQUOTE +#endif + +// SDL Data +struct ImGui_ImplSDL3_Data +{ + SDL_Window* Window; + SDL_WindowID WindowID; + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + bool UseVulkan; + bool WantUpdateMonitors; + + // IME handling + SDL_Window* ImeWindow; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MousePendingLeaveFrame; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL3_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; + + ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL3_UpdateMonitors(); +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + +// Functions +static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + const char* sdl_clipboard_text = SDL_GetClipboardText(); + bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL; + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; + SDL_Window* window = SDL_GetWindowFromID(window_id); + if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL) + { + SDL_StopTextInput(bd->ImeWindow); + bd->ImeWindow = nullptr; + } + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputArea(window, &r, 0); + SDL_StartTextInput(window); + bd->ImeWindow = window; + } +} + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) +{ + // Keypad doesn't have individual key values in SDL3 + switch (scancode) + { + case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0; + case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1; + case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2; + case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3; + case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4; + case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5; + case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6; + case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7; + case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8; + case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9; + case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual; + default: break; + } + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + case SDLK_EQUALS: return ImGuiKey_Equal; + case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDLK_BACKSLASH: return ImGuiKey_Backslash; + case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDLK_GRAVE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_A: return ImGuiKey_A; + case SDLK_B: return ImGuiKey_B; + case SDLK_C: return ImGuiKey_C; + case SDLK_D: return ImGuiKey_D; + case SDLK_E: return ImGuiKey_E; + case SDLK_F: return ImGuiKey_F; + case SDLK_G: return ImGuiKey_G; + case SDLK_H: return ImGuiKey_H; + case SDLK_I: return ImGuiKey_I; + case SDLK_J: return ImGuiKey_J; + case SDLK_K: return ImGuiKey_K; + case SDLK_L: return ImGuiKey_L; + case SDLK_M: return ImGuiKey_M; + case SDLK_N: return ImGuiKey_N; + case SDLK_O: return ImGuiKey_O; + case SDLK_P: return ImGuiKey_P; + case SDLK_Q: return ImGuiKey_Q; + case SDLK_R: return ImGuiKey_R; + case SDLK_S: return ImGuiKey_S; + case SDLK_T: return ImGuiKey_T; + case SDLK_U: return ImGuiKey_U; + case SDLK_V: return ImGuiKey_V; + case SDLK_W: return ImGuiKey_W; + case SDLK_X: return ImGuiKey_X; + case SDLK_Y: return ImGuiKey_Y; + case SDLK_Z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); +} + +static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id) +{ + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (event->type) + { + case SDL_EVENT_MOUSE_MOTION: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL) + return false; + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_EVENT_MOUSE_WHEEL: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL) + return false; + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); + float wheel_x = -event->wheel.x; + float wheel_y = event->wheel.y; + #ifdef __EMSCRIPTEN__ + wheel_x /= 100.0f; + #endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_EVENT_MOUSE_BUTTON_DOWN: + case SDL_EVENT_MOUSE_BUTTON_UP: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL) + return false; + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)); + bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_EVENT_TEXT_INPUT: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL) + return false; + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_EVENT_KEY_DOWN: + case SDL_EVENT_KEY_UP: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL) + return false; + //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod); + ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); + ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode); + io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_EVENT_DISPLAY_ORIENTATION: + case SDL_EVENT_DISPLAY_ADDED: + case SDL_EVENT_DISPLAY_REMOVED: + case SDL_EVENT_DISPLAY_MOVED: + case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED: + { + bd->WantUpdateMonitors = true; + return true; + } + case SDL_EVENT_WINDOW_MOUSE_ENTER: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + return false; + bd->MouseWindowID = event->window.windowID; + bd->MousePendingLeaveFrame = 0; + return true; + } + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + // FIXME: Unconfirmed whether this is still needed with SDL3. + case SDL_EVENT_WINDOW_MOUSE_LEAVE: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + return false; + bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; + return true; + } + case SDL_EVENT_WINDOW_FOCUS_GAINED: + case SDL_EVENT_WINDOW_FOCUS_LOST: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + return false; + io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); + return true; + } + case SDL_EVENT_WINDOW_CLOSE_REQUESTED: + case SDL_EVENT_WINDOW_MOVED: + case SDL_EVENT_WINDOW_RESIZED: + { + ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) + return false; + if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) + viewport->PlatformRequestClose = true; + if (event->type == SDL_EVENT_WINDOW_MOVED) + viewport->PlatformRequestMove = true; + if (event->type == SDL_EVENT_WINDOW_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + case SDL_EVENT_GAMEPAD_ADDED: + case SDL_EVENT_GAMEPAD_REMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } + } + return false; +} + +static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) +{ + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window); + viewport->PlatformHandleRaw = nullptr; +#if defined(_WIN32) && !defined(__WINRT__) + viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr); +#endif +} + +static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + IM_UNUSED(sdl_gl_context); // Unused in this branch + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl3"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); + bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. + bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; + + // Update monitor a first time during init + ImGui_ImplSDL3_UpdateMonitors(); + + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window); + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); + + // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659 + SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0"); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context); + + return true; +} + +// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface. +bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) +{ + if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL3_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +static void ImGui_ImplSDL3_CloseGamepads(); + +void ImGui_ImplSDL3_Shutdown() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_DestroyCursor(bd->MouseCursors[cursor_n]); + ImGui_ImplSDL3_CloseGamepads(); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL3_UpdateMouseData() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse(bd->MouseButtonsDown != 0); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); + } + + // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + float mouse_x, mouse_y; + int window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL3_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_HideCursor(); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->MouseLastCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->MouseLastCursor = expected_cursor; + } + SDL_ShowCursor(); + } +} + +static void ImGui_ImplSDL3_CloseGamepads() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + for (SDL_Gamepad* gamepad : bd->Gamepads) + SDL_CloseGamepad(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_CloseGamepads(); + if (mode == ImGui_ImplSDL3_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no) +{ + bool merged_value = false; + for (SDL_Gamepad* gamepad : bd->Gamepads) + merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_Gamepad* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + +static void ImGui_ImplSDL3_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + // Update list of gamepads to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + { + ImGui_ImplSDL3_CloseGamepads(); + int sdl_gamepads_count = 0; + SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count); + for (int n = 0; n < sdl_gamepads_count; n++) + if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n])) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + SDL_free(sdl_gamepads); + } + + // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (bd->Gamepads.Size == 0) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value. + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); +} + +static void ImGui_ImplSDL3_UpdateMonitors() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + bd->WantUpdateMonitors = false; + + int display_count; + SDL_DisplayID* displays = SDL_GetDisplays(&display_count); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + SDL_DisplayID display_id = displays[n]; + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(display_id, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + SDL_GetDisplayUsableBounds(display_id, &r); + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + monitor.DpiScale = SDL_GetDisplayContentScale(display_id); + monitor.PlatformHandle = (void*)(intptr_t)n; + if (monitor.DpiScale <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + platform_io.Monitors.push_back(monitor); + } + SDL_free(displays); +} + +void ImGui_ImplSDL3_NewFrame() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Update monitors + if (bd->WantUpdateMonitors) + ImGui_ImplSDL3_UpdateMonitors(); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->MousePendingLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL3_UpdateMouseData(); + ImGui_ImplSDL3_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL3_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL3_ViewportData +{ + SDL_Window* Window; + SDL_Window* ParentWindow; + Uint32 WindowID; + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + { + SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; + return SDL_GetWindowFromID(window_id); + } + return nullptr; +} + +static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + viewport->PlatformUserData = vd; + + vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId); + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window); + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + SDL_SetWindowParent(vd->Window, vd->ParentWindow); + SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window); +} + +static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DestroyContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Show icon in task bar (#7989) + // Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows. + if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style |= WS_EX_APPWINDOW; + ex_style &= ~WS_EX_TOOLWINDOW; + ::ShowWindow(hwnd, SW_HIDE); + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + + SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1"); + SDL_ShowWindow(vd->Window); +} + +static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + + // Update SDL3 parent if it changed _after_ creation. + // This is for advanced apps that are manipulating ParentViewportID manually. + SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->ParentWindow) + { + vd->ParentWindow = new_parent; + SDL_SetWindowParent(vd->Window, vd->ParentWindow); + } +} + +static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} + +static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#include +static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} + +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow; + platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers; + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha; + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface; + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = (SDL_GLContext)sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl3.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl3.h new file mode 100644 index 0000000..96f0e5d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdl3.h @@ -0,0 +1,51 @@ +// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +struct SDL_Gamepad; +typedef union SDL_Event SDL_Event; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1); + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer2.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer2.cpp new file mode 100644 index 0000000..3436be4 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer2.cpp @@ -0,0 +1,277 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note how SDL_Renderer is an _optional_ component of SDL2. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. +// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. +// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2021-10-06: Backup and restore modified ClipRect/Viewport. +// 2021-09-21: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer2.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer2_Data +{ + SDL_Renderer* Renderer; // Main viewport's renderer + SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer2_Shutdown() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) +{ + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_RenderSetViewport(renderer, nullptr); + SDL_RenderSetClipRect(renderer, nullptr); +} + +void ImGui_ImplSDLRenderer2_NewFrame() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +} + +void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) +{ + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_RenderGetScale(renderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE; + SDL_RenderGetViewport(renderer, &old.Viewport); + SDL_RenderGetClipRect(renderer, &old.ClipRect); + + // Setup desired state + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer2_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_RenderSetClipRect(renderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(renderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + draw_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + platform_io.Renderer_RenderState = NULL; + + // Restore modified SDL_Renderer state + SDL_RenderSetViewport(renderer, &old.Viewport); + SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer2_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == nullptr) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer2_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = nullptr; + } +} + +bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer2_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer2_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer2.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer2.h new file mode 100644 index 0000000..fe2ef62 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer2.h @@ -0,0 +1,51 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note how SDL_Renderer is an _optional_ component of SDL2. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Renderer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer2_RenderState +{ + SDL_Renderer* Renderer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer3.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer3.cpp new file mode 100644 index 0000000..bcc8c7a --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer3.cpp @@ -0,0 +1,296 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.0.0+) + +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) + +// Note how SDL_Renderer is an _optional_ component of SDL3. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). +// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. +// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. +// 2023-05-30: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer3.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(3,0,0) +#error This backend requires SDL 3.0.0+ +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer3_Data +{ + SDL_Renderer* Renderer; // Main viewport's renderer + SDL_Texture* FontTexture; + ImVector ColorBuffer; + + ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer3_Shutdown() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) +{ + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_SetRenderViewport(renderer, nullptr); + SDL_SetRenderClipRect(renderer, nullptr); +} + +void ImGui_ImplSDLRenderer3_NewFrame() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +} + +// https://github.com/libsdl-org/SDL/issues/9009 +static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices) +{ + const Uint8* color2 = (const Uint8*)color; + colors_out.resize(num_vertices); + SDL_FColor* color3 = colors_out.Data; + for (int i = 0; i < num_vertices; i++) + { + color3[i].r = color->r / 255.0f; + color3[i].g = color->g / 255.0f; + color3[i].b = color->b / 255.0f; + color3[i].a = color->a / 255.0f; + color2 += color_stride; + color = (const SDL_Color*)color2; + } + return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); +} + +void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_GetRenderScale(renderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ViewportEnabled; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ViewportEnabled = SDL_RenderViewportSet(renderer); + old.ClipEnabled = SDL_RenderClipEnabled(renderer); + SDL_GetRenderViewport(renderer, &old.Viewport); + SDL_GetRenderClipRect(renderer, &old.ClipRect); + + // Setup desired state + ImGui_ImplSDLRenderer3_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer3_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer3_SetupRenderState(renderer); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_SetRenderClipRect(renderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + draw_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + platform_io.Renderer_RenderState = NULL; + + // Restore modified SDL_Renderer state + SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr); + SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == nullptr) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = nullptr; + } +} + +bool ImGui_ImplSDLRenderer3_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer3_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer3_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer3.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer3.h new file mode 100644 index 0000000..1895745 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_sdlrenderer3.h @@ -0,0 +1,53 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.0.0+) + +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) + +// Note how SDL_Renderer is an _optional_ component of SDL3. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and +// it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Renderer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer3_RenderState +{ + SDL_Renderer* Renderer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_vulkan.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_vulkan.cpp new file mode 100644 index 0000000..09f4edf --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_vulkan.cpp @@ -0,0 +1,1933 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. +// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. +// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. +// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) +// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189). +// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238) +// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. +// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) +// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. +// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend. +// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time. +// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture. +// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this. +// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat. +// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). +// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. +// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. +// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). +// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. +// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). +// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. +// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. +// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. +// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. +// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. +// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. +// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. +// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. +// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_vulkan.h" +#include +#ifndef IM_MAX +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Forward Declarations +struct ImGui_ImplVulkan_FrameRenderBuffers; +struct ImGui_ImplVulkan_WindowRenderBuffers; +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +// Vulkan prototypes for use with custom loaders +// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h +#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_) +#define IMGUI_IMPL_VULKAN_USE_LOADER +static bool g_FunctionsLoaded = false; +#else +static bool g_FunctionsLoaded = true; +#endif +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER +#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) + +// Define function pointers +#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; +IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) +#undef IMGUI_VULKAN_FUNC_DEF +#endif // IMGUI_IMPL_VULKAN_USE_LOADER + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; +static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR; +#endif + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers; +}; + +// For multi-viewport support: +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplVulkan_ViewportData +{ + ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only + ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports + bool WindowOwned; + bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame + + ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); } + ~ImGui_ImplVulkan_ViewportData() { } +}; + +// Vulkan data +struct ImGui_ImplVulkan_Data +{ + ImGui_ImplVulkan_InitInfo VulkanInitInfo; + VkDeviceSize BufferMemoryAlignment; + VkPipelineCreateFlags PipelineCreateFlags; + VkDescriptorSetLayout DescriptorSetLayout; + VkPipelineLayout PipelineLayout; + VkPipeline Pipeline; // pipeline for main render pass (created by app) + VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend) + VkShaderModule ShaderModuleVert; + VkShaderModule ShaderModuleFrag; + + // Font data + VkSampler FontSampler; + VkDeviceMemory FontMemory; + VkImage FontImage; + VkImageView FontView; + VkDescriptorSet FontDescriptorSet; + VkCommandPool FontCommandPool; + VkCommandBuffer FontCommandBuffer; + + // Render buffers for main window + ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers; + + ImGui_ImplVulkan_Data() + { + memset((void*)this, 0, sizeof(*this)); + BufferMemoryAlignment = 256; + } +}; + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// Forward Declarations +static void ImGui_ImplVulkan_InitMultiViewportSupport(); +static void ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + +// backends/vulkan/glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, + 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, + 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, + 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, + 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, + 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, + 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, + 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, + 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, + 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, + 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, + 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, + 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, + 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, + 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, + 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, + 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, + 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, + 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, + 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, + 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, + 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, + 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, + 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, + 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, + 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, + 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, + 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, + 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, + 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, + 0x0000002d,0x0000002c,0x000100fd,0x00010038 +}; + +// backends/vulkan/glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform sampler2D sTexture; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, + 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, + 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, + 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, + 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, + 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, + 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, + 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, + 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, + 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, + 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, + 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, + 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, + 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, + 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, + 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, + 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, + 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, + 0x00010038 +}; + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not tested and probably dysfunctional in this backend. +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkPhysicalDeviceMemoryProperties prop; + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); + for (uint32_t i = 0; i < prop.memoryTypeCount; i++) + if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) + return i; + return 0xFFFFFFFF; // Unable to find memoryType +} + +static void check_vk_result(VkResult err) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (!bd) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (v->CheckVkResultFn) + v->CheckVkResultFn(err); +} + +// Same as IM_MEMALIGN(). 'alignment' must be a power of two. +static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment) +{ + return (size + alignment - 1) & ~(alignment - 1); +} + +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, VkDeviceSize new_size, VkBufferUsageFlagBits usage) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + if (buffer != VK_NULL_HANDLE) + vkDestroyBuffer(v->Device, buffer, v->Allocator); + if (buffer_memory != VK_NULL_HANDLE) + vkFreeMemory(v->Device, buffer_memory, v->Allocator); + + VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment); + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = buffer_size_aligned; + buffer_info.usage = usage; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); + check_vk_result(err); + + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); + check_vk_result(err); + + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); + check_vk_result(err); + buffer_size = buffer_size_aligned; +} + +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + + // Bind pipeline: + { + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + } + + // Bind Vertex And Index Buffer: + if (draw_data->TotalVtxCount > 0) + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + { + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + } + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + float scale[2]; + scale[0] = 2.0f / draw_data->DisplaySize.x; + scale[1] = 2.0f / draw_data->DisplaySize.y; + float translate[2]; + translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; + translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + } +} + +// Render function +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (pipeline == VK_NULL_HANDLE) + pipeline = bd->Pipeline; + + // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. + ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData; + IM_ASSERT(viewport_renderer_data != nullptr); + ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers; + if (wrb->FrameRenderBuffers == nullptr) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); + memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + + if (draw_data->TotalVtxCount > 0) + { + // Create or resize the vertex/index buffers + VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); + VkDeviceSize index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst); + check_vk_result(err); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst); + check_vk_result(err); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + VkMappedMemoryRange range[2] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = rb->VertexBufferMemory; + range[0].size = VK_WHOLE_SIZE; + range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[1].memory = rb->IndexBufferMemory; + range[1].size = VK_WHOLE_SIZE; + err = vkFlushMappedMemoryRanges(v->Device, 2, range); + check_vk_result(err); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); + } + + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplVulkan_RenderState render_state; + render_state.CommandBuffer = command_buffer; + render_state.Pipeline = pipeline; + render_state.PipelineLayout = bd->PipelineLayout; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_min.x); + scissor.offset.y = (int32_t)(clip_min.y); + scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); + scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); + + // Bind DescriptorSet with font or user texture + VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->GetTexID() }; + if (sizeof(ImTextureID) < sizeof(ImU64)) + { + // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used. + IM_ASSERT(pcmd->GetTexID() == (ImTextureID)bd->FontDescriptorSet); + desc_set[0] = bd->FontDescriptorSet; + } + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr); + + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = NULL; + + // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. + // Our last values will leak into user/application rendering IF: + // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state + // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state. + // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; + vkCmdSetScissor(command_buffer, 0, 1, &scissor); +} + +bool ImGui_ImplVulkan_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + // Destroy existing texture (if any) + if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet) + { + vkQueueWaitIdle(v->Queue); + ImGui_ImplVulkan_DestroyFontsTexture(); + } + + // Create command pool/buffer + if (bd->FontCommandPool == VK_NULL_HANDLE) + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = v->QueueFamily; + vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool); + } + if (bd->FontCommandBuffer == VK_NULL_HANDLE) + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = bd->FontCommandPool; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer); + check_vk_result(err); + } + + // Start command buffer + { + err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info); + check_vk_result(err); + } + + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + size_t upload_size = width * height * 4 * sizeof(char); + + // Create the Image: + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = width; + info.extent.height = height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = bd->FontImage; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); + check_vk_result(err); + } + + // Create the Descriptor Set: + bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + // Create the Upload Buffer: + VkDeviceMemory upload_buffer_memory; + VkBuffer upload_buffer; + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = nullptr; + err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + memcpy(map, pixels, upload_size); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = upload_buffer_memory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, upload_buffer_memory); + } + + // Copy to Image: + { + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = bd->FontImage; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = width; + region.imageExtent.height = height; + region.imageExtent.depth = 1; + vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = bd->FontImage; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); + + // End command buffer + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &bd->FontCommandBuffer; + err = vkEndCommandBuffer(bd->FontCommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + + err = vkQueueWaitIdle(v->Queue); + check_vk_result(err); + + vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); + vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); + + return true; +} + +// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown(). +void ImGui_ImplVulkan_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + if (bd->FontDescriptorSet) + { + ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet); + bd->FontDescriptorSet = VK_NULL_HANDLE; + io.Fonts->SetTexID(0); + } + + if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } + if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } + if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } +} + +static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) +{ + // Create the shader modules + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->ShaderModuleVert == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo vert_info = {}; + vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + vert_info.codeSize = sizeof(__glsl_shader_vert_spv); + vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; + VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); + check_vk_result(err); + } + if (bd->ShaderModuleFrag == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo frag_info = {}; + frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + frag_info.codeSize = sizeof(__glsl_shader_frag_spv); + frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; + VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); + check_vk_result(err); + } +} + +static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_CreateShaderModules(device, allocator); + + VkPipelineShaderStageCreateInfo stage[2] = {}; + stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; + stage[0].module = bd->ShaderModuleVert; + stage[0].pName = "main"; + stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; + stage[1].module = bd->ShaderModuleFrag; + stage[1].pName = "main"; + + VkVertexInputBindingDescription binding_desc[1] = {}; + binding_desc[0].stride = sizeof(ImDrawVert); + binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + VkVertexInputAttributeDescription attribute_desc[3] = {}; + attribute_desc[0].location = 0; + attribute_desc[0].binding = binding_desc[0].binding; + attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[0].offset = offsetof(ImDrawVert, pos); + attribute_desc[1].location = 1; + attribute_desc[1].binding = binding_desc[0].binding; + attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[1].offset = offsetof(ImDrawVert, uv); + attribute_desc[2].location = 2; + attribute_desc[2].binding = binding_desc[0].binding; + attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; + attribute_desc[2].offset = offsetof(ImDrawVert, col); + + VkPipelineVertexInputStateCreateInfo vertex_info = {}; + vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + vertex_info.vertexBindingDescriptionCount = 1; + vertex_info.pVertexBindingDescriptions = binding_desc; + vertex_info.vertexAttributeDescriptionCount = 3; + vertex_info.pVertexAttributeDescriptions = attribute_desc; + + VkPipelineInputAssemblyStateCreateInfo ia_info = {}; + ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + + VkPipelineViewportStateCreateInfo viewport_info = {}; + viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + viewport_info.viewportCount = 1; + viewport_info.scissorCount = 1; + + VkPipelineRasterizationStateCreateInfo raster_info = {}; + raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + raster_info.polygonMode = VK_POLYGON_MODE_FILL; + raster_info.cullMode = VK_CULL_MODE_NONE; + raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; + raster_info.lineWidth = 1.0f; + + VkPipelineMultisampleStateCreateInfo ms_info = {}; + ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; + ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; + + VkPipelineColorBlendAttachmentState color_attachment[1] = {}; + color_attachment[0].blendEnable = VK_TRUE; + color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; + color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; + + VkPipelineDepthStencilStateCreateInfo depth_info = {}; + depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; + + VkPipelineColorBlendStateCreateInfo blend_info = {}; + blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + blend_info.attachmentCount = 1; + blend_info.pAttachments = color_attachment; + + VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; + VkPipelineDynamicStateCreateInfo dynamic_state = {}; + dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); + dynamic_state.pDynamicStates = dynamic_states; + + VkGraphicsPipelineCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + info.flags = bd->PipelineCreateFlags; + info.stageCount = 2; + info.pStages = stage; + info.pVertexInputState = &vertex_info; + info.pInputAssemblyState = &ia_info; + info.pViewportState = &viewport_info; + info.pRasterizationState = &raster_info; + info.pMultisampleState = &ms_info; + info.pDepthStencilState = &depth_info; + info.pColorBlendState = &blend_info; + info.pDynamicState = &dynamic_state; + info.layout = bd->PipelineLayout; + info.renderPass = renderPass; + info.subpass = subpass; + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (bd->VulkanInitInfo.UseDynamicRendering) + { + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL"); + info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo; + info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. + } +#endif + + VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); + check_vk_result(err); +} + +bool ImGui_ImplVulkan_CreateDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (!bd->FontSampler) + { + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); + check_vk_result(err); + } + + if (!bd->DescriptorSetLayout) + { + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); + check_vk_result(err); + } + + if (!bd->PipelineLayout) + { + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 1; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); + check_vk_result(err); + } + + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass); + + return true; +} + +void ImGui_ImplVulkan_DestroyDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + ImGui_ImplVulkan_DestroyFontsTexture(); + + if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; } + if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; } + if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } + if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } + if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } + if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } + if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } + if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; } +} + +bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Load function pointers + // You can use the default Vulkan loader using: + // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES. +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER +#define IMGUI_VULKAN_FUNC_LOAD(func) \ + func = reinterpret_cast(loader_func(#func, user_data)); \ + if (func == nullptr) \ + return false; + IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) +#undef IMGUI_VULKAN_FUNC_LOAD + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + // Manually load those two (see #5446) + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); +#endif +#else + IM_UNUSED(loader_func); + IM_UNUSED(user_data); +#endif + + g_FunctionsLoaded = true; + return true; +} + +bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + + if (info->UseDynamicRendering) + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#ifndef IMGUI_IMPL_VULKAN_USE_LOADER + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); +#endif + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); +#else + IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined."); +#endif + } + + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_vulkan"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + IM_ASSERT(info->Instance != VK_NULL_HANDLE); + IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); + IM_ASSERT(info->Device != VK_NULL_HANDLE); + IM_ASSERT(info->Queue != VK_NULL_HANDLE); + IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); + IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); + if (info->UseDynamicRendering == false) + IM_ASSERT(info->RenderPass != VK_NULL_HANDLE); + + bd->VulkanInitInfo = *info; + + ImGui_ImplVulkan_CreateDeviceObjects(); + + // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + + ImGui_ImplVulkan_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplVulkan_Shutdown() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // First destroy objects in all viewports + ImGui_ImplVulkan_DestroyDeviceObjects(); + + // Manually delete main viewport render data in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData) + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + + // Clean up windows + ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplVulkan_NewFrame() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?"); + + if (!bd->FontDescriptorSet) + ImGui_ImplVulkan_CreateFontsTexture(); +} + +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(min_image_count >= 2); + if (bd->VulkanInitInfo.MinImageCount == min_image_count) + return; + + IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + + bd->VulkanInitInfo.MinImageCount = min_image_count; +} + +// Register a texture +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create Descriptor Set: + VkDescriptorSet descriptor_set; + { + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = v->DescriptorPool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayout; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + } + + // Update the Descriptor Set: + { + VkDescriptorImageInfo desc_image[1] = {}; + desc_image[0].sampler = sampler; + desc_image[0].imageView = image_view; + desc_image[0].imageLayout = image_layout; + VkWriteDescriptorSet write_desc[1] = {}; + write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_desc[0].dstSet = descriptor_set; + write_desc[0].descriptorCount = 1; + write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write_desc[0].pImageInfo = desc_image; + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); + } + return descriptor_set; +} + +void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set); +} + +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + IM_FREE(buffers->FrameRenderBuffers); + buffers->FrameRenderBuffers = nullptr; + buffers->Index = 0; + buffers->Count = 0; +} + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_formats != nullptr); + IM_ASSERT(request_formats_count > 0); + + // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation + // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format + // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, + // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. + uint32_t avail_count; + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_format; + avail_format.resize((int)avail_count); + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); + + // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available + if (avail_count == 1) + { + if (avail_format[0].format == VK_FORMAT_UNDEFINED) + { + VkSurfaceFormatKHR ret; + ret.format = request_formats[0]; + ret.colorSpace = request_color_space; + return ret; + } + else + { + // No point in searching another format + return avail_format[0]; + } + } + else + { + // Request several formats, the first found will be used + for (int request_i = 0; request_i < request_formats_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) + return avail_format[avail_i]; + + // If none of the requested image formats could be found, use the first available + return avail_format[0]; + } +} + +VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_modes != nullptr); + IM_ASSERT(request_modes_count > 0); + + // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory + uint32_t avail_count = 0; + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_modes; + avail_modes.resize((int)avail_count); + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); + //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); + + for (int request_i = 0; request_i < request_modes_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (request_modes[request_i] == avail_modes[avail_i]) + return request_modes[request_i]; + + return VK_PRESENT_MODE_FIFO_KHR; // Always available +} + +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +{ + IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + IM_UNUSED(physical_device); + + // Create Command Buffers + VkResult err; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = queue_family; + err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); + check_vk_result(err); + } + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = fd->CommandPool; + info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); + check_vk_result(err); + } + { + VkFenceCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + info.flags = VK_FENCE_CREATE_SIGNALED_BIT; + err = vkCreateFence(device, &info, allocator, &fd->Fence); + check_vk_result(err); + } + } + + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + { + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; + { + VkSemaphoreCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); + check_vk_result(err); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); + check_vk_result(err); + } + } +} + +int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) +{ + if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) + return 3; + if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) + return 2; + if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) + return 1; + IM_ASSERT(0); + return 1; +} + +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +{ + VkResult err; + VkSwapchainKHR old_swapchain = wd->Swapchain; + wd->Swapchain = VK_NULL_HANDLE; + err = vkDeviceWaitIdle(device); + check_vk_result(err); + + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. + // Destroy old Framebuffer + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; + wd->ImageCount = 0; + if (wd->RenderPass) + vkDestroyRenderPass(device, wd->RenderPass, allocator); + + // If min image count was not specified, request different count of images dependent on selected present mode + if (min_image_count == 0) + min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); + + // Create Swapchain + { + VkSwapchainCreateInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; + info.surface = wd->Surface; + info.minImageCount = min_image_count; + info.imageFormat = wd->SurfaceFormat.format; + info.imageColorSpace = wd->SurfaceFormat.colorSpace; + info.imageArrayLayers = 1; + info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family + info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; + info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; + info.presentMode = wd->PresentMode; + info.clipped = VK_TRUE; + info.oldSwapchain = old_swapchain; + VkSurfaceCapabilitiesKHR cap; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); + check_vk_result(err); + if (info.minImageCount < cap.minImageCount) + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; + + if (cap.currentExtent.width == 0xffffffff) + { + info.imageExtent.width = wd->Width = w; + info.imageExtent.height = wd->Height = h; + } + else + { + info.imageExtent.width = wd->Width = cap.currentExtent.width; + info.imageExtent.height = wd->Height = cap.currentExtent.height; + } + err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); + check_vk_result(err); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr); + check_vk_result(err); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); + check_vk_result(err); + + IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr); + wd->SemaphoreCount = wd->ImageCount + 1; + wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); + wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount); + memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount); + for (uint32_t i = 0; i < wd->ImageCount; i++) + wd->Frames[i].Backbuffer = backbuffers[i]; + } + if (old_swapchain) + vkDestroySwapchainKHR(device, old_swapchain, allocator); + + // Create the Render Pass + if (wd->UseDynamicRendering == false) + { + VkAttachmentDescription attachment = {}; + attachment.format = wd->SurfaceFormat.format; + attachment.samples = VK_SAMPLE_COUNT_1_BIT; + attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + VkAttachmentReference color_attachment = {}; + color_attachment.attachment = 0; + color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &color_attachment; + VkSubpassDependency dependency = {}; + dependency.srcSubpass = VK_SUBPASS_EXTERNAL; + dependency.dstSubpass = 0; + dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.srcAccessMask = 0; + dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + VkRenderPassCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; + info.attachmentCount = 1; + info.pAttachments = &attachment; + info.subpassCount = 1; + info.pSubpasses = &subpass; + info.dependencyCount = 1; + info.pDependencies = &dependency; + err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); + check_vk_result(err); + + // We do not create a pipeline by default as this is also used by examples' main.cpp, + // but secondary viewport in multi-viewport mode may want to create one with: + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass); + } + + // Create The Image Views + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = wd->SurfaceFormat.format; + info.components.r = VK_COMPONENT_SWIZZLE_R; + info.components.g = VK_COMPONENT_SWIZZLE_G; + info.components.b = VK_COMPONENT_SWIZZLE_B; + info.components.a = VK_COMPONENT_SWIZZLE_A; + VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; + info.subresourceRange = image_range; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); + check_vk_result(err); + } + } + + // Create Framebuffer + if (wd->UseDynamicRendering == false) + { + VkImageView attachment[1]; + VkFramebufferCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + info.renderPass = wd->RenderPass; + info.attachmentCount = 1; + info.pAttachments = attachment; + info.width = wd->Width; + info.height = wd->Height; + info.layers = 1; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + attachment[0] = fd->BackbufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); + check_vk_result(err); + } + } +} + +// Create or resize window +void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + (void)instance; + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); +} + +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) +{ + vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) + //vkQueueWaitIdle(bd->Queue); + + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; + vkDestroyRenderPass(device, wd->RenderPass, allocator); + vkDestroySwapchainKHR(device, wd->Swapchain, allocator); + vkDestroySurfaceKHR(instance, wd->Surface, allocator); + + *wd = ImGui_ImplVulkanH_Window(); +} + +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackbufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData) + ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + viewport->RendererUserData = vd; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create surface + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface); + check_vk_result(err); + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + IM_ASSERT(0); // Error: no WSI support on physical device + return; + } + + // Select Surface Format + ImVector requestSurfaceImageFormats; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++) + requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]); +#endif + const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + for (VkFormat format : defaultFormats) + requestSurfaceImageFormats.push_back(format); + + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace); + + // Select Present Mode + // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + wd->UseDynamicRendering = v->UseDynamicRendering; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + vd->WindowOwned = true; + + // Create pipeline (shared by all secondary viewports) + if (bd->PipelineForViewports == VK_NULL_HANDLE) + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &bd->PipelineForViewports, 0); +} + +static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData) + { + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (vd->WindowOwned) + ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator); + ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount); +} + +static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (vd->SwapChainNeedRebuild) + { + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + vd->SwapChainNeedRebuild = false; + } + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + { + { + err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR) + { + // Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame. + vd->SwapChainNeedRebuild = true; + return; + } + check_vk_result(err); + fd = &wd->Frames[wd->FrameIndex]; + } + for (;;) + { + err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100); + if (err == VK_SUCCESS) break; + if (err == VK_TIMEOUT) continue; + check_vk_result(err); + } + { + err = vkResetCommandPool(v->Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); + } +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + // Transition swapchain image to a layout suitable for drawing. + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + + VkRenderingAttachmentInfo attachmentInfo = {}; + attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR; + attachmentInfo.imageView = fd->BackbufferView; + attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE; + attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachmentInfo.clearValue = wd->ClearValue; + + VkRenderingInfo renderingInfo = {}; + renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR; + renderingInfo.renderArea.extent.width = wd->Width; + renderingInfo.renderArea.extent.height = wd->Height; + renderingInfo.layerCount = 1; + renderingInfo.viewMask = 0; + renderingInfo.colorAttachmentCount = 1; + renderingInfo.pColorAttachments = &attachmentInfo; + + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo); + } + else +#endif + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1; + info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + } + + ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, bd->PipelineForViewports); + + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer); + + // Transition image to a layout suitable for presentation + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + } + else +#endif + { + vkCmdEndRenderPass(fd->CommandBuffer); + } + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &fsd->RenderCompleteSemaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkResetFences(v->Device, 1, &fd->Fence); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence); + check_vk_result(err); + } + } +} + +static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + if (vd->SwapChainNeedRebuild) // Frame data became invalid in the middle of rendering + return; + + VkResult err; + uint32_t present_index = wd->FrameIndex; + + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->RenderCompleteSemaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &present_index; + err = vkQueuePresentKHR(v->Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + vd->SwapChainNeedRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) + return; + } + else + { + check_vk_result(err); + } + + wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences() + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +void ImGui_ImplVulkan_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler."); + platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers; +} + +void ImGui_ImplVulkan_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_vulkan.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_vulkan.h new file mode 100644 index 0000000..fe1d78f --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_vulkan.h @@ -0,0 +1,203 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +// [Configuration] in order to use a custom Vulkan function loader: +// (1) You'll need to disable default Vulkan function prototypes. +// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. +// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: +// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file +// - Or as a compilation flag in your build system +// - Or uncomment here (not recommended because you'd be modifying imgui sources!) +// - Do not simply add it in a .cpp file! +// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. +// If you have no idea what this is, leave it alone! +//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES + +// Convenience support for Volk +// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +//#define IMGUI_IMPL_VULKAN_USE_VOLK + +#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) +#define VK_NO_PROTOTYPES +#endif +#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) +#define NOMINMAX +#endif + +// Vulkan includes +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#include +#else +#include +#endif +#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) +#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#endif + +// Initialization data, for ImGui_ImplVulkan_Init() +// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, +// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. +// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_InitInfo +{ + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkDescriptorPool DescriptorPool; // See requirements in note above + VkRenderPass RenderPass; // Ignored if using dynamic rendering + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + + // (Optional) + VkPipelineCache PipelineCache; + uint32_t Subpass; + + // (Optional) Dynamic Rendering + // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. + bool UseDynamicRendering; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; +#endif + + // (Optional) Allocation, Debugging + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); + VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); +IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +// Register a texture (VkDescriptorSet == ImTextureID) +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem +// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); + +// Optional: load Vulkan functions with a custom function loader +// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplVulkan_RenderState +{ + VkCommandBuffer CommandBuffer; + VkPipeline Pipeline; + VkPipelineLayout PipelineLayout; +}; + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the multi-viewport / platform window implementation needs them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; + +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); +IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); +IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); + +// Helper structure to hold the data needed by one rendering frame +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_Frame +{ + VkCommandPool CommandPool; + VkCommandBuffer CommandBuffer; + VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; + +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; + +// Helper structure to hold the data needed by one rendering context into one OS window +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window +{ + int Width; + int Height; + VkSwapchainKHR Swapchain; + VkSurfaceKHR Surface; + VkSurfaceFormatKHR SurfaceFormat; + VkPresentModeKHR PresentMode; + VkRenderPass RenderPass; + bool UseDynamicRendering; + bool ClearEnable; + VkClearValue ClearValue; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) + ImGui_ImplVulkanH_Frame* Frames; + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; + + ImGui_ImplVulkanH_Window() + { + memset((void*)this, 0, sizeof(*this)); + PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. + ClearEnable = true; + } +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_wgpu.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_wgpu.cpp new file mode 100644 index 0000000..46ea77d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_wgpu.cpp @@ -0,0 +1,842 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977) +// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) +// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. +// 2024-01-22: Fixed pipeline layout leak. (#7245) +// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults. +// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) +// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. +// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) +// 2022-11-24: Fixed validation error with default depth buffer settings. +// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). +// 2021-08-24: Fixed for latest specs. +// 2021-05-24: Add support for draw_data->FramebufferScale. +// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2021-01-28: Initial version. + +// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN +// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details. +#ifndef __EMSCRIPTEN__ + #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined! + #endif +#else + #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten! + #endif +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_wgpu.h" +#include +#include + +// Dear ImGui prototypes from imgui_internal.h +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); +#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). + +// WebGPU data +struct RenderResources +{ + WGPUTexture FontTexture = nullptr; // Font texture + WGPUTextureView FontTextureView = nullptr; // Texture view for font texture + WGPUSampler Sampler = nullptr; // Sampler for the font texture + WGPUBuffer Uniforms = nullptr; // Shader uniforms + WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui + WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM +}; + +struct FrameResources +{ + WGPUBuffer IndexBuffer; + WGPUBuffer VertexBuffer; + ImDrawIdx* IndexBufferHost; + ImDrawVert* VertexBufferHost; + int IndexBufferSize; + int VertexBufferSize; +}; + +struct Uniforms +{ + float MVP[4][4]; + float Gamma; +}; + +struct ImGui_ImplWGPU_Data +{ + ImGui_ImplWGPU_InitInfo initInfo; + WGPUDevice wgpuDevice = nullptr; + WGPUQueue defaultQueue = nullptr; + WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; + WGPURenderPipeline pipelineState = nullptr; + + RenderResources renderResources; + FrameResources* pFrameResources = nullptr; + unsigned int numFramesInFlight = 0; + unsigned int frameIndex = UINT_MAX; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +static const char __shader_vert_wgsl[] = R"( +struct VertexInput { + @location(0) position: vec2, + @location(1) uv: vec2, + @location(2) color: vec4, +}; + +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; + +struct Uniforms { + mvp: mat4x4, + gamma: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; + +@vertex +fn main(in: VertexInput) -> VertexOutput { + var out: VertexOutput; + out.position = uniforms.mvp * vec4(in.position, 0.0, 1.0); + out.color = in.color; + out.uv = in.uv; + return out; +} +)"; + +static const char __shader_frag_wgsl[] = R"( +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; + +struct Uniforms { + mvp: mat4x4, + gamma: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(1) var s: sampler; +@group(1) @binding(0) var t: texture_2d; + +@fragment +fn main(in: VertexOutput) -> @location(0) vec4 { + let color = in.color * textureSample(t, s, in.uv); + let corrected_color = pow(color.rgb, vec3(uniforms.gamma)); + return vec4(corrected_color, color.a); +} +)"; + +static void SafeRelease(ImDrawIdx*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(ImDrawVert*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(WGPUBindGroupLayout& res) +{ + if (res) + wgpuBindGroupLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBindGroup& res) +{ + if (res) + wgpuBindGroupRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBuffer& res) +{ + if (res) + wgpuBufferRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUPipelineLayout& res) +{ + if (res) + wgpuPipelineLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPURenderPipeline& res) +{ + if (res) + wgpuRenderPipelineRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUSampler& res) +{ + if (res) + wgpuSamplerRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUShaderModule& res) +{ + if (res) + wgpuShaderModuleRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTextureView& res) +{ + if (res) + wgpuTextureViewRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTexture& res) +{ + if (res) + wgpuTextureRelease(res); + res = nullptr; +} + +static void SafeRelease(RenderResources& res) +{ + SafeRelease(res.FontTexture); + SafeRelease(res.FontTextureView); + SafeRelease(res.Sampler); + SafeRelease(res.Uniforms); + SafeRelease(res.CommonBindGroup); + SafeRelease(res.ImageBindGroup); + SafeRelease(res.ImageBindGroupLayout); +}; + +static void SafeRelease(FrameResources& res) +{ + SafeRelease(res.IndexBuffer); + SafeRelease(res.VertexBuffer); + SafeRelease(res.IndexBufferHost); + SafeRelease(res.VertexBufferHost); +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + WGPUShaderSourceWGSL wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; + wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; +#else + WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; + wgsl_desc.code = wgsl_source; +#endif + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = reinterpret_cast(&wgsl_desc); + + WGPUProgrammableStageDescriptor stage_desc = {}; + stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); + stage_desc.entryPoint = "main"; + return stage_desc; +} + +static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; + + WGPUBindGroupDescriptor image_bg_descriptor = {}; + image_bg_descriptor.layout = layout; + image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); + image_bg_descriptor.entries = image_bg_entries; + return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); +} + +static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); + float gamma; + switch (bd->renderTargetFormat) + { + case WGPUTextureFormat_ASTC10x10UnormSrgb: + case WGPUTextureFormat_ASTC10x5UnormSrgb: + case WGPUTextureFormat_ASTC10x6UnormSrgb: + case WGPUTextureFormat_ASTC10x8UnormSrgb: + case WGPUTextureFormat_ASTC12x10UnormSrgb: + case WGPUTextureFormat_ASTC12x12UnormSrgb: + case WGPUTextureFormat_ASTC4x4UnormSrgb: + case WGPUTextureFormat_ASTC5x5UnormSrgb: + case WGPUTextureFormat_ASTC6x5UnormSrgb: + case WGPUTextureFormat_ASTC6x6UnormSrgb: + case WGPUTextureFormat_ASTC8x5UnormSrgb: + case WGPUTextureFormat_ASTC8x6UnormSrgb: + case WGPUTextureFormat_ASTC8x8UnormSrgb: + case WGPUTextureFormat_BC1RGBAUnormSrgb: + case WGPUTextureFormat_BC2RGBAUnormSrgb: + case WGPUTextureFormat_BC3RGBAUnormSrgb: + case WGPUTextureFormat_BC7RGBAUnormSrgb: + case WGPUTextureFormat_BGRA8UnormSrgb: + case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: + case WGPUTextureFormat_ETC2RGB8UnormSrgb: + case WGPUTextureFormat_ETC2RGBA8UnormSrgb: + case WGPUTextureFormat_RGBA8UnormSrgb: + gamma = 2.2f; + break; + default: + gamma = 1.0f; + } + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); + } + + // Setup viewport + wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); + + // Bind shader and vertex buffers + wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); + wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); + wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); + + // Setup blend factor + WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; + wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) +{ + // Avoid rendering when minimized + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) + return; + + // FIXME: Assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + bd->frameIndex = bd->frameIndex + 1; + FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer) + { + wgpuBufferDestroy(fr->VertexBuffer); + wgpuBufferRelease(fr->VertexBuffer); + } + SafeRelease(fr->VertexBufferHost); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + + WGPUBufferDescriptor vb_desc = + { + nullptr, + "Dear ImGui Vertex buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, + MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), + false + }; + fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); + if (!fr->VertexBuffer) + return; + + fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer) + { + wgpuBufferDestroy(fr->IndexBuffer); + wgpuBufferRelease(fr->IndexBuffer); + } + SafeRelease(fr->IndexBufferHost); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + + WGPUBufferDescriptor ib_desc = + { + nullptr, + "Dear ImGui Index buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, + MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), + false + }; + fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); + if (!fr->IndexBuffer) + return; + + fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; + } + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; + ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); + int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); + + // Setup desired render state + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplWGPU_RenderState render_state; + render_state.Device = bd->wgpuDevice; + render_state.RenderPassEncoder = pass_encoder; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_scale = draw_data->FramebufferScale; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Bind custom texture + ImTextureID tex_id = pcmd->GetTexID(); + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); + auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (bind_group) + { + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); + } + else + { + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); + } + + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); + wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = NULL; +} + +static void ImGui_ImplWGPU_CreateFontsTexture() +{ + // Build texture atlas + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, size_pp; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); + + // Upload texture to graphics system + { + WGPUTextureDescriptor tex_desc = {}; + tex_desc.label = "Dear ImGui Font Texture"; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.size.width = width; + tex_desc.size.height = height; + tex_desc.size.depthOrArrayLayers = 1; + tex_desc.sampleCount = 1; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.mipLevelCount = 1; + tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; + bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); + + WGPUTextureViewDescriptor tex_view_desc = {}; + tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_view_desc.dimension = WGPUTextureViewDimension_2D; + tex_view_desc.baseMipLevel = 0; + tex_view_desc.mipLevelCount = 1; + tex_view_desc.baseArrayLayer = 0; + tex_view_desc.arrayLayerCount = 1; + tex_view_desc.aspect = WGPUTextureAspect_All; + bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); + } + + // Upload texture data + { + WGPUImageCopyTexture dst_view = {}; + dst_view.texture = bd->renderResources.FontTexture; + dst_view.mipLevel = 0; + dst_view.origin = { 0, 0, 0 }; + dst_view.aspect = WGPUTextureAspect_All; + WGPUTextureDataLayout layout = {}; + layout.offset = 0; + layout.bytesPerRow = width * size_pp; + layout.rowsPerImage = height; + WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; + wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); + } + + // Create the associated sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; + sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; + sampler_desc.maxAnisotropy = 1; + bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + } + + // Store our identifier + static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); +} + +static void ImGui_ImplWGPU_CreateUniformBuffer() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBufferDescriptor ub_desc = + { + nullptr, + "Dear ImGui Uniform buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, + MEMALIGN(sizeof(Uniforms), 16), + false + }; + bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); +} + +bool ImGui_ImplWGPU_CreateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return false; + if (bd->pipelineState) + ImGui_ImplWGPU_InvalidateDeviceObjects(); + + // Create render pipeline + WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; + graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; + graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; + graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState; + + // Bind group layouts + WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; + common_bg_layout_entries[0].binding = 0; + common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; + common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; + common_bg_layout_entries[1].binding = 1; + common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; + common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; + + WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; + image_bg_layout_entries[0].binding = 0; + image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; + image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float; + image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; + + WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; + common_bg_layout_desc.entryCount = 2; + common_bg_layout_desc.entries = common_bg_layout_entries; + + WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {}; + image_bg_layout_desc.entryCount = 1; + image_bg_layout_desc.entries = image_bg_layout_entries; + + WGPUBindGroupLayout bg_layouts[2]; + bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc); + bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc); + + WGPUPipelineLayoutDescriptor layout_desc = {}; + layout_desc.bindGroupLayoutCount = 2; + layout_desc.bindGroupLayouts = bg_layouts; + graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); + + // Create the vertex shader + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); + graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; + graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; + + // Vertex input configuration + WGPUVertexAttribute attribute_desc[] = + { + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, + }; + + WGPUVertexBufferLayout buffer_layouts[1]; + buffer_layouts[0].arrayStride = sizeof(ImDrawVert); + buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; + buffer_layouts[0].attributeCount = 3; + buffer_layouts[0].attributes = attribute_desc; + + graphics_pipeline_desc.vertex.bufferCount = 1; + graphics_pipeline_desc.vertex.buffers = buffer_layouts; + + // Create the pixel shader + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); + + // Create the blending setup + WGPUBlendState blend_state = {}; + blend_state.alpha.operation = WGPUBlendOperation_Add; + blend_state.alpha.srcFactor = WGPUBlendFactor_One; + blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + blend_state.color.operation = WGPUBlendOperation_Add; + blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; + blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + + WGPUColorTargetState color_state = {}; + color_state.format = bd->renderTargetFormat; + color_state.blend = &blend_state; + color_state.writeMask = WGPUColorWriteMask_All; + + WGPUFragmentState fragment_state = {}; + fragment_state.module = pixel_shader_desc.module; + fragment_state.entryPoint = pixel_shader_desc.entryPoint; + fragment_state.targetCount = 1; + fragment_state.targets = &color_state; + + graphics_pipeline_desc.fragment = &fragment_state; + + // Create depth-stencil State + WGPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.format = bd->depthStencilFormat; +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; +#else + depth_stencil_state.depthWriteEnabled = false; +#endif + depth_stencil_state.depthCompare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep; + + // Configure disabled depth-stencil state + graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; + + bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); + + ImGui_ImplWGPU_CreateFontsTexture(); + ImGui_ImplWGPU_CreateUniformBuffer(); + + // Create resource bind group + WGPUBindGroupEntry common_bg_entries[] = + { + { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, + { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, + }; + + WGPUBindGroupDescriptor common_bg_descriptor = {}; + common_bg_descriptor.layout = bg_layouts[0]; + common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); + common_bg_descriptor.entries = common_bg_entries; + bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); + + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); + bd->renderResources.ImageBindGroup = image_bind_group; + bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; + bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); + + SafeRelease(vertex_shader_desc.module); + SafeRelease(pixel_shader_desc.module); + SafeRelease(graphics_pipeline_desc.layout); + SafeRelease(bg_layouts[0]); + + return true; +} + +void ImGui_ImplWGPU_InvalidateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return; + + SafeRelease(bd->pipelineState); + SafeRelease(bd->renderResources); + + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(bd->pFrameResources[i]); +} + +bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); + io.BackendRendererUserData = (void*)bd; +#if defined(__EMSCRIPTEN__) + io.BackendRendererName = "imgui_impl_webgpu_emscripten"; +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + io.BackendRendererName = "imgui_impl_webgpu_dawn"; +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + io.BackendRendererName = "imgui_impl_webgpu_wgpu"; +#else + io.BackendRendererName = "imgui_impl_webgpu"; +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->initInfo = *init_info; + bd->wgpuDevice = init_info->Device; + bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); + bd->renderTargetFormat = init_info->RenderTargetFormat; + bd->depthStencilFormat = init_info->DepthStencilFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; + bd->frameIndex = UINT_MAX; + + bd->renderResources.FontTexture = nullptr; + bd->renderResources.FontTextureView = nullptr; + bd->renderResources.Sampler = nullptr; + bd->renderResources.Uniforms = nullptr; + bd->renderResources.CommonBindGroup = nullptr; + bd->renderResources.ImageBindGroups.Data.reserve(100); + bd->renderResources.ImageBindGroup = nullptr; + bd->renderResources.ImageBindGroupLayout = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + { + FrameResources* fr = &bd->pFrameResources[i]; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferHost = nullptr; + fr->VertexBufferHost = nullptr; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplWGPU_Shutdown() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplWGPU_InvalidateDeviceObjects(); + delete[] bd->pFrameResources; + bd->pFrameResources = nullptr; + wgpuQueueRelease(bd->defaultQueue); + bd->wgpuDevice = nullptr; + bd->numFramesInFlight = 0; + bd->frameIndex = UINT_MAX; + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +void ImGui_ImplWGPU_NewFrame() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->pipelineState) + ImGui_ImplWGPU_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_wgpu.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_wgpu.h new file mode 100644 index 0000000..5106c45 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_wgpu.h @@ -0,0 +1,69 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten), +// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. +// Add #define to your imconfig.h file, or as a compilation flag in your build system. +// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface. +//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +#include + +// Initialization data, for ImGui_ImplWGPU_Init() +struct ImGui_ImplWGPU_InitInfo +{ + WGPUDevice Device; + int NumFramesInFlight = 3; + WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; + WGPUMultisampleState PipelineMultisampleState = {}; + + ImGui_ImplWGPU_InitInfo() + { + PipelineMultisampleState.count = 1; + PipelineMultisampleState.mask = UINT32_MAX; + PipelineMultisampleState.alphaToCoverageEnabled = false; + } +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); +IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplWGPU_RenderState +{ + WGPUDevice Device; + WGPURenderPassEncoder RenderPassEncoder; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_win32.cpp b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_win32.cpp new file mode 100644 index 0000000..b0e9932 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_win32.cpp @@ -0,0 +1,1392 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +// Forward Declarations +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc); +static void ImGui_ImplWin32_ShutdownMultiViewportSupport(); +static void ImGui_ImplWin32_UpdateMonitors(); + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + bool WantUpdateMonitors; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage() +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(); + + // Update monitor a first time during init + ImGui_ImplWin32_UpdateMonitors(); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc); + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplWin32_ShutdownMultiViewportSupport(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(bd->hWnd != 0); + + POINT mouse_screen_pos; + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window))); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &pos); + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +} + +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = {}; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; + if (imgui_monitor.DpiScale <= 0.0f) + return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + if (bd->WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +#if 0 +// Copy this line into your .cpp file to forward declare the function. +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (bd == nullptr) + return 0; + ImGuiIO& io = ImGui::GetIO(); + + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + case WM_DISPLAYCHANGE: + bd->WantUpdateMonitors = true; + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + // Make sure monitors will be updated with latest correct scaling + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; + + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData +{ + HWND Hwnd; + HWND HwndParent; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + + // Create window + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + vd->Hwnd = ::CreateWindowExW( + vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; + + // Secondary viewports store their imgui context + ::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) + { + if (::GetCapture() == vd->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(bd->hWnd); + } + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // ShowParent() also brings parent to front, which is not always desirable, + // so we temporarily disable parenting. (#7354) + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(vd->Hwnd, SW_SHOWNA); + else + ::ShowWindow(vd->Hwnd, SW_SHOW); + + // Restore + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) + { + // (Optional) Update TopMost state if it changed _after_ creation + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; + UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; + + // Apply flags and position (since it is affected by flags) + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + POINT pos = { 0, 0 }; + ::ClientToScreen(vd->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE); + vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect; + ::GetClientRect(vd->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + ::SetWindowTextW(vd->Hwnd, title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; +#endif +} + +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Allow secondary viewport WndProc to be called regardless of current context + ImGuiContext* hwnd_ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT"); + ImGuiContext* prev_ctx = ImGui::GetCurrentContext(); + if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL) + ImGui::SetCurrentContext(hwnd_ctx); + + LRESULT result = 0; + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + result = true; + else if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) + { + switch (msg) + { + case WM_CLOSE: + viewport->PlatformRequestClose = true; + break; + case WM_MOVE: + viewport->PlatformRequestMove = true; + break; + case WM_SIZE: + viewport->PlatformRequestResize = true; + break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + result = MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + result = HTTRANSPARENT; + break; + } + } + if (result == 0) + result = DefWindowProc(hWnd, msg, wParam, lParam); + if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL) + ImGui::SetCurrentContext(prev_ctx); + return result; +} + +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc) +{ + WNDCLASSEXW wcex; + wcex.cbSize = sizeof(WNDCLASSEXW); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = nullptr; + wcex.lpszClassName = L"ImGui Platform"; + wcex.hIconSm = nullptr; + ::RegisterClassExW(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; +} + +static void ImGui_ImplWin32_ShutdownMultiViewportSupport() +{ + ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/imgui_impl_win32.h b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_win32.h new file mode 100644 index 0000000..4cf54d8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/imgui_impl_win32.h @@ -0,0 +1,54 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/backends/vulkan/generate_spv.sh b/dependencies/imgui-1.91.4-docking/backends/vulkan/generate_spv.sh new file mode 100755 index 0000000..948ef77 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/dependencies/imgui-1.91.4-docking/backends/vulkan/glsl_shader.frag b/dependencies/imgui-1.91.4-docking/backends/vulkan/glsl_shader.frag new file mode 100644 index 0000000..ce7e6f7 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/vulkan/glsl_shader.frag @@ -0,0 +1,14 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/dependencies/imgui-1.91.4-docking/backends/vulkan/glsl_shader.vert b/dependencies/imgui-1.91.4-docking/backends/vulkan/glsl_shader.vert new file mode 100644 index 0000000..9425365 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/backends/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} diff --git a/dependencies/imgui-1.91.4-docking/docs/BACKENDS.md b/dependencies/imgui-1.91.4-docking/docs/BACKENDS.md new file mode 100644 index 0000000..de5cd66 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/BACKENDS.md @@ -0,0 +1,146 @@ +_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_ + +## Dear ImGui: Backends + +### Integrating backends + +💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application. +
    The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read. + +### What are backends? + +Dear ImGui is highly portable and only requires a few things to run and render, typically: + + - Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure). + - Required: uploading the font atlas texture into graphics memory. + - Required: rendering indexed textured triangles with a clipping rectangle. + + Extra features are opt-in, our backends try to support as many as possible: + + - Optional: custom texture binding support. + - Optional: clipboard support. + - Optional: gamepad support. + - Optional: mouse cursor shape support. + - Optional: IME support. + - Optional: multi-viewports support. + etc. + +This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). + +It is important to understand the difference between the core Dear ImGui library (files in the root folder) +and the backends which we are describing here (backends/ folder). + +- Some issues may only be backend or platform specific. +- You should be able to write backends for pretty much any platform and any 3D graphics API. + e.g. you can get creative and use software rendering or render remotely on a different machine. + +### Standard backends + +**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in +your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. + +- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
    + e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc. + +- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
    + e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. + +- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
    + e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. + +An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. +For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. + +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** + +### List of backends + +In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder: + +List of Platforms Backends: + + imgui_impl_android.cpp ; Android native app API + imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ + imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) + imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*) + imgui_impl_win32.cpp ; Win32 native API (Windows) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) + +List of Renderer Backends: + + imgui_impl_dx9.cpp ; DirectX9 + imgui_impl_dx10.cpp ; DirectX10 + imgui_impl_dx11.cpp ; DirectX11 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) + imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) + imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) + imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) + imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+) + imgui_impl_vulkan.cpp ; Vulkan + imgui_impl_wgpu.cpp ; WebGPU (web and desktop) + +List of high-level Frameworks Backends (combining Platform + Renderer): + + imgui_impl_allegro5.cpp + +Emscripten is also supported! +The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten. + +### Backends for third-party frameworks, graphics API or other languages + +See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others). + +### Recommended Backends + +If you are not sure which backend to use, the recommended platform/frameworks for portable applications: + +|Library |Website |Backend |Note | +|--------|--------|--------|-----| +| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | +| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | | +| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL | + + +### Using a custom engine? + +You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...
    +Think twice! + +If you are new to Dear ImGui, first try using the existing backends as-is. +You will save lots of time integrating the library. +You can LATER decide to rewrite yourself a custom backend if you really need to. +In most situations, custom backends have fewer features and more bugs than the standard backends we provide. +If you want portability, you can use multiple backends and choose between them either at compile time +or at runtime. + +**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering +system layered over DirectX11.
    +Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. +Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a +custom renderer using your own rendering functions, and keep using the standard Win32 code etc. + +**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.
    +Suggestion: use multiple generic backends! +Once it works, if you really need it, you can replace parts of backends with your own abstractions. + +**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch), +and you have high-level systems everywhere.
    +Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get +your desktop builds working first. This will get you running faster and get your acquainted with +how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API... + +Generally: +It is unlikely you will add value to your project by creating your own backend. + +Also: +The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows +Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an +extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific +requests such as: "create an additional OS window", "create a render context", "get the OS position of this +window" etc. See 'ImGuiPlatformIO' for details. +Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult +than supporting single-viewport. +If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from +improvements and fixes related to viewports and platform windows without extra work on your side. diff --git a/dependencies/imgui-1.91.4-docking/docs/CHANGELOG.txt b/dependencies/imgui-1.91.4-docking/docs/CHANGELOG.txt new file mode 100644 index 0000000..93514ba --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/CHANGELOG.txt @@ -0,0 +1,6869 @@ +dear imgui +CHANGELOG + +This document holds the user-facing changelog that we also use in release notes. +We generally fold multiple commits pertaining to the same topic as a single entry. +Changes to backends are also included within the individual .cpp files of each backend. + +FAQ https://www.dearimgui.com/faq/ +RELEASE NOTES: https://github.com/ocornut/imgui/releases +WIKI https://github.com/ocornut/imgui/wiki +GETTING STARTED https://github.com/ocornut/imgui/wiki/Getting-Started +GLOSSARY https://github.com/ocornut/imgui/wiki/Glossary +ISSUES & SUPPORT https://github.com/ocornut/imgui/issues + +WHEN TO UPDATE? + +- Keeping your copy of Dear ImGui updated regularly is recommended. +- It is generally safe and recommended to sync to the latest commit in 'master' or 'docking' + branches. The library is fairly stable and regressions tends to be fixed fast when reported. + +HOW TO UPDATE? + +- Update submodule or copy/overwrite every file. +- About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. +- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog). +- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. +- If you are copying this repository in your codebase, please leave the demo and documentations files in there, they will be useful. +- You may diff your previous Changelog with the one you just copied and read that diff. +- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. + Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development, + and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. +- Please report any issue! + +----------------------------------------------------------------------- + VERSION 1.91.4 (Released 2024-10-18) +----------------------------------------------------------------------- + +Breaking changes: + +- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with + newly exposed and reworked features. Kept inline redirection enum (will obsolete). +- The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + - This removes the requirement to redefine it for backends which are e.g. storing + descriptor sets or other 64-bits structures when building on 32-bits archs + (namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers. + - You may have compile-time warnings if you were casting to 'void*' instead of 'ImTextureID' + when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + In doubt it is almost always better to do an intermediate intptr_t cast, since it + allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - Note that you can always define ImTextureID to be your own high-level structures + (with dedicated constructors and extra render parameters) if you like. +- IO: moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. +- IO: moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool + (note the inverted value!). (#2517, #2009) + Kept legacy names (will obsolete) + code that copies settings once the first time. + Dynamically changing the old value won't work. Switch to using the new value! + +Other changes: + +- IO: added 'void* platform_io.Renderer_RenderState' which is set during the + ImGui_ImplXXXX_RenderDrawData() of standard backends to expose selected render + states to your draw callbacks. (#6969, #5834, #7468, #3590) +- IO: io.WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) +- Error Handling: turned a few more functions into recoverable errors. (#1651) +- Nav (Keyboard/Gamepad navigation): + - Nav: added io.ConfigNavCursorVisibleAuto and io.ConfigNavCursorVisibleAlways to configure + visibility of navigation cursor. (#1074, #2048, #7237, #8059, #3200, #787) + - Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling + of cursor visibility (mouse click hide the cursor, arrow keys makes it visible). + - Set io.ConfigNavCursorVisibleAlways to keep cursor always visible. + - Nav: added NavSetCursorVisible(bool visible) function to manipulate visibility of + navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059) + - Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change + how pressing Escape affects navigation. (#8059, #2048, #1074, #3200) + - Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight. + - Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have an effect. + - Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the dear imgui window, + is for some reason your app relies on imgui focus to take other decisions. + - Nav: pressing escape to hide the navigation cursor doesn't clear location, so it may be + restored when Ctrl+Tabbing back into the same window later. + - Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200) + - Nav: navigation cursor is not rendered for items with `ImGuiItemFlags_NoNav`. Can be relevant + when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth. +- Disabled: clicking a disabled item focuses parent window. (#8064) +- InvisibleButton, Nav: fixed an issue when InvisibleButton() would be navigable into but + not display navigation highlight. Properly navigation on it by default. (#8057) +- InvisibleButton: added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) +- Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation + (1.91.3 regression). (#8036) +- DrawList: AddCallback() added an optional size parameter allowing to copy and + store any amount of user data for usage by callbacks: (#6969, #4770, #7665) + - If userdata_size == 0: we copy/store the 'userdata' argument as-is (existing behavior). + It will be available unmodified in ImDrawCmd::UserCallbackData during render. + - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata' (new behavior). + We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData + will point inside that buffer so you have to retrieve data from there. Your callback + may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + - Note that we use a raw type-less copy. +- Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218) +- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys, + preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048) + [@geertbleyen] +- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is + enabled or not. (#6417) +- InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not + supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065, #3946) +- imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render + OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE. + Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help). + (#7927, #7187, #6591, #6607) [@pthom] +- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in + ImGui_ImplXXXX_RenderState structures during render loop user draw callbacks. + (#6969, #5834, #7468, #3590) +- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler + to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230) + +Docking+Viewports Branch: + +- Backends: changed all backends to allow enabling ImGuiConfigFlags_ViewportsEnable + after initialization. (#5371) + + +----------------------------------------------------------------------- + VERSION 1.91.3 (Released 2024-10-04) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.3 + +Breaking changes: + +- Drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is still a special + value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) +- Drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. + It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + Although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f + to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + +Other changes: + +- Error Handling: Enabled/improved error recovery systems. (#1651, #5654) + - Error recovery is provided as a way to facilitate: + - Recovery after a programming error. Native code or scripting language (the later + tends to facilitate iterating on code while running). + - Recovery after running an exception handler or any error processing which may skip code + after an error has been detected. + - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + You not are not supposed to rely on it in the course of a normal application run. + - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + - By design, we do not allow error recovery to be 100% silent. One of the options needs to be enabled! + - Possible usage: facilitate recovery from errors triggered from a scripting language or + after specific exceptions handlers. Surface errors to programmers in less aggressive ways. + - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled + when making direct imgui API calls! Otherwise it would severely hinder your ability to + catch and correct mistakes! + - Added io.ConfigErrorRecovery to enable error recovery support. + - Added io.ConfigErrorRecoveryEnableAssert to assert on recoverable errors. + - Added io.ConfigErrorRecoveryEnableDebugLog to output to debug log on recoverable errors. + - Added io.ConfigErrorRecoveryEnableTooltip to enable displaying an error tooltip on recoverable errors. + The tooltip include a way to enable asserts if they were disabled. + - All options are enabled by default. + - Read https://github.com/ocornut/imgui/wiki/Error-Handling for a bit more details. +- Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window + using ImGuiChildFlags_ResizeX,ImGuiChildFlags_ResizeY in order to override its current + size. (#1710, #8020) +- Scrollbar: Shift+Click scroll to clicked location (pre-1.90.8 default). (#8002, #7328) +- Scrollbar: added io.ConfigScrollbarScrollByPage setting (default to true). (#8002, #7328) + Set io.ConfigScrollbarScrollByPage=false to enforce always scrolling to clicked location. +- Drags: split ImGuiSliderFlags_AlwaysClamp into two distinct flags: (#7968, #3361, #76) + - ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput + ImGuiSliderFlags_ClampZeroRange. + - Previously _AlwaysClamp only did the equivalent of _ClampOnInput. + - Added ImGuiSliderFlags_ClampOnInput which is now a subset of AlwaysClamp. + (note that it was the old name of AlwaysClamp, but we are reintroducing that name). + - Added ImGuiSliderFlags_ClampZeroRange to enforce clamping even when v_min==v_max==0.0f + in drag functions. Sliders are not affected. +- Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip + appeared during drag and drop release. +- Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window so that + transitioning from an item tooltip to a drag tooltip doesn't leak window auto-sizing + info from one to the other. (#8036) +- Tooltips: Tooltips triggered from touch inputs are positioned above the item. (#8036) +- Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. +- Backends: WebGPU: Fixed DAWN api change using WGPUStringView in WGPUShaderSourceWGSL. + (#8009, #8010) [@blitz-research] + +Docking+Viewports Branch: + +- Backends: SDL2, SDL3: Fixed building for UWP platforms. (#8008) +- Backends: Win32: Use ResisterClassW()/CreateWindowExW() for secondary viewports, to + ensure correct IME input even if the backend was compiled in MBCS mode. (#7979, #5725) + + +----------------------------------------------------------------------- + VERSION 1.91.2 (Released 2024-09-19) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.2 + +Breaking changes: + + - Internals: using multiple overlayed ButtonBehavior() with same ID will now have the + io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + It was one of the rare case where using same ID is legal. Workarounds: + - use single ButtonBehavior() call with multiple _MouseButton flags + - or surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + +Other changes: + +- Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669) + THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS! + - The tool detects when multiple items are sharing the same identifier, due to not + using PushID/PopID in loops, or not using ID stack facilities such as "##" suffixes. + Very frequently it happens when using empty "" labels. + - When hovering an item with a conflicting ID, all visible items with the same ID will + be highlighted and an explanatory tooltip is made visible. + - The feature may be disabled and is exposed in Demo->Tools menu. + - I've been wanting to add this tool for a long time, but was stalled by finding a way to + not make it spammy + make it practically zero cost. After @pthom made various proposals to + solve the same problem (thanks for pushing me!), I decided it was time to finish it. + - Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag()/PopItemFlag() if for some + reason you intend to have duplicate identifiers. + - (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768, + #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008, + #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210, + #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186, + #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434, + #7472, #7581, #7724, #7926, #7937 and probably more..) +- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439) +- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling + in a table with outer borders. (#7970, #7821). +- Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active. +- InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been + removed. Simplifications allowed to implement new optimizations for handling very large text buffers + (e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build). + This is the first step toward more refactoring. (#7925) [@alektron, @ocornut] +- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. +- Tables: fixed auto-width columns when using synced-instances of same table. The previous fix + done in v1.90.5 was incomplete. (#7218) +- Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) [@eclbtownsend] +- Tables: fixed assertion with tables with borders when clipped by parent. (#6765, #3752, #7428) +- Windows: fixed an issue where double-click to collapse could be triggered even while another + item is active, if the item didn't use the left mouse button. (#7841) +- Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow + hacking in custom cursors if desirable. +- Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos] +- TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660) +- Backends: SDL2: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) [@scribam] +- Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) + [@ypujante] +- Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU + defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette] + +Docking+Viewports Branch: + +- Viewports: fixed an issue where a window manually constrained to the main viewport while crossing + over main viewport bounds isn't translated properly. (#7985) +- Backends: SDL2, SDL3, Win32: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995) +- Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize() + on windows created by application (typically main viewport). +- Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog + mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) +- Backends: SDL3: added support for viewport->ParentViewportId field to support parenting + windows at OS level. (#7973, #7989) [@RT2code] + +----------------------------------------------------------------------- + VERSION 1.91.1 (Released 2024-09-04) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.1 + +Breaking changes: + +- BeginChild(): renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. [@cfillion] + Kept inline redirection flag (will obsolete). +- IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + - in function signatures, changed 'void* user_data' to 'ImGuiContext* ctx' for consistency + with other functions. Pull your user data from platform_io.ClipboardUserData if used. + - as this is will affect all users of custom engines/backends, we are providing proper + legacy redirection (will obsolete). +- IO: moved other functions from ImGuiIO to ImGuiPlatformIO: + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + (Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced very recently and + often automatically set by core library and backends, we are exceptionally not maintaining + a legacy redirection symbol for those two.) +- Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390) + - old ImageButton() used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() requires an explicit 'const char* str_id' + - old ImageButton() had frame_padding' override argument. + - new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar(). + +Other changes: + +- IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which + is a centralized spot to connect os/platform/renderer related functions. + Clipboard, IME and OpenInShell hooks are moved here. (#7660) +- IO, InputText: fixed an issue where typing text in an InputText() would defer character + processing by one frame, because of the trickling input queue. Reworked interleaved + keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858) +- Windows: adjust default ClipRect to better match rendering of thick borders (which are in + theory not supported). Compensate for the fact that borders are centered around the windows + edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) +- Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for + ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485) +- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload + over an already open tree node using multi-select would incorrectly select it. (#7850) +- MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow when + used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (#7850) +- Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right + by an extra pixel + rework the change so that contents doesn't overlap the bottom and + right border in a scrolling table. (#6765, #3752, #7428) +- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple + synched instances that are layed out at different X positions. (#7933) +- Tabs: avoid queuing a refocus when tab is already focused, which would have the + side-effect of e.g. closing popup on a mouse release. (#7914) +- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46) +- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870) +- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) +- Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside + a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (#6973) +- PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner, + fixes preventing e.g. GetItemID() and other ID-based helper to work. (#7935, #3072) +- Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only + one component of a ImVec2 var. +- Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (#3224, #3875, #6398, #7903) +- Backends: + - Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not + provide a way to do a portable sleep. (#7844) + - Backends: GLFW+Emscripten: Use OpenURL() from GLFW3 contrib port when available and using + the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante] + - Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut] + - Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. + - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back + by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette] + - Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString() + since GLFW own tests are doing that and it seems unnecessary. + - Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO + instead of ImGuiIO. +- Examples: + - Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop + to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) + - Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. + +Docking+Viewports Branch: + +- Viewports: added optional platform_io.Platform_GetWindowWorkAreaInsets() hook + to allow backends to alter the default per-viewport work-area. (#7823) +- Backends: don't report monitors with DpiScale of 0, which seemed to be reported for + virtual monitors instead by accessibility drivers. (#7902) [@nicolasnoble, @ocornut] +- Backends: SDL2, SDL3: using SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN to support the + ImGuiViewportFlags_NoFocusOnAppearing flag, instead of using a Win32-specific hack. + (#7896) [@RT2Code] + +----------------------------------------------------------------------- + VERSION 1.91.0 (Released 2024-07-30) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0 + +Breaking changes: + +- IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + It is expected that for a vast majority of users this is automatically set by core + library and/or platform backend so it won't have any effect. +- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838) + You should never need those functions! You can do everything in less a confusing manner by only + using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using + GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated. + I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()! + - GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x + - GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window +- Item flag changes: + - Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag() + with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete). + - Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag() + with ImGuiItemFlags_NoTabStop. Kept inline redirecting functions (will obsolete). + - Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups for + consistency. Kept inline redirecting functions (will obsolete). + + Internals: changed/inverted ImGuiItemFlags_SelectableDontClosePopup (default==false) to + ImGuiItemFlags_AutoClosePopups (default==true), same logic, only inverted behavior. + (#1379, #1468, #2200, #4936, #5216, #7302, #7573) +- Commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) +- Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. +- Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to + ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante] + +Other changes: + +- Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660) +- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660) + (*EDIT* From next version 1.91.1 we moved this to platform_io.Platform_OpenInShellFn *EDIT**) + Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations. +- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the + typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723) +- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags: + - Added ImGuiItemFlags_NoTabStop to disable tabbing through items. + - Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787) + - Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787) + - Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior. + - Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups. + Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem(). + (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + - This was mostly all previously in imgui_internal.h. +- Multi-Select: added multi-select API and demos. (#1861, #6518) + - This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves, + SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible + items), box-selection with scrolling, and many other details. + - In the spirit of Dear ImGui design, your code owns both items and actual selection data. + This is designed to allow all kinds of selection storage you may use in your application + (e.g. set/map/hash, intrusive selection, interval trees, up to you). + - The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but... + using this correctly is more complicated. You need some sort of linear/random access to your tree, + which is suited to advanced trees setups already implementing filters and clipper. + We will work toward simplifying our existing demo for trees. + - A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app + (likely to suit a majority of users). + - Documentation: + - Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview. + - Demo code + headers are well commented. + - Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData(). + - Added IsItemToggledSelection() for use if you need latest selection update during current iteration. + - Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures: + - BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which + is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.) + - Other fields are helpful when using a clipper, or wanting to handle deletion nicely. + - Added ImGuiSelectionBasicStorage helper to store and maintain a selection (optional): + - This is similar to if you used e.g. a std::set to store a selection, with all the right + glue to honor ImGuiMultiSelectIO requests. Most applications can use that. + - Added ImGuiSelectionExternalStorage helper to maintain an externally stored selection (optional): + - Helpful to easily bind multi-selection to e.g. an array of checkboxes. + - Added ImGuiMultiSelectFlags options: + - ImGuiMultiSelectFlags_SingleSelect + - ImGuiMultiSelectFlags_NoSelectAll + - ImGuiMultiSelectFlags_NoRangeSelect + - ImGuiMultiSelectFlags_NoAutoSelect + - ImGuiMultiSelectFlags_NoAutoClear + - ImGuiMultiSelectFlags_NoAutoClearOnReselect (#7424) + - ImGuiMultiSelectFlags_BoxSelect1d + - ImGuiMultiSelectFlags_BoxSelect2d + - ImGuiMultiSelectFlags_BoxSelectNoScroll + - ImGuiMultiSelectFlags_ClearOnEscape + - ImGuiMultiSelectFlags_ClearOnClickVoid + - ImGuiMultiSelectFlags_ScopeWindow (default), ImGuiMultiSelectFlags_ScopeRect + - ImGuiMultiSelectFlags_SelectOnClick (default), ImGuiMultiSelectFlags_SelectOnClickRelease + - ImGuiMultiSelectFlags_NavWrapX + - Demo: Added "Examples->Assets Browser" demo. + - Demo: Added "Widgets->Selection State & Multi-Select" section, with: + - Multi-Select + - Multi-Select (with clipper) + - Multi-Select (with deletion) + - Multi-Select (dual list box) (#6648) + - Multi-Select (in a table) + - Multi-Select (checkboxes) + - Multi-Select (multiple scopes) + - Multi-Select (tiled assert browser) + - Multi-Select (trees) (#1861) + - Multi-Select (advanced) +- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. + This is a simplified version of a more complete set of function available in imgui_internal.h. + One common use-case for this is to allow your widgets to disable standard inputs behaviors such + as Tab or Alt handling, Mouse Wheel scrolling, etc. + (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) + // Hovering or activating the button will disable mouse wheel default behavior to scroll + InvisibleButton(...); + SetItemKeyOwner(ImGuiKey_MouseWheelY); +- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when + within a child window using ImGuiChildFlags_NavFlattened. +- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf] +- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting + open/close storage. Useful if needing to often read/write from storage without manipulating + the ID stack. (#7553, #6990, #3823, #1131) +- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from + the hovered state. (#7820) [@rerilier] +- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can + can use the clipper without knowing the amount of items beforehand. (#1311) + In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration + loop to position the layout cursor correctly. This is done automatically if provided a count to Begin(). +- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543) +- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate + thickness of the horizontal line over selected tabs. [@DctrNoob] +- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round. +- Misc: added GetID(int) variant for consistency. (#7111) +- Debug Tools: + - Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855) + Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and + other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code. + - Debug Log: Added "Configure Outputs.." button. (#5855) + - Debug Log: Fixed incorrect checkbox layout when partially clipped. +- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and + struct description data that a real application would want to use. +- Backends: + - Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN). + (#7768, #4858, #2622) [@Aemony] + - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807) + - Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801) + - Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762) + - Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls] + - Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename. + - Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660) + [@ypujante, @ocornut] + - Backends: GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things + not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard, + workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support. + (#7647) [@ypujante] + - Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups + "Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante] + +Docking+Viewports Branch: + +- Viewports: Always update fallback monitor to primary monitor if there's one. +- Backends: OSX: Fixed NSAppKitVersion version limit for setWantsBestResolutionOpenGLSurface + usage. (#7814) [@YGXXD] +- Backends: SDL3: Fixed a bug preventing ImGuiViewportFlags_NoFocusOnAppearing support from + working (Windows only). +- Backends: Vulkan: ImGui_ImplVulkan_SwapBuffers() used by secondary viewports still proceeds + increasing frame counters on VK_SUBOPTIMAL_KHR. (#7825, #3881) [@NostraMagister] + + +----------------------------------------------------------------------- + VERSION 1.90.9 (Released 2024-07-01) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.9 + +Breaking changes: + +- Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to + ImGuiStoragePair (simpler for many languages). No significant nested type left. +- BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window + flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for + BeginChild() calls anyhow. (#7687) [@cfillion] + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0) + Kept inline redirection flag (will obsolete). +- Style: renamed tab colors for clarity and consistency with other changes: (#261, #351) + - ImGuiCol_TabActive -> ImGuiCol_TabSelected + - ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed + - ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected + Kept inline redirecting enums (will obsolete). +- IO: io.ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data. + Newly added io.ClearInputMouse() does. (#4921) +- Drag and Drop: renamed ImGuiDragDropFlags_SourceAutoExpirePayload to + ImGuiDragDropFlags_PayloadAutoExpire. Kept inline redirecting enum (will obsolete). (#1725, #143) + +Other changes: + +- IO: do not disable io.ConfigWindowsResizeFromEdges (which allow resizing from borders + and lower-left corner) when ImGuiBackendFlags_HasMouseCursors is not set by backend. + The initial reasoning is that resizing from borders feels better when correct mouse cursor + shape change as honored by backends. Keeping this enabling will hopefully increase pressure + on third-party backends to set ImGuiBackendFlags_HasMouseCursors and honor changes of + ImGui::GetMouseCursor() value. (#1495) +- IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button + which was pressed over void/underlying app, which is consistent/needed to allow the + mouse up event of a drag over void/underlying app to catch release. (#1392) [@Moka42] +- IO: Added io.ClearInputMouse() to clear mouse state. (#4921) +- IO: Added ImGuiConfigFlags_NoKeyboard for consistency and convenience. (#4921) +- Windows: BeginChild(): fixed a glitch when during a resize of a child window which is + tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child + position could have temporarily be moved around by erroneous padding application. (#7706) +- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal + line over selected tabs to increase visibility. This is used by docking. + Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors. +- Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for + 'TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered' on each column. (#3740) +- Disabled, Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block + bypassing the disabled state. (#7726) +- Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state, + to make it that only tooltip windows are temporarily clearing it. (#211, #7640) +- Drags: added ImGuiSliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (#7749) +- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern sets + active id so a multi-frame extern source doesn't interfere with hovered widgets. (#143) +- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern does not assume + a mouse button being pressed. Facilitate implementing cross-context drag and drop. (#143) +- Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext/_PayloadNoCrossProcess flags + as metadata to specify that a payload may not be copied outside the context/process by + some logic aiming to copy payloads around. +- Drag and Drop: Fixes an issue when elapsing payload would be based on last payload + frame instead of last drag source frame, which makes a difference if not resubmitting + payload every frame. (#143) +- Debug Tools: Metrics/Debugger: Browsing a Storage perform hover lookup on identifier. +- Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for + use by backends. +- imgui_freetype: Fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (#7267, #3369) +- Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it + has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) [@mlauss2] +- Backends: SDL3: Update for API removal of keysym field in SDL_KeyboardEvent. (#7728) +- Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (#7735) +- Backends: SDL3: Update for SDL_SetTextInputRect() API rename. (#7760, #7754) [@maxortner01] +- Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes. (SDL#9009). +- Backends: Vulkan: Remove Volk/ from volk.h #include directives. (#7722, #6582, #4854) + [@martin-ejdestig] +- Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI since new SDL_HINT_IME_IMPLEMENTED_UI + values has a more suitable default for our case case. +- Examples: GLFW+Vulkan, SDL+Vulkan: handle swap chain resize even without Vulkan + returning VK_SUBOPTIMAL_KHR, which doesn't seem to happen on Wayland. (#7671) + [@AndreiNego, @ocornut] + +Docking+Viewports Branch: + +- Windows, Menus: Fixed an issue where the size of sub-menu in their own viewport + would be erroneously clamped to the size of main viewport. (#7730) +- Merged GetBackgroundDrawList() and GetBackgroundDrawList(ImGuiViewport* viewport) + api entry points into a same one GetBackgroundDrawList(ImGuiViewport* viewport = NULL); +- Merged GetForegroundDrawList() and GetForegroundDrawList(ImGuiViewport* viewport) + api entry points into a same one GetForegroundDrawList(ImGuiViewport* viewport = NULL); +- Backends: SDL3: Update for introduction of SDL_GLContext from void*. (#7701, #7702) + [@bcsanches] +- Backends: Win32: Secondary viewports WndProc handler retrieve/set imgui context from + the HWND, allowing WndProc dispatch to work in multi-context setups. + + +----------------------------------------------------------------------- + VERSION 1.90.8 (Released 2024-06-06) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.8 + +Breaking changes: + +- Reordered various ImGuiInputTextFlags values. This should NOT be breaking unless + you are using generated headers that have values not matching the main library. +- Removed ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft + from imgui.h, was mostly unused and misleading. + +Other changes: + +- Inputs: fixed IsMouseClicked(..., repeat=true); broken in 1.90.7 on 2024/05/22. + (due to an internal api parameter swap, repeat wouldn't be honored and + ownership would be accidentally checked even though this api is meant to not + check ownership). (#7657) [@korenkonder] +- Windows: fixed altering FramePadding mid-frame not correctly affecting logic + responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899) +- Scrollbar: made scrolling logic more standard: clicking above or below the + grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150) +- Scrollbar: fixed miscalculation of vertical scrollbar visibility when required + solely by the presence of an horizontal scrollbar. (#1574) +- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal + to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut] +- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal + to display a zero-value as empty. (#7305) [@supermerill, @ocornut] +- Popups: fixed an issue preventing to close a popup opened over a modal by clicking + over void (it required clicking over the visible part of the modal). (#7654) +- Tables: fixed an issue where ideal size reported to parent container wouldn't + correctly take account of inner scrollbar, affecting potential auto-resize of + parent container. (#7651) +- Tables: fixed a bug where after disabling the ScrollY flag for a table, + previous scrollbar width would be accounted for. (#5920) +- Combo: simplified Combo() API uses a list clipper (due to its api it wasn't + previously trivial before we added clipper.IncludeItemByIndex() function). +- Disabled: nested tooltips or other non-child window within a BeginDisabled() + block disable the disabled state. (#211, #7640) +- Misc: made ImGuiDir and ImGuiSortDirection stronger-typed enums. +- Backends: SDL3: Update for SDL_SYSTEM_CURSOR_xxx api renames. (#7653) + + +----------------------------------------------------------------------- + VERSION 1.90.7 (Released 2024-05-27) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7 + +Breaking changes: + +- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(), + as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456) + - Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut + for both Windows and Mac style users. + - It shouldn't really affect your code unless you had explicit/custom shortcut swapping in + place for macOS X apps in your input logic. + - Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. + It is now unnecessary to specific cross-platform idiomatic shortcuts. + Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete). +- Commented out obsolete symbols renamed in 1.88 (May 2022): + CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard() + CaptureMouseFromApp() -> SetNextFrameWantCaptureMouse() +- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and + ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously + overlooked from the API but it will allow eventual support for multi-viewports. + +Other changes: + +- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine. +- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY + and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as + it assumed the other axis would also be auto-fit. (#1710) +- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA] + - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + - in Parent: call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + - in Child1: call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + - in Child2: no call // When Child2 is focused, Parent gets the shortcut. + The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + This is an important property as it facilitate working with foreign code or larger codebase. + - Added Shortcut() function: + e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy: + - checks that CTRL+C is pressed, + - and that current window is in focus stack, + - and that no other requests for CTRL+C have been made from higher priority locations + (e.g. deeper in the window/item stack). + - Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate + an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item + shortcut may be executed even if its window is not in focus stack). + Items like buttons are not fully activated, in the sense that they get pressed but another + active item, e.g. InputText() won't be deactivated. + - Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637) + - ImGuiInputFlags_RouteFocused: focus stack route (default) + - ImGuiInputFlags_RouteActive: only route to active item + - ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut. + - ImGuiInputFlags_RouteAlways: no routing submission, no routing check. + - Added other shortcut/routing options: (#456, #2637) + - ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various + input functions (which are still internal for now). + - ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item. + - ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route. + - ImGuiInputFlags_RouteOverActive: global route takes priority over active item. + - ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused. + - ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window. +- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd. + - e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084) + - Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828) +- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut] +- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending + on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None". +- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. + Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken. +- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet] +- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637) +- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233) +- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen + locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615) +- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller + code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue, + read comments near the assert. (#7568) +- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc + handler to be called before backend initialization. Because of how ::CreateWindow() + calls in WndProc this is facilitating. (#6275) [@MennoVink] +- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut] + +Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware +versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version: + +- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more + explicit and reduce confusion with the fact it is a non-zero value and cannot be a default. +- Inputs (Internals): Renamed symbols global routes: + Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggested global route) + Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused + Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive +- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order + in function signatures: + Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); +- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): + swapped last two parameters order in function signatures: + Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); +- For several reasons those changes makes sense. They were all made before making some of + those API public. Only past users of imgui_internal.h with the extra parameters will be affected. + Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + +Docking+Viewports Branch: + +- Docking: *BREAKING* changed signature of DockSpaceOverViewport() to allow passing + an explicit dockspace id if desired. (#7611) + Before: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + After: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + Simply add a leading 0 to your existing calls to DockSpaceOverViewport() if you have any. +- Tables: resizing border hit-rect scales according to current monitor dpi scale. + + +----------------------------------------------------------------------- + VERSION 1.90.6 (Released 2024-05-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.6 + +Breaking changes: + +- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed + by a SameLine() call. (#7505, #282) + Before: TreeNode("##Hidden"); SameLine(); Text("Hello"); + // This was actually incorrect! BUT appeared to look ok with the default style + // where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + After: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); + // This is correct for all values in style. + With the fix, IF you were successfully using TreeNode("")+SameLine(); you will now + have extra spacing between your TreeNode and the following item. You'll need to change + the SameLine() call to SameLine(0,0) to remove this extraneous spacing. + This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + +Other changes: + +- Windows: Changed default ClipRect to extend to windows' left and right borders, + instead of adding arbitrary WindowPadding.x * 0.5f space on left and right. + That ClipRect half-padding was arbitrary/confusing and inconsistent with Y axis. + It also made it harder to draw items covering whole window without pushing an + extended ClipRect. Some items near windows left and right edge that used to be clipped + may be partly more visible. (#3312, #7540, #3756, #6170, #6365) +- Windows: Fixed subsequent Begin() append calls from setting last item information + for title bar, making it impossible to use IsItemHovered() on a Begin()-to-append, + and causing issue bypassing hover detection on collapsed windows. (#7506, #823) +- Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. + It is possible that some prior manual use of ImFontConfig::GlyphOffset may become + duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC] +- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only + cover the label. (#6937) [@dimateos] +- Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917) +- Tables: Angled headers: added style.TableAngledHeadersTextAlign and corresponding + ImGuiStyleVar_TableAngledHeadersTextAlign variable. Default to horizontal center. (#6917) + [@thedmd, @ocornut] +- ProgressBar: Added support for indeterminate progress bar by passing an animated + negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74] +- Text, DrawList: Improved handling of long single-line wrapped text. Faster and + mitigate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720) +- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string, + to e.g. avoid calling glPolygonMode() on them. (#7447) [@afraidofdark, @ocornut] +- Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) [@ShadowNinja, @vanfanel] +- Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. + (you could always use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + ImGui_ImplVulkan_LoadFunctions() as well). + (#6582, #4854) [@adalsteinnh, @kennyalive, @ocornut] +- Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() + as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky] +- Examples: GLFW+Vulkan, SDL+Vulkan: Added optional support for Volk. (#6582, #4854) +- Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif] +- Examples: GLFW+WebGPU: Renamed example_emscripten_wgpu/ to example_glfw_wgpu/. (#7435, #7132) + +Docking+Viewports Branch: + +- Docking: when io.ConfigDockingWithShift is enabled, fixed help tooltip erroneously + reading SetNextWindowXXX() data. (#6709, #4643, #7491) [@ocornut, @cfillion] +- Viewports: fixed outer-right edge of MenuBar clipping rectangle off by one when window + is located on a monitor with negative coordinates. (#6861, #2884) [@cfillion] +- Backends: Vulkan: reworked swap-chain resize handling for secondary viewports, fix for + typical Linux setups. (#2626, #3390, #3758, #7508, #7513) [@RoryO, @InsideBSITheSecond] +- Backends: Vulkan: create a custom pipeline for secondary viewports. Fixes issues + when user created main viewport uses a different renderpass. (#6325, #6305, #7398, + #3459, #3253, #3522) [@skaman, @FunMiles] + + +----------------------------------------------------------------------- + VERSION 1.90.5 (Released 2024-04-11) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.5 + +Breaking changes: + +- More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. + It has been unnecessary and a no-op since 1.87 (it returns the same value as passed + when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) --> IsKeyPressed(ImGuiKey_XXX) +- ImDrawList: Merged the radius_x/radius_y parameters in AddEllipse(), AddEllipseFilled() + and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those + functions were added recently in 1.90, we are not adding inline redirection functions. + The transition is easy and should affect few users. (#2743, #7417) [@cfillion] + +Other changes: + +- Windows: Scrollbar visibility decision uses current size when both size and contents + size are submitted by API. (#7252) +- Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369) +- Windows: BeginChild(): Extend outer resize borders to the edges when there are no corner + grips. Essentially affects resizable child windows. (#7440, #1710) [@cfillion] +- Windows: BeginChild(): Resizing logic for child windows evaluates whether per-axis clamping + should be applied based on parent scrollbars, not child scrollbars. (#7440, #1710) [@cfillion] + Adjust those resizing limits to match window padding rather than inner clipping rectangle. +- Tables: Fixed auto-width columns when using synced-instances of same table, width of + one instance would bleed into next one instead of sharing their widths. (#7218) +- Tables: Angled headers: fixed border hit box extending beyond when used within + non-scrollable tables. (#7416) [@cfillion] +- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow() + stops being called. (#7416) [@cfillion] +- Tables: Angled headers: rounding header size to nearest integers, fixes some issues + when using clipper. +- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive + frames would erroneously close the window. While it is technically a popup issue + it would generally manifest when fast moving the mouse bottom to top in a sub-menu. + (#7325, #7287, #7063) +- ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451) +- ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox(). +- Drags, Sliders, Inputs: Fixed io.PlatformLocaleDecimalPoint decimal point localization + feature not working regression from 1.90.1. (#7389, #6719, #2278) [@GamingMinds-DanielC] +- Style: Added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle for + consistency. (#7411) [@cfillion] +- DrawList: Added AddConcavePolyFilled(), PathFillConcave() concave filling. (#760) [@thedmd] + Note that only simple polygons (no self-intersections, no holes) are supported. +- DrawList: Allow AddText() to accept null ranges. (#3615, 7391) +- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery + of interesting resources, because github doesn't allow Wiki to be crawled by search engines. + - This is the main wiki: https://github.com/ocornut/imgui/wiki + - This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki + Adding a link to the crawlable version, even though it is not intended for humans, + to increase its search rank. + +Docking+Viewports Branch: + +- Backends: Win32: made it so that an appearing viewport showing up doesn't bring + its parent to front. (#7354) + + +----------------------------------------------------------------------- + VERSION 1.90.4 (Released 2024-02-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.4 + +Other changes: + +- Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on + windows with the ImGuiWindowFlags_NoNavInputs flag (regression in 1.90.2, which + among other things broke imgui_memory_editor). +- Menus, Popups: Fixed an issue where hovering a parent-menu upward would + erroneously close the window. (#7325, #7287, #7063) +- Popups: Fixed resizable popup minimum size being too small. Standardized minimum + size logic. (#7329). +- Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by + BeginPopupModal(). (#7340) +- Tables: Angled headers: fixed support for multi-line labels. (#6917) +- Tables: Angled headers: various fixes to accurately handle CellPadding changes. (#6917) +- Tables: Angled headers: properly registers horizontal component of angled headers + for auto-resizing of columns. (#6917) +- Tables: Angled headers: fixed TableAngledHeadersRow() incorrect background fill + drawn too low, particularly visible with tables that have no scrolling. (#6917) +- ProgressBar: Fixed a minor tessellation issue when rendering rounded progress bars, + where in some situations the rounded section wouldn't follow regular tessellation rules. +- Debug Tools: Item Picker: Promoted ImGui::DebugStartItemPicker() to public API. (#2673) +- Debug Tools: Item Picker: Menu entry visible in Demo->Tools but greyed out unless + io.ConfigDebugIsDebuggerPresent is set. (#2673) +- Misc: Added optional alpha multiplier parameter to GetColorU32(ImU32) variant. +- Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), + PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions. + +Docking+Viewports Branch: + +- Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x, + as required specs for it was relaxed in 1.87. This enable better viewport hovering detection + without GLFW 3.4's GLFW_MOUSE_PASSTHROUGH, with less reliance on dear imgui's own heuristic + of platform windows order. (#7316) + + +----------------------------------------------------------------------- + VERSION 1.90.3 (Released 2024-02-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.3 + +Breaking changes: + +- Backends: SDL2: Removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which + was obsoleted in 1.84. Calling ImGui_ImplSDL2_NewFrame() is fine. +- Backends: Vulkan: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to + ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. (#7308) [@shawnhatori] +- Backends: Vulkan: Using dynamic rendering now require filling the PipelineRenderingCreateInfo + structure in ImGui_ImplVulkan_InitInfo, allowing to configure color/depth/stencil formats. + Removed ColorAttachmentFormat field previously provided for dynamic rendering. + (#7166, #6855, #5446, #5037) [@shawnhatori] + +Other changes: + +- Menus, Popups: Fixed menus and popups with ChildWindow flag erroneously not displaying + a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo] +- Backends: SDL2, SDL3: Handle gamepad disconnection + fixed increasing gamepad reference + counter continuously. Added support for multiple simultaneous gamepads. + Added ImGui_ImplSDL2_SetGamepadMode()) function to select whether to automatically pick + first available gamepad, all gamepads, or specific gamepads. + (#3884, #6559, #6890, #7180) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro] +- Backends: SDL3: Fixed gamepad handling. (#7180) [@bog-dan-ro] +- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore + a wrong viewport if none was initially set. +- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side + conversion. (#6575) [@Demonese] +- Internals: Fixed ImFileOpen not working before context is created, preventing creation + of a font atlas before main context creation. (#7314, #7315) [@PathogenDavid, @ocornut] + + +----------------------------------------------------------------------- + VERSION 1.90.2 (Released 2024-02-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.2 + +Breaking changes: + +- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing + to 'void* ImGuiViewport::PlatformHandleRaw'. +- Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure + instead of variety of parameters, allowing for easier further changes. (#7240) + +Other changes: + +- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. +- Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing + the hover highlight to stay even while another item is activated. +- Nav: Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope, + regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz] +- Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237) +- Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on + individual left/right alt key without interfering with the other. +- Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow from making the child menu + reopen and flicker (using ImGuiPopupFlags_NoReopen). +- Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it. +- Popups: OpenPopup(): added ImGuiPopupFlags_NoReopen flag to specifically not close and reopen + a popup when it is already open. (#1497, #1533) + (Note that this differs from specific handling we already have in place for the case of calling + OpenPopup() repeatedly every frame: we already didn't reopen in that specific situation, otherwise + the effect would be very disastrous in term of confusion, as reopening would steal focus). +- Popups: Slight change to popup closing logic (e.g. after focusing another window) which skipped + over popups that are also child windows. +- Combo: Fixed not reusing windows optimally when used inside a popup stack. +- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect. +- Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover. +- Debug Tools: Debug Log: Added "Input Routing" logging. +- Debug Tools: Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) [@Peter0x44] +- Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by + allocating one extra semaphore than in-flight frames. (#7236) [@mklefrancois] +- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) +- Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238) +- Backends: WebGPU: Added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240) +- Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn + update stopped setting default values. (#7232) [@GrigoryGraborenko] +- Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya] +- Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253) +- Internals: Many improvements related to yet unpublicized shortcut routing and input ownership systems. +- Internals: InputText: Added internal helpers to force reload of user-buf when active. (#2890) [@kudaba, @ocornut] + Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968), + and useful for interactive completion/suggestions popups (#2057, #718) + +Docking+Viewports Branch: + +- Added ImGuiWindowClass::FocusRouteParentWindowId as a way to connect the focus route between + a tool window to a parent document window, so that Shortcuts in the documents are routed when the + tool is focused (regardless of whether the tool is docked or in a floating viewport, etc.) (#6798) +- Added ImGuiDockNodeFlags_DockedWindowsInFocusRoute to automatically make a dockspace connect + the focus route of its docked window. This is provided a convenience in case you have windows + where a connection is not explicit. (#6798) +- Viewports: Fixed moving accross monitors when io.ConfigWindowsMoveFromTitleBarOnly is set. (#7299, #3071) +- Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled, leading to + missing e.g. DpiScale info. (#7257) [@actboy168] + + +----------------------------------------------------------------------- + VERSION 1.90.1 (Released 2024-01-10) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.1 + +Breaking changes: + +- imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. + Prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. +- Removed CalcListClipping() marked obsolete in 1.86. (#3841) + Prefer using ImGuiListClipper which can return non-contiguous ranges. +- Internals, Columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting + to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. +- Commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. (#2625, #7143) + +Other changes: + +- Windows: + - BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport + minus padding. There are no limit to a child width/height. (#7063) [@Devyre] + - BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground + is specified. (#1710, #7194) + - Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y) + for both axises since 1.90. (#7106) [@n0bodysec] + - Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce + speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677) +- Navigation (Keyboard/gamepad): + - Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overridden back to true when + navigation is enabled. SetNextFrameWantCaptureKeyboard() is always higher priority. (#6997) + - Nav: Activation can also be performed with Keypad Enter. (#5606) +- Drag and Drop: + - Fixed drop target highlight on items temporarily pushing a widened clip rect + (namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers + all columns. (#7049, #4281, #3272) +- InputText: + - InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression). + - InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs + (using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order + to allow passing through multiple widgets easily. (#3092, #5759, #787) +- Drags, Sliders, Inputs: + - DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth + stack when number of components is 1. [#7095] [@Nahor] + - Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text + editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096) + - Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096) + - DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components + width computation to better distribute the error. (#7120, #7121) [@Nahor] +- Menus: + - Tweaked hover slack logic, adding an extra timeout to avoid situations where a slow vertical + movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926) +- Color Editors: + - ColorEdit: Layout tweaks for very small sizes. (#7120, #7121) + - ColorPicker: Fixed saturation/value cursor radius not scaling properly. +- Tabs: Added ImGuiTabItemFlags_NoAssumedClosure to enable app to react on closure attempt, + without having to draw an unsaved document marker (ImGuiTabItemFlags_UnsavedDocument sets + _NoAssumedClosure automatically). (#7084) +- Debug Tools: + - Added io.ConfigDebugIsDebuggerPresent option. When enabled, this adds buttons in various + locations of Metrics/Debugger to manually request a debugger break: + - Request a debug break in a Begin() call. + - Request a debug break in a ItemAdd() call via debug log and hovering 0xXXXXXX identifiers. + - Request a debug break in a BeginTable() call. + - Request a debug break in a SetShortcutRouting()/Shortcut() call. [Internal] + - Metrics: Reorganize Tools menu. + - Added DebugFlashStyleColor() to identify a style color. Added to Style Editor. + - Debug Log: Hide its own clipper log to reduce noise in the output. (#5855) + - Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only, + making it easier when dealing with spammy logs. (#5855) +- Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize + grip without moving it. +- Misc: Added IMGUI_USER_H_FILENAME to change the path included when using + IMGUI_INCLUDE_IMGUI_USER_H. (#7039) [@bryceberger] +- Misc: Rework debug display of texture id in Metrics window to avoid compile-error when + ImTextureID is defined to be larger than 64-bits. (#7090) +- Misc: Added extra courtesy ==/!= operators when IMGUI_DEFINE_MATH_OPERATORS is defined. +- Misc: Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully, + like most printf implementations. (#7016, #3466, #6846) [@codefrog2002] +- Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds + on a codebase where another copy of the library is used. +- Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL + in order to catch cases where backend was not shut down. (#7175) +- Misc: Reworked Issue Template to a shinier and better form. (#5927) [@Panquesito7, @PathogenDavid, @ocornut] +- Backends: + - GLFW, Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to + register canvas selector and auto-resize GLFW window. (#6751) [@Traveller23, @ypujante] + - GLFW: Fixed Windows specific hooks to use Unicode version of WndProc even when + compiling in MBCS mode. (#7174) [@kimidaisuki22] + - OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load libGL.so variants in + case of missing symlink. Fix 1.90 regression for some distros. (#6983) + - Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs + vkDestroyCommandPool(). (#7075) [@FoonTheRaccoon] + - Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous + "best practice" validation layer. (#7189, #4238) [@philae-ael] + - Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT + as we don't reset them. + - WebGPU: Fixed wgpuRenderPassEncoderSetScissorRect() crash when rendering modal window's + dimming layer, which has an unclipped value in ImDrawCmd::ClipRect. (#7191) [@aparis69] +- Examples: + - Examples: GLFW+Emscripten: Fixed examples not consistently resizing according to host canvas. + (#6751) [@Traveller23, @ypujante] + - Examples: SDL3: Minor fixes following recent SDL3 in-progress development. + +Docking+Viewports Branch: + +- Windows: Fixed ImGuiCol_TitleBg/Active alpha being used for viewport-owned windows. (#7181) [@PathogenDavid] +- Backends: DX12: Changed swapchain scaling mode to DXGI_SCALING_NONE to reduce artifacts as + queued frames aren't synchronized with platform window resizes. (#7152, #7153) [@SuperWangKai] +- Backends: OSX: Fixed monitor and window position by correctly transforming Y origin on multi-viewports + multi-monitor setups. (#7028, #7101, #6009, #6432) [@dmirty-kuzmenko, @734vin] +- Backends: OSX: Fixed IME position in multi-monitor multi-viewports setups. (#7028) [@734vin] + + +----------------------------------------------------------------------- + VERSION 1.90.0 (Released 2023-11-15) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90 + +Breaking changes: + + - BeginChild(): Upgraded 'bool border = false' parameter to 'ImGuiChildFlags flags = 0'. + Added ImGuiChildFlags_Border value. As with our prior "bool-to-flags" API updates, + the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a + smoother transition, meaning all existing calls will still work. + If you want to neatly transition your call sites: + Before: BeginChild("Name", size, true) + After: BeginChild("Name", size, ImGuiChildFlags_Border) + Before: BeginChild("Name", size, false) + After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites. + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for + the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense + for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept + child-flags we are moving it there. (#462) + Before: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + After: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + Kept inline redirection enum (will obsolete later) so existing code will work. + - BeginChildFrame()/EndChildFrame(): removed functions in favor of using BeginChild() with + the ImGuiChildFlags_FrameStyle flag. Kept inline redirection function (will obsolete). + Those functions were merely PushStyle/PopStyle helpers and custom versions are easy to create. + (The removal isn't so much motivated by needing to add the feature in BeginChild(), but by the + necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.) + - Debug Tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), + as earlier name was misleading. Kept inline redirection function. (#4631) + - IO: Removed io.MetricsActiveAllocations introduced in 1.63, was displayed in Metrics and unlikely to + be accessed by end-user. Value still visible in the UI and easily to recompute from a delta. + - Defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS now automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) + - Removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define. (#4537) + - ListBox, Combo: Changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. + Before: + getter type: bool (*getter)(void* user_data, int idx, const char** out_text) + function: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...); + function: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + After: + getter type: const char* (*getter)(void* user_data, int idx) + function: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + function: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + Old type was unnecessarily complex and harder to wrap in e.g. a lambda. Kept inline redirection function (will obsolete). + - Commented out obsolete redirecting enums/functions that were marked obsolete two years ago: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. + Consider that generally 'GetContentRegionAvail().x' is often more correct and more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX names. + Read 1.82 changelog for details + grep commented names in sources. + - Commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for + AddRect()/AddRectFilled()/PathRect()/AddImageRounded(). -> Use ImDrawFlags_RoundCornersXXX flags. + Read 1.82 changelog for details. + - Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own + command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary. + No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame(). + You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload the font atlas texture. + (#6943, #6715, #6327, #3743, #4618) + +Other changes: + +- Windows: + - BeginChild(): Added ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY to allow resizing + child windows from the bottom/right border (toward layout direction). Resized child windows + settings are saved and persistent in .ini file. (#1710) + - BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter. + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize + on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710) + e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY); + - Size is only reevaluated if the child window is within visible boundaries or just appearing. + This allows coarse clipping to be performed and auto-resizing childs to return false when + hidden because of being scrolled out. + - Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables + this optimization, meaning child contents will never be clipped (not recommended). + - Please be considerate that child are full windows and carry significant overhead: + combining auto-resizing for both axises to create a non-scrolling child to merely draw + a border would be better more optimally using BeginGroup(). (see #1496) + (until we come up with new helpers for framed groups and work-rect adjustments). + - BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often + useful when ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY. (#1666, #1395, #1496) + Custom constraint callback are not supported with child window. + - BeginChild(): Added ImGuiChildFlags_FrameStyle as a replacement for BeginChildFrame(), + use it to make child window use FrameBg, FrameRounding, FrameBorderSize, FramePadding + instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + - Popups: clarified meaning of 'p_open != NULL' in BeginPopupModal() + set back user value + to false when popup is closed in ways other than clicking the close button. (#6900) + - Double-clicking lower-left resize grip auto-resize (like lower-right one). + - Double-clicking bottom or right window border auto-resize on a singles axis. + - Use relative mouse movement for border resize when the border geometry has moved + (e.g. resizing a child window triggering parent scroll) in order to avoid resizing + feedback loops. Unless manually mouse-wheeling while border resizing. (#1710) +- Separators: + - Altered end-points to use more standard boundaries. (#205, #4787, #1643) + Left position is always current cursor X position, right position is always work-rect + rightmost edge. It effectively means that: + - A separator in the root of a window will end up a little more distant from edges + than previously (essentially following WindowPadding instead of clipping edges). + - A separator inside a table cell end up a little distance from edges instead of + touching them (essentially following CellPadding instead of clipping edges). + - Matches tree indentation (was not the case before). + - Matches SeparatorText(). (#1643) + - Makes things correct inside groups without specific/hard-coded handling. (#205) + - Support legacy behavior when used inside old Columns(), as we favored that idiom back then, + only different is left position follows indentation level, to match calling a Separator() + inside or outside Columns(). +- Tooltips: + - Made using SetItemTooltip()/IsItemHovered(ImGuiHoveredFlags_ForTooltip) defaults to + activate tooltips on disabled items. This is done by adding ImGuiHoveredFlags_AllowWhenDisabled + to the default value of style.HoverFlagsForTooltipMouse/HoverFlagsForTooltipNav. (#1485) + - Made is possible to combine ImGuiHoveredFlags_ForTooltip with a ImGuiHoveredFlags_DelayXXX + override. (#1485) +- Drag and Drop: + - Reworked drop target highlight: reduce rectangle to its visible portion, and then expand + slightly. A full rectangle is always visible and it may protrude slightly. (#4281, #3272) + - Fixed submitting a tooltip from drop target location when using AcceptDragDropPayload() + with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually. +- Tables: + - Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected + columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option. (#6917) + - Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header. + - Fixed an edge-case when no columns are visible + table scrollbar is visible + user + code is always testing return value of TableSetColumnIndex() to coarse clip. With an active + clipper it would have asserted. Without a clipper, the scrollbar range would be wrong. + - Request user to submit contents when outer host-window is requesting auto-resize, + so a scrolling table can contribute to initial window size. (#6510) + - Fixed subtle drawing overlap between borders in some situations. + - Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) [@v-ein] + - Fixed top-most and left-most outer border overlapping inner clip-rect when scrolling. (#6765) + - Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong + in some situations, causing the earlier to be visible underneath when alpha is not 1.0f. + - Fixed right-clicking right-most section (past right-most column) from highlighting a column. + - Fixed an issue with ScrollX enabled where an extraneous draw command would be created. +- Menus: + - Menus: Fixed a bug where activating an item in a child-menu and dragging mouse over the + parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869) + - MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously + register contents size in a way that would affect the scrolling layer. + Was most often noticeable when using an horizontal scrollbar. (#6789) +- InputText: + - InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer. + (regression from 1.89.2, only happened in some states). (#6783, #6000) + - InputTextMultiline: Fixed Tabbing cycle leading to a situation where Enter key wouldn't + be accepted by the widget when navigation highlight is visible. (#6802, #3092, #5759, #787) +- Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set. + Previously was inconsistent and only enabled when stepping through a non-input item. + (#6802, #3092, #5759, #787) +- TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438) +- TabBar: Fixed position of unsaved document marker (ImGuiTabItemFlags_UnsavedDocument) which was + accidentally offset in 1.89.9. (#6862) [@alektron] +- ColorPicker4(): Fixed ImGuiColorEditFlags_NoTooltip not being forwarded to individual DragFloat3 + sub-widgets which have a visible color preview when ImGuiColorEditFlags_NoSidePreview is also set. (#6957) +- BeginGroup(): Fixed a bug pushing line lower extent too far down when called after a call + to SameLine() followed by manual cursor manipulation. +- BeginCombo(): Added ImGuiComboFlags_WidthFitPreview flag. (#6881) [@mpv-enjoyer] +- BeginListBox(): Fixed not consuming SetNextWindowXXX() data when returning false. +- Fonts: + - Argument 'float size_pixels' passed to AddFontXXX() functions is now rounded to lowest integer. + This is because our layout/font system currently doesn't fully support non-integer sizes. Until + it does, this has been a common pitfall leading to more or less subtle issues. (#3164, #3309, #6800) + - Better assert during load when passing truncated font data or wrong data size. (#6822) + - Ensure calling AddFontXXX function doesn't invalidates ImFont's ConfigData pointers + prior to building again. (#6825) + - Added ImFontConfig::RasterizerDensity field to increase texture size of rendered glyphs + without altering other metrics. Among other things, this makes it easier to have zooming code + swapping between 2 fonts (e.g. a 100% and a 400% fonts) depending on current scale. (#6925) [@thedmd] + Important: if you increase this it is expected that you would render the font with a scale of + similar value or magnitude. Merely increasing this without increasing scale may lower quality. + - imgui_freetype: Added support for RasterizerDensity. (#6925) [@thedmd] + - imgui_freetype: Fixed a warning and leak in IMGUI_ENABLE_FREETYPE_LUNASVG support. (#6842, #6591) +- Inputs: Added IsKeyChordPressed() helper function e.g. IsKeyChordPressed(ImGuiMod_Ctrl | ImGuiKey_S). + (note that ImGuiMod_Shortcut may be used as an alias for Cmd on OSX and Ctrl on other systems). +- Misc: Most text functions also treat "%.*s" (along with "%s") specially to bypass formatting. (#3466, #6846) +- IO: Add extra keys to ImGuiKey enum: ImGuiKey_F13 to ImGuiKey_F24. (#6891, #4921) +- IO: Add extra keys to ImGuiKey enum: ImGuiKey_AppBack, ImGuiKey_AppForward. (#4921) +- IO: Setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228) [@bertaye] +- Debug Tools: Metrics: Added log of recent alloc/free calls. +- Debug Tools: Metrics: Added "Show groups rectangles" in tools. +- ImDrawList: Added AddEllipse(), AddEllipseFilled(), PathEllipticalArcTo(). (#2743) [@Doohl] +- ImVector: Added find_index() helper. +- Demo: Added "Drag and Drop -> Tooltip at target location" demo. +- Demo: Added "Layout -> Child Windows -> Manual-resize" demo. (#1710) +- Demo: Added "Layout -> Child Windows -> Auto-resize with constraints" demo. (#1666, #1395, #1496, #1710) +- Demo: Partly fixed "Examples -> Constrained-resizing window" custom constrains demo. (#6210) [@cfillion] +- Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own + command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary. + No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame(). + You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload font atlas texture. + Fixed leaks, and added ImGui_ImplVulkan_DestroyFontsTexture() (probably no need to call this directly). + (#6943, #6715, #6327, #3743, #4618) + [@helynranta, @thomasherzog, @guybrush77, @albin-johansson, @MiroKaku, @benbatya-fb, @ocornut] +- Backends: Vulkan: use specified ColorAttachmentFormat when creating a secondary window when enabling + UseDynamicRendering option. (#6999, #5446, #5037) [@raaaviol] +- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99] +- Backends: GLFW: Added support for F13 to F24 function keys. (#6891) +- Backends: SDL2, SDL3: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891) +- Backends: SDL3: Updates for recent API changes. (#7000, #6974) +- Backends: Win32: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891) +- Backends: Win32: Added support for keyboard codepage conversion for when application + is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil] +- Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows + doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai] +- Backends: OpenGL3: rename symbols in our internal loader so that LTO compilation with another + copy of gl3w becomes possible. (#6875, #6668, #4445) [@nicolasnoble] +- Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead + of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) +- Backends: OSX: Added support for F13 to F20 function keys. Support mapping F13 to PrintScreen. (#6891) +- Examples: GLFW+Vulkan, SDL+Vulkan: Simplified and removed code due to backend improvements. +- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861) + +Docking+Viewports Branch: + +- Viewports: Fixed window inner clipping rectangle off by one when window is located on a monitor + with negative coordinates. While it is expected that other small issues with arise from this + situation, at the moment we are fixing the most noticeable one. (#6861, #2884) [@Vuhdo, @alektron] +- Docking: revised undocking to reduce accidental whole-node undocking: + - cannot undock a whole node by dragging from empty space in tab-bar. + - can undock whole node by dragging from window/collapse menu button. + - can undock single window by dragging from its tab. + - can still move (but not undock) whole node or whole hierarchy when node is part of a + floating hierarchy. + - added tooltip when hovering the collapse/window menu button, to faciliate understanding + that whole dock node may be undocked or grabbed from here. +- Docking: Fixed an issue leading to incorrect restoration of selected tab in dock nodes that + don't carry the currently focused window. (#2304) +- Docking: added ImGuiDockNodeFlags_NoUndocking. (#2999, #6823, #6780, #3492) +- Docking: renamed ImGuiDockNodeFlags_NoSplit to ImGuiDockNodeFlags_NoDockingSplit. +- Docking: renamed ImGuiDockNodeFlags_NoDockingInCentralNode to ImGuiDockNodeFlags_NoDockingOverCentralNode. +- Docking: Internals: renamed ImGuiDockNodeFlags_NoDockingSplitMe to ImGuiDockNodeFlags_NoDockingSplit. +- Docking: Fixed a bug where ClassId compare tests (when using SetNextWindowClass) on success would + prevent further filter from running, namely the one that prevent docking over a popup. +- Backends: GLFW: Fixed an assertion in situation where the WndProc handler is different between + main and secondary viewport (may happen due to third-party hooks). (#6889) +- Backends: DX9: Fixed incorrect assert triggering on reopening session with minimized windows. (#3424) + + +----------------------------------------------------------------------- + VERSION 1.89.9 (Released 2023-09-04) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.9 + +Breaking changes: + +- Clipper: Renamed IncludeRangeByIndices(), also called ForceDisplayRangeByIndices() + before 1.89.6, to IncludeItemsByIndex(). Kept inline redirection function. (#6424, #3841) + +Other changes: + +- Tables: Made it possible to use SameLine(0,0) after TableNextColumn() or + TableSetColumnIndex() in order to reuse line pos/height from previous cell. (#3740) +- Tables: Made it possible to change style.CellPadding.y between rows. (#3740) +- Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes + through proper navigation logic: honor scrolling and selection. (#1079, #1131) +- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when + v_max=INT_MAX (#6675, #6679) [@jbarthelmes] +- Windows: Layout of Close/Collapse buttons uses style.ItemInnerSpacing.x between items, + stopped incorrectly using FramePadding in a way where hit-boxes could overlap when + setting large values. (#6749) +- TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize. + Tweaked rendering of that separator to allow thicker values. (#6820, #4859, #5022, #5239) +- InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal + point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp] +- ColorEdit, ColorPicker: Manipulating options popup don't mark item as edited. (#6722) + (Note that they may still be marked as Active/Hovered.) +- Clipper: Added IncludeItemByIndex() helper to include a single item. (#6424, #3841) +- Clipper: Fixed a bug if attempt to force-include a range which matches an already + included range, clipper would end earlier. (#3841) +- ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum + of individual ImDrawList's buffer sizes when a dimming/modal background is rendered. (#6716) +- ImDrawList: Automatically calling ChannelsMerge() if not done after a split. +- ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively + large radius to AddCircle(). (#6657, #5317) [@EggsyCRO, @jdpatdiscord] +- IO: Exposed io.PlatformLocaleDecimalPoint to configure decimal point ('.' or ',') for + languages needing it. Should ideally be set to the value of '*localeconv()->decimal_point' + but our backends don't do it yet. (#6719, #2278) +- IO: Fixed io.AddMousePosEvent() and io.AddMouseButtonEvent() writing MouseSource to + wrong union section. Was semantically incorrect and accidentally had no side-effects + with default compiler alignment settings. (#6727) [@RickHuang2001] +- Misc: Made multiple calls to Render() during the same frame early out faster. +- Debug Tools: Metrics: Fixed "Drawlists" section and per-viewport equivalent + appearing empty (regression in 1.89.8). +- Demo: Reorganized "Examples" menu. +- Demo: Tables: Demonstrate using SameLine() between cells. (#3740) +- Demo: Tables: Demonstrate altering CellPadding.y between rows. (#3740) +- Demo: Custom Rendering: Demonstrate out-of-order rendering using ImDrawListSplitter. +- Backends: SDL2,SDL3: added ImGui_ImplSDL2_InitForOther()/ImGui_ImplSDL3_InitForOther() + for consistency (matching GLFW backend) and as most initialization paths don't actually + need to care about rendering backend. +- Examples: Emscripten+WebGPU: Fixed WGPUInstance creation process + use preferred + framebuffer format. (#6640, #6748) [@smileorigin] + +Docking+Viewports Branch: + +- Docking: when io.ConfigDockingWithShift is enabled, staying stationary while moving + a window displays an help tooltip to increase affordance. (#6709, #4643) + + +----------------------------------------------------------------------- + VERSION 1.89.8 (Released 2023-08-01) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.8 + +Breaking changes: + +- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous + and often incorrect/misleading considering the existence of a higher-level + input queue. This is automatically cleared by io.ClearInputKeys(). (#4921) +- ImDrawData: CmdLists[] array is now owned, changed from 'ImDrawList**' to + 'ImVector'. Majority of users shouldn't be affected, but you + cannot compare to NULL nor reassign manually anymore. + Instead use AddDrawList(). Allocation count are identical. (#6406, #4879, #1878) + +Other changes: + +- Fonts: ImFontConfig::OversampleH now defaults to 2 instead of 3, since the + quality increase is largely minimal. +- Fonts, imgui_freetype: Added support to render OpenType SVG fonts using lunasvg. + Requires enabling IMGUI_ENABLE_FREETYPE_LUNASVG along with IMGUI_ENABLE_FREETYPE, + and providing headers/libraries for lunasvg. (#6591, #6607) [@sakiodre] +- ImDrawData: CmdLists[] array is now an ImVector<> owned by ImDrawData rather + than a pointer to internal state. + - This makes it easier for user to create their own or append to an existing draw data. + Added a ImDrawData::AddDrawList() helper function to do that. (#6406, #4879, #1878) + - This makes it easier to perform a deep-swap instead of a deep-copy, as array + ownership is now clear. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860) + - Syntax and allocation count are otherwise identical. +- Fixed CTRL+Tab dimming background assert when target window has a callback + in the last ImDrawCmd. (#4857, #5937) +- IsItemHovered: Fixed ImGuiHoveredFlags_ForTooltip for Keyboard/Gamepad navigation, + got broken prior to 1.89.7 due to an unrelated change making flags conflict. (#6622, #1485) +- InputText: Fixed a case where deactivation frame would write to underlying + buffer or call CallbackResize although unnecessary, in a frame where the + return value was false. +- Tables: fixed GetContentRegionAvail().y report not taking account of lower cell + padding or of using ImGuiTableFlags_NoHostExtendY. Not taking it into account + would make the idiom of creating vertically bottom-aligned content (e.g. a child + window) inside a table make the parent window erroneously have a scrollbar. (#6619) +- Tables: fixed calculation of multi-instance shared decoration/scrollbar width of + scrolling tables, to avoid flickering width variation when resizing down a table + hosting a child window. (#5920, #6619) +- Scrollbar: layout needs to take account of window border size, so a border size + will slightly reduce scrollbar size. Generally we tried to make it that window + border size has no incidence on layout but this can't work with thick borders. (#2522) +- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921) + May be useful in conjunction with io.ClearInputKeys() if you need to clear + both current inputs state and queued events (e.g. when using blocking native + dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()). +- IO: Changed io.ClearInputKeys() specs to also clear current frame character buffer + (what now obsoleted io.ClearInputCharacters() did), as this is effectively the + desirable behavior. +- Misc: Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable + stb_sprintf implementation when using IMGUI_USE_STB_SPRINTF. (#6626) [@septag] +- Misc: Avoid stb_textedit.h reincluding string.h while in a namespace, which + messes up with building with Clang Modules. (#6653, #4791) [@JohelEGP] +- Demo: Better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517) +- Demo: Showcase a few more InputText() flags. +- Backends: Made all backends sources files support global IMGUI_DISABLE. (#6601) +- Backends: GLFW: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used + differently. User may set ImGuiConfigFlags_NoMouse if desired. (#5625, #6609) [@scorpion-26] +- Backends: WebGPU: Update for changes in Dawn. (#6602, #6188) [@williamhCode] +- Examples: Vulkan: Creating minimal descriptor pools to fit only what is needed by + example. (#6642) [@SaschaWillem] + +Docking+Viewports Branch: + +- Docking, Style: resizing separators use same colors as window borders (ImGuiCol_Border) + for consistency. With default styles it doesn't make a big difference. (#2522) [@rmitton] + In the future if we promote using thick value for inner/outer docking padding we may + need to introduce new colors for it. +- Docking: added style.DockingSeparatorSize, ImGuiStyleVar_DockingSeparatorSize. Now + also scaled by style.ScaleAllSizes(). (#3481, #4721, #2522) [@PossiblyAShrub, @wobbier] +- Docking: fixed rendering of docked-window scrollbar above outer border. (#2522) + + +----------------------------------------------------------------------- + VERSION 1.89.7 (Released 2023-07-04) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.7 + +Breaking changes: + +- Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. + As the fields were added in 1.89 and expected to be left unchanged by most users, or only + tweaked once during app initialisation, we are exceptionally accepting the breakage. + Majority of users should not even notice. +- Overlapping items: (#6512, #3909, #517) + - Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using + 'SetItemAllowOverlap()' (called after an item). This is roughly equivalent to using the + legacy 'SetItemAllowOverlap()' call (public API) + ImGuiButtonFlags_AllowOverlap (internal). + - Obsoleted 'SetItemAllowOverlap()': it didn't and couldn't work reliably since 1.89 (2022-11-15), + and relied on ambiguously defined design. Use 'SetNextItemAllowOverlap()' before item instead. + - Selectable, TreeNode: When using ImGuiSelectableFlags_AllowOverlap/ImGuiTreeNodeFlags_AllowOverlap + and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909) + While this fixes a common small visual issue, it also means that calling IsItemHovered() + after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't + use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap'. + - Renamed 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap' + - Kept redirecting enums (will obsolete). + +Other changes: + +- Tooltips/IsItemHovered() related changes: + - Tooltips: Added SetItemTooltip() and BeginItemTooltip() functions. + They are shortcuts for the common idiom of using IsItemHovered(). + - SetItemTooltip("Hello") == if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip("Hello"); } + - BeginItemTooltip() == IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip() + The newly added ImGuiHoveredFlags_Tooltip is meant to facilitate standardizing + mouse hovering delays and rules for a given application. + The previously common idiom of using 'if (IsItemHovered()) { SetTooltip(...); }' + won't use delay or stationary test. + - IsItemHovered: Added ImGuiHoveredFlags_Stationary to require mouse being + stationary when hovering a new item. Added style.HoverStationaryDelay (~0.15 sec). + Once the mouse has been stationary once the state is preserved for same item. (#1485) + - IsItemHovered: Added ImGuiHoveredFlags_ForTooltip as a shortcut for pulling flags + from style.HoverFlagsForTooltipMouse or style.HoverFlagsForTooltipNav depending + on active inputs (#1485) + - style.HoverFlagsForTooltipMouse defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort' + - style.HoverFlagsForTooltipNav defaults to 'ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal'. + - Tooltips: Tweak default offset for non-drag and drop tooltips so underlying items + isn't covered as much. (Match offset for drag and drop tooltips) + - IsItemHovered: Tweaked default value of style.HoverDelayNormal from 0.30 to 0.40, + Tweaked default value of style.HoverDelayShort from 0.10 to 0.15. (#1485) + - IsItemHovered: Added ImGuiHoveredFlags_AllowWhenOverlappedByWindow to ignore window-overlap only. + Option ImGuiHoveredFlags_AllowWhenOverlapped now expand into a combination of both + _AllowWhenOverlappedByWindow + _AllowWhenOverlappedByItem, matching old behavior. +- Overlapping items: (#6512, #3909, #517) + - Most item types should now work with SetNextItemAllowOverlap(). (#6512, #3909, #517) + - Fixed first frame of an overlap highlighting underlying item if previous frame didn't hover anything. + - IsItemHovered: Changed to return false when querying an item using AllowOverlap mode which + is being overlapped. Added ImGuiHoveredFlags_AllowWhenOverlappedByItem to opt-out. (#6512, #3909, #517) +- IsWindowHovered: Added support for ImGuiHoveredFlags_Stationary. +- IsWindowHovered, IsItemHovered: Assert when passed any unsupported flags. +- Tables: Fixed a regression in 1.89.6 leading to the first column of tables with either + ScrollX or ScrollY flags from being impossible to resize. (#6503) +- CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) [@BobbyAnguelov] +- InputText: Fixed not returning true when buffer is cleared while using the + ImGuiInputTextFlags_EscapeClearsAll flag. (#5688, #2620) +- InputText: Fixed a crash on deactivating a ReadOnly buffer. (#6570, #6292, #4714) +- InputText: ImGuiInputTextCallbackData::InsertChars() accept (NULL,NULL) range, in order to conform + to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#6565, #6566, #3615) +- Combo: Made simple/legacy Combo() function not returns true when picking already selected item. + This is consistent with other widgets. If you need something else, you can use BeginCombo(). (#1182) +- Clipper: Rework inner logic to allow functioning with a zero-clear constructor. + This is order to facilitate usage for language bindings (e.g cimgui or dear_binding) + where user may not be calling a constructor manually. (#5856) +- Drag and Drop: Apply default behavior of drag source not reporting itself as hovered + at lower-level, so DragXXX, SliderXXX, InputXXX, Plot widgets are fulfilling it. + (Behavior doesn't apply when ImGuiDragDropFlags_SourceNoDisableHover is set). +- Modals: In the case of nested modal, made sure that focused or appearing windows are + moved below the lowest blocking modal (rather than the highest one). (#4317) +- GetKeyName(): Fixed assert with ImGuiMod_XXX values when IMGUI_DISABLE_OBSOLETE_KEYIO is set. +- Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra + comments. Currently mainly for inspecting Docking .ini data, but makes saving slower. +- Demo: Added more developed "Widgets->Tooltips" section. (#1485) +- Backends: OpenGL3: Fixed support for glBindSampler() backup/restore on ES3. (#6375, #6508) [@jsm174] +- Backends: OpenGL3: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts + lower than 3.2. (#6539, #6333) [@krumelmonster] +- Backends: Vulkan: Added optional support for VK_KHR_dynamic_rendering (Vulkan 1.3+) in the + backend for applications using it. User needs to set 'init_info->UseDynamicRendering = true' + and 'init_info->ColorAttachmentFormat'. RenderPass becomes unused. (#5446, #5037) [@spnda, @cmarcelo] +- Backends: GLFW: Accept glfwGetTime() not returning a monotonically increasing value. + This seems to happens on some Windows setup when peripherals disconnect, and is likely + to also happen on browser+Emscripten. Matches similar 1.89.4 fix in SDL backend. (#6491) +- Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples + and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing] + +Docking+Viewports Branch: + +- Viewports+Docking: Fixed extraneous viewport+platform-window recreation in various + combination of showing or hiding windows, docking with/without split, undocking. + While with some backends and without OS decorations, some extraneous window recreation + were visibly not noticeable, they would typically become noticeable when enabling + OS decorations on those windows (e.g. Windows title bar fade-in/animation). +- Viewports: Closing a viewport via OS/platform means (e.g. OS close button or task-bar menu), + mark all windows in this viewport as closed. +- Docking: Fixed one-frame flickering on reappearing windows binding to a dock node + where a later-submitted window was already bound. +- Docking: Fixed dragging from title-bar empty space (regression from 1.88 related to + keeping ID alive when calling low-level ButtonBehavior() directly). (#5181, #2645) +- Docking: [Internal] DockBuilderDockWindow() API calls don't clear docking order + if the target node is same as existing one. +- Backends: Win32: Added support for changing ParentViewportID after viewport creation. + + +----------------------------------------------------------------------- + VERSION 1.89.6 (Released 2023-05-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.6 + +Breaking changes: + +- Clipper: Commented out obsolete redirection constructor which was marked obsolete in 1.79: + 'ImGuiListClipper(int items_count, float items_height)' --> Use 'ImGuiListClipper() + clipper.Begin()'. +- Clipper: Renamed ForceDisplayRangeByIndices() to IncludeRangeByIndices(), kept + inline redirection function (introduced in 1.86 and rarely used). (#6424, #3841) +- Commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() + - ListBoxFooter() -> use EndListBox() + - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence. +- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp', + in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286) +- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). + It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV] + +Other changes: + +- Window: Fixed resizing from upper border when io.ConfigWindowsMoveFromTitleBarOnly is set. (#6390) +- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip + showing when a sorting column has no visible name. (#6342) [@lukaasm] +- Tables: Fixed command merging when compiling with VS2013 (one array on stack was not + initialized on VS2013. Unsure if due to a bug or UB/standard conformance). (#6377) +- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame. + (#6341) [@lukaasm] +- Drag, Sliders: if the format string doesn't contain any %, CTRL+Click to input text will + use the default format specifier for the type. Allow display/input of raw value when using + "enums" patterns (display label instead of value) + allow using when value is hidden. (#6405) +- Nav: Record/restore preferred position on each given axis after a movement on that axis, + then score movement on the other axis using this as a bias. This allows going up and down + between e.g. a large header spanning horizontal space and three-ways-columns, landing + on the same column as before. +- Nav: Fixed navigation within tables/columns where item boundaries goes beyond columns limits, + unclipped bounding boxes would interfere with other columns. (#2221) [@zzzyap, @ocornut] +- Nav: Fixed CTRL+Tab into a root window with only childs with _NavFlattened flags + erroneously initializing default nav layer to menu layer. +- Menus: Fixed an issue when opening a menu hierarchy in a given menu-bar would allow + opening another via simple hovering. (#3496, #4797) +- Fonts: Fixed crash when merging fonts and the first font has no valid glyph. (#6446) [@JaedanC] +- Fonts: Fixed crash when manually specifying an EllipsisChar that doesn't exist. (#6480) +- Misc: Added ImVec2 unary minus operator. (#6368) [@Koostosh] +- Debug Tools: Debug Log: Fixed not parsing 0xXXXXXXXX values for geo-locating on mouse + hover hover when the identifier is at the end of the line. (#5855) +- Debug Tools: Added 'io.ConfigDebugIgnoreFocusLoss' option to disable 'io.AddFocusEvent(false)' + handling. May facilitate interactions with a debugger when focus loss leads to clearing + inputs data. (#4388, #4921) +- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV] + Potentially this would facilitate switching runtime backend mid-session. +- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw + Win32/Winapi with OpenGL. (#3218) +- Backends: OpenGL3: Restore front and back polygon mode separately when supported + by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV] +- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174] +- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl] +- Backends: SDLRenderer3: Added SDL_Renderer for SDL3 backend. (#6286) [@Carcons, @ocornut] +- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we + provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more] +- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22] +- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE, + as some drivers tends to only cleanup after existing the native resize modal loop. (#6374) +- Examples: Added SDL3+SDL_Renderer example. (#6286) +- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument. + +Docking+Viewports Branch: + +- Viewports: Fixed platform-side focus (e.g. Alt+Tab) from leading to accidental + closure of Modal windows. Regression from 1.89.5. (#6357, #6299) +- Viewports: Fixed loss of imgui-side focus when dragging a secondary viewport back in + main viewport, due to platform-side handling changes. Regression from 1.89.5 (#6299) +- Viewports: Avoid applying imgui-side focus when focus change is due to a viewport + destruction. Fixes erroneous popup closure on closing a previous popup. (#6462, #6299) +- Viewports: Added void* ImGuiPlatformMonitor::PlatformHandle field (backend-dependant), + for usage by user code. +- Backends: GLFW: Preserve monitor list when there are no monitor, may briefly + happen when recovering from macOS sleeping mode. (#5683) [@Guistac] +- Backends: SDL2: Update monitor list when receiving a display event. (#6348) + Note however that SDL2 currently doesn't have an event for a DPI/Scaling change, + so monitor data won't be updated in this situation. +- Backends: SDL3: Update monitor list when receiving a display event. (#6348) + + +----------------------------------------------------------------------- + VERSION 1.89.5 (Released 2023-04-13) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.5 + +Other changes: + +- InputText: Reworked prev/next-word behavior to more closely match Visual Studio + text editor. Include '.' as a delimiter and alter varying subtle behavior with how + blanks and separators are treated when skipping words. (#6067) [@ajweeks] +- InputText: Fixed a tricky edge case, ensuring value is always written back on the + frame where IsItemDeactivated() returns true, in order to allow usage without user + retaining underlying data. While we don't really want to encourage user not retaining + underlying data, in the absence of a "late commit" behavior/flag we understand it may + be desirable to take advantage of this trick. (#4714) +- Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used + in the format string. (#6259) [@idbrii] +- Nav: Made Ctrl+Tab/Ctrl+Shift+Tab windowing register ownership to held modifier so + it doesn't interfere with other code when remapping those actions. (#4828, #3255, #5641) +- Nav: Made PageUp/PageDown/Home/End navigation also scroll parent windows when + necessary to make the target location fully visible (same as e.g. arrow keys). +- ColorEdit: Fixed shading of S/V triangle in Hue Wheel mode. (#5200, #6254) [@jamesthomasgriffin] +- TabBar: Tab-bars with ImGuiTabBarFlags_FittingPolicyScroll can be scrolled with + horizontal mouse-wheel (or Shift + WheelY). (#2702) +- Rendering: Using adaptive tessellation for RadioButton, ColorEdit preview circles, + Windows Close and Collapse Buttons. +- ButtonBehavior: Fixed an edge case where changing widget type/behavior while active + and using same id could lead to an assert. (#6304) +- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++ + compiler. (#6272) [@BayesBug] +- IO: Input queue trickling adjustment for touch screens. (#2702, #4921) + This fixes single-tapping to move simulated mouse and immediately click on a widget + that is using the ImGuiButtonFlags_AllowItemOverlap policy. + - This only works if the backend can distinguish TouchScreen vs Mouse. + See 'Demo->Tools->Metrics->Inputs->Mouse Source' to verify. + - Fixed tapping on BeginTabItem() on a touch-screen. (#2702) + - Fixed tapping on CollapsingHeader() with a close button on a touch-screen. + - Fixed tapping on TreeNode() using ImGuiTreeNodeFlags_AllowItemOverlap on a touch-screen. + - Fixed tapping on Selectable() using ImGuiSelectableFlags_AllowItemOverlap on a touch-screen. + - Fixed tapping on TableHeader() on a touch-screen. +- IO: Added io.AddMouseSourceEvent() and ImGuiMouseSource enum. This is to allow backend to + specify actual event source between Mouse/TouchScreen/Pen. (#2702, #2334, #2372, #3453, #5693) +- IO: Fixed support for calling io.AddXXXX functions from inactive context (wrongly + advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion] +- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +- Backends: OpenGL3: Properly restoring "no shader program bound" if it was the case prior to + running the rendering function. (#6267, #6220, #6224) [@BrunoLevy] +- Backends: Win32: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#2334, #2702) +- Backends: SDL2/SDL3: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen. + This is relying on SDL passing SDL_TOUCH_MOUSEID in the event's 'which' field. (#2334, #2702) +- Backends: SDL2/SDL3: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they actually + block text input input and don't only pertain to IME. It's unclear exactly what their relation + is to other IME function such as SDL_SetTextInputRect(). (#6306, #6071, #1953) +- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate + Mouse/TouchScreen/Pen. (#2334, #2702) +- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. + (#6315) [@PathogenDavid] +- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen. + (#6314) [@PathogenDavid] +- Backends: WebGPU: Align buffers. Use WGSL shaders instead of SPIR-V. Add gamma uniform. (#6188) [@eliemichel] +- Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends. +- Examples: Vulkan: Fixed validation errors with newer VulkanSDK by explicitly querying and enabling + "VK_KHR_get_physical_device_properties2", "VK_KHR_portability_enumeration", and + VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR. (#6109, #6172, #6101) +- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects, + now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects. +- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243) +- TestSuite: Added variety of new regression tests and improved/amended existing ones + in imgui_test_engine/ repo. [@PathogenDavid, @ocornut] + +Docking+Viewports Branch: + +- Viewports: Setting focus from Platform/OS (e.g. via decoration, or Alt-Tab) sets corresponding + focus at Dear ImGui level (generally last focused window in the viewport). (#6299) +- Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217) +- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick] +- Backends: GLFW: Fixed Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683) +- Backends: SDL2/SDL3: Fixed IME text input rectangle position with viewports. (#6071, #1953) +- Backends: SDL3: Fixed for compilation with multi-viewports. (#6255) [@P3RK4N] + + +----------------------------------------------------------------------- + VERSION 1.89.4 (Released 2023-03-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.4 + +Breaking Changes: + +- Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). + Kept inline redirection functions (will obsolete). +- Moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled by imgui_internal.h. It is now fulfilled by imgui.h. (#6164, #6137, #5966, #2832) + OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + Added a dedicated compile-time check message to help diagnose this. +- Tooltips: Added 'bool' return value to BeginTooltip() for API consistency. + Please only submit contents and call EndTooltip() if BeginTooltip() returns true. + In reality the function will _currently_ always return true, but further changes down the + line may change this, best to clarify API sooner. Updated demo code accordingly. +- Commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + +Other changes: + +- Nav: Tabbing now cycles through all items when ImGuiConfigFlags_NavEnableKeyboard is set. + (#3092, #5759, #787) + While this was generally desired and requested by many, note that its addition means + that some types of UI may become more fastidious to use TAB key with, if the navigation + cursor cycles through too many items. You can mark items items as not tab-spottable: + - Public API: PushTabStop(false) / PopTabStop() + - Internal: PushItemFlag(ImGuiItemFlags_NoTabStop, true); + - Internal: Directly pass ImGuiItemFlags_NoTabStop to ItemAdd() for custom widgets. +- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not + tab-stoppable. (#3092, #5759, #787) +- Nav: Made Enter key submit the same type of Activation event as Space key, + allowing to press buttons with Enter. (#5606) + (Enter emulates a "prefer text input" activation vs. + Space emulates a "prefer tweak" activation which is to closer to gamepad controls). +- Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and + frame time > repeat rate. Triggering a new move request on the same frame as a move + result lead to an incorrect calculation and loss of navigation id. (#6171) +- Nav: Fixed SetItemDefaultFocus() from not scrolling when item is partially visible. + (#2814, #2812) [@DomGries] +- Tables: Fixed an issue where user's Y cursor movement within a hidden column would + have side-effects. +- IO: Lifted constraint to call io.AddEventXXX functions from current context. (#4921, #5856, #6199) +- InputText: Fixed not being able to use CTRL+Tab while an InputText() using Tab + for completion or text data is active (regression from 1.89). +- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted + before and can accept the same data type. (#6183). +- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to + avoid interferences. (#5817, #6183) [@DimaKoltun] +- Debug Tools: Added io.ConfigDebugBeginReturnValueOnce / io.ConfigDebugBeginReturnValueLoop + options to simulate Begin/BeginChild returning false to facilitate debugging user behavior. +- Demo: Updated to test return value of BeginTooltip(). +- Backends: OpenGL3: Fixed restoration of a potentially deleted OpenGL program. If an active + program was pending deletion, attempting to restore it would error. (#6220, #6224) [@Cyphall] +- Backends: Win32: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse positions over + non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +- Backends: SDL2, SDL3: Accept SDL_GetPerformanceCounter() not returning a monotonically + increasing value. (#6189, #6114, #3644) [@adamkewley] +- Backends: GLFW: Avoid using glfwGetError() and glfwGetGamepadState() on Emscripten, which + recently updated its GLFW emulation layer to GLFW 3.3 without supporting those. (#6240) +- Examples: Android: Fixed example build for Gradle 8. (#6229, #6227) [@duddel] +- Examples: Updated all examples application to enable ImGuiConfigFlags_NavEnableKeyboard + and ImGuiConfigFlags_NavEnableGamepad by default. (#787) +- Internals: Misc tweaks to facilitate applying an explicit-context patch. (#5856) [@Dragnalith] + +----------------------------------------------------------------------- + VERSION 1.89.3 (Released 2023-02-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.3 + +Breaking Changes: + +- Backends+Examples: SDL2: renamed all unnumbered references to "sdl" to "sdl2". + This is in prevision for the future release of SDL3 and its associated backend. (#6146) + - imgui_impl_sdl.cpp -> imgui_impl_sdl2.cpp + - imgui_impl_sdl.h -> imgui_impl_sdl2.h + - example_sdl_xxxx/ -> example_sdl2_xxxx/ (folders and projects) + +Other changes: + +- SeparatorText(): Added SeparatorText() widget. (#1643) [@phed, @ocornut] + - Added to style: float SeparatorTextBorderSize. + - Added to style: ImVec2 SeparatorTextAlign, SeparatorTextPadding. +- Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572) + The previous limit was due to using 64-bit integers but we moved to bits-array + and tweaked the system enough to ensure no performance loss. +- Tables: Solved an ID conflict issue with multiple-instances of a same table, + due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc] +- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent + across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups] + - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down. + Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right. + - Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019) + - Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463) + (whereas on OSX machines Shift+WheelY turns into WheelX at the OS level). + - If you use a custom backend, you should verify horizontal wheel direction. + - Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on. + - Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on. + - You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui. + - Known issues remaining with Emscripten: + - The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096) + - When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX. + This is because we don't know that we are running on Mac and apply our own Shift+swapping + on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need + to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way + let us know!), or offer the "OSX-style behavior" option to their user. +- Window: Avoid rendering shapes for hidden resize grips. +- Text: Fixed layouting of wrapped-text block skipping successive empty lines, + regression from the fix in 1.89.2. (#5720, #5919) +- Text: Fixed clipping of single-character "..." ellipsis (U+2026 or U+0085) when font + is scaled. Scaling wasn't taken into account, leading to ellipsis character straying + slightly out of its expected boundaries. (#2775) +- Text: Tweaked rendering of three-dots "..." ellipsis variant. (#2775, #4269) +- InputText: Added support for Ctrl+Delete to delete up to end-of-word. (#6067) [@ajweeks] + (Not adding Super+Delete to delete to up to end-of-line on OSX, as OSX doesn't have it) +- InputText: On OSX, inhibit usage of Alt key to toggle menu when active (used for work skip). +- Menus: Fixed layout of MenuItem()/BeginMenu() when label contains a '\n'. (#6116) [@imkcy9] +- ColorEdit, ColorPicker: Fixed hue/saturation preservation logic from interfering with + the displayed value (but not stored value) of others widgets instances. (#6155) +- PlotHistogram, PlotLines: Passing negative sizes honor alignment like other widgets. +- Combo: Allow SetNextWindowSize() to alter combo popup size. (#6130) +- Fonts: Assert that in each GlyphRanges[] pairs first is <= second. +- ImDrawList: Added missing early-out in AddPolyline() and AddConvexPolyFilled() when + color alpha is zero. +- Misc: Most text functions treat "%s" as a shortcut to no-formatting. (#3466) +- Misc: Tolerate zero delta-time under Emscripten as backends are imprecise in their + values for io.DeltaTime, and browser features such as "privacy.resistFingerprinting=true" + can exacerbate that. (#6114, #3644) +- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with + hasPreciseScrollingDeltas==false (e.g. non-Apple mices). +- Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and + offer consistent horizontal scrolling direction. (#4019) +- Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and + offer consistent horizontal scrolling direction. (#4019) +- Backends: SDL2: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081) +- Backends: SDL2: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data + for smooth scrolling as reported by SDL. (#4019, #6096) +- Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function + is surprisingly costly on Mac with latest SDL (already fixed in SDL latest trunk). (#6113) +- Backends: SDL2: Implement IME handler to call SDL_SetTextInputRect()/SDL_StartTextInput(). + It will only works with SDL 2.0.18+ if your code calls 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1")' + prior to calling SDL_CreateWindow(). Updated all examples accordingly. (#6071, #1953) +- Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut] + SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before + release. This backend is provided as a convenience for early adopters etc. We don't recommend + switching to SDL3 before it is released. +- Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate + scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity] +- Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend + to chain callbacks even for secondary viewports/windows. User callbacks may need to test + the 'window' parameter. (#6142) +- Backends: OpenGL3: Fixed GL loader compatibility with 2.x profiles. (#6154, #4445, #3530) [@grauw] +- Backends: WebGPU: Fixed building for latest WebGPU specs (remove implicit layout generation). + (#6117, #4116, #3632) [@tonygrue, @bfierz] +- Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten. + (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble] + The dedicated example_emscripten_opengl3/ has been removed. +- Examples: Added SDL3+GL experimental example. (#6146) +- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call + DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted + when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx] +- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a + Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931). + +Docking+Viewports Branch: + +- Backends: GLFW: Handle unsupported glfwGetVideoMode() for Emscripten. (#6096) + + +----------------------------------------------------------------------- + VERSION 1.89.2 (Released 2023-01-05) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.2 + +All changes: + +- Tables, Nav, Scrolling: fixed scrolling functions and focus tracking with frozen rows and + frozen columns. Windows now have a better understanding of outer/inner decoration sizes, + which should later lead us toward more flexible uses of menu/status bars. (#5143, #3692) +- Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692) +- Tables, Columns: fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937) +- Tables: fixed matching width of synchronized tables (multiple tables with same id) when only + some instances have a vertical scrollbar and not all. (#5920) +- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with + zero triangles, which would makes the render loop of some backends assert (e.g. Metal with + debugging, Allegro). (#4857, #5937) +- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of + compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it + easier for bindings generators to process that value. (#5923, #456) +- Inputs, Scrolling: better selection of scrolling window when hovering nested windows + and when backend/OS is emitting dual-axis wheeling inputs (typically touch pads on macOS). + We now select a primary axis based on recent events, and select a target window based on it. + We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays] +- InputText: fixed cursor navigation when pressing Up Arrow on the last character of a + multiline buffer which doesn't end with a carriage return. (#6000) +- Text: fixed layouting of wrapped-text block when the last source line is above the + clipping region. Regression added in 1.89. (#5720, #5919) +- Misc: added GetItemID() in public API. It is not often expected that you would use this, + but it is useful for Shortcut() and upcoming owner-aware input functions which wants to + be implemented with public API. +- Fonts: imgui_freetype: fixed a packing issue which in some occurrences would prevent large + amount of glyphs from being packed correctly. (#5788, #5829) +- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by + applications using multiple font atlases. +- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs. +- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency. +- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building + with IMGUI_DISABLE_DEBUG_TOOLS is used. (#5901) [@Teselka] +- Misc: fixed compile-time detection of SSE features on MSVC 32-bits builds. (#5943) [@TheMostDiligent] +- Examples: DirectX10, DirectX11: try WARP software driver if hardware driver is not available. (#5924, #5562) +- Backends: GLFW: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), which + could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, + turns out they are faulty in this specific situation. (#6034) +- Backends: Allegro5: restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. (#5937) [@Espyo] +- Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using + an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss] + +Docking+Viewports Branch: + +- Docking: Internals: fixed DockBuilderCopyDockSpace() crashing when windows not in the + remapping list are docked on the left or top side of a split. (#6035) +- Docking: fixed DockSpace() with ImGuiDockNodeFlags_KeepAliveOnly marking current window + as written to, even if it doesn't technically submit an item. This allow using KeepAliveOnly + from any window location. (#6037) +- Backends: OSX: fixed typo in ImGui_ImplOSX_GetWindowSize that would cause issues when resiing + from OS decorations, if they are enabled on secondary viewports. (#6009) [@sivu] +- Backends: Metal: fixed secondary viewport rendering. (#6015) [@dmirty-kuzmenko] + + +----------------------------------------------------------------------- + VERSION 1.89.1 (Released 2022-11-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.1 + +Other changes: + +- Scrolling, Focus: fixed SetKeyboardFocusHere()/SetItemDefaultFocus() during a window-appearing + frame (and associated lower-level functions e.g. ScrollToRectEx()) from not centering item. (#5902) +- Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code + from accessing keys. (#5888, #4921, #456) +- Inputs: fixed moving a window or drag and dropping from capturing mods. (#5888, #4921, #456) +- Layout: fixed End()/EndChild() incorrectly asserting if users manipulates cursor position + inside a collapsed/culled window and IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. (#5548, #5911) +- Combo: fixed selected item (marked with SetItemDefaultFocus()) from not being centered when + the combo window initially appears. (#5902). +- ColorEdit: fixed label overlapping when using style.ColorButtonPosition == ImGuiDir_Left to + move the color button on the left side (regression introduced in 1.88 WIP 2022/02/28). (#5912) +- Drag and Drop: fixed GetDragDropPayload() returning a non-NULL value if a drag source is + active but a payload hasn't been submitted yet. This is convenient to detect new payload + from within a drag source handler. (#5910, #143) +- Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908) +- Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers] + +Docking+Viewports Branch: + +- Viewports: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without + making title bar color opaque, leading to potential texture/fb garbage being visible. + Right now as we don't fully support transparent viewports (#2766), so we turn that + 'TitleBgCollapsed' color opaque just lke we do for 'WindowBG' on uncollapsed windows. + + +----------------------------------------------------------------------- + VERSION 1.89 (Released 2022-11-15) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89 + +Breaking changes: + +- Layout: Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548) + This relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - Previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - Alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + Content size is now only extended when submitting an item. + With '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + (This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150, + threads have been amended to refer to this issue). +- Inputs: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921) + This will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. however if you are upgrading code you might as well use the backend-agnostic IsKeyPressed(ImGuiKey_A) now. +- Renamed and merged keyboard modifiers key enums and flags into a same set: (#4921, #456) + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + Kept inline redirection enums (will obsolete). + This change simplifies a few things, reduces confusion, and will facilitate upcoming + shortcut/input ownership apis. + - The ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + - The ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api, + only by third-party extensions. They were however subject to a recent rename + (ImGuiKeyModFlags_XXX -> ImGuiModFlags_XXX) and we are exceptionally commenting out + the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion + and because they were not meant to be used anyway. +- Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs. + Basically 1.87 already obsoleted them from the backend's point of view, but internally + our navigation code still used this array and enum, so they were still present. + Not anymore! (#4921, #4858, #787, #1599, #323) + Transition guide: + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + The ImGuiNavInput enum was essentially 1.60's attempt to combine keyboard and gamepad inputs with named + semantic, but the additional indirection and copy added complexity and got in the way of other + incoming work. User's code (other than backends) should not be affected, unless you have custom + widgets intercepting navigation events via the named enums (in which case you can upgrade your code). +- DragInt()/SliderInt(): Removed runtime patching of invalid "%f"/"%.0f" types of format strings. + This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. +- Changed signature of ImageButton() function: (#5533, #4471, #2464, #1390) + - Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - Old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - New signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - As always we are keeping a redirection function available (will obsolete later). +- Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057) + Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + If you used TreePush() replace with TreePush((void*)NULL); +- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255) + They only made sense before we could use IMGUI_USER_CONFIG. + +Other Changes: + +- Popups & Modals: fixed nested Begin() inside a popup being erroneously input-inhibited. + While it is unusual, you can nest a Begin() inside a popup or modal, it is occasionally + useful to achieve certain things (e.g. to implement suggestion popups #718, #4461). +- Inputs: Standard widgets now claim for key/button ownership and test for them. + - Fixes scenario where e.g. a Popup with a Selectable() reacting on mouse down + (e.g. double click) closes, and behind it is another window with an item reacting + on mouse up. Previously this would lead to both items reacting, now the item in the + window behind won't react on the mouse up since the mouse button ownership has already + been claimed earlier. + - Internals: There are MANY more aspects to this changes. Added experimental/internal APIs + to allow handling input/shorting routing and key ownership. Things will be moved into + public APIs over time. For now this release is a way to test the solidity of underlying + systems while letting early adopters adopters toy with internals. + (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) +- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset + whenever scrolling again. Modulate for small (sub-pixel) amounts. (#2604) +- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad + events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604) +- Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling + delay in some situations where e.g. windows need to be synched. (#1526) +- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing + Enter keep the input active and select all text. +- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) + by converting them to half-width (U+0021..U+007E). +- InputText: added ImGuiInputTextFlags_EscapeClearsAll flag: first press on Escape clears + text if any, second press deactivate the InputText(). (#5688, #2620) +- InputText: added support for shift+click style selection. (#5619) [@procedural] +- InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag. +- InputText: fixed minor one-frame selection glitch when reverting with Escape. +- ColorEdit3: fixed id collision leading to an assertion. (#5707) +- IsItemHovered: Added ImGuiHoveredFlags_DelayNormal and ImGuiHoveredFlags_DelayShort flags, + allowing to introduce a shared delay for tooltip idioms. The delays are respectively + io.HoverDelayNormal (default to 0.30f) and io.HoverDelayShort (default to 0.10f). (#1485) +- IsItemHovered: Added ImGuiHoveredFlags_NoSharedDelay to disable sharing delays between items, + so moving from one item to a nearby one will requires delay to elapse again. (#1485) +- Tables: activating an ID (e.g. clicking button inside) column doesn't prevent columns + output flags from having ImGuiTableColumnFlags_IsHovered set. (#2957) +- Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the + next row in such state where subsequent SameLine() would move back to previous row. +- Tabs: Fixed a crash when closing multiple windows (possible with docking only) with an + appended TabItemButton(). (#5515, #3291) [@rokups] +- Tabs: Fixed shrinking policy leading to infinite loops when fed unrounded tab widths. (#5652) +- Tabs: Fixed shrinking policy sometimes erroneously making right-most tabs stray a little out + bar boundaries (bug in 1.88). (#5652). +- Tabs: Enforcing minimum size of 1.0f, fixed asserting on zero-tab widths. (#5572) +- Window: Fixed a potential crash when appending to a child window. (#5515, #3496, #4797) [@rokups] +- Window: Fixed an issue where uncollapsed a window would show a scrollbar for a frame. +- Window: Auto-fit size takes account of work rectangle (menu bars eating from viewport). (#5843) +- Window: Fixed position not being clamped while auto-resizing (fixes appearing windows without + .ini data from moving for a frame when using io.ConfigWindowsMoveFromTitleBarOnly). (#5843) +- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456) +- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey + can apply to mouse data as well. (#4921) +- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921) +- IO: Fixed AddFocusEvent(false) to also clear MouseDown[] state. (#4921) +- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another. + Among other things, it would accidentally break part of the closing heuristic logic when moving + towards a sub-menu. (#2517, #5614). [@rokups] +- Menus: Fixed gaps in closing logic which would make child-menu erroneously close when crossing + the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614) +- Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775) +- Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from + a window which is neither a popup neither a menu used to incorrectly close and reopen the menu + (the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775) +- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item + in parent window when the parent is not a popup. (#5730) +- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730) +- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple + BeginMenu() call with same names). (#1207) +- Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu() + returning false. +- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate. +- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold. +- Nav: Fixed an issue opening a menu with Right key from a non-menu window. +- Text: Fixed wrapped-text not doing a fast-forward on lines above the clipping region, + which would result in an abnormal number of vertices created (was slower and more likely to + asserts with 16-bits ImDrawVtx). (#5720) +- Fonts: Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) [@azonenberg] +- ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811) + - Note: now using a temporary buffer stored in ImDrawListSharedData. + This change made it more visible than you cannot append to multiple ImDrawList from multiple + threads if they share the same ImDrawListSharedData. Previously it was a little more likely + for this to "accidentally" work, but was already incorrect. (#6167) +- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups. + (#2589, #5535, #5264, #4972) +- Misc: better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651) +- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138) +- Debug Tools: Debug Log: Visually locate items when hovering a 0xXXXXXXXX value. (#5855) +- Debug Tools: Debug Log: Added 'IO' and 'Clipper' events logging. (#5855) +- Debug Tools: Metrics: Visually locate items when hovering a 0xXXXXXXXX value (in most places). +- Debug Tools: Item Picker: Mouse button can be changed by holding Ctrl+Shift, making it easier + to use the Item Picker in e.g. menus. (#2673) +- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx] +- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627) +- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618) +- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721) +- Examples: Added all SDL examples to default VS solution. +- Examples: Win32: Always use RegisterClassW() to ensure windows are Unicode. (#5725) +- Examples: Android: Enable .ini file loading/saving into application internal data folder. (#5836) [@rewtio] +- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26] +- Backends: GLFW: Add glfwGetError() call on GLFW 3.3 to inhibit missing mouse cursor errors. (#5785) [@mitchellh] +- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows + (e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710) +- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was + registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut] +- Backends: OSX: Fixed mouse inputs on flipped views. (#5756) [@Nemirtingas] +- Backends: OSX: Fixed mouse coordinate before clicking on the host window. (#5842) [@maezawa-akira] +- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack] +- Backends: OpenGL3: Reverted use of glBufferSubData(), too many corruptions issues were reported, + and old leaks issues seemingly can't be reproed with Intel drivers nowadays (revert earlier changes). + (#4468, #4504, #3381, #2981, #4825, #4832, #5127). +- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack] +- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz] +- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz] +- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). +- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag] + +Docking+Viewports Branch: + +- Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (#5702) +- Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer when + it only contained the standard Collapse/Close buttons and no actual menu. (#5463, #4792) +- Docking: Fixed regression introduced in v1.87 when docked window content not rendered + while switching between with CTRL+Tab. [@rokups] +- Docking: Fixed amending into an existing tab bar from rendering invisible items. (#5515) +- Docking: Made spacing between dock nodes not a dropping gap. When hovering it only + outer-docking drop markers are visible. +- Docking+Viewports: Fixed undocking window node causing parent viewports to become unresponsive + in certain situation (e.g. hidden tab bar). (#5503) [@rokups] +- Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (#5665) +- Backends: SDL: Fixed drag'n drop crossing a viewport border losing mouse coordinates. (#5710, #5012) +- Backends: GLFW: Fixed leftover static variable preventing from changing or + reinitializing backend while application is running. (#4616, #5434) [@rtoumazet] + + +----------------------------------------------------------------------- + VERSION 1.88 (Released 2022-06-21) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.88 + +Breaking changes: + +- Renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. + Kept support for old define (will obsolete). +- Renamed CaptureMouseFromApp() and CaptureKeyboardFromApp() to SetNextFrameWantCaptureMouse() + and SetNextFrameWantCaptureKeyboard() to clarify purpose, old name was too misleading. + Kept inline redirection functions (will obsolete). +- Renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). + (This was never used in public API functions but technically present in imgui.h and ImGuiIO). +- Backends: OSX: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend + automatically handling event capture. Examples that are using the OSX backend have removed + all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well. + [@stuartcarnie] (#4821) +- Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID() + call. This is because the KeepAliveID() call was moved from GetID() to ItemAdd(). (#5181) + +Other Changes: + +- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858) + - Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends). + - Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends). + - Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete. +- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially + when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements. + In particular, using the input system for fast game-like actions (e.g. WASD camera move) would + typically have been impacted, as well as holding a key while dragging mouse. Constraints have + been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858) + Note that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can + technically dynamically change its setting based on the context (e.g. disable only when hovering + or interacting with a game/3D view). +- IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while + a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821) +- IO: Added io.SetAppAcceptingEvents() to set a master flag for accepting key/mouse/characters + events (default to true). Useful if you have native dialog boxes that are interrupting your + application loop/refresh, and you want to disable events being queued while your app is frozen. +- Windows: Fixed first-time windows appearing in negative coordinates from being initialized + with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch) + when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun] +- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the + clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822) +- Layout: Fixed mixing up SameLine() and SetCursorPos() together from creating situations where line + height would be emitted from the wrong location (e.g. 'ItemA+SameLine()+SetCursorPos()+ItemB' would + emit ItemA worth of height from the position of ItemB, which is not necessarily aligned with ItemA). +- Sliders: An initial click within the knob/grab doesn't shift its position. (#1946, #5328) +- Sliders, Drags: Fixed dragging when using hexadecimal display format string. (#5165, #3133) +- Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133) +- InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133) +- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag). +- InputScalar: Automatically allow scientific input when format is float/double (without extra flag). +- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189) +- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere() + and simultaneous changing window focus. (#4449) +- Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress. +- Nav: Fixed inability to cancel nav in modal popups. (#5400) [@rokups] +- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the + return value is overridden by focus when gamepad/keyboard navigation is active. +- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being + trickled with the new input queue (happened on some backends only). (#2467, #1336) +- InputText: Fixed a one-frame display glitch where pressing Escape to revert after a deletion + would lead to small garbage being displayed for one frame. Curiously a rather old bug! (#3008) +- InputText: Fixed an undo-state corruption issue when editing main buffer before reactivating item. (#4947) +- InputText: Fixed an undo-state corruption issue when editing in-flight buffer in user callback. + (#4947, #4949] [@JoshuaWebb] +- Tables: Fixed incorrect border height used for logic when resizing one of several synchronized + instance of a same table ID, when instances have a different height. (#3955). +- Tables: Fixed incorrect auto-fit of parent windows when using non-resizable weighted columns. (#5276) +- Tables: Fixed draw-call merging of last column. Depending on some unrelated settings (e.g. BorderH) + merging draw-call of the last column didn't always work (regression since 1.87). (#4843, #4844) [@rokups] +- Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate. +- ColorEdit: Fixed text baseline alignment after a SameLine() after a ColorEdit() with visible label. +- Tabs: BeginTabItem() now reacts to SetNextItemWidth(). (#5262) +- Tabs: Tweak shrinking policy so that while resizing tabs that don't need shrinking keep their + initial width more precisely (without the occasional +1 worth of width). +- Menus: Adjusted BeginMenu() closing logic so hovering void or non-MenuItem() in parent window + always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root + level of a popup with a child menu opened. +- Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted + from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups] +- Style: Adjust default value of GrabMinSize from 10.0f to 12.0f. +- Stack Tool: Added option to copy item path to clipboard. (#4631) +- Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5] +- Settings: Fixed some SetNextWindowPos/SetNextWindowSize API calls not marking settings as dirty. +- DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd] +- DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion] +- DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491) +- DrawList: Circle with a radius smaller than 0.5f won't appear, to be consistent with other primitives. [@thedmd] +- Debug Tools: Debug Log: Added ShowDebugLogWindow() showing an opt-in synthetic log of principal events + (focus, popup, active id changes) helping to diagnose issues. +- Debug Tools: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about + whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut] +- Demo: Add better demo of how to use SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). +- Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function. +- Metrics: Added "InputText" section to visualize internal state (#4947, #4949). +- Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt()) + from causing an assertion when closing the group. (#5181). +- Misc: Fixed IsAnyItemHovered() returning false when using navigation. +- Misc: Allow redefining IM_COL32_XXX layout macros to facilitate use on big-endian systems. (#5190, #767, #844) +- Misc: Added IMGUI_STB_SPRINTF_FILENAME to support custom path to stb_sprintf. (#5068, #2954) [@jakubtomsu] +- Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan] +- Misc: Updated stb_truetype.h from 1.20 to 1.26 (many fixes). (#5075) +- Misc: Updated stb_textedit.h from 1.13 to 1.14 (our changes so this effectively is a no-op). (#5075) +- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075) +- Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov] +- ImVector: Fixed erase() with empty range. (#5009) [@thedmd] +- Backends: Vulkan: Don't use VK_PRESENT_MODE_MAX_ENUM_KHR as specs state it isn't part of the API. (#5254) +- Backends: GLFW: Fixed a regression in 1.87 which resulted in keyboard modifiers events being + reported incorrectly on Linux/X11, due to a bug in GLFW. [@rokups] +- Backends: GLFW: Fixed untranslated keys when pressing lower case letters on OSX (#5260, #5261) [@cpichard] +- Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups] +- Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu] +- Backends: SDL, OpenGL3: Fixes to facilitate building on AmigaOS4. (#5190) [@afxgroup] +- Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd] +- Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with + multiple contexts. (#5203, #5221, #4141) [@noisewuwei] +- Backends: Metal: Fixed null dereference on exit inside command buffer completion handler. (#5363, #5365) [@warrenm] +- Backends: OpenGL3: Partially revert 1.86 change of using glBufferSubData(): now only done on Windows and + Intel GPU, based on querying glGetString(GL_VENDOR). Essentially we got report of accumulating leaks on Intel + with multi-viewports when using simple glBufferData() without orphaning, and report of corruptions on other + GPUs with multi-viewports when using orphaning and glBufferSubData(), so currently switching technique based + on GPU vendor, which unfortunately reinforce the cargo-cult nature of dealing with OpenGL drivers. + Navigating the space of mysterious OpenGL drivers is particularly difficult as they are known to rely on + application specific whitelisting. (#4468, #3381, #2981, #4825, #4832, #5127). +- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING + and vertex attribute states. [@rokups] +- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632) +- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821) + +Docking+Viewports Branch: + +- Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable + when io.ConfigWindowsMoveFromTitleBarOnly is true and multi-viewports are disabled. (#5044) +- Docking: Fixed a regression where moving window would be interrupted after undocking a tab + when io.ConfigDockingAlwaysTabBar is true. (#5324) [@rokups] +- Docking: Fixed incorrect focus highlight on docking node when focusing empty central node + or a child window which was manually injected into a dockspace window. +- Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401) +- Viewports: Fixed an issue where MouseViewport was lagging by a frame when using 1.87 Input Queue. + A common side-effect would be that when releasing a window drag the underlying window would highlight + for a frame. (#5837, #4921) [@cfillion] +- Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057) +- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize + when multi-viewports are disabled. (#4900) +- Backends: SDL: Fixed dragging out main viewport broken on some SDL setups. (#5012) [@rokups] +- Backends: OSX: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778) +- Backends: Metal: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778) +- Examples: OSX+Metal, SDL+Metal, GLFW+Metal: Added support for multi-viewports. [@rokups] + + +----------------------------------------------------------------------- + VERSION 1.87 (Released 2022-02-07) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.87 + +Breaking Changes: + +- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537) +- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut] + - Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions, + obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc. + - This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320) + - For all calls to IO new functions, the Dear ImGui context should be bound/current. +- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut] + - Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays. + - For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values, + obsoleting writing directly to io.KeyCtrl, io.KeyShift etc. + - Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices. + - Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1). + - Added GetKeyName() helper function. + - Obsoleted GetKeyIndex(): it is now unnecessary and will now return the same value. + - All keyboard related functions taking 'int user_key_index' now take 'ImGuiKey key': + - IsKeyDown(), IsKeyPressed(), IsKeyReleased(), GetKeyPressedAmount(). + - Added io.ConfigInputTrickleEventQueue (defaulting to true) to disable input queue trickling. + - Backward compatibility: + - All backends updated to use new functions. + - Old backends populating those arrays should still work! + - Calling e.g. IsKeyPressed(MY_NATIVE_KEY_XXX) will still work! (for a while) + - Those legacy arrays will only be disabled if '#define IMGUI_DISABLE_OBSOLETE_KEYIO' is set in your imconfig. + In a few versions, IMGUI_DISABLE_OBSOLETE_FUNCTIONS will automatically enable IMGUI_DISABLE_OBSOLETE_KEYIO, + so this will be moved into the regular obsolescence path. + - BREAKING: If your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") + this is a use case that will now assert and be breaking for your old backend. + - Transition guide: + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],KeysDown[] -> backend should call io.AddKeyEvent(), if legacy indexing is desired, call io.SetKeyEventNativeData() + - Basically the trick we took advantage of is that we previously only supported native keycode from 0 to 511, + so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512. + - This will enable a few things in the future: + - Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult + to share code using keyboard across project because of this gap. (#2625, #3724) + - Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456) + - io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959) +- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787) + - Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with + io.AddKeyEvent(), io.AddKeyAnalogEvent(). + - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays. +- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625) +- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184) + This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used). + (Instead you may implement custom expression evaluators to provide a better version of this). +- Backends: GLFW: backend now uses glfwSetCursorPosCallback(). + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you. + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback + using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback(). +- Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so backend can call + SDL_GetRendererOutputSize() to obtain framebuffer size valid for hi-dpi. (#4927) [@Clownacy] +- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex +- Removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn() for IME support. + Because this field was mostly only ever used by Dear ImGui internally, not by backends nor the vast majority + of user code, this should only affect a very small fraction for users who are already very IME-aware. +- Obsoleted 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + This removes an incompatibility between 'master' and 'multi-viewports' backends and toward enabling + better support for IME. Updated backends accordingly. Because the old field is set by existing backends, + we are keeping it (marked as obsolete). + +Other Changes: + +- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut] + Previously the most common issue case (button presses in low framerates) was handled by backend. This is now + handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320) + - New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent(). + - New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent(). +- IO: Unified key enums allow using key functions on key mods and gamepad values. +- Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd. +- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, + which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857) +- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups] +- Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936) +- Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in + last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt] +- Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918). +- Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365) +- Sliders, Drags: Fixed text input of values with a leading sign, common when using a format enforcing sign. (#4917) +- Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. [@thedmd] +- Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API, + now taking a ImGuiPlatformImeData structure which we can more easily extend in the future. +- Platform IME: moved io.ImeWindowHandle to GetMainViewport()->PlatformHandleRaw. +- Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME composition window when not used. (#2589) [@actboy168] +- Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu] +- Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window. +- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. + We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of + other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625) +- Backends: GLFW: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921) +- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921) +- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured. +- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing + callbacks after iniitializing backend. (#4981) +- Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921) +- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured. +- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625) +- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured. +- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu] +- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759) +- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups] +- Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui. +- Backends: Android, GLUT: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858) +- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] + It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers. +- Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups] +- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz] + Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but + can theoretically be created by user code manipulating a ImDrawList. (#4857) +- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty] +- Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy] +- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and + wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev] + +Docking+Viewports Branch: + +- Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792) +- Docking: Tabs use their own identifier instead of the Window identifier. + (This will invalidate some stored .ini data such as last selected tab, sorry!) +- Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows). +- Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer. +- Viewports, IO: Added io.AddMouseViewportEvent() function to queue hovered viewport change (when known by backend). +- Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport: it is now _optional_ + for the backend to have to ignore viewports with the _NoInputs flag when call io.AddMouseViewportEvent(). It is + much better if they can (Win32 and GLFW 3.3+ backends can, SDL and GLFW 3.2 backends cannot, they are lacking data). + A concrete example is: when dragging a viewport for docking, the viewport is marked with _NoInputs to allow us + to pick the target viewports for docking. If the backend reports a viewport with _NoInputs when calling the + io.AddMouseViewportEvent() function, then Dear ImGui will revert to its flawed heuristic to find the viewport under. + By lowering those specs, we allow the SDL and more backend to support this, only relying on the heuristic in a few + drag and drop situations rather that relying on it everywhere. +- Viewports: Fixed a CTRL+TAB crash with viewports enabled when the window list needs to appears in + its own viewport (regression from 1.86). (#4023, #787) +- Viewports: Fixed active InputText() from preventing viewports to merge. (#4212) +- Backends: SDL: Added support for ImGuiBackendFlags_HasMouseHoveredViewport now that its specs have been lowered. +- (Breaking) Removed ImGuiPlatformIO::Platform_SetImeInputPos() in favor of newly standardized + io.SetPlatformImeDataFn() function. Should not affect more than default backends. + + +----------------------------------------------------------------------- + VERSION 1.86 (Released 2021-12-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.86 + +Breaking Changes: + +- Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. + Please open an issue if you think you really need this function. (#3841) +- Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie] +- Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example app. (#368, #375) + Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + +Other Changes: + +- Added an assertion for the common user mistake of using "" as an identifier at the root level of a window + instead of using "##something". Empty identifiers are valid and useful in a very small amount of cases, + but 99.9% of the time if you need an empty label you should use "##something". (#1414, #2562, #2807, #4008, + #4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS -> https://dearimgui.com/faq +- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba] + (so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2, + but it allows testing for triple clicks and more). +- Modals: fixed issue hovering popups inside a child windows inside a modal. (#4676, #4527) +- Modals, Popups, Windows: changes how appearing windows are interrupting popups and modals. (#4317) [@rokups] + - appearing windows created from within the begin stack of a popup/modal will no longer close it. + - appearing windows created not within the begin stack of a modal will no longer close the modal, + and automatically appear behind it. +- Fixed IsWindowFocused()/IsWindowHovered() issues with child windows inside popups. (#4676) +- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard + configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787). + Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows). +- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449) +- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer. +- Nav: fixed resizing window from borders setting navigation to Menu layer. +- Nav: prevent child from clipping items when using _NavFlattened and parent has a pending request. +- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse. +- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using + Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when + already at edge) reactivates the navigation highlight. +- Menus: fixed closing a menu inside a popup/modal by clicking on the popup/modal. (#3496, #4797) +- Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. (#3496, #4797) [@xndcn] +- Menus: fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. (#3496, #4797) +- Menus: fixed sub-menu items inside a popups from closing the popup. +- Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788) +- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682) +- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761) +- InputText: made double-click select word, triple-line select line. Word delimitation logic differs + slightly from the one used by CTRL+arrows. (#2244) +- InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev] +- InputText: fixed Shift+Delete from not cutting into clipboard. (#4818, #1541) [@corporateshark] +- InputTextMultiline: fixed incorrect padding when FrameBorder > 0. (#3781, #4794) +- InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794) +- Separator: fixed cover all columns while called inside a table. (#4787) +- Clipper: currently focused item is automatically included in clipper range. + Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is + still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut] +- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out + during a clipping operation. (#3841) [@GamingMinds-DanielC] +- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested + by the clipper to display. (#3841) +- Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper. + (an additional ItemSpacing.y was declared, affecting scrollbar range). +- Clipper: various and incomplete changes to tame down scrolling and precision issues on very large ranges. + Passing an explicit height to the clipper now allows larger ranges. (#3609, #3962). +- Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount. +- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose + tooltip when scrolling. (#143) +- Fonts: fixed infinite loop in ImFontGlyphRangesBuilder::AddRanges() when passing UINT16_MAX or UINT32_MAX + without the IMGUI_USE_WCHAR32 compile-time option. (#4802) [@SlavicPotato] +- Metrics: Added a node showing windows in submission order and showing the Begin() stack. +- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the + io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666] +- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once. +- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups] +- CI: Add MinGW DLL build to test suite. [@rokups] +- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce + likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling + vkCmdSetScissor() explicitly every frame. (#4644) +- Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports + with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo] +- Backends: OpenGL2, Allegro5, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field. + This is an old bug, but due to the way we created drawlists, it never had any visible side-effect before. + The new code for handling Modal and CTRL+Tab dimming/whitening recently made the bug surface. (#4790) +- Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. (#2625) [@thedmd] +- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775) +- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices, + enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups] +- Backends: SDL_Renderer: Fix for SDL 2.0.19+ RenderGeometryRaw() API signature change. (#4819) [@sridenour] +- Backends: OSX: Generally fix keyboard support. Keyboard arrays indexed using kVK_* codes, e.g. + ImGui::IsKeyPressed(kVK_Space). Don't set mouse cursor shape unconditionally. Handle two fingers scroll + cancel event. (#4759, #4253, #1873) [@stuartcarnie] +- Backends: OSX: Add Game Controller support (need linking GameController framework) (#4759) [@stuartcarnie] +- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and + wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the + in-flux specs says. (#4766) [@meshula] + +Docking+Viewports Branch: + +- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643) +- Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace + when unrelated windows submitted before the dockspace have dynamic visibility. (#4757) +- Docking, Style: Docked windows honor ImGuiCol_WindowBg. (#2700, #2539) +- Docking, Style: Docked windows honor display their border properly. (#2522) +- Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree. +- Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted. +- Docking: Prevent docking any window created above a popup/modal. (#4317) +- Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order + to ensure a window is not parented. Previously this would use the global default (which might be 0, + but not always as it would depend on io.ConfigViewportsNoDefaultParent). (#3152, #2871) +- Viewports: Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729) +- Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport. +- Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656) +- Disabled: Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462) + + +----------------------------------------------------------------------- + VERSION 1.85 (Released 2021-10-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.85 + +This is the last release officially supporting C++03 and Visual Studio 2008/2010. (#4537) +We expect that the next release will require a subset of the C++11 language (VS 2012~, GCC 4.8.1, Clang 3.3). +We may use some C++11 language features but we will not use any C++ library headers. +If you are stuck on ancient compiler you may need to stay at this version onward. + +Breaking Changes: + +- Removed GetWindowContentRegionWidth() function. Kept inline redirection helper. + Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not + very useful in practice, and the only use of it in the demo was illfit. + Using 'GetContentRegionAvail().x' is generally a better choice. +- (Docking branch) IsWindowFocused() and IsWindowHovered() with only the _ChildWindows flag + and without the _RootWindow flag used to leak docking hierarchy, so a docked window would + return as the child of the window hosting the dockspace. This was inconsistent and incorrect + with other behaviors so we fixed it. Added a new _DockHierarchy flag to opt-in this behavior. + +Other Changes: + +- Debug: Stack Tool: Added "Stack Tool" available in "Demo->Tools->Stack Tool", "Metrics->Tools", + or by calling the ShowStackToolWindow() function. The tool run queries on hovered id to display + details about individual components that were hashed to create an ID. It helps understanding + the ID stack system and debugging potential ID collisions. (#4631) [@ocornut, @rokups] +- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493) +- IsWindowFocused: Added ImGuiFocusedFlags_NoPopupHierarchy flag allowing to exclude child popups + from the tested windows when combined with _ChildWindows. +- IsWindowHovered: Added ImGuiHoveredFlags_NoPopupHierarchy flag allowing to exclude child popups + from the tested windows when combined with _ChildWindows. +- InputTextMultiline: Fixed label size not being included into window contents rect unless + the whole widget is clipped. +- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552) +- InputText: Fixed selection rectangle appearing one frame late when selecting all. +- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform + to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615) +- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211) +- Nav: Fixed using SetKeyboardFocusHere() on non-visible/clipped items. It now works and will scroll + toward the item. When called during a frame where the parent window is appearing, scrolling will + aim to center the item in the window. When calling during a frame where the parent window is already + visible, scrolling will aim to scroll as little as possible to make the item visible. We will later + expose scroll functions and flags in public API to select those behaviors. (#343, #4079, #2352) +- Nav: Fixed using SetKeyboardFocusHere() from activating a different item on the next frame if + submitted items have changed during that frame. (#432) +- Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when + the ImGuiConfigFlags_NavEnableSetMousePos config flag is set. +- Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when + activated with mouse. More specifically: BeginTabItem(), the scrolling arrows of BeginTabBar(), + the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with + ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with + the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy. +- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation + is disabled. (#4547, #4439) [@PathogenDavid] +- Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window. +- Nav: Improve scrolling behavior when navigating to an item larger than view. +- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to + the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement. + The only situation where that change would make a meaningful difference is TreePush((const char*)NULL) + (_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash. + You may replace it with anything else. +- ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups] +- ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups] +- ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform + RGB<>HSV round trips every frames. [@rokups] +- ColorPicker4: Fixed picker being unable to select exact 1.0f color when dragging toward the edges + of the SV square (previously picked 0.999989986f). (#3517) [@rokups] +- Menus: Fixed vertical alignments of MenuItem() calls within a menu bar (broken in 1.84). (#4538) +- Menus: Improve closing logic when moving diagonally in empty between between parent and child menus to + accommodate for varying font size and dpi. +- Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510). +- Menus: Fixed an assertion happening in some situations when closing nested menus (broken in 1.83). (#4640) +- Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515) +- PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini] +- Misc: Added asserts for missing PopItemFlag() calls. +- Misc: Fixed printf-style format checks on Clang+MinGW. (#4626, #4183, #3592) [@guusw] +- IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480) + This allows apps to receive the click on void when that click is used to close popup (by default, + clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse). +- Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL + (which apparently happens with Freetype 2.11). (#4394, #4145?). +- Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487) +- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562) +- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups] +- Backends: WebGPU: Fixed for latest specs. (#4472, #4512) [@Kangz, @bfierz] +- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl] +- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via + a direct unclipped PushClipRect() call. (#4464) +- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise] +- Backends: All renderers: Normalize clipping rect handling across backends. (#4464) +- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl] + +Docking+Viewports Branch: + +- IsWindowFocused: Fixed using ImGuiFocusedFlags_ChildWindows (without _RootWindow) from leaking the + docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test. +- IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the + docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test. +- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation + is disabled. (#4547, #4439) [@PathogenDavid] +- Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when + called after Begin() on a docked window (broken 2021/03/04). (#3851) +- Docking: Improved resizing system so that non-central zone are better at keeping their fixed size. + The algorithm is still not handling the allocation of size ideally for nested sibling, but it got better. +- Docking: Fixed settings load issue when mouse wheeling. (#4310) +- Docking: Fixed manually created floating node with a central node from not hiding when windows are gone. +- Docking + Drag and Drop: Fixed using BeginDragDropSource() or BeginDragDropTarget() inside a Begin() + that returned false because the window is docked. (#4515) +- Viewports: Fixed a crash while a window owning its viewport disappear while being dragged. + It would manifest when e.g. reconfiguring dock nodes while dragging. +- Viewports: Fixed unnecessary creation of temporary viewports when multiple docked windows + got reassigned to a new node (created mid-frame) which already has a HostWindow. +- Viewports: Fixed window with viewport ini data immediately merged into a host viewport from + leaving a temporary viewport alive for a frame (would leak into backend). + + +----------------------------------------------------------------------- + VERSION 1.84.2 (Released 2021-08-23) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.2 + +- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse] +- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision + floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble] + + +----------------------------------------------------------------------- + VERSION 1.84.1 (Released 2021-08-20) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.1 + +- Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453) + + +----------------------------------------------------------------------- + VERSION 1.84 (Released 2021-08-20) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84 + +Breaking Changes: + +- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder +- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". (#4445) [@rokups] +- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445) +- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd] + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you. + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks + and forward them to the backend: + - Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback(). + - Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback(). +- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal] + Kept inline redirection function (will obsolete). +- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to + receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445) + This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application. + It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event). +- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to + not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered" + return value of ButtonBehavior() rather than (HoveredId == id). + +Other Changes: + +- IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd] + If you use a custom backend, consider adding support for this! +- Disabled: added BeginDisabled()/EndDisabled() api to create a scope where interactions are disabled. (#211) + - Added style.DisabledAlpha (default to 0.60f) and ImGuiStyleVar_DisabledAlpha. (#211) + - Unlike the internal-and-undocumented-but-somehow-known PushItemFlag(ImGuiItemFlags_Disabled), this also alters + visuals. Currently this is done by lowering alpha of all widgets. Future styling system may do that differently. + - Disabled items set HoveredId, allowing e.g. HoveredIdTimer to run. (#211, #3419) [@rokups] + - Disabled items more consistently release ActiveId if the active item got disabled. (#211) + - Nav: Fixed disabled items from being candidate for default focus. (#211, #787) + - Fixed Selectable() selection not showing when disabled. (#211) + - Fixed IsItemHovered() returning true on disabled item when navigated to. (#211) + - Fixed IsItemHovered() when popping disabled state after item, or when using Selectable_Disabled. (#211) +- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument displays a dot instead of a '*' so it + is independent from font style. When in a tab, the dot is displayed at the same position as the close button. + Added extra comments to clarify the purpose of this flag in the context of docked windows. +- Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935) +- Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag, + because it manipulates the user-accessible show/hide state. (#3935) +- Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column. + Convenient for some small columns. Name will still appear in context menu. (#4206). +- Tables: Fixed columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section. +- Tables: Fixed invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233) +- Tabs: Fixed using more than 32 KB-worth of tab names. (#4176) +- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211) +- InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone] +- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272) +- Drag and Drop: Fixed using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501] +- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered. +- Menus: Fixed hovering a disabled menu or menu item not closing other menus. (#211) +- Popups: Fixed BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups] +- Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439) +- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592) +- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels. +- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269) +- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) +- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269) +- Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487) +- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles. + Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd] +- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171) + Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid + implying that the file is required. +- Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups] +- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their + data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard + backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to + instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used across + multiple windows. (#586, #1851, #2004, #3012, #3934, #4141) +- Backends: Win32: Rework to handle certain Windows 8.1/10 features without a manifest. (#4200, #4191) + - ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest. + - ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest. +- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with + '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301) +- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377) +- Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd] + This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now + reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377) +- Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622) +- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445) + (backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will + need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback). +- Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445) + (enabled with SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH). +- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins] +- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments + about building on 32-bit systems. (#4225) [@kingofthebongo2008] +- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w. + Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and + initialize the same loader as the backend. (#4445) [@rokups] + Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary). +- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998) +- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous] +- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369] +- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch. +- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups] +- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid] +- Examples: DX12: Removed unnecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid] +- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups] +- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key). + Other OSX examples were not affected. (#4253, #1873) [@rokups] +- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg. +- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h. + +Docking+Viewports Branch: + +- Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186) +- Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061) +- Docking: Fix crash using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295) [@hsimyu] +- Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace, which tends to happen + when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace + on the next frame after the floating window hosting the node has been automatically created. (#3203, #4295) +- Docking: Reworked node flags saving/inheritance so that flags enforced by docked windows via the + DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked. + (#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648) +- Docking: (Internal/Experimental) Removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass as + it is ambiguous how to apply them and we haven't got a use out of them yet. +- Docking: Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows when there are + no close button. (#5745) +- Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value + from the implicit/fallback window. (#4236, #2409) +- Backends: Vulkan: Fix the use of the incorrect fence for secondary viewports. (#4208) [@FunMiles] + + +----------------------------------------------------------------------- + VERSION 1.83 (Released 2021-05-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.83 + +Breaking Changes: + +- Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd] + - If you are using official backends from the source tree: you have nothing to do. + - If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + Why are we doing this? + - This change will be required in the future when adding support for incremental texture atlas updates. + - Please note this won't break soon, but we are making the change ahead of time. + +Other Changes: + +- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing. +- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled. +- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010) +- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061) +- Nav: Fixed toggling menu layer while an InputText() is active not stealing active id. (#787) +- Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787) +- Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. [@rokups] (#370) +- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag. (#787) +- Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787) +- Nav: Fixed fast CTRL+Tab (where keys are only held for one single frame) from properly enabling the + menu layer of target window if it doesn't have other active layers. +- Tables: Expose TableSetColumnEnabled() in public api. (#3935) +- Tables: Better preserve widths when columns count changes. (#4046) +- Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740) +- Tabs: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single + frame and then immediately standing still (would only affect automation/bots). [@rokups] +- Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) [@mattelegende] +- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be + consistent with the compile-time default. (#3922) +- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler] +- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack] +- InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038) + (fix submitted to https://github.com/nothings/stb/pull/1158) [@Unit2Ed, @ocornut] +- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks] +- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr] +- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password + is used. (#4155, #4156) [@michael-swan] +- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004) +- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004) +- Combos: Changed the combo popup to use a different id to also using a context menu with the default item id. + Fixed using BeginPopupContextItem() with no parameter after a combo. (#4167) +- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash] +- Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138) +- Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions + (e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings. +- ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld] +- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183) + Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on + par with original version. Now incorporating the correct revert. +- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd] +- Demo: Improved popups demo and comments. +- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts". +- Backends: SDL2: Rework global mouse pos availability check listing supported platforms explicitly, + effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx] +- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961) + [@1025798851] +- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups] +- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to + workaround/fix state restoring issues. Unknown exactly why so, bit of a cargo-cult fix. (#3857) +- Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual + non-default states. (#4063) +- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when + entering the rendering function. (#4045) [@Nemirtingas] +- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124] +- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of + VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994] +- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz] +- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones] +- Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx] +- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881) +- Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups] +- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988] +- Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446) +- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369) +- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios] + +Docking+Viewports Branch: + +- [Breaking] Removed io.ConfigDockingWithShift config option. Behavior always equivalent to having the + option set to false (dock/undock by default, hold shift to avoid docking). (#2109) +- Docking: DockSpace() returns its node ID. +- Docking: Dockspace() never draws a background. (#3924) +- Docking: Undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations. +- Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. (#4130) +- Docking: Tweak rendering and alignment of dock node menu marker. (#4130) +- Docking: Fixed restoring of tab order within a dockspace or a split node. +- Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame. +- Docking: Fixed multiple simultaneously reappearing window from appearing undocked for one frame. +- Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967) +- Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837). +- Backends, Viewports: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881) + + +----------------------------------------------------------------------- + VERSION 1.82 (Released 2021-02-15) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.82 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() --> use ImGui::SetScrollHereY() +- ImDrawList: upgraded AddPolyline()/PathStroke()'s "bool closed" parameter to use "ImDrawFlags flags". + - bool closed = false --> use ImDrawFlags_None, or 0 + - bool closed = true --> use ImDrawFlags_Closed + The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + Difference may not be noticeable for most but zealous type-checking tools may report a need to change. +- ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft --> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight --> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None --> use ImDrawFlags_RoundCornersNone etc. + Flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + IMPORTANT: The default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use)! + - this ONLY matters for hardcoded use of 0 with rounding > 0.0f. + - fix by using named ImDrawFlags_RoundCornersNone or rounding == 0.0f! + - this is technically the only real breaking change which we can't solve automatically (it's also uncommon). + The old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" + and we sometimes encouraged using them as shortcuts. As a result the legacy path still support use of hardcoded ~0 + or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd] +- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts + of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing. +- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an + incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863) +- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers. +- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) + to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd] +- Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly + disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their + imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168] + *EDIT* Undid in 1.84. +- Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi. + +Other Changes: + +- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0] +- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible + area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825) +- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or + when it appears while gamepad/keyboard are not being used. (#787) +- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.) + with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369] +- Drags, Sliders: Fixed a bug where editing value would use wrong number if there were digits right after + format specifier (e.g. using "%f123" as a format string). [@rokups] +- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h + would cause incorrect value to be displayed. (#3604) [@rokups] +- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786) +- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872) +- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using + either of them, when the hovered location is located within a child window, e.g. InputTextMultiline(). + This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370) +- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item + has an ID (for ID-less items will add new functionalities later). (#1637, #3885) +- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369) + This can currently only ever be set by the Freetype renderer. +- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data. + This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga] +- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate. + The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining + quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd] +- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners + in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd] +- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError + with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd] +- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836) +- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis') + scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups] +- Backends: Android: Added native Android backend. (#3446) [@duddel] +- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with + alpha compositing and transparent windows. (#2766, #3447 etc.). +- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to + preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently + across all backends), facilitating compositing of the output buffer with another buffer. + (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick] +- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha] +- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844) +- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel] +- Examples: Reworked setup of clear color to be compatible with transparent values. +- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if + scheduled builds builds are not required. [@rokups] +- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid] + +Docking+Viewports Branch: + +- Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213) +- Viewports: Added GetViewportPlatformMonitor() with a safety net to keep code portable. +- Viewports, Backends: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch. +- Viewports, Backends: GLFW: Fix application of WantSetMousePos. (#1542, #787) + + +----------------------------------------------------------------------- + VERSION 1.81 (Released 2021-02-10) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.81 + +Breaking Changes: + +- ListBox helpers: + - Renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). + - Renamed ListBoxFooter() to EndListBox(). + - Removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. + In the redirection function, made vertical padding consistent regardless of (items_count <= height_in_items) or not. + - Kept inline redirection function for all threes (will obsolete). +- imgui_freetype: + - Removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. + Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. + - The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - Renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - Renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + +Other Changes: + +- Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542) + - In 'master' branch or without multi-viewports feature enabled: + - GetMainViewport()->Pos is always == (0,0) + - GetMainViewport()->Size is always == io.DisplaySize + - In 'docking' branch and with the multi-viewports feature enabled: + - GetMainViewport() will return information from your host Platform Window. + - In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor. + - For forward compatibility with multi-viewports/multi-monitors: + - Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos. + - Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size. + - We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area): + - For a Platform Window, the work area is generally the full area minus space used by menu-bars. + - For a Platform Monitor, the work area is generally the full area minus space used by task-bars. + - All of this has been the case in 'docking' branch for a long time. What we've done is merely merging + a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time. +- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760) +- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no + close button in the window. (#3731) +- SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans] + Would also repro with DragFloat() when using ImGuiSliderFlags_Logarithmic with v_min==v_max. +- Menus: Fixed an issue with child-menu auto sizing (issue introduced in 1.80 on 2021/01/25) (#3779) +- InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. (#3781) +- InputText: Multiline: Fixed padding/cliprect not precisely matching single-line version. (#3781) +- InputText: Multiline: Fixed FramePadding.y worth of vertical offset when aiming with mouse. +- ListBox: Tweaked default height calculation. +- Fonts: imgui_freetype: Facilitated using FreeType integration: [@Xipiryon, @ocornut] + - Use '#define IMGUI_ENABLE_FREETYPE' in imconfig.h should make it work with no other modifications + other than compiling misc/freetype/imgui_freetype.cpp and linking with FreeType. + - Use '#define IMGUI_ENABLE_STB_TRUETYPE' if you somehow need the stb_truetype rasterizer to be + compiled in along with the FreeType one, otherwise it is enabled by default. +- Fonts: imgui_freetype: Added support for colored glyphs as supported by Freetype 2.10+ (for .ttf using CPAL/COLR + tables only). Enable the ImGuiFreeTypeBuilderFlags_LoadColor on a given font. Atlas always output directly + as RGBA8 in this situation. Likely to make sense with IMGUI_USE_WCHAR32. (#3369) [@pshurgal] +- Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. This is in order for text wrapping + to have enough space when provided width precisely calculated with CalcTextSize().x. (#3776) + Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but + variety of code is currently on it so we are first fixing current behavior before we'll eventually change it. +- Log/Capture: Fix various new line/spacing issue when logging widgets. [@Xipiryon, @ocornut] +- Log/Capture: Improved the ASCII look of various widgets, making large dumps more easily human readable. +- ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738) + Would lead to a buffer read overflow. +- ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert. +- ImDrawList: Fixed PathArcToFast() handling of a_min > a_max. +- Metrics: Back-ported "Viewports" debug visualizer from 'docking' branch. +- Demo: Added 'Examples->Fullscreen Window' demo using GetMainViewport() values. (#3789) +- Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area. +- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilitate compiling with + old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese] +- Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour] + User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions. +- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V] +- Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups] +- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz] + Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break. +- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz] +- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632) + +Docking+Viewports Branch: + +- Docking: Fix losing docking information on closed windows for which the hosting node was split. (#3716) [@GamingMinds-DanielC] +- Docking: Fix gap in hit test hole when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733) +- Viewports: (Breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate + (and misleading as we will evolve the concept). +- Viewports: (Breaking) turned ImGuiViewport::GetWorkPos(), ImGuiViewport::GetWorkSize() into regular fields + (WorkPos, WorkSize) before exposing in master branch. +- Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates. +- Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758) + + +----------------------------------------------------------------------- + VERSION 1.80 (Released 2021-01-21) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.80 + +Breaking Changes: + +- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740) +- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513) +- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete). +- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). +- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT +- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. +- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData +- If you were still using the old names, while you are cleaning up, considering enabling + IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding + and removing up old API calls, if any remaining. +- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce + confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707) +- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies + to other data structures. (#2636) + +Other Changes: + +- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125) + Check out 'Demo->Tables' for many demos. + Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp. + - Added 16 functions: + - BeginTable(), EndTable() + - TableNextRow(), TableNextColumn(), TableSetColumnIndex() + - TableSetupColumn(), TableSetupScrollFreeze() + - TableHeadersRow(), TableHeader() + - TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags() + - TableGetSortSpecs(), TableSetBgColor() + - Added 3 flags sets: + - ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.) + - ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.) + - ImGuiTableRowFlags (1 flag for: header row) + - Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs + - Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget + - Added 1 style variable: ImGuiStyleVar_CellPadding + - Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt. +- Tabs: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again. +- Tabs: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended). +- Tabs: Do not display a tooltip if the name already fits over a given tab. (#3521) +- Tabs: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows. +- Tabs: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414) +- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode() + or CollapsingHeader() while dragging. (#1738) +- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging + into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat] +- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed). +- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain] +- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way + where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw] +- InputText: Fixed switching from single to multi-line while preserving same ID. +- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034) +- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value. +- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets + into text input with a simple mouse click-release (without moving). (#3737) +- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved. + It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing + feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048) +- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer. +- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose. +- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier + helpers. (#3127, #3664, #3665) [@aiekick] +- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo + kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally + much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit] +- Log/Capture: fix capture to work on clipped child windows. +- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states + (and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs, + vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window. +- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups] + Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder + returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte). +- Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592) +- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more + lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native + windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575) +- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports). +- Style: Reduced the size of the resizing grip, made alpha less prominent. +- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles. +- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width. +- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...) + when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn] +- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase + compatibility with legacy code. (#3671) +- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon] +- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668) +- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero] +- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti] +- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed. +- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise] +- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm] +- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups] +- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632) +- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki] +- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe. +- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB] +- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon] + [2021/05/20: moved to https://github.com/ocornut/imgui/wiki/Useful-Extensions] +- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them. +- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs. + +Docking+Viewports Branch: + +- Docking: Docked windows honor change of tab and text colors. (#2771) +- Docking: Support for appending into existing tab-bar made to work with Docking + internal helper DockNodeBeginAmendTabBar(). +- Docking: Added experimental TabItemFlagsOverrideSet to ImGuiWindowClass. +- Viewports: Fixed incorrect whitening of popups above a modal if both use their own viewport. +- Viewports: Backends: Vulkan: Fixed build, removed extraneous pipeline creation. (#3459, #3579) + + +----------------------------------------------------------------------- + VERSION 1.79 (Released 2020-10-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.79 + +Breaking Changes: + +- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied + after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. + It was also getting in the way of better font scaling, so let's get rid of it now! + If you used DisplayOffset it was probably in association to rasterizing a font at a specific size, + in which case the corresponding offset may be reported into GlyphOffset. (#1619) + If you scaled this value after calling AddFontDefault(), this is now done automatically. +- ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using + the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()! + Kept inline redirection function (will obsolete). + (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). +- Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. +- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete). +- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77. + For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function. +- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it + is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can + use IsWindowAppearing() after BeginPopup() for a similar result. + +Other Changes: + +- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433) +- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups] +- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787) +- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where + ContentSize is changing (issue introduced in 1.78). (#3452). +- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon] +- InputText: Added selection helpers in ImGuiInputTextCallbackData(). +- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit. + (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the + underlying buffer while focus is active). +- InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428) + It is a rather unusual or useless combination of features but no reason it shouldn't work! +- InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline(). +- InputText: Fixed cursor being partially covered after using Ctrl+End key. +- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454) +- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to + the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio. + Note that some other text editors instead would move the cursor to the end of the line). [@Xipiryon] +- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case + where v_min == v_max. (#3361) +- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both + with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups] +- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers + with a "%s" format string. (#3466) +- CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and + stored value matches neither zero neither the full set. +- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(), + so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range. +- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event + rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior + and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set. + (This is also necessary to support full multi/range-select/drag and drop operations.) +- Tabs: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon] +- Tabs: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button + at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot + be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon] +- Tabs: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab. +- Tabs: Keep tab item close button visible while dragging a tab (independent of hovering state). +- Tabs: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame. +- Tabs: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would + generate an unnecessary extra draw call. +- Tabs: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave + tabs reordered in the tab list popup. [@Xipiryon] +- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of + a fully clipped column. (#3475) [@szreder] +- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than + viewport on either or both axises. [@Rokups] +- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1. + Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font. +- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. +- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console'). +- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have + the defines set by a loader. (#3467, #1985) [@jjwebb] +- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their + own render pass. (#3455, #3459) [@FunMiles] +- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining + the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301) +- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf] +- Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO] +- Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of + "VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles] +- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled. +- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building + on 32-bit systems. Added project to default Visual Studio solution file. (#301) + +Docking+Viewports Branch: + +- Docking: DockSpace() emits ItemSize() properly (useful when not filling all space). +- Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d. Improve metrics debugging. +- Docking: Fix honoring payload filter with overlapping nodes (we incorrectly over-relied on g.HoveredDockNode + when making change for #3398). +- Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499) +- Viewports: Fixed a rare edge-case if the window targeted by CTRL+Tab stops being rendered. +- Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD] +- Viewports: Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main + viewport. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow(). +- Viewports: Backends: DirectX9: Recover from D3DERR_DEVICELOST on secondary viewports. (#3424) +- Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) [@Kodokuna] +- Viewports: Backends: GLFW: Workaround for cases where glfwGetMonitorWorkarea fails (#3457) [@dougbinks] + + +----------------------------------------------------------------------- + VERSION 1.78 (Released 2020-08-18) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.78 + +Breaking Changes: + +- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut] + - DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN() + - SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN() + - VSliderFloat(), VSliderScalar() + Replaced the final 'float power=1.0f' argument with ImGuiSliderFlags defaulting to 0 (as with all our flags). + Worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. + In short, when calling those functions: + - If you omitted the 'power' parameter (likely!), you are not affected. + - If you set the 'power' parameter to 1.0f (same as previous default value): + - Your compiler may warn on float>int conversion. + - Everything else will work (but will assert if IMGUI_DISABLE_OBSOLETE_FUNCTIONS is defined). + - You can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - If you set the 'power' parameter to >1.0f (to enable non-linear editing): + - Your compiler may warn on float>int conversion. + - Code will assert at runtime for IM_ASSERT(power == 1.0f) with the following assert description: + "Call Drag function with ImGuiSliderFlags_Logarithmic instead of using the old 'float power' function!". + - In case asserts are disabled, the code will not crash and enable the _Logarithmic flag. + - You can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert + and get a _similar_ effect as previous uses of power >1.0f. + See https://github.com/ocornut/imgui/issues/3361 for all details. + For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + Kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). + For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. +- DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, this was not + demoed nor documented much, will be replaced a more generic ReadOnly feature). + +Other Changes: + +- Nav: Fixed clicking on void (behind any windows) from not clearing the focused window. + This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard + flag being cleared accordingly. (bug introduced in 1.77 WIP on 2020/06/16) (#3344, #2880) +- Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup) + from marking the window as moved. +- Drag, Slider: Added ImGuiSliderFlags parameters. + - For float functions they replace the old trailing 'float power=1.0' parameter. + (See #3361 and the "Breaking Changes" block above for all details). + - Added ImGuiSliderFlags_Logarithmic flag to enable logarithmic editing + (generally more precision around zero), as a replacement to the old 'float power' parameter + which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt] + - Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using + CTRL+Click to type in a value manually. (#1829, #3209, #946, #413). + [note: RENAMED to ImGuiSliderFlags_AlwaysClamp in 1.79]. + - Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying + value to match precision of the display format string. (#642) + - Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input + with CTRL+Click or Nav Enter. +- Nav, Slider: Fix using keyboard/gamepad controls with certain logarithmic sliders where + pushing a direction near zero values would be cancelled out. [@Shironekoben] +- DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both + min and max value are on the same value. (#1441) +- InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more + than ~16 KB characters. (Note that current code is going to show corrupted display if after + clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText() + call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare + but it will be addressed later). (#3349) +- Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns). + Also fixed related text clipping when used in a column after the first one. (#3187, #3386) +- Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll + limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many + side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly + aiming at making widgets visible. May later be moved to a flag. +- Tabs: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame). +- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) + and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle. + This is a small but rather important change because lots of multi-button behaviors could previously + only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton() + with is a de-facto versatile building block to creating custom widgets with the public API. +- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled + from the merged/target font settings when merging fonts, instead of being pulled from the source + font settings. +- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based + path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben] + - This change will facilitate the wider use of thick borders in future style changes. + - Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering. + - Set `io.AntiAliasedLinesUseTex = false` to disable rendering using this method. + - Clear `ImFontAtlasFlags_NoBakedLines` in ImFontAtlas::Flags to disable baking data in texture. +- ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0, effectively + enabling auto-tessellation by default. Tweak tessellation in Style Editor->Rendering section, or + by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen] +- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate + an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen] +- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. + Also showcase using InvisibleButton() with multiple mouse buttons flags. +- Demo: Improved "Layout & Scrolling" -> "Clipping" section. +- Demo: Improved "Layout & Scrolling" -> "Child Windows" section. +- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value. +- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h] +- Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (it seems + like Allegro 5 reports it differently from GLFW and SDL). (#3394, #2424, #1463) [@nobody-special666] +- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO] +- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon] + +Docking+Viewports Branch: + +- Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109) +- Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an + empty node. (#3398) +- Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a. Most typically noticeable + when disabling multi-viewport. +- Docking: Workaround recovery for node created without the _DockSpace flags later becoming a DockSpace. (#3340) +- Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on + _WantLockSizeOnce forever. (#3328) +- Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be + properly handled but this is a step toward toolbar emitting size constraints. +- Docking: Added experimental flags to perform more docking filtering and disable resize per axis. + Designed for toolbar patterns. +- Viewports, Backends, GLFW: Use GLFW_MOUSE_PASSTHROUGH when available. +- Viewports, Backends: DX12: Fixed issue on shutdown when viewports are disabled. (#3347) + + +----------------------------------------------------------------------- + VERSION 1.77 (Released 2020-06-29) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.77 + +Breaking Changes: + +- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please + note that this is a Beta api and will likely be reworked in order to support multi-DPI across + multiple monitors. +- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + [NOTE: THIS WAS REVERTED IN 1.79] +- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor + of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + Kept inline redirection function (will obsolete). +- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017). + +Other Changes: + +- TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is + enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow + flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick). +- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick + or _OpenOnArrow would open the node. (#143) +- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups] +- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings: + - Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS). + - Set to FLT_MAX to only display a close button when selected (merely hovering is not enough). + - Set to an intermediary value to toggle behavior based on width (same as Firefox). +- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item + (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon] +- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new + ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward + compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits. +- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions + to first test for the presence of another popup at the same level. +- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing + for !IsAnyItemHovered() prior to doing an OpenPopup(). +- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(), + allowing to check if any popup is open at the current level, if a given popup is open at any popup + level, if any popup is open at all. +- Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space + would attempt to focus it and close other popups. (#2880) +- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636) +- Popups: Clarified some of the comments and function prototypes. +- Modals: BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will + not always be auto-centered. Note that modals are more similar to regular windows than they are to + popups, so api and behavior may evolve further toward embracing this. (#915, #3091) + Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)). +- Metrics: Added a "Settings" section with some details about persistent ini settings. +- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to + BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups] +- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when + drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups] +- Columns: Lower overhead on column switches and switching to background channel. + Benefits Columns but was primarily made with Tables in mind! +- Fonts: Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap] +- ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the + VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591) + [@thedmd, @Shironekoben, @sergeyn, @ocornut] +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different + TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) + [@ocornut, @thedmd, @Shironekoben] +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current + VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591) +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after + a callback draw command would incorrectly override the callback draw command. +- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails. +- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web. + Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut] +- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups, + static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns). + Fixed a static constructor which led to this dependency on some compiler setups. [@rokups] +- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327) +- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183) +- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends, + making more render/clipping code use an early out path. +- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the + projection matrix top and bottom values. (#3143, #3146) [@u3shit] +- Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka] +- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal] +- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177) +- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData + structure didn't have any vertices. (#2697) [@kudaba] +- Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus] +- Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259) +- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm + not forwarding right and center mouse clicks. (#3260) [@nburrus] + +Docking+Viewports Branch: + +- Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213) +- Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch. (#1542) +- Docking, Settings: Allow reload of settings data at runtime. (#2573) +- Backends, GLFW: Fix windows resizing incorrectly on Linux due to GLFW firing window positioning + callbacks on next frame after window is resized manually. (#2117) +- Backends: DX12: Fix OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210) +- Backends: DX12: Fix for crash caused by early resource release. (#3121) +- Backends, Win32: Request monitor update when DPI awareness is enabled to make sure they have the correct DPI settings. + + +----------------------------------------------------------------------- + VERSION 1.76 (Released 2020-04-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.76 + +Other Changes: + +- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking + branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025) +- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups] +- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared + when the menu is not open. (#3030) +- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' + glyph. (#2149, #515) +- Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601) +- Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125) +- TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down + event rather than the Mouse Down+Up sequence (this is rather standard behavior). +- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced + by default for standalone ColorButton. +- Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the + landing item on the landing frame. (#787) +- Nav: Fixed currently focused item from ever being clipped by ItemAdd(). (#787) +- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial + cursor position. This would often get fixed after the fix item submission, but using the + ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073) +- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar] + - Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h. + - More onsistent handling of unsupported code points (0xFFFD). + - Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(), + allowing for more complete CJK input. + - sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF. + - Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this + is currently not particularly efficient. +- Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited + to 64 columns with an assert. (#3037, #125) +- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child + window also manipulate the ItemFlags stack. (#3024) [@Stanbroek] +- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons. +- Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users + to a solution rather than encourage people to add braces in the codebase. +- Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been + tampered with between NewFrame() and EndFrame(). +- Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context + instead of a static buffer, so it can be freed properly on Shutdown. (#3110) +- Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive + in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult] +- Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd + instead of requiring to open it. Added options to disable bounding box and mesh display. + Added notes on inactive/gc-ed windows. +- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering. +- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building + SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling + obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups] +- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable + ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld] +- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult] +- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), + ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch). + Those functions makes it easier for example apps to support hi-dpi features without setting up + a manifest. +- Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support + high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar] +- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function + currently does nothing). +- Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] +- Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn] +- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay] +- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope] + +Docking+Viewports Branch: + +- Docking: Fixed assert preventing dockspace from being created instead a hidden tab. (#3101) +- Viewports: Fixed secondary viewports accidentally merging into a minimized host viewport. (#3118) +- Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DockspaceOverViewport() + and demo code (overlay etc) accordingly. (#3035, #2889, #2474, #1542, #2109) +- Viewports: Improve menu positioning in multi-monitor setups. [@rokups] +- Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939) +- Viewports: Avoid manually clipping resize grips and borders, which messes up with automation ability + to locate those items. Also simpler and more standard. +- Viewports: Fix for UWP in the imgui_impl_win32.cpp IME handler. (#2895, #2892). +- Viewports: Bunch of extra of comments to facilitate setting up multi-viewports. +- Viewports, GLFW: Avoid using window positioning workaround for GLFW 3.3+ versions that have it fixed. + + +----------------------------------------------------------------------- + VERSION 1.75 (Released 2020-02-10) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.75 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + If you were still using the old names, while you are cleaning up, considering enabling + IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding + and removing up old API calls, if any remaining. +- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent + with other mouse functions (none of the other functions have it). +- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely + documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API + which can be implemented faster. Also clarified pre-existing constraints which weren't + documented (can only unreserve from the last reserve call). If you suspect you ever + used that feature before (very unlikely, but grep for call to PrimReserve in your code), + you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] +- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius. +- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code + technically supports it, future code may not so we're putting the restriction ahead. + [Undid that change in 1.76] +- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead + of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by + adding points into it without explicit initialization, you may need to fix your initial value. + +Other Changes: + +- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). + We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. +- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected + the current root window instead of always selecting the previous root window. (#787) +- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] +- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation + when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since + those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] +- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. +- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. +- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a + byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008). +- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the + _EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting + user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back + from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009) +- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. +- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] +- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we + test both the focused/clicked window (which could be a child window) and the root window. +- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment + count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] +- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. + In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as + we will rework the circle rendering functions to use textures and automatic segment count + selection, those new api can fill a gap. [@ShironekoBen] +- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to + suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups] +- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. +- Misc: Disable format checks when using stb_printf, to allow using extra formats. + Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari] +- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp + files in a same compilation unit. Actual users of that technique (also called "Unity builds") + can generally provide this themselves, so we don't really recommend you use this. [@rokups] +- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] +- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] +- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] +- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available + on Wayland). (#2800, #2802) [@NeroBurner] +- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can + correctly report the key release in every cases (e.g. when using Win+V) causing problems with some + widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult + and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976) +- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all + XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput, + the later may be problematic if compiling with recent Windows SDK and you want your app to run + on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) +- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov] +- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov] +- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking + settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might + automatically use it). (#2919, #2798) +- Examples: OpenGL: Added support for glbinding OpenGL loader. (#2870) [@rokups] +- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] +- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed + even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw] + +Docking+Viewports Branch: + +- Docking + Nav: Fixed messed up Ctrl+Tab order with docked windows. +- Docking + Nav: Fixed failing to restore NavId when refocusing a child within a docked window. +- Docking + Nav: Fixed failing to restore NavId when refocusing due to missing nav window (when + it stops being submitted). +- Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960) +- Docking: Added experimental DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear flags in ImGuiWindowClass + (currently experimenting with toolbar idioms). +- Viewports: Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect + (can happen with OS decoration enabled). +- Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports. +- Backends: SDL: Honor NoTaskBarIcon flag under non Win32 OS. (#2117) +- Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled. + + +----------------------------------------------------------------------- + VERSION 1.74 (Released 2019-11-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.74 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features, or see how they were implemented until 1.73. +- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used + by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can + add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). + Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. +- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038) +- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS. +- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to + conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. +- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. + The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] + +Other Changes: + +- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) +- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) +- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text + baseline alignment. The issue would generally manifest when laying out multiple items on a same line, + with varying heights and text baseline offsets. + Some specific examples, e.g. a button with regular frame padding followed by another item with a + multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. + The second item was correctly offset to match text baseline, and would interact/display correctly, + but it wouldn't push the contents area boundary low enough. +- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where + all child window contents would be culled. +- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] +- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow + incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) +- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating + interactions with custom multi-selections patterns. (#2886, #1896, #1861) +- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating + interactions with custom multi-selections patterns. (#1896, #1861) +- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data + to clarify how they are used, and more comments redirecting to the demo code. (#2844) +- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651) +- Misc: Optimized storage of window settings data (reducing allocation count). +- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) +- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895) +- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). +- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable + default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) +- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] +- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. +- Docs: Added permanent redirect from https://www.dearimgui.com/faq to FAQ page. +- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] +- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen] +- Metrics: Expose basic details of each window key/value state storage. +- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. +- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 + but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] +- Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with + legacy OpenGL applications. (#3000) +- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), + using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] +- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] +- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] +- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example + applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups] + +Docking+Viewports Branch: + +- Docking: Can undock from the small triangle button. (#2109,. #2645) +- Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node, + leading to empty space at the right of tab-bars with those flags. (#2109) +- Docking: Made docked windows not use style.ChildRounding. +- Multi-viewports: Added multi-viewport support in the DX12 back-end. (#2851) [@obfuscate] + + +----------------------------------------------------------------------- + VERSION 1.73 (Released 2019-09-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.73 + +Other Changes: + +- Nav, Scrolling: Added support for Home/End key. (#787) +- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. +- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue + when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups] +- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) + Note that some elements won't accurately fade down with the same intensity, and the color wheel + when enabled will have small overlap glitches with (style.Alpha < 1.0). +- Tabs: Fixed single-tab not shrinking their width down. +- Tabs: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop. +- Tabs: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) + (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). +- Tabs: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. + Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. +- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position + differently than visible ones. +- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] +- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value. +- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat] +- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid] + This extends the hit-box to the right-most edge, even if the node is not framed. + (Note: this is not the default in order to allow adding other items on the same line. In the future we will + aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items, + and then we will be able to make this the default.) +- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and + right-most edge of the working area, bypassing indentation. +- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes, + mostly for consistency. (#2159, #2160) [@goran-w] +- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). +- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) +- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly + unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. + Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow + as possible. (#2775) [@rokups] +- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740) +- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506) +- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) +- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers. +- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when + a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory + usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) +- Documentation: Various tweaks and improvements to the README page. [@ker0chan] +- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() + before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient. +- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron] +- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would + generally make the DX11 debug layer complain (bug added in 1.72). +- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to + one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] +- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) + [@intonarumori, @ElectricMagic] +- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, + fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] + +Docking+Viewports Branch: + +- Docking: Fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node. (#2109) +- Docking: Fix for node created at the same time as windows that are still resizing (typically with + io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109). The fix delays their visibility by one frame, + which is not ideal but not very problematic as the .ini data gets populated after that. +- Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node). +- Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing + it back. Fix modal reference viewport when opened outside of another window. (#1542) +- Viewport: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick, this also mitigate the issue described by #2445, + which becomes particularly bad with unfocused modal. (#1542) +- Viewport: better case case where host window gets moved and resized simultaneous (toggling maximized state). + There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542) +- Viewport, Docking: Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created + in NewFrame() as such, messing with popup viewport inheritance. +- Viewport: Fixed issue where resize grip would display as hovered while mouse is still off the OS bounds so a click + would miss it and focus the OS window behind expected one. (#1542) +- Viewport: Fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769) +- Viewport: Backends: GLFW: Fix setting window size on macOS (#2767, #2117) [@rokups] +- Viewport: Backends: GLFW+Linux: Fix window having incorrect size after uncollapse. (#2756, #2117) [@rokups] +- Viewport: Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560) + + +----------------------------------------------------------------------- + VERSION 1.72b (Released 2019-07-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72b + +Other Changes: + +- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when + the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when + a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. +- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. +- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting + in child window (often selectables because of their protruding sides) would be not considered + as entry points to to navigate toward the child window. (#787) + + +----------------------------------------------------------------------- + VERSION 1.72 (Released 2019-07-27) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): + - ImGuiCol_Column*, ImGuiSetCond_* enums. + - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. + - IMGUI_ONCE_UPON_A_FRAME macro. + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features. +- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). +- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). + Kept redirection function (will obsolete). (#581, #324) + +Other Changes: + +- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or + until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are + passing under the mouse cursor. (#2604) +- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to + SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: + // (Submit items..) + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom.. + ImGui::SetScrollHereY(1.0f); // ..make last item fully visible +- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] +- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window + if ScrollMax is zero on the scrolling axis. + Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding + would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case + any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). +- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). +- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added + comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). +- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. +- Combo: Hide arrow when there's not enough space even for the square button. +- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522] +- Tabs: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). +- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column + would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) +- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x + worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset + the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666) +- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) +- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with + other column functions. (#2683) +- InputTextMultiline: Fixed vertical scrolling tracking glitch. +- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because + of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. +- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button + of ColorEdit3/ColorEdit4 functions to either side of the inputs. +- IO: Added ImGuiKey_KeyPadEnter and support in various backends (previously backends would need to + specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure + until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522] +- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() + returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() + when clicking the color button to open the picker popup. (#1875) +- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). +- Debug Tools: Added "Metrics->Tools->Item Picker" tool which allow clicking on a widget to break in the + debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h. +- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] +- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between + channel 0 and 1. (#2624) +- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, + also this type was added in 1.71 and not advertised as a public-facing feature). +- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. +- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. +- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name + of an enum value instead of the underlying integer value. +- Demo: Renamed the "Help" menu to "Tools" (more accurate). +- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. +- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. +- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), + because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly + enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added + equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental backend. (#2546) +- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. + (#2482, #2632) [@josiahmanson] +- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] + +Docking+Viewports Branch: + +- Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645). +- Docking: Explicitly inhibit constraint when docked for now. Fix clipping issue related to constraints. (#2690). +- Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty. +- Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar. + Added ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows. +- Docking: Perform simple check: assert if Docking or Viewport are enabled exactly on frame 1 (instead of frame 0 + or later), which is a common user error leading to loss of .ini data on load. +- Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame. +- Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with io.ConfigDockingTabBarOnSingleWindows. +- Docking: Added ImGuiDockNode to .natvis file. +- Docking: Fixed support for large meshes in GetBackgroundDrawList(), GetForegroundDrawList(). (#2638) +- Viewport: Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676) +- Viewport: Refactored ImGuiWindowClass's ViewportFlagsOverrideMask + ViewportFlagsOverrideValue into + ViewportFlagsOverrideSet + ViewportFlagsOverrideClear which appears easier to grasp. (#1542) +- Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis + via the ImGuiWindowClass override mechanism. (#1542) + + +----------------------------------------------------------------------- + VERSION 1.71 (Released 2019-06-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.71 + +Breaking Changes: + +- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). +- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). +- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now + performed as part of their parent window, avoiding the creation of an extraneous draw commands. + If you have overlapping child windows with decorations, and relied on their relative z-order to be + mapped to submission their order, this will affect your rendering. The optimization is disabled + if the parent window has no visual output because it appears to be the most common situation leading + to the creation of overlapping child windows. Please reach out if you are affected by this change! + +Other Changes: + +- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available + after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize + will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. + The exact meaning of ContentSize for decorated windows was previously ill-defined. +- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. +- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar + appear for a single frame after the resize. +- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect + but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. +- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting + style.ItemInnerSpacing.x worth of trailing spacing. +- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple + times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). + It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. +- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and + after EndGroup(). (#2550, #1875) +- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) +- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple + options. (#2587, broken in 1.69 by #2384). +- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) +- Scrollbar: Minor bounding box adjustment to cope with various border size. +- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. +- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] +- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading + to scrollbars appearing during the movement. +- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same + frame as clearing the focus. This was in most noticeable in backends such as Glfw and SDL which + emits key release events when focusing another viewport, leading to Alt+clicking on void on another + viewport triggering the issue. (#2609) +- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using + horizontal scrolling. (#2211, #2579) +- Tabs: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback + loop with the horizontal contents size. +- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full + horizontal area (previously only worked with an explicit contents size). (#125) +- Columns: Fixed Separator from creating an extraneous draw command. (#125) +- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) +- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the + collapsing/docking button to the other side of the title bar. +- Style: Made window close button cross slightly smaller. +- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. +- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices. + The renderer backend needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable + this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591) + This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not + support 32-bit indices. Most examples backends have been modified to support the VtxOffset field. +- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. + This is provided for convenience and consistency with VtxOffset. (#2591) +- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to + facilitate custom rendering backends passing local render-specific data to the draw callback. +- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine + with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat] +- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not + fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] +- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. +- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are + dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] +- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] +- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes + (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those backends. (#2591) +- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), + the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode + support. (#2538, #2541) + + +----------------------------------------------------------------------- + VERSION 1.70 (Released 2019-05-06) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.70 + +Breaking Changes: + +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness + up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, + they will appear a little thicker now. (#2518) [@rmitton] +- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. + Kept inline redirection function. +- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required + during initialization to specify the number of in-flight image requested by swap chains. + (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] +- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely + on them but it is possible you have!). + +Other Changes: + +- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value + to request the renderer backend to reset its render state. (#2037, #1639, #2452) + Examples: Added support for ImDrawCallback_ResetRenderState in all renderer backends. Each + renderer code setting up initial render state has been moved to a function so it could be + called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] +- InputText: Fixed selection background rendering one frame after the cursor movement when + first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] +- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) +- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted + if the backend provided both Key and Character input. (#2467, #1336) +- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. + Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), + generally referred to as the large framed+labeled items. Because the new SetNextItemWidth() + function is explicit we may later extend its effect to more items. +- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.) + with negative sizes if the 'width' argument was smaller than the available width at the time of item + submission. +- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries + by a few pixels (this is used to facilitate resizing from borders when available for a given window). + One of the noticeable minor side effect was that navigating menus would have had a tendency to disable + highlight from parent menu items earlier than necessary while approaching the child menu. +- Window: Close button is horizontally aligned with style.FramePadding.x. +- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. +- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) +- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, + instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) + Among other things, this allows opening a popup while no window are focused, and pressing Escape to + clear the focus again. +- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level + (regression in 1.67). +- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release + following the double-click. Only first mouse release + second mouse down (double-click) returns true. + Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) +- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) +- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. +- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] +- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) +- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125) +- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. +- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). +- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. +- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click + regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees + angles, also faster to output. (#2518) [@rmitton] +- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert + to using the ImGui::MemAlloc()/MemFree() calls directly. +- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. +- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. +- Demo: Improved trees in columns demo. +- Examples: OpenGL: Added a test GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized + GL function loaders early, and help users understand what they are missing. (#2421) +- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] +- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] +- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw] +- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. +- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) +- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). +- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam] +- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) +- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) +- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] +- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] +- Examples: GLUT: Made io.DeltaTime always > 0. (#2430) +- Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) + to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, + which if existing and when switching to recent SDK ends up conflicting and creating warnings. + + +----------------------------------------------------------------------- + VERSION 1.69 (Released 2019-03-13) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.69 + +Breaking Changes: + +- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively + ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of + new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. + Kept redirection enum values (will obsolete). (#2384) [@haldean] +- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391) + +Other Changes: + +- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered + behind every other windows. (#2391, #545) +- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.) + We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011) +- Added InputTextWithHint() to display a description/hint in the text box when no text + has been entered. (#2400) [@Organic-Code, @ocornut] +- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. +- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) +- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true + when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875) +- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when + style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are + meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) +- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of + overflowing or underflowing the value. +- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID + is being swapped with an InputText that has yet to be activated. +- InputText: Fixed various display corruption related to swapping the underlying buffer while + a input widget is active (both for writable and read-only paths). Often they would manifest + when manipulating the scrollbar of a multi-line input text. +- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color + values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). + (#2383, #2384) [@haldean] +- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window + while dragging its title bar. (#2389) +- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never + reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] +- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). +- Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371) +- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to + hard crashes any more, facilitating integration with scripting languages. (#1651) +- Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with + scrolling policy enabled) or if is currently appearing. +- Tabs: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where + the drag payload activate a tab. +- Tabs: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to + teleport the view when aiming at a tab far away the visible section, and otherwise accelerate + the scrolling speed to cap the scrolling time to 0.3 seconds. +- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting + below the lower point of the current clipping rectangle. This bug has been there since v1.0! + It was hardly noticeable but would affect the scrolling range, which in turn would affect + some scrolling request functions when called during the appearing frame of a window. +- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] +- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return. +- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. +- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute + tree depth instead of a relative one. +- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". +- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403) +- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). +- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. +- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). +- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. + (This is particularly useful for the viewport branch because we are not supporting per-viewport + frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) +- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] +- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN + even if the OpenGL headers/loader happens to define the value. (#2366, #2186) +- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] +- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) + + +----------------------------------------------------------------------- + VERSION 1.68 (Released 2019-02-19) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.68 + +Breaking Changes: + +- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). +- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). + If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value! + +Other Changes: + +- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba] +- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). + This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming + multi-viewport feature to behave on Retina display and with multiple displays. + If you are not using a custom backend, please update your render function code ahead of time, + and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676) +- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions + which are useful to implement variety of undo patterns. (#820, #956, #1875) +- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] +- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) +- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) + The way the redo/undo buffers work would have made it generally unnoticeable to the user. +- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. +- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) +- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351) +- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use. +- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame. +- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. +- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean] +- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) + from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) +- RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). +- Window: When resizing from an edge, the border is more visible and better follow the rounded corners. +- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) +- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very + small window, as well as reducing visual noise/overlap. +- ListBox: Better optimized when clipped / non-visible. +- InputTextMultiline: Better optimized when clipped / non-visible. +- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to + calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls + not align the same as a single call, and create mismatch between high-level size calculation and those performed + with the lower-level ImDrawList api. (#792) [@SlNPacifist] +- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) +- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" + with a small number of segments (e.g. an hexagon). (#2287) [@baktery] +- ImGuiTextBuffer: Added append() function (unformatted). +- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093) +- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo] +- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302) +- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] +- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut] +- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) + when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, + this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] + Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale. +- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. +- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created + in a different thread or parent. (#1951, #2087, #2156, #2232) [many people] +- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] +- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled). +- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) +- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230) +- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. +- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] + + +----------------------------------------------------------------------- + VERSION 1.67 (Released 2019-01-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.67 + +Breaking Changes: + +- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable + side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches. +- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. + The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names. +- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + +Other Changes: + +- Added BETA api for Tab Bar/Tabs widgets: (#261, #351) + - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API. + - Added ImGuiTabBarFlags flags for BeginTabBar(). + - Added ImGuiTabItemFlags flags for BeginTabItem(). + - Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors. + - Demo: Added Layout->Tabs demo code. + - Demo: Added "Documents" example app showcasing possible use for tabs. + This feature was merged from the Docking branch in order to allow the use of regular tabs in your code. + (It does not provide the docking/splitting/merging of windows available in the Docking branch) +- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience + to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior. +- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus + the parent window of the popup instead of the newly clicked window. +- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed. +- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose). +- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that + it only works _if_ the backend sets ImGuiBackendFlags_HasMouseCursors, which the standard backends do. +- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups). + This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899) +- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected + in the parent window, so there is no mismatch between the layout in parent and the position of the child window. +- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257) +- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5] +- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary + keep the focus on the parent window, which could steal it from newly appearing windows. (#787) +- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787) +- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer + to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651) + Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen. + Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected + into e.g. an error log and stopping the script execution. +- ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth). +- ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233) +- ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas. +- ImFontAtlas: FreeType: Fixed abnormally high atlas height. +- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1). +- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible. + (Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.) +- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by backends. +- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! +- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful + for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later. +- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value + which is the same as the title bar height. +- Demo: "Simple Layout" and "Style Editor" are now using tabs. +- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child). +- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration. +- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe] + + +----------------------------------------------------------------------- + VERSION 1.66b (Released 2018-12-01) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66b + +Other Changes: + +- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() + calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. [@pdoane] +- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap] +- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file. +- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window. +- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports. +- Fixed build issue with osxcross and macOS. (#2218) [@dos1] +- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current backend can be displayed in the About window. +- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187) + + +----------------------------------------------------------------------- + VERSION 1.66 (Released 2018-11-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66 + +Breaking Changes: + +- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). +- Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. (#2035, #2096) + +Other Changes: + +- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to + accidental alteration of window position. We now round the provided size. (#2067) +- Fixed calling DestroyContext() always saving .ini data with the current context instead + of the supplied context pointer. (#2066) +- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus + properly after the main menu bar or last focused window is deactivated. +- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168) +- Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window + and highlight has been previously disabled by the mouse. (#787) +- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve + erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075). +- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024) +- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024) +- SliderAngle: Added optional format argument to alter precision or localize the string. (#2150) [@podsvirov] +- Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region + of root floating windows outside the window, making it easier to resize windows. Resize grips are also + extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822) +- Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow + the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut] +- Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse. +- Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially + we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs + encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787) +- Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110) +- BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack + to the provided string to uniquely identify the child window. This was undoing an intentional change + introduced in 1.50 and broken in 1.60. (#1698, #894, #713). +- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending + on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!) +- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut] +- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing. +- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds. +- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. +- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different. +- Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152) +- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143) +- ImGuiTextBuffer: Avoid heap allocation when empty. +- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3, + in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. +- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects + in the WM_SIZE handler. (#2088) [@ice1000] +- Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759) +- Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186) +- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball] +- Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen] +- Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) [@eRabbit0] + + +----------------------------------------------------------------------- + VERSION 1.65 (Released 2018-09-06) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.65 + +Breaking Changes: + +- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and + stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those + STB headers in your project, you will have to update your include paths. (#1718, #2036) + The reason for this change is to avoid conflicts for projects that may also be importing + their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified. +- Renamed io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + +Other Changes: + +- This is a minor release following the 1.64 refactor, with a little more shuffling of code. +- Clarified and improved the source code sectioning in all files (easier to search or browse sections). +- Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system. + Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787) +- Fixed a build issue with non-Cygwin GCC under Windows. +- Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. +- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri] + + +----------------------------------------------------------------------- + VERSION 1.64 (Released 2018-08-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.64 + +Changes: + +- Moved README, CHANGELOG and TODO files to the docs/ folder. + If you are updating dear imgui by copying files, take the chance to delete the old files. +- Added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. + Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTIONS HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. + If you have any modifications to imgui.cpp, it is suggested that you first update to 1.63, then + isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it, + then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis. + What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool, + search for the corresponding function in the new code and apply the chunks manually. +- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github, + so a solution applicable on the Master branch can be found. If your company has changes that you cannot + disclose you may also contact me privately. + + +----------------------------------------------------------------------- + VERSION 1.63 (Released 2018-08-29) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.63 + +Breaking Changes: + +- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. + Kept redirection enum (will obsolete). +- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time. +- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to + enable the feature globally. (#1495) + The feature is not currently enabled by default because it is not satisfying enough, but will eventually be. +- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData + for consistency. Kept redirection types (will obsolete). +- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly). +- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. + Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). +- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to + io.ConfigMacOSXBehaviors for consistency. (#1427, #473) +- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016. + +Other Changes: + +- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). +- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly. +- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming + Docking features. (#787) +- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) + While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the + ImGuiWindow_NoNavFocus flag. +- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909) +- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from + the lower-left corner. (#1495) +- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well. +- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool + returned by most widgets. + It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034) +- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008). +- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback. +- InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents. +- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents. + Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping, + we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters, + until a better solution is found. +- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes + related to the addition of IsItemDeactivated()). (#1875, #143) +- Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143) +- Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip + settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143) +- Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "...". (#1725) +- Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143). +- IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211) +- Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211) +- ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSV values would erroneously alter the resulting color. (#2050) +- Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008) + [*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66] +- Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025) +- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] +- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. +- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987) +- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875). +- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive). +- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) +- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) +- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings) + are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200) +- OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby] +- Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful + for lazy/idle render mechanisms as new windows are typically not visible for one frame. +- Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows. +- Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586) +- Demo: Added basic Drag and Drop demo. (#143) +- Demo: Modified the Console example to use InsertChars() in the input text callback instead of poking directly into the buffer. + Although this won't make a difference in the example itself, using InsertChars() will honor the resizing callback properly. (#2006, #1443, #1008). +- Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section. +- Examples: Tweaked the main.cpp of each example. +- Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] +- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] +- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] +- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) +- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.) +- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron] +- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac. +- Examples: OpenGL3: Added error output when shaders fail to compile/link. +- Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas] +- Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996) +- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944) +- Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias] +- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections. +- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + + +----------------------------------------------------------------------- + VERSION 1.62 (Released 2018-06-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.62 + +Breaking Changes: + +- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. + The flag was already set by CollapsingHeader(). + The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without + ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from + your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) + This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly. +- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and + discourage using the full set. (#1859) + +Other Changes: + +- Examples backends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan). + The "Platform" backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc. + The "Renderer" backends are in charge of: creating the main font texture, rendering imgui draw data. + before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp + before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp + before: imgui_impl_glfw_gl3.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp + before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp + before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp + before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc. + - The idea is what we can now easily combine and maintain backends and reduce code redundancy. Individual files are + smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap + between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other. + - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work + from the Platform and Renderer backends, and the amount of redundancy across files was becoming too difficult to + maintain. If you use default backends, you'll benefit from an easy update path to support multi-viewports later + (for future ImGui 1.7x). + - This is not strictly a breaking change if you keep your old backends, but when you'll want to fully update your backends, + expect to have to reshuffle a few things. + - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together. + - Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well. + - Read examples/README.txt for details. +- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875) +- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously, + is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while + holding return on the same value). (#820, #956, #1875) +- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) +- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) +- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) +- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, + and not clamped by viewport. (#1739) +- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip + from the target site. (#143) +- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX + instead of EndXXX, to not affect tooltips and child windows. +- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865). +- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) +- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, + but text won't be corrupted). +- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) +- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful + for icon fonts. (#1869) +- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese + characters. (#1859) [@JX-Master, @ocornut] +- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut] +- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by resetting the time storage properly). (#1827) [@ice1000] +- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64] +- Examples: SDL+Vulkan: Added SDL+Vulkan example. +- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. +- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 backend + (will be fixed in Allegro 5.2.5+). +- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301) +- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends, + a good occasion since we refactored the code. +- Examples: FreeGLUT: Added FreeGLUT backends. Added FreeGLUT+OpenGL2 example. (#801) +- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate + some uses. (#1888) +- Examples: Fixed backends to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile + with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) +- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches. +- Internals: PushItemFlag() flags are inherited by BeginChild(). + + +----------------------------------------------------------------------- + VERSION 1.61 (Released 2018-05-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.61 + +Breaking Changes: + +- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally + any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, + giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your + codebase for e.g. "DragInt.*%f" to you find them. +- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more + flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete). +- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard + expectation and allows passing r-values. + +Other Changes: + +- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) +- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) +- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) +- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus + displayed outside the safe area, etc.). +- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760) +- Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767) +- Window: Fixed the default proportional item width lagging by one frame on resize. +- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating + feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) +- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741) +- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() + to manually load/save .ini settings. (#923, #993) +- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() + should be called. (#923, #993) +- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height + has been growing would have the scroll clamped using the previous height. (#1804) +- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that + don't display all pixels. (#1439) [@dougbinks] +- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu] +- InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise] +- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value. +- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional + "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values + in scientific notation, and is generally more consistent with other API. + Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712) +- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing + in the same direction (keyboard/gamepad version already did this). +- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320) +- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) +- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, + which allows for finer uses of %e %g etc. (#648, #642) +- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. + Added an assert than power-curve requires a min/max range. (~#642) +- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup. +- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced + the range of valid integers). +- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions(). +- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787) +- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) +- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render the default glyph. Saves space and allow merging fonts with + overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671) +- Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769) +- Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it easier to redefine wrappers for std/crt math functions. +- Misc: Fix to allow compiling in unity builds where stb_rectpack/stb_truetype may be already included in the same compilation unit. +- Demo: Simple Overlay: Added a context menu item to enable freely moving the window. +- Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643) +- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application. +- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices). +- Examples: Allegro 5: Renamed backend from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. +- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream] +- Examples: SDL: Fixed clipboard paste memory leak in the SDL backend code. (#1803) [@eliasdaler] +- Various minor fixes, tweaks, refactoring, comments. + + +----------------------------------------------------------------------- + VERSION 1.60 (Released 2018-04-07) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.60 + +The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged. +Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly. +Various internal refactoring have also been done, as part of the navigation work and as part of the upcoming viewport/docking work. + +Breaking Changes: + +- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). + e.g. with example backends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data). +- Reorganized context handling to be more explicit: (#1599) + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old backend from the examples/ folder, remove the line that calls Shutdown(). + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. +- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. +- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. +- Fonts: Changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer. + If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) +- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. +- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). +- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). +- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some backend ahead of merging the Nav branch). +- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now. +- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. +- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53). +- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698) + This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original + 1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day. + +Other Changes: + +- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub. +- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323) + The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. +- To use Gamepad Navigation: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details. + - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW + - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details. +- To use Keyboard Navigation: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. + For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. +- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787) +- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787) +- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus). +- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787) +- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079) +- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787) +- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599) + YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it. +- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558) +- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599) +- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558) +- IO: Added io.ConfigFlags for user application to store settings for imgui and for the backend: + - ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation. + - ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by backend). + - ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. + - ImGuiConfigFlags_NoMouseCursorChange: Instruct backend to not alter mouse cursor shape and visibility (by default the example backend use mouse cursor API of the platform when available) + - ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the backend. + - ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use. +- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version. +- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example backends. (#1541) +- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker] +- IO: Added IsAnyMouseDown() helper which is helpful for backends to handle mouse capturing. +- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337) +- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382) +- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567) +- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363) +- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left). +- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), CTRL+Insert (copy), Shift+Insert (paste). (#1541) +- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) +- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat. +- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707) +- Style: Enable window border by default. (#707) +- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181) +- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939). +- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707) +- Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533). +- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439) +- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497) +- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533) +- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time. +- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag. +- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574) +- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!). +- Columns: Clear offsets data when columns count changed. (#1525) +- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted] +- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53). +- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents. +- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable). +- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581) +- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143) +- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143) +- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) +- InputFloat: Allow inputing value using scientific notation e.g. "1e+10". +- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011) +- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx] +- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box. +- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button. +- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded. +- PlotLines: plot a flat line if scale_min==scale_max. (#1621) +- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. + If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) +- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) +- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] +- Fonts: Moved extra_fonts/ to misc/fonts/. +- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote). +- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) +- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939) +- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613) +- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613) +- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646) +- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering. +- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul] +- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later. +- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555) +- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h) +- Misc: Added IM_NEW(), IM_DELETE() helpers in imgui.h (previously were in imgui_internal.h) +- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53. +- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects. +- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41) +- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files. +- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes). + (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/backend to pass information to the application in a standard manner.) +- Metrics: Added display of Columns state. +- Demo: Improved Selectable() examples. (#1528) +- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. +- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. +- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible. +- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed. +- Examples: Using Dark theme by default. (#707). Tweaked demo code. +- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker] +- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc. +- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733) +- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3] +- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504) +- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504). +- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217) +- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466) +- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture. +- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict backends. (#1628) [@ilia-glushchenko] +- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495) +- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis] +- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565) +- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495) +- Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK] +- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls] +- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559) +- Examples: SDL: Enabled vsync by default so people don't come at us when the examples are running at 2000 FPS and burning a CPU core. +- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle frame-rate over 1000 FPS properly. (#996) +- Examples: SDL: Using scan-code exclusively instead of a confusing mixture of scan-codes and key-codes. +- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard. +- Examples: Vulkan: Visual Studio: Added .vcxproj file. +- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.] +- Examples: Visual Studio: Disabled extraneous function-level check in Release build. +- Various fixes, tweaks, internal refactoring, optimizations, comments. + + +----------------------------------------------------------------------- + VERSION 1.53 (Released 2017-12-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.53 + +Breaking Changes: + +- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete). +- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete). +- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete). +- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete). +- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. +- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. +- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags. +- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`, `style.PopupBorderSize`). + Use `ImGui::ShowStyleEditor()` to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. + It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`. +- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal pop-ups. +- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`. +- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`. +- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015. +- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016. + +Other Changes: + +- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) [renamed to io.ConfigCursorBlink in 1.63] +- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows. +- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`. +- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets. + - Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions. + - Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`. + - See ImGuiDragDropFlags for various options. + - The ColorEdit4() and ColorButton() widgets now support Drag and Drop. + - The API is tagged as Beta as it still may be subject to small changes. +- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds. +- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650) +- Style: Added StyleColorsDark() style. (#707) [@dougbinks] +- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707) +- Style: Added style.PopupRounding setting. (#1112) +- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag! + Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031) +- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707) +- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. +- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. +- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707) +- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers. +- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`. + In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787) +- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent combo button. +- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices. +- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the pop-up on the left side (for small-button-looking combos). +- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired pop-up height. +- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific pop-up width/height constraints. +- Combo: Offset popup position by border size so that a double border isn't so visible. (#707) +- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do). +- InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar] +- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417) +- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window. +- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test. +- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823) +- Window: Made it possible to use SetNextWindowPos() on a child window. +- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame. +- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822) +- Window: Sizing fixes when using SetNextWindowSize() on individual axises. +- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694) +- Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step. +- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout. + If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accommodate for the border size yourself. +- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502) +- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744) +- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position. +- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382). +- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382) +- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382). +- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382) +- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404) +- IsWindowHovered(): Always return true when current window is being moved. (#1382) +- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild). +- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab. +- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches. +- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins] +- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330) +- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners. +- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better. +- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items. +- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125) +- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125) +- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker] +- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125) +- Indent(), Unindent(): Allow passing negative values. +- ColorEdit4(): Made IsItemActive() return true when picker pop-up is active. (#1489) +- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text. +- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143) +- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489) +- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger). +- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423) +- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from scratch. +- ImFont: Added GetDebugName() helper. +- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect] +- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags. +- ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd] +- ImDrawList: Refactored to make ImDrawList independent of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some. +- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3). +- ImVector: Added ImVector::push_front() helper. +- ImVector: Added ImVector::contains() helper. +- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back(). +- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field. + This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600) +- Internals: Added SplitterBehavior() helper. (#319) +- Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517) +- Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved. +- Demo: Added ShowFontSelector() showing loaded fonts. +- Demo: Added ShowStyleSelector() to select among default styles. (#707) +- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). +- Demo: Style Editor: Added a "Simplified settings" sections with check-boxes for border size and frame rounding. (#707, #1019) +- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707) +- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211) +- Demo: Console: Fixed context menu issue. (#1404) +- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is). +- Demo: Constrained Resize: Added more test cases. (#1417) +- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window. +- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls. +- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143) +- Demo: Display better mouse cursor info for debugging backends. +- Demo: Stopped using rand() function in demo code. +- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.). +- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464) +- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library. +- Fix for using alloca() in "Clang with Microsoft Codechain" mode. +- Various fixes, optimizations, comments. + + +----------------------------------------------------------------------- + VERSION 1.52 (2017-10-27) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.52 + +Breaking Changes: + +- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again. +- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete). +- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete). +- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382) +- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function. +- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) +- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) +- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. +- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + +Other Changes: + +- ProgressBar: fixed rendering when straddling rounded area. (#1296) +- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics] +- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4(). +- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane] +- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317) +- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925) + - `ImGuiHoveredFlags_AllowWhenBlockedByPopup` + - `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem` + - `ImGuiHoveredFlags_AllowWhenOverlapped` + - `ImGuiHoveredFlags_RectOnly` +- Input: Added `IsMousePosValid()` helper. +- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate. +- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held. +- CheckBox: Now rendering a tick mark instead of a full square. +- ColorEdit4: Added "Copy as..." option in context menu. (#346) +- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber] +- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled. +- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color. +- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`. +- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame. +- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine(). +- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!). +- Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.). +- Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`. +- Window: Fixed title bar color of top-most window under a modal window. +- Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635) +- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used. +- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame. +- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags. +- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381) +- Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439) +- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439) +- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available. +- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup(). +- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch). +- MenuItem: Made tick mark thicker (thick mark?). +- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387) +- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368) +- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368) +- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders. +- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes. + After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons. +- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen] +- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42) +- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some. +- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options). +- ImVector: added resize() variant with initialization value. +- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable. +- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined. +- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses. +- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro] +- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys) +- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it. +- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038) +- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane] +- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style. +- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does. +- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot] +- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott] +- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333) +- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut] +- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik] +- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!). +- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch. +- Various tweaks, fixes and documentation changes. + +Beta Navigation Branch: +(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.) +(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:) +- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787) +- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787) +- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787) +- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787) +- Nav: Move requests now wrap vertically inside Menus and Pop-ups. (#787) +- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079). +- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126) +- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787) +- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787) +- Nav: Fixed tool-tip from being selectable in the window selection list. (#787) +- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787) +- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787) +- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787) +- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787) +- Nav: Various internal refactoring. + + +----------------------------------------------------------------------- + VERSION 1.51 (2017-08-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.51 + +Breaking Changes: + +Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection. + +- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete). +- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete). +- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete). +- Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete). +- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete). +- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user! +- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. +- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`. +- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options. +- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!). +- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function. +- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237) +- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`. +- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine! + +Other Changes: + +- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346) +- Added flags to `ColorButton()`. (#346) +- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut] +- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.). +- Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter] +- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs. +- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload. +- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration). +- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges. +- ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis] +- ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!). +- ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers. +- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000) +- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747) +- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0] +- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056) +- Columns: Added `SetColumnWidth()`. (#913) [@ggtucker] +- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker] +- Columns: Fixed first column appearing wider than others. (#1266) +- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138) +- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913) +- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut] +- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252) +- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862) +- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828) +- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode] +- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246) +- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665). +- [Windows] Clipboard: Fixed not closing Win32 clipboard on early open failure path. (#1264) +- Removed an unnecessary dependency on int64_t which failed on some older compilers. +- Demo: Rearranged everything under Widgets in a more consistent way. +- Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913) +- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda] +- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151). +- Various other small fixes, tweaks, comments, optimizations. + + +----------------------------------------------------------------------- + VERSION 1.50 (2017-06-02) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.50 + +Breaking Changes: + +- Added a void* user_data parameter to Clipboard function handlers. (#875) +- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. +- Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency. +- Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. +- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. +- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + +Other Changes: + +- InputText(): Added support for CTRL+Backspace (delete word). +- InputText(): OSX uses Super+Arrows for home/end. Add Shortcut+Backspace support. (#650) [@michaelbartnett] +- InputText(): Got rid of individual OSX-specific options in ImGuiIO, added a single io.OSXBehaviors flag. (#473, #650) +- InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815) +- InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681) +- InputTextMultiline(): Fixed CTRL+DownArrow moving scrolling out of bounds. +- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725) +- ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793) +- BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713) +- SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630) +- SliderInt(), SliderFloat() supports reverse direction (where v_min > v_max). (#854) +- SliderInt(), SliderFloat() better support for when v_min==v_max. (#919) +- SliderInt(), SliderFloat() enforces writing back value when interacting, to be consistent with other widgets. (#919) +- SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero. (#919) +- Added IsRectVisible() variation with explicit start-end positions. (#768) [@thedmd] +- Fixed TextUnformatted() clipping bug in the large-text path when horizontal scroll has been applied. (#692, #246) +- Fixed minor text clipping issue in window title when using font straying above usual line. (#699) +- Fixed SetCursorScreenPos() fixed not adjusting CursorMaxPos as well. +- Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar. +- Fixed using IsItemActive() after EndGroup() or any widget using groups. (#840, #479) +- Fixed IsItemActive() lagging by one frame on initial widget activation. (#840) +- Fixed Separator() zero-height bounding box resulting in clipping when laying exactly on top line of clipping rectangle (#860) +- Fixed PlotLines() PlotHistogram() calling with values_count == 0. +- Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923) +- Fixed assert triggering when a window has zero rendering but has a callback. (#810) +- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize). +- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849) +- BulletText(): Fixed stopping to display formatted string after the '##' mark. +- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727) +- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse] +- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690) +- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706) +- ImGuiListClipper: Fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716) +- ImGuiListClipper: Fix to behave within column. (#661, #662, #716) +- ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API) +- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code). +- ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat] +- ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form. +- Shutdown() clear out some remaining pointers for sanity. (#836) +- Added IMGUI_USE_BGRA_PACKED_COLOR option in imconfig.h (#767, #844) [@thedmd] +- Style: Removed the inconsistent shadow under RenderCollapseTriangle() (~#707) +- Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign. (#842) +- ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000). +- ImFont: Added GetGlyphRangesThai() helper. [@nProtect] +- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character. +- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is. +- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API) +- Clarified asserts in CheckStacksSize() when there is a stack mismatch. +- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586) +- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976) +- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883) +- Added ImGuiMouseCursor_None enum value for convenient usage by app/backends. +- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API) +- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222) +- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917) +- OS/Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714) +- OS/Windows: No default IME handler when compiling for Windows using GCC. (#738) +- OS/Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917) +- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839) +- Demo: Added an extra 3-way columns demo. +- Demo: ShowStyleEditor: show font character map / grid in more details. +- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end. +- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw] +- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810) +- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807) +- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116) +- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman] +- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824) +- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems] +- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909) +- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937) +- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800) +- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity. +- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) +- Examples: SDL2: Added build .bat files for Win32. +- Added various links to language/engine bindings. +- Various other minor fixes, tweaks, comments, optimizations. + + +----------------------------------------------------------------------- + VERSION 1.49 (2016-05-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.49 + +Breaking Changes: + +- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection. +- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial. +- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`. +- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer. +- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.) + + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) + { + float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)); + float k = title_bg_col.w / new_a; + return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); + } + +Other changes: + +- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660) +- Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668) +- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610) +- Added IsRootWindowOrAnyChildHovered() helper. (#615) +- Added TreeNodeEx() functions. (#581, #600, #190) +- Added ImGuiTreeNodeFlags_Selected flag to display TreeNode as "selected". (#581, #190) +- Added ImGuiTreeNodeFlags_AllowOverlapMode flag. (#600) +- Added ImGuiTreeNodeFlags_NoTreePushOnOpen flag (#590). +- Added ImGuiTreeNodeFlags_NoAutoOpenOnLog flag (previously private). +- Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private). +- Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag. +- Added ImGuiTreeNodeFlags_OpenOnArrow flag. +- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text(). +- Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet. +- Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324) +- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269) +- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet. +- Added IsItemClicked() helper. (#581) +- Added CollapsingHeader() variant with close button. (#600) +- Fixed MenuBar missing lower border when borders are enabled. +- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601) +- Style: Changed default IndentSpacing from 22 to 21. (#581, #324) +- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artifact. (#655) + This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert. +- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping children. (#595) +- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set. +- Indent(), Unindent(): optional non-default indenting width. (#324, #581) +- Bullet(), BulletText(): Slightly bigger. Less polygons. +- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656) +- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126) +- BeginGroup(): fixed using within Columns set. (#630) +- Fixed a lag in reading the currently hovered window when dragging a window. (#635) +- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579) +- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menu bar but no title bar. +- MenuItem(): the check mark renders in disabled color when menu item is disabled. +- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597) +- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604) +- ImDrawList: Added AddQuad(), AddQuadFilled() helpers. +- ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs. +- ImFont: Added RenderChar() helper. +- ImFont: Added AddRemapChar() helper. (#609) +- ImFontConfig: Clarified persistence requirement of GlyphRanges array. (#651) +- ImGuiStorage: Added bool helper functions for completeness. +- AddFontFromMemoryCompressedTTF(): Fix ImFontConfig propagation. (#587) +- Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579) +- Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602) +- Examples: DirectX9: save/restore all device state. +- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611) +- Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636) +- Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638) +- Examples: SDL: Initialize video+timer subsystem only. +- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575) + + +----------------------------------------------------------------------- + VERSION 1.48 (2016-04-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.48 + +Breaking Changes: + +- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337) +- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541) +- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340) + +Other Changes: + +- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506) +- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535) +- IO: Added 'KeySuper' field to hold CMD keyboard modifiers for OS X. Updated all examples accordingly. (#473) +- Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476) +- Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346) +- Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api. +- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516) +- Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499) +- BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540) +- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462) +- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503) +- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457) +- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517) +- Combo(): Right-most button stays highlighted when pop-up is open. +- Combo(): Display pop-up above if there's isn't enough space below / or select largest side. (#505) +- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564) +- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting variable (e.g. non saved local) can be passed. +- InputText(): OS X friendly behaviors: Word movement uses ALT key; Shortcuts uses CMD key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473) +- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541) +- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555) +- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label. +- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346) +- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode. +- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization. +- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533) +- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514) +- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command. +- ImDrawList: Allow windows with only a callback only to be functional. (#524) +- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457) +- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457) +- ImDrawList: AddCircle(), AddRect() takes optional thickness parameter. +- ImDrawList: Added AddTriangle(). +- ImDrawList: Added PrimQuadUV() helper to ease custom rendering of textured quads (require primitive reserve). +- ImDrawList: Allow AddText(ImFont\* font, float font_size, ...) variant to take NULL/0.0f as default. +- ImFontAtlas: heuristic increase default texture width up for large number of glyphs. (#491) +- ImTextBuffer: Fixed empty() helper which was utterly broken. +- Metrics: allow to inspect individual triangles in draw calls. +- Demo: added more draw primitives in the Custom Rendering example. (#457) +- Demo: extra comments and example for PushItemWidth(-1) patterns. +- Demo: InputText password demo filters out blanks. (#515) +- Demo: Fixed malloc/free mismatch and leak when destructing demo console, if it has been used. (@fungos) (#536) +- Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538) +- Fixed compilation on DragonFly BSD (@mneumann) (#563) +- Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549) +- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570) +- Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set). +- Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527) +- Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486) +- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463) +- Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn) +- Various extra comments and clarification in the code. +- Various other fixes and optimizations. + + +----------------------------------------------------------------------- + VERSION 1.47 (2015-12-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.47 + +Changes: + +- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21) +- Added ProgressBar(). (#333) +- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374) +- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied. +- Added ImGuiIO::ClearInputCharacters() superfluous helper. +- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions + would occasionally restore an incorrect clipping rectangle. +- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged. +- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize, + and WindowPadding < DisplaySafeAreaPadding. +- Fixed border rendering in various situations when using non-pixel aligned glyphs. +- Fixed border rendering of windows to always contain the border within the window. +- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303) +- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled. +- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. +- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429) +- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing. +- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out + multiple item with different height on same line. (#414, #282) +- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list. +- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439) +- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380) +- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394) +- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125) +- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125) +- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125) +- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify. +- ImFontAtlas: Updated stb_rect_pack.h to 0.08. +- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed. +- Demo: Added a simple "Property Editor" demo applet. (#125, #414) +- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393) +- Demo: Lots of extra comments, fixes. +- Demo: Tweaks to Style Editor. +- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). +- Examples: Added /Zi (output debug information) to Win32 batch files. +- Examples: Various fixes for resizing window and recreating graphic context. +- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441). +- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411) +- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399) +- Examples: DirectX10: Added DirectX10 example. (#424) +- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420) +- Examples: DirectX11: Removed Debug flag from graphics context. (#415) +- Examples: Added SDL+OpenGL3 example. (#356) + + +----------------------------------------------------------------------- + VERSION 1.46 (2015-10-18) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.46 + +Changes: + +- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314) +- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag. +- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure. +- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading + from the ImGuiIO structure (to match MemAlloc/MemFree) +- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range. +- Fixed mouse click detection when passing DeltaTime 0.0. (#338) +- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame. +- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377) +- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316) +- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211) +- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size. +- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334) +- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339) +- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling. +- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360) +- InputFloat() fixed explicit precision modifier, both display and input were broken. +- PlotHistogram(): improved rendering of histogram with a lot of values. +- Dummy(): creates an item so functions such as IsItemHovered() can be used. +- BeginChildFrame() helper: added the extra_flags parameter. +- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355). +- Scrollbar: background color less translucent in default style so it works better when changing background color. +- Scrollbar: fixed minor rendering offset when borders are enabled. (#365) +- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318) +- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled. +- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1). +- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327) +- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348) +- ImGuiTextFilter::Draw() helper return bool and build when filter is modified. +- ImGuiTextBuffer: added c_str() helper. +- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373) +- ColorConvertFloat4ToU32() round the floats instead of truncating them. +- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates. +- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335) +- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326) +- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size. +- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. +- Tools: binary_to_compressed_c.cpp: added -nocompress option. +- Examples: Added example for the Marmalade platform. +- Examples: Added batch files to build Windows examples with VS. +- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347) +- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles. + + +----------------------------------------------------------------------- + VERSION 1.45 (2015-09-01) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.45 + +Breaking Changes: + +- With the addition of better horizontal scrolling primitives I had to make some consistency fixes. + `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()` + are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously. + It PROBABLY shouldn't break anything, but that depends on how you used them. Namely: + - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem. + However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix. + - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling. + Previously they were roughly interchangeable (roughly because the content region exclude window padding). + +Other Changes: + +- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246). +- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246). +- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which + define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived. +- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled. +- Added printf attribute to printf-like text formatting functions (Clang/GCC). +- Added GetMousePosOnOpeningCurrentPopup() helper. +- Added GetContentRegionAvailWidth() helper. +- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307). +- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311). +- ImDrawList: Allow to override ImDrawIdx type (#292). +- ImDrawList: Added an assert on overflowing index value (#292). +- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments. +- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287). +- Fixed Bullet() inconsistent layout behaviour when clipped. +- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup). +- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so. +- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack. +- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282). +- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282). +- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child. +- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned. +- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default. +- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border). +- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags. +- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279). +- Demo: Fixed incorrectly formed string passed to Combo (#298). +- Demo: Added simple Log demo. +- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246). +- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246) +- Metrics: display indices along with triangles count (#299) and some internal state. +- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer. +- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values. +- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness. +- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly. +- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299). +- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler. +- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11. +- Examples: iOS: fixed missing files in project. + + +----------------------------------------------------------------------- + VERSION 1.44 (2015-08-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.44 + +Breaking Changes: + +- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h. + Add the two extra .cpp to your project or #include them from another .cpp file. (#219) + +Other Changes: + +- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier + and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed + for forward-compatibility and code using those types/functions may occasionally break. (#219) +- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call + the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused. +- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()). +- Added ImGuiWindowFlags_NoInputs for totally input-passthru window. +- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels + before the right-most position of the contents region). +- InputTextMultiline(): honor negative size consistently with other widgets that do so. +- Combo() clamp popup to lower edge of visible area. +- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer. +- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format + string in InputInt* later). +- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual. +- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set. +- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd. +- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287) +- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason. +- ImDrawList: Added ImDrawList::AddText() shorthand helper. +- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288) +- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded + as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool. +- Build fix for MinGW (#276). +- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277). +- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278) +- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290). +- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert + with odd fonts (#280) + + +----------------------------------------------------------------------- + VERSION 1.43 (2015-07-17) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.43 + +Breaking Changes: + +- This is a rather important release and we unfortunately had to break the rendering API. + ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy. + Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles + using indices from the index buffer. +- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update + your copy and you can ignore the rest. +- The signature of the io.RenderDrawListsFn handler has changed + From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data) + With: argument 'cmd_lists' -> 'draw_data->CmdLists' + argument 'cmd_lists_count' -> 'draw_data->CmdListsCount' + ImDrawList 'commands' -> 'CmdBuffer' + ImDrawList 'vtx_buffer' -> 'VtxBuffer' + ImDrawList n/a -> 'IdxBuffer' (new) + ImDrawCmd 'vtx_count' -> 'ElemCount' + ImDrawCmd 'clip_rect' -> 'ClipRect' + ImDrawCmd 'user_callback' -> 'UserCallback' + ImDrawCmd 'texture_id' -> 'TextureId' +- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index + the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade! + +Other Changes: + +- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133). + Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged + enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41. + Made some extra effort in making the code run faster in your typical Debug build. +- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains. +- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing. +- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke() + with optional anti-aliasing. +- ImDrawList: Added AddRectFilledMultiColor() helper. +- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged + back together (used by columns). +- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands. +- ImDrawList: Fixed window draw lists not destructed properly on Shutdown(). +- ImDrawData: Added DeIndexAllBuffers() helper. +- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure. + - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH). + Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing. + - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242). + - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232). + - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220). +- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization. +- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag. +- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag. +- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification. +- InputText: Fix for using END key on a multi-line text editor (#275) +- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125) +- Popups: Fixed Combo boxes inside menus. (#272) +- Style: Added GrabRounding setting to make the sliders etc. grabs rounded. +- Changed SameLine() parameters from int to float. +- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere(). +- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the + right-side of the header. +- Metrics window: calculate bounding box of actual vertices when hovering a draw list. +- Examples: Showing more information in the Fonts section. +- Examples: Added a gratuitous About window. +- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering. +- Examples: Fixed the SDL2 example to support Unicode text input (#274). + + +----------------------------------------------------------------------- + VERSION 1.42 (2015-07-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.42 + +Breaking Changes: + +- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete). +- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent, + because positions (e.g. cursor position) are not equivalent to scrolling amount. +- Removed obsolete GetDefaultFontData() function that would assert anyway. + If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11) + +Other Changes: + +- Added SDL2 example application (courtesy of @CedricGuillemet) +- Added iOS example application (courtesy of @joeld42) +- Added Allegro 5 example application (courtesy of @bggd) +- Added TitleBgActive color in style so focused window is made visible. (#253) +- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing. +- Added DragFloatRange2() DragIntRange2() helpers. (#76) +- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150) +- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150). +- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[]. +- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes. +- MenuItem() can be activated on release. (#245) +- Allowing NewFrame() with DeltaTime==0.0f to not assert. +- Fixed IsMouseDragging(). (#260) +- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is + a popup between mouse and the graph. +- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders. +- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257) +- Fixed text baseline alignment of small button (no padding) after regular buttons. +- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263) +- Fixed warnings for more pedantic compiler settings (#258). +- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize + lots of code. Yeah! (#262) +- ImDrawList: store pointer to their owner name for easier auditing/debugging. +- Examples: added scroll tracking example with SetScrollFromCursorPos(). +- Examples: metrics windows render clip rectangle when hovering over a draw call. +- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up. +- Added font links in extra_fonts/ + instructions for using compressed fonts in C array. + + +----------------------------------------------------------------------- + VERSION 1.41 (2015-06-26) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.41 + +Breaking Changes: + +- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent). + Only makes a difference when texture have transparency. +- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size). + Size override should be used very rarely so hopefully it doesn't affect many people. Sorry! + +Other Changes: + +- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather + big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option + for validating with Return or Ctrl+Return (#200). +- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking + outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked. +- Added GetGlyphRangesCyrillic() helper (#237). +- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249) +- Added IsWindowHovered() helper. +- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248) +- Allow Set*WindowSize() calls to be used with popups. +- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc. +- Window: fixed scrolling with mouse wheel while window was collapsed. +- Window: fixed mouse wheel scroll issues. +- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable. +- InputText(): lifted character count limit. +- InputText(): fixes in case of using per-window font scaling. +- Selectable(), MenuItem(): do not use frame rounding for hovering/selection. +- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups. +- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125). +- Combo(): Fixed issue with activating a Combo() not taking active id (#241). +- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used. +- BeginChildFrame(): returns bool like BeginChild() for clipping. +- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue. +- ImFont: ignoring '\r'. +- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent. +- ImFont: additional rendering optimizations. +- Metrics windows display storage size. + + +----------------------------------------------------------------------- + VERSION 1.40 (2015-05-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.40 + +Breaking Changes: + +- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus. + Use OpenPopup() to toggle the opened state and BeginPopup() to append.** +- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used, + some code will possibly break if you didn't rely on the default parameter. + Use PushButtonRepeat()/PopButtonRepeat() to configure repeat. +- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete) +- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete). + +Other Changes: + +- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of + widgets in them (buttons, text inputs, sliders, etc.). (#126) +- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state, + disabled mode. Menu items can be used in any window. +- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar. + They will work inside a normal window but it will be a bit unusual. +- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable). +- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar. +- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126). +- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click. +- Popups: Popups have borders by default (#197), attenuated border alpha in default theme. +- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving + in corners. Tooltip always tries to stay away from mouse-cursor. +- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*. +- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures). +- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click. +- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate. +- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button. +- Removed the third 'repeat' parameter of Button(). +- Added IsAnyItemHovered() helper. +- Added GetItemsLineHeightWithSpacing() helper. +- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly. +- Separator: within group start on group horizontal offset. (#205) +- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206) +- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214) +- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed + unless you trapped exceptions). +- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218) +- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window. +- Selectable: Handling text baseline alignment for line that aren't of text height. +- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets. +- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing, + should use the first line of the group, will implement in the future). +- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors. +- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false. +- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled. +- Plot: overlay label clipped within frame when not fitting. +- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions. +- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do). +- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font. +- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space. +- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have + child overlapping items in parent window. +- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name. + Allows a simple form of out-of-order appending. +- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant. +- Metrics: Added io.MetricsActiveWindows counter. (#213. +- Metrics: Added io.MetricsAllocs counter (number of active memory allocations). +- Metrics: ShowMetricsWindow() shows popups stack, allocations. +- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips). +- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). +- Style: Added style.ScrollbarRounding. (#212) +- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper. +- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222) +- ImVector: tweak growth strategy, matches vector from VS2010. +- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224) +- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224) +- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly. +- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses. +- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207) +- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed. +- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window. +- Examples: Added Menu-bar example. +- Examples: Added Simple Layout example. +- Examples: AutoResize demo doesn't use TextWrapped(). +- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example. +- Examples: DirectX9/11: Fixed key mapping for down arrow. +- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155) +- Examples: DirectX11: explicitly set rasterizer state. +- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229) +- Fixed build with Visual Studio 2008 (possibly earlier versions as well). +- Other fixes, comments, tweaks. + + +----------------------------------------------------------------------- + VERSION 1.38 (2015-04-20) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.38 + +Breaking Changes: + +- Renamed IsClipped() to IsRectClipped(). Kept inline redirection function (will obsolete). +- Renamed ImDrawList::AddArc() to ImDrawList::AddArcFast(). + +Other Changes: + +- Added DragFloat(), DragInt() widget, click and drag to adjust value with given step. + Hold SHIFT/ALT to speed-up/slow-down. Double-click or CTRL+click to input text. + Passing min >= max makes the widget unbounded. +- Added DragFloat2(), DragFloat3(), DragFloat4(), DragInt2(), DragInt3(), DragInt4() helper variants. +- Added ShowMetricsWindow() which is mainly useful to debug ImGui internals. Added IO.MetricsRenderVertices counter. +- Added ResetMouseDragDelta() for iterative dragging operations. +- Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool to compress a file and create a .c array from it. +- Added PushId() GetId() variants that takes string range to avoid user making unnecessary copies. +- Added IsItemVisible(). +- Fixed IsRectClipped() incorrectly returning false when log is enabled. +- Slider: visual fix in the unlikely that style.GrabMinSize is larger than a slider. +- SliderFloat: removed support for unbound slider (using FLT_MAX), caused various inconsistency. Use InputFloat()/DragFloat(). +- ColorEdit4: hide components prefix if there's no space for them. +- Combo: adding frame padding inside the combo box. +- Columns: mouse dragging uses absolute mouse coordinates.Fixed dragging left-most column of an auto-resizable window. #125 +- Selectable: render highlight into AutoFitPadding region but do not extend it, fixing visual gap. +- Focus: Allow SetWindowFocus(NULL) to remove focus. +- Focus: Clicking on void (outside an ImGui windows) loses keyboard-focus so application can use TAB. +- Popup: Fixed hovering over a popup's child (popups disable hovering on other windows but not their childs) #197 +- Fixed active widget not releasing its active state while being clipped. +- Fixed user-facing version of IsItemHovered() ignoring overlapping windows. +- Fixed label vertical alignment for InputInt2(), InputInt3(), InputInt4(). +- Fixed new collapsed auto-resizing window with saved .ini settings not calculating their initial width #176 +- Fixed Begin() returning true on collapsed windows that had loaded settings #176 +- Fixed style.DisplaySafeAreaPadding handling from being applied on window prior to them auto-fitting. +- ShowTestWindow(): added examples for DragFloat, DragInt and only custom label embedded in format strings. +- ShowTestWindow(): fixed "manipulating titles" example not doing the right thing, broken in ff35d24 +- Examples: OpenGL/GLFW: Fixed modifier key state setting in GLFW callbacks. +- Examples: OpenGL/GLFW: Added glBindTexture(0) in OpenGL fixed pipeline examples. Save restore current program and texture in the OpenGL3 example. +- Examples: DirectX11: Removed unnecessary vertices conversion and CUSTOMVERTEX types. +- Comments, fixes, tweaks. + + +----------------------------------------------------------------------- + VERSION 1.37 (2015-03-26) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.37 + +Other Changes: + +- Added a more convenient three parameters version of Begin() which covers the common uses better. +- Added mouse cursor types handling (resize, move, text input cursors, etc.) that user can query with GetMouseCursor(). Added demo and instructions in ShowTestWindow(). +- Added embedded mouse cursor data for MouseDrawCursor software cursor rendering, for consoles/tablets/etc. (#155). +- Added first version of BeginPopup/EndPopup() helper API to create popup menus. Popups automatically lock their position to the mouse cursor when first appearing. They close automatically when clicking outside, and inhibit hovering items from other windows when active (to allow for clicking outside). (#126) +- Added thickness parameter to ImDrawList::AddLine(). +- Added ImDrawList::PushClipRectFullScreen() helper. +- Added style.DisplaySafeAreaPadding which was previously hard-coded (useful if you can't see the edges of your display, e.g. TV screens). +- Added CalcItemRectClosestPoint() helper. +- Added GetMouseDragDelta(), IsMouseDragging() helpers, given a mouse button and an optional "unlock" threshold. Added io.MouseDragThreshold setting. (#167) +- IsItemHovered() return false if another widget is active, aka we can't use what we are hovering now. +- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing the drop side of a drag'n drop operation). +- IsItemhovered() include space taken by label and behave consistently for all widgets (#145) +- Auto-filling child window feed their content size to parent (#170) +- InputText() removed the odd ~ characters when clipping. +- InputText() update its width in case of resize initiated programmatically while the widget is active. +- InputText() last active preserve scrolling position. Reset scroll if widget size becomes bigger than contents. +- Selectable(): not specifying a width defaults to using max of label width and remaining width. +- Selectable(const char*, bool) version has bool defaulting to false. +- Selectable(): fixed misusage of GetContentRegionMax().x leaking into auto-fitting. +- Windows starting Collapsed runs initial auto-fit to retrieve a width for their title bar (#175) +- Fixed new window from having an incorrect content size on their first frame, if queried by user. Fixed SetWindowPos/SetNextWindowPos having a side-effect size computation (#175) +- InputFloat(): fixed label alignment if total widget width forcefully bigger than space available. +- Auto contents size aware of enforced vertical scrollbar if window is larger than display size. +- Fixed new windows auto-fitting bigger than their .ini saved size. This was a bug but it may be a desirable effect sometimes, may reconsider it. +- Fixed negative clipping rectangle when collapsing windows that could affect manual submission to ImDrawList and end-user rendering function if unhandled (#177) +- Fixed bounding measurement of empty groups (fix #162) +- Fixed assignment order in Begin() making auto-fit size effectively lag by one frame. Also disabling "clamp into view" while windows are auto-fitting so that auto-fitting window in corners don't get pushed away. +- Fixed MouseClickedPos not updated on double-click update (#167) +- Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list. Fixed unmerged draw calls for software mouse cursor. +- Fixed double-clicking on resize grip keeping the grip active if mouse button is kept held. +- Bounding box tests exclude higher bound, so touching items (zero spacing) don't report double hover when cursor is on edge. +- Setting io.LogFilename to NULL disable default LogToFile() (part of #175) +- Tweak stb_textedit integration to be lenient if another piece of code are leaking their STB_TEXTEDIT definitions/symbols. +- Shutdown() freeing a few extra vectors so they don't have to freed by destruction (#169) +- Examples: OpenGL2/3 examples automatically hide the OS mouse cursor if software cursor rendering is used. +- ShowTestWindow: Added Widgets Alignment demo under Layout section +- ShowTestWindow: Added simple dragging widget example. +- ShowTestWindow: Graph has checkbox under the label, also demo using BeginGroup/EndGroup(). +- ShowTestWindow: Using SetNextWindowSize() in examples to encourage its use. +- Fixes, tweaks, comments. + + +----------------------------------------------------------------------- + VERSION 1.36 (2015-03-18) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.36 + +Other Changes: + +- Added ImGui::GetVersion(), IMGUI_VERSION (#127) +- Added BeginGroup()/EndGroup() layout tools (#160). +- Added Indent() / Unindent(). +- Added InputInt2(), InputInt3(), InputInt4() for completeness. +- Added GetItemRectSize(). +- Added VSliderFloat(), VSliderInt(), vertical sliders. +- Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused(). +- Added io.KeyAlt + support in examples apps, in prevision for future usage of Alt modifier (was missing). +- Added ImGuiStyleVar_GrabMinSize enum value for PushStyleVar(). +- Various fixes related to vertical alignment of text after widget of varied sizes. Allow for multiple blocks of multiple lines text on the same "line". Added demos. +- Explicit size passed to Plot*(), Button() includes the frame padding. +- Style: Changed default Border and Column border colors to be most subtle. +- Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing. +- Renamed GetWindowIsFocused() to IsWindowFocused(), kept inline redirection with old name (will obsolete). +- Renamed GetItemRectMin()/GetItemRectMax() to GetItemRectMin()/GetItemRectMax(), kept inline redirection with old name (will obsolete). +- Sliders: Fast-path when power=1.0f, also makes code easier to read. +- Sliders: Fixed parsing of decimal precision back from format string when using %%. +- Sliders: Fixed hovering bounding test excluding padding between outer frame and grab (there was a few pixels dead-zone). +- Separator() logs itself as text when passing through text log. +- Optimisation: TreeNodeV() early out if SkipItems is set without formatting. +- Moved various static buffers into state. Increase the formatted string buffer from 1K to 3K. +- Examples: Example console keeps focus on input box at all times. +- Examples: Updated to GLFW 3.1. Moved to examples/libs/ folder. +- Examples: Added 64-bit projects for MSVC. +- Examples: Increase warning level from /W3 to /W4 for MSVC. +- Examples: DirectX9: fixed duplicate creation of vertex buffer. +- Renamed internal type ImGuiAabb to ImRect. Changed mentions of 'box' or 'aabb' to say 'rect'. +- Tweaks, minor fixes and comments. + + +----------------------------------------------------------------------- + VERSION 1.35 (2015-03-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.35 + +Other Changes: + +- Examples: refactored all examples application to make it easier to isolate and grab the code you need for OpenGL 2/3, DirectX 9/11, and toward a more sensible format for samples. +- Scrollbar grab have a minimum size (style.GrabSizeMin), always visible even with huge scroll amount. (#150). +- Scrollbar: Clicking inside the grab box doesn't modify scroll value. Subsequent movement always relative. +- Added "###" labelling syntax to pass a label that isn't part of the hashed ID (#107), e.g. ("%d###static_id",rand()). +- Added GetColumnIndex(), GetColumnsCount() (#154) +- Added GetScrollPosY(), GetScrollMaxY(). +- Fixed the Chinese/Japanese glyph ranges; include missing punctuations (#156) +- Fixed Combo() and ListBox() labels not included in declared size, for use with SameLine(), etc. (fix #149, #151). +- Fixed ListBoxHeader() incorrect handling of SkipItems early out when window is collapsed. +- Fixed using IsItemHovered() after EndChild() (#151) +- Fixed malformed UTF-8 decoding errors leading to infinite loops (#158) +- InputText() handles buffer limit correctly for multi-byte UTF-8 characters, won't insert an incomplete UTF-8 character when reaching buffer limit (fix #158) +- Handle double-width space (0x3000) in various places the same as single-width spaces, for Chinese/Japanese users. +- Collapse triangle uses text color (not border color). +- Fixed font fallback glyph width. +- Renamed style.ScrollBarWidth to style.ScrollbarWidth to be consistent with other casing. +- Windows: setup a default handler for ImeSetInputScreenPosFn so the IME dialog (for Japanese/Chinese, etc.) is positioned correctly as you input text. +- Windows: default clipboard handlers for Windows handle UTF-8. +- Examples: Fixed DirectX 9/11 examples applications handling of Microsoft IME. +- Examples: Allow DirectX 9/11 examples applications to resize the window. +- ShowTestWindow: Fixed "undo" button of custom rendering applet. +- ShowTestWindow: Added "Manipulating Window Title" example. + + +----------------------------------------------------------------------- + VERSION 1.34 (2015-03-02) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.34 + +Other Changes: + +- Added Bullet() helper - equivalent to BulletText(""), SameLine(). +- Added SetWindowFocus(), SetWindowFocus(const char*), SetNextWindowFocus() (#146) +- Added SetWindowPos(), SetWindowSize(), SetWindowCollaposed() given a window name. +- Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() and consistent with other API. +- Renamed ImGuiSetCondition_* to ImGuiSetCond_* and ImGuiCondition_FirstUseThisSession to ImGuiCond_Once. +- Added missing definition for ImGui::GetWindowCollapsed(). +- Fixed GetGlyphRangesJapanese() actually missing katakana ranges and a few useful extensions. +- Fixed clicking on a widget in a child window not focusing the parent window (#147). +- Fixed clicking on empty space of child window not setting keyboard focus for the child window (#147). +- Fixed IsItemHovered() behaving differently on Combo() (#145) +- Fixed ColumnOffsets storage not honoring SetStateStorage() (not very useful but consistent). +- Examples: Removed dependency on Glew for OpenGL examples. Removed Glew binaries for Windows. +- Examples: Fixed link warning for OpenGL windows examples. +- Comments, tweaks. + +----------------------------------------------------------------------- + VERSION 1.33b (2015-02-23) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33b + +Other Changes: + +- Fixed resizing columns. + + +----------------------------------------------------------------------- + VERSION 1.33 (2015-02-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33 + +Other Changes: + +- InputText: having a InputText widget active doesn't steal mouse inputs from clicking on a button before losing focus (relate to #134) +- InputText: cursor/selection/undo stack persist when using other widgets and getting back to same (#134). +- InputText: fix effective buffer size being smaller than necessary by 1 byte (so if you give 3 bytes you can input 2 ascii chars + zero terminator, which is correct). +- Added IsAnyItemActive(). +- Child window explicitly inherit collapse state from parent (so if user keeps submitting items even thought Begin has returned 'false' the child items will be clipped faster). +- BeginChild() return a bool the same way Begin() does. if true you can skip submitting content. +- Removed extraneous (1,1) padding on child window (pointed out in #125) +- Columns: doesn't bail out when SkipItems is set (fix #136) +- Columns: Separator() within column correctly vertical offset all cells (pointed out in #125) +- GetColumnOffset() / SetColumnOffset() handles padding values more correctly so matching columns can be lined up between a parent and a child window (cf. #125) +- Fix ImFont::BuildLookupTable() potential dangling pointer dereference (fix #131) +- Fix hovering of child window extending past their parent not taking account of parent clipping rectangle (fix #137) +- Sliders: value text is clipped inside the frame when resizing sliders to be small. +- ImGuITextFilter::Draw() use regular width call rather than computing its own arbitrary width. +- ImGuiTextFilter: can take a default filter string during construction. + + +----------------------------------------------------------------------- + VERSION 1.32 (2015-02-11) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.32 + +Other Changes: + +- Added Selectable() building block for various list boxes, combo boxes, etc. +- Added ListBox() (#129). +- Added ListBoxHeader(), ListBoxFooter() for customized list traversal and creating multi-selection boxes. +- Fixed title bar text clipping issue (fix #128). +- InputText: added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement (#130). Callback now passed an "EventFlag" parameter. +- InputText: Added ImGuiInputTextFlags_CharsUppercase and ImGuiInputTextFlags_CharsNoBlank stock filters. +- PushItemWidth() can take negative value to right-align items. +- Optimisation: Columns offsets cached to avoid unnecessary binary search. +- Optimisation: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when submitting thousands of clipped items). +- Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility. +- Added BeginChild() variant that takes an ImGuiID. +- Tweak default ImGuiCol_HeaderActive color to be less bright. +- Calculate framerate for the user (IO.Framerate), as a purely luxurious feature and to reduce sample code size a little. + + +----------------------------------------------------------------------- + VERSION 1.31 (2015-02-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.31 + +Other Changes: + +- Added ImGuiWindowFlags_NoCollapse flag. +- Added a way to replace the internal state pointer so that we can optionally share it between modules (e.g. multiple DLLs). +- Added tint_col parameter to ImageButton(). +- Added CalcListClipping() helper to perform faster/coarse clipping on user side (when manipulating lists with thousands of items). +- Added GetCursorPosX() / GetCursorPosY() shortcuts. +- Renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing(). +- Combo box always appears above other child windows of a same parent. +- Combo/Label: label is properly clipped inside the frame (#23). +- Added cpu-side text clipping functions which are used in some instances to avoid extra draw calls. +- InputText: Filtering private Unicode range 0xE000-0xF8FF. +- Fixed holding button over scrollbar creating a small feedback loop with calculation of contents size. +- Calling SetCursorPos() automatically extends the contents size. +- Track ownership of mouse clicks. Avoid requesting IO.WantCaptureMouse if initial click was outside of ImGui. +- Removed the dependency on realloc(). +- Other fixes, tweaks and comments. + + +----------------------------------------------------------------------- + VERSION 1.30 (2015-02-01) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.30 + +Breaking Changes: + +- Big update! Initialisation had to be changed. You don't need to load PNG data anymore. The new system gives you uncompressed texture data. + - This sequence: + const void* png_data; + unsigned int png_size; + ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); + // + - Became: + unsigned char* pixels; + int width, height; + // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + // + io.Fonts->TexID = (your_texture_identifier); + - PixelCenterOffset has been removed and isn't a necessary setting anymore. Offset your projection matrix by 0.5 if you have rendering problems. + +Other Changes: + +- Loading TTF files with stb_truetype.h. +- We still embed a compressed pixel-perfect TTF version of ProggyClean for convenience. +- Runtime font rendering is a little faster than previously. +- You can load multiple fonts with multiple size inside the font atlas. Rendering with multiple fonts are still merged into a single draw call whenever possible. +- The system handles UTF-8 and provide ranges to easily load e.g. characters for Japanese display. +- Added PushFont() / PopFont(). +- Added Image() and ImageButton() to display your own texture data. +- Added callback system in command-list. This can be used if you want to do your own rendering (e.g. render a 3D scene) inside ImGui widgets. +- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just being hovered). Useful for custom dragging behaviors. +- Style: Added FrameRounding setting for a more rounded look (default to 0 for now). +- Window: Fixed using multiple Begin/End pair on the same wnidow. +- Window: Fixed style.WindowMinSize not being honored properly. +- Window: Added SetCursorScreenPos() helper (WindowPos+CursorPos = ScreenPos). +- ColorEdit3: clicking on color square change the edition. The toggle button is hidden by default. +- Clipboard: Fixed logging to clipboard on architectures where va_list are passed by reference to vsnprintf. +- Clipboard: Improve memory reserve policy for Clipboard / ImGuiTextBuffer. +- Tooltip: Always auto-resize. +- Tooltip: Fixed TooltigBg color not being honored properly. +- Tooltip: Allow SetNextWindowPos() to be used on tooltips. +- Added io.DisplayVisibleMin / io.DisplayVisibleMax to ease integration of virtual / scrolling display. +- Added Set/GetVoidPtr in ImGuiStorage. +- Added ColorConvertHSVtoRGB, ColorConvertRGBtoHSV, ColorConvertFloat4ToU32 helpers. +- Added ImColor() inline helper to easily convert colors to packed 4x1 byte or 4x1 float formats. +- Added io.MouseDrawCursor option to draw a mouse cursor for now (on systems that don't have one) +- Examples: Added custom drawing app example for using ImDrawList api. +- Lots of others fixes, tweaks and comments! + + +----------------------------------------------------------------------- + VERSION 1.20 (2015-01-07) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.20 + +- Fixed InputInt() InputFloat() label not declaring their width, breaking usage of SameLine(). +- Fixed hovering of combo boxes that extend beyond the parent window limits. +- Fixed text input of Unicode character in the 128-255 range. +- Fixed clipboard pasting into an InputText box not filtering the characters according to contents semantic. +- Dragging outside area of a widget while it is active doesn't trigger hover on other widgets. +- Activating widget bring parent window to front if not already. +- Checkbox and Radio buttons activate on click-release to be consistent with other widgets and most UI. +- InputText() nows consume input characters immediately so they cannot be reused if ImGui::Update is called again with a call to ImGui::Render(). (fixes #105) +- Examples: Console: added support for History callbacks + some cleanup. +- Various small optimisations. +- Cleanup and other fixes. + + +----------------------------------------------------------------------- + VERSION 1.19 (2014-12-30) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.19 + +- Tightening default style a little. +- Added ImGuiStyleVar_WindowRounding enum for PushStyleVar() API. +- Added SliderInt2(), SliderInt3(), SliderInt4() for consistency. +- Widgets more consistently handle empty labels (starting with ## mark) for their size calculation. +- Fixed crashing with zero sized frame-buffer. +- Fixed ImGui::Combo() not registering its size properly when clipped out of screen. +- Renamed second parameter to Begin() to 'bool* p_opened' to be a little more self-explanatory. Added more comments on the use of Begin(). +- Logging: Added LogText() to pass text straight to the log output (tty/clipboard/file) without rendering it. +- Logging: Added LogFinish() to stop logging at an arbitrary point. +- Logging: Log depth padding relative to start depth. +- Logging: Tree nodes and headers looking better when logged to text. +- Logging: Log outputs \r\n under Windows to play it nicely with \n unaware tools such as Notepad. +- Style editor: added a button to output colors to clipboard/tty. +- OpenGL3 example: fix growing of VBO. +- Cleanup and other minor fixes. + + +----------------------------------------------------------------------- + VERSION 1.18 (2014-12-11) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.18 + +- Added ImGuiWindowFlags_NoScrollWithMouse, disable mouse wheel scrolling on a window. +- Added ImGuiWindowFlags_NoSavedSettings, disable loading/saving window state to .ini file. +- Added SetNextWindowPos(), SetNextWindowSize(), SetNextWindowCollapsed() API along with SetWindowPos(), SetWindowSize(), SetWindowCollapsed(). All functions include an optional second parameter to easily set current value vs session default value vs persistent default value. +- Removed rarely useful SetNewWindowDefaultPos() in favor of new API. +- Fixed hovering of lower-right resize grip when it is above a child window. +- Fixed InputInt() writing to output when it doesn't need to. +- Added IMGUI_INCLUDE_IMGUI_USER_H define to include user file at the bottom of imgui.h without modifying the vanilla distribution. +- ImGuiStorage helper can store float + added helpers to get pointer to stored data. +- Setup Travis CI integration. Builds the OpenGL examples on Linux with GCC and Clang. +- Examples: Added a "Fixed overlay" example in ShowTestWindow(). +- Examples: Re-added OpenGL 3 programmable-pipeline example (along with the existing fixed pipeline example). +- Examples: OpenGL examples can now resize the application window. +- Other minor fixes and comments. + + +----------------------------------------------------------------------- + VERSION 1.17 (2014-12-03) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.17 + +- Added ImGuiWindowFlags_AlwaysAutoResize + example app. +- Calling ImGui::SetWindowSize(0,0) force an autofit without zero-sizing first. +- ImGui::InputText() support for completion/history/custom callback + added fancy completion example in the console demo app. +- Not word-wrapping on apostrophes. +- Increased visibility of check box and radio button with smaller size. +- Smooth mouse scrolling on OSX (uses floating point scroll/wheel input). +- New version of IMGUI_ONCE_UPON_A_FRAME helper macro that works with all compilers. +- Moved IO.Font*** options to inside the IO.Font-> structure.. Added IO.FontGlobalScale setting (in addition to Font->Scale per individual font). +- Fixed more Clang -Weverything warnings. +- Examples: Added DirectX11 example application. +- Examples: Created single .sln solution for all example projects. +- Examples: Fixed DirectX9 example window initially showing an hourglass cursor. +- Examples: Removed Microsoft IME handler in examples, too niche/confusing. Moved equivalent code to imgui.cpp instruction block. + + +----------------------------------------------------------------------- + VERSION 1.16b (2014-11-21) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16b + +- Fix broken PopStyleVar() crashing. + + +----------------------------------------------------------------------- + VERSION 1.16 (2014-11-21) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16 + +- General fixing of Columns API to allow filling a cell with multiple widgets before switching to the next column. +- Added documentation INDEX to top of imgui.cpp. +- Fixed unaligned memory access for Emscripten compatibility. +- Various pedantic warning fixes (now testing with Clang). +- Added extra asserts to catch incorrect usage. +- PushStyleColor() / PushStyleVar() can be used outside the scope of a window (namely to change variables that are used within the Begin() call). +- PushTextWrapPos() defaults to 0.0 (right-end of current drawing region). +- Fixed compatibility with std::vector if user decide to #define ImVector. +- MouseWheel input is now normalized. +- Added IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT compile-time option to redefine the vertex layout. +- Style editor: colors listed inside a scrolling region. +- Examples: tweaks and fixes. + + +----------------------------------------------------------------------- + VERSION 1.15 (2014-11-07) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.15 + +- Renamed IsHovered() to IsItemHovered(). +- Added word-wrapping API: TextWrapped(), PushTextWrapPos(), PopTextWrapPos(). +- Added IsItemFocused() to tell if last widget is being focused for keyboard input. +- Added overloads of ImGui::PlotLines() and ImGui::PlotHistogram() taking a function pointer to get values. +- Added SetWindowSize(). +- Added GetContentRegionMax() supporting columns. Some bug fixes with using columns. +- Added PushStyleVar(),PopStyleVar() helpers to modify style from user code. +- Added dummy IMGUI_API definition in front of all entry-points for silly DLL action. +- Allowing BeginChild() allows to specify negative sizes to specify "use remaining minus xx". +- Windows with the NoResize flag can still use auto-fitting. +- Added a simple example console into the demo window. +- Comments and fixes. + + +----------------------------------------------------------------------- + VERSION 1.14 (2014-10-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.14 + +- Comments and fixes. +- Added SetKeyboardFocusHere() to set input focus from code. +- Added GetWindowFont(), GetWindowFontSize() for users of the low-level ImDrawList API. +- Added a UserData void *pointer so that the callback functions can access user state "Just in case a project has adverse reactions to adding globals or statics in their own code." +- Renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL + + +---------------------------------------------------------------------- + VERSION 1.13 (2014-09-30) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.13 + +- Added support for UTF-8 for international text display and text edition/input (if the font supports it). +- Added sample "M+ font" by Coji Morishita in extra_fonts/ to display Japanese text. +- Added IO.ImeSetInputScreenPosFn callback for positioning OS IME input. +- Added IO.FontFallbackGlyph (default to '?'). +- OpenGL example: added commented code to load custom font from file-system. +- OpenGL example: shared makefile for Linux and MacOSX. + + +---------------------------------------------------------------------- + VERSION 1.12 (2014-09-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.12 + +- Added IO.FontBaseScale value for easy scaling of all windows. +- Added IsMouseHoveringWindow(), IsMouseHoveringAnyWindow(), IsPosHoveringAnyWindow() helpers. +- Added va_list variations of all functions taking ellipsis (...) parameters. +- Added section in documentation to explicitly document cases of API breaking changes (e.g. renamed IM_MALLOC below). +- Moved IM_MALLOC / IM_FREE defines. to IO structure members that can be set at runtime (also allowing precompiled ImGui to cover more use cases). +- Fixed OpenGL samples for Retina display. +- Comments and minor fixes. + + +---------------------------------------------------------------------- + VERSION 1.11 (2014-09-10) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.11 + +- Added more comments in the code. +- Made radio buttons render ascii when logged into tty/file/clipboard. +- Added ImGuiInputTextFlags_EnterReturnsTrue flag to InputText() and variants. +- Added #define IMGUI_INCLUDE_IMGUI_USER_CPP to optionally include imgui_user.cpp from the end of imgui.cpp +- Fixed file-descriptor leak if ImBitmapFont::LoadFromFile() calls to fseek/ftell fails. + + +---------------------------------------------------------------------- + VERSION 1.10 (2014-08-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.10 + +- User can override memory allocators by #define-ing IM_MALLOC, IM_FREE, IM_REALLOC, +- Added SetCursorPosX(), SetCursorPosY() shortcuts. +- Checkbox() returns true when pressed. +- Added optional external fonts data in extra_fonts/ for reference. +- Removed the need to setup IO.FontHeight when using a custom font. +- Added comments on external fonts usage. + + +---------------------------------------------------------------------- + VERSION 1.09 (2014-08-28) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09 + +Breaking Changes: + +- The behaviour of PixelCenterOffset changed! You may need to change your value if you had set it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering uses some form of multisampling. + +Other Changes: + +- Various minor render tweaks and fixes. Better support for renderers using multisampling. +- Moved IMGUI_FONT_TEX_UV_FOR_WHITE #define to a variable in the IO structure so font can be changed at runtime. +- Minor other fixes, tweaks, comments. + + +---------------------------------------------------------------------- + VERSION 1.08 (2014-08-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08 + +- Fixed ImGuiTextFilter trimming of leading/trailing blanks. +- Fixed file descriptor leak on LoadSettings() failure. +- Fix type conversion compiler warnings. +- Added basic sizes edition in the style editor. +- Added CalcTextSize(), GetCursorScreenPos() functions. +- Disable client state in OpenGL example after rendering. +- Converted all Tabs to Spaces in sources. + + +---------------------------------------------------------------------- + VERSION 1.07 (2014-08-18) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.07 + +- Added InputFloat4(), SliderFloat4() helpers. +- Added global Alpha in ImGuiStyle structure. When Alpha=0.0, ImGui skips most of logic and all rendering processing. +- Fix clipping of title bar text. +- Fix to allow the user to call NewFrame() multiple times without calling Render(). +- Reduce inner window clipping to take account for the extend of CollapsingHeader() - share same clipping rectangle. +- Fix for child windows with inverted clip rectangles (when scrolled and out of screen, Etc.). +- Minor fixes, tweaks, comments. + + +---------------------------------------------------------------------- + VERSION 1.06 (2014-08-15) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.06 + +- Added BeginTooltip()/EndTooltip() helpers to create tooltips with custom contents. +- Added TextColored() helper. +- Added a 'stride' parameter to PlotLines() / PlotHistogram(). +- Fixed PlotLines() / PlotHistogram() from occasionally wrapping back to the most-left value. +- TreeNode() / CollapsingHeader() ignore clicks when CTRL or SHIFT are held. +- Slowed down mouse wheel scrolling inside combo boxes. +- Minor tweaks. +- Fixed trailing '\n' in text strings reporting extra line height. +- Fixed tooltip position needlessly leaking into .ini file. +- Fixed invalid .ini file data persistently being saved back into the file. + + +---------------------------------------------------------------------- + VERSION 1.05 (2014-08-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.05 + +- Added default clipboard functions for Windows + "private" clipboard on other systems (user can still override). +- Fixed logarithmic sliders and HSV conversions on Mac/Linux. +- Tidying up example applications so it looks easier to just grab code. +- Added GetItemBoxMin(), GetItemBoxMax(). +- Tweaks, more consistent #define names. +- Fix for doing multiple Begin()/End() during the same frame. + + +---------------------------------------------------------------------- + VERSION 1.04 (2014-08-13) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.04 + +- Fixes (v1.03 introduced a bug with combo box & scissoring bug OpenGL sample). +- Added ImGui::InputFloat2() and ImGui::SliderFloat2() functions. + + +---------------------------------------------------------------------- + VERSION 1.03 (2014-08-13) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.03 + +- OpenGL example now use the fixed function-pipeline + cleanups, down by 150 lines. +- Added quick & dirty Makefiles for MacOSX and Linux. +- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimisations. +- Fixed warnings for more stringent compilation settings. + + +---------------------------------------------------------------------- + VERSION 1.02 (2014-08-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.02 + +- Comments. +- Portability fixes. +- Fixing and tidying up sample applications. +- Checkboxes and radio buttons can be clicked on their labels as well as their icon. +- Checkboxes and radio buttons display in a different color when hovered. + + +---------------------------------------------------------------------- + VERSION 1.01 (2014-08-11) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.01 + +- Added PixelCenterOffset for OpenGL/DirectX compatibility. +- Commented and tweaked samples. +- Added Git ignore list. + + +---------------------------------------------------------------------- + VERSION 1.00 (2014-08-10) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.00 + +- Initial release. + diff --git a/dependencies/imgui-1.91.4-docking/docs/CONTRIBUTING.md b/dependencies/imgui-1.91.4-docking/docs/CONTRIBUTING.md new file mode 100644 index 0000000..5cc9cdb --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/CONTRIBUTING.md @@ -0,0 +1,81 @@ +# Contributing Guidelines + +## Index + +- [Getting Started & General Advice](#getting-started--general-advice) +- [Issues vs Discussions](#issues-vs-discussions) +- [How to open an Issue](#how-to-open-an-issue) +- [How to open a Pull Request](#how-to-open-a-pull-request) +- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement) + +## Getting Started & General Advice + +- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1). +- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)). +- Please read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) if your question relates to setting up Dear ImGui. +- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md). +- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text. +- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources. +- Please use the search function of your IDE to search for symbols and comments related to your situation. +- Please use the search function of GitHub to look for similar topics (always include 'Closed' issues/pr in your search). +- You may [browse issues by Labels](https://github.com/ocornut/imgui/labels). +- Please use a web search engine to look for similar issues. +- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around. +- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/). + +## 'Issues' vs 'Discussions' + +We are happy to use 'Issues' for many type of open-ended questions. We are encouraging 'Issues' becoming an enormous, centralized and cross-referenced database of Dear ImGui contents. + +Only if you: +- Cannot BUILD or LINK examples. +- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine. +- Cannot LOAD a font. + +Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue. + +If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue. + +## How to open an issue + +You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.** + +Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans. + +**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.** + +Steps: + +- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1). +- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system. +- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. +- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time. +- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files. +- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful. +- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled. +- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end. +- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using. +- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site. + +**Some unfortunate words of warning** +- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity. +- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed. + +If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context. + +## How to open a Pull Request + +- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. +- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution. +- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/). +- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using. +- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post). +- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample). +- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits). + +## Copyright / Contributor License Agreement + +Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project. + +You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs. + diff --git a/dependencies/imgui-1.91.4-docking/docs/EXAMPLES.md b/dependencies/imgui-1.91.4-docking/docs/EXAMPLES.md new file mode 100644 index 0000000..66ad24e --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/EXAMPLES.md @@ -0,0 +1,212 @@ +_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_ + +## Dear ImGui: Examples + +**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of +platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)). + +The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward +integrating Dear ImGui in your own application/game/engine. +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** + +You can find Windows binaries for some of those example applications at: + https://www.dearimgui.com/binaries + + +### Getting Started + +Integration in a typical existing application, should take <20 lines when using standard backends. + +```cpp +At initialization: + call ImGui::CreateContext() + call ImGui_ImplXXXX_Init() for each backend. + +At the beginning of your frame: + call ImGui_ImplXXXX_NewFrame() for each backend. + call ImGui::NewFrame() + +At the end of your frame: + call ImGui::Render() + call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend. + +At shutdown: + call ImGui_ImplXXXX_Shutdown() for each backend. + call ImGui::DestroyContext() +``` + +Main resource: +- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application. + +Additional resources: +- Read FAQ at https://www.dearimgui.com/faq +- Read 'PROGRAMMER GUIDE' section in imgui.cpp. +- Read the comments and instruction at the top of each file. + +If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h) +files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual +Changelog, so if you want to update them later it will be easier to catch up with what changed. + + +### Examples Applications + +[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/)
    +Allegro 5 example.
    += main.cpp + imgui_impl_allegro5.cpp + +[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/)
    +Android + OpenGL3 (ES) example.
    += main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp + +[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/)
    +OSX & iOS + Metal example.
    += main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
    +It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. +(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. +You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) + +[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/)
    +OSX + OpenGL2 example.
    += main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
    +(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. + You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) + +[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/)
    +GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop)
    += main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp +Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! + +[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/)
    +GLFW (Mac) + Metal example.
    += main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm + +[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/)
    +GLFW + OpenGL2 example (legacy, fixed pipeline).
    += main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
    +**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)**
    +This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. +If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to +make things more complicated, will require your code to reset many GL attributes to their initial +state, and might confuse your GPU driver. One star, not recommended. + +[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/)
    +GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline).
    += main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
    +This uses more modern GL calls and custom shaders.
    +This support building with Emscripten and targeting WebGL.
    +Prefer using that if you are using modern GL or WebGL in your application. + +[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/)
    +GLFW (Win32, Mac, Linux) + Vulkan example.
    += main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
    +This is quite long and tedious, because: Vulkan. +For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. + +[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/)
    +GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example.
    += main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
    +Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL. + +[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/)
    +Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
    += main.cpp
    +This is used to quickly test compilation of core imgui files in as many setups as possible. +Because this application doesn't create a window nor a graphic context, there's no graphics output. + +[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/)
    +SDL2 + DirectX11 example, Windows only.
    += main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp
    +This to demonstrate usage of DirectX with SDL2. + +[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/)
    +SDL2 + Metal example, Mac only.
    += main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm + +[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/)
    +SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
    += main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
    +**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)**
    +This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. +If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to +make things more complicated, will require your code to reset many GL attributes to their initial +state, and might confuse your GPU driver. One star, not recommended. + +[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/)
    +SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
    += main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp
    +This uses more modern GL calls and custom shaders.
    +This support building with Emscripten and targeting WebGL.
    +Prefer using that if you are using modern GL or WebGL in your application. + +[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/)
    +SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath)
    += main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp
    +This requires SDL 2.0.18+ (released November 2021)
    + +[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/)
    +SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
    += main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp
    +This is quite long and tedious, because: Vulkan.
    +For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. + +[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/)
    +DirectX9 example, Windows only.
    += main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp + +[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/)
    +DirectX10 example, Windows only.
    += main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp + +[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/)
    +DirectX11 example, Windows only.
    += main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp + +[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/)
    +DirectX12 example, Windows only.
    += main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
    +This is quite long and tedious, because: DirectX12. + +[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/)
    +Raw Windows + OpenGL3 + example (modern, programmable pipeline)
    += main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp
    + + +### Miscellaneous + +**Building** + +Unfortunately nowadays it is still tedious to create and maintain portable build files using external +libraries (the kind we're using here to create a window and render 3D triangles) without relying on +third party software and build systems. For most examples here we choose to provide: + - Makefiles for Linux/OSX + - Batch files for Visual Studio 2008+ + - A .sln project file for Visual Studio 2012+ + - Xcode project files for the Apple examples +Please let us know if they don't work with your setup! +You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those +directly with a command-line compiler. + +If you are interested in using Cmake to build and links examples, see: + https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027 + +**About mouse cursor latency** + +Dear ImGui has no particular extra lag for most behaviors, +e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved +to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant. + +However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated +path and will feel smoother than the majority of contents rendered via regular graphics API (including, +but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane +as the mouse, that disconnect may be jarring to particularly sensitive users. +You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor +using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a +regularly rendered software cursor. +However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at +all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_ +when an interactive drag is in progress. + +Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings. +If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple +drawing a flat 2D shape directly under the mouse cursor! + diff --git a/dependencies/imgui-1.91.4-docking/docs/FAQ.md b/dependencies/imgui-1.91.4-docking/docs/FAQ.md new file mode 100644 index 0000000..8dde196 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/FAQ.md @@ -0,0 +1,709 @@ +# FAQ (Frequently Asked Questions) + +You may link to this document using short form: + https://www.dearimgui.com/faq +or its real address: + https://github.com/ocornut/imgui/blob/master/docs/FAQ.md +or view this file with any Markdown viewer. + + +## Index + +| **Q&A: Basics** | +:---------------------------------------------------------- | +| [Where is the documentation?](#q-where-is-the-documentation) | +| [What is this library called?](#q-what-is-this-library-called) | +| [Which version should I get?](#q-which-version-should-i-get) | +| **Q&A: Integration** | +| **[How to get started?](#q-how-to-get-started)** | +| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** | +| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) | +| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) | +| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) | +| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | +| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | +| **Q&A: Usage** | +| **[About the ID Stack system..
    Why is my widget not reacting when I click on it?
    Why is the wrong widget reacting when I click on one?
    How can I have widgets with an empty label?
    How can I have multiple widgets with the same label?
    How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** | +| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| +| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) | +| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) | +| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | +| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) | +| **Q&A: Fonts, Text** | +| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) | +| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) | +| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | +| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) | +| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) | +| **Q&A: Concerns** | +| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) | +| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) | +| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) | +| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) | +| **Q&A: Community** | +| [How can I help?](#q-how-can-i-help) | + + +# Q&A: Basics + +### Q: Where is the documentation? + +**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.** +- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links. +- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application. +- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them. +- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output. +- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h). +- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful. +- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues. +- Your programming IDE is your friend, find the type or function declaration to find comments associated with it. +- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts. + +##### [Return to Index](#index) + +--- + +### Q. What is this library called? + +**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI). + +(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library. + +##### [Return to Index](#index) + +--- + +### Q: Which version should I get? +I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. + +You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes: +- [Docking features](https://github.com/ocornut/imgui/wiki/Docking) +- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports) + +Many projects are using this branch and it is kept in sync with master regularly. + +##### [Return to Index](#index) + +---- + +# Q&A: Integration + +### Q: How to get started? + +Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started).
    +Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md).
    +Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
    +Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
    +The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links. + +For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). + +##### [Return to Index](#index) + +--- + +### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + +You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure. +- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application. +- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application. +- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). + +Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons. + +```cpp +void MyLowLevelMouseButtonHandler(int button, bool down) +{ + // (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend: + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseButtonEvent(button, down); + + // (2) ONLY forward mouse data to your underlying app/game. + if (!io.WantCaptureMouse) + my_game->HandleMouseData(...); +} +``` + +**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs. + +**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + +##### [Return to Index](#index) + +--- + +### Q: How can I enable keyboard or gamepad controls? +- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected! +- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable. +- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend). +- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads). +- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details. + +##### [Return to Index](#index) + +--- + +### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) +- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy) +This is the preferred solution for developer productivity. +In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple +and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect +to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. +Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. +- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. +- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details. +- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. + +##### [Return to Index](#index) + +--- + +### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... +Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU. +- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states. + +##### [Return to Index](#index) + +--- + +### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... +### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... +You are probably mishandling the clipping rectangles in your render function. +Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`). +Rectangles provided by Dear ImGui are defined as +`(x1=left,y1=top,x2=right,y2=bottom)` +and **NOT** as +`(x1,y1,width,height)`. +Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field. +For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this: +```cpp +// Project scissor/clipping rectangles into framebuffer space +ImVec2 clip_off = draw_data->DisplayPos; +ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); +ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); +if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + +// Apply scissor/clipping rectangle +const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; +ctx->RSSetScissorRects(1, &r); +``` + +##### [Return to Index](#index) + +--- + +# Q&A: Usage + +### Q: About the ID Stack system... +### Q: Why is my widget not reacting when I click on it? +### Q: Why is the wrong widget reacting when I click on one? +### Q: How can I have widgets with an empty label? +### Q: How can I have multiple widgets with the same label? +### Q: How can I have multiple windows with the same label? + +**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!** +
    **USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!** + + + + + +
    +
    +ImGui::Begin("Incorrect!");
    +ImGui::DragFloat2("My value", &objects[0]->pos.x);
    +ImGui::DragFloat2("My value", &objects[1]->pos.x);
    +ImGui::DragFloat2("My value", &objects[2]->pos.x);
    +ImGui::End();
    + 
    +ImGui::Begin("Correct!");
    +ImGui::DragFloat2("My value", &objects[0]->pos.x);
    +ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
    +ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
    +ImGui::End();
    + 
    +ImGui::Begin("Also Correct!");
    +for (int n = 0; n < 3; n++)
    +{
    +    ImGui::PushID(n);
    +    ImGui::DragFloat2("My value", &objects[n]->pos.x);
    +    ImGui::PopID();
    +}
    +ImGui::End();
    +
    +
    + +A primer on labels and the ID Stack... + +Dear ImGui internally needs to uniquely identify UI elements. +Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. +Interactive widgets (such as calls to Button buttons) need a unique ID. + +**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.
    +Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.** + +Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand. + +![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png) + +- Unique ID are often derived from a string label and at minimum scoped within their host window: +```cpp +Begin("MyWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") +Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel") +End(); +``` +- Other elements such as tree nodes, etc. also pushes to the ID stack: +```cpp +Begin("MyWindow"); +if (TreeNode("MyTreeNode")) +{ + Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK") + TreePop(); +} +End(); +``` +- Two items labeled "OK" in different windows or different tree locations won't collide: +```cpp +Begin("MyFirstWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK") +End(); +Begin("MyOtherWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") +End(); +``` + +- If you have a same ID twice in the same location, you'll have a conflict: +```cpp +Begin("MyWindow"); +Button("OK"); +Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one. +Button(""); // ERROR: ID collision with Begin("MyWindow")! +End(); +``` +Fear not! This is easy to solve and there are many ways to solve it! + +- Solving ID conflict in a simple/local context: +When passing a label you can optionally specify extra ID information within the string itself. +Use "##" to pass a complement to the ID that won't be visible to the end-user. +This helps solve the simple collision cases when you know e.g. at compilation time which items +are going to be created: +```cpp +Begin("MyWindow"); +Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") +Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons +Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons +Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window +End(); +``` +- If you want to completely hide the label, but still need an ID: +```cpp +Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! +``` +- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows +you to animate labels. For example, you may want to include varying information in a window title bar, +but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: +```cpp +Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") +Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label + +sprintf(buf, "My game (%f FPS)###MyGame", fps); +Begin(buf); // Variable title, ID = hash of "MyGame" +``` +- Solving ID conflict in a more general manner: +Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts +within the same window. This is the most convenient way of distinguishing ID when iterating and +creating many UI elements programmatically. +You can push a pointer, a string, or an integer value into the ID stack. +Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack. +At each level of the stack, we store the seed used for items at this level of the ID stack. +```cpp +Begin("Window"); +for (int i = 0; i < 100; i++) +{ + PushID(i); // Push i to the id tack + Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") + PopID(); +} +for (int i = 0; i < 100; i++) +{ + MyObject* obj = Objects[i]; + PushID(obj); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") + PopID(); +} +for (int i = 0; i < 100; i++) +{ + MyObject* obj = Objects[i]; + PushID(obj->Name); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") + PopID(); +} +End(); +``` +- You can stack multiple prefixes into the ID stack: +```cpp +Button("Click"); // Label = "Click", ID = hash of (..., "Click") +PushID("node"); + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + PushID(my_ptr); + Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") + PopID(); +PopID(); +``` +- Tree nodes implicitly create a scope for you by calling `PushID()`: +```cpp +Button("Click"); // Label = "Click", ID = hash of (..., "Click") +if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) +{ + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + TreePop(); +} +``` + +When working with trees, IDs are used to preserve the open/close state of each tree node. +Depending on your use cases you may want to use strings, indices, or pointers as ID. +- e.g. when following a single pointer that may change over time, using a static string as ID +will preserve your node open/closed state when the targeted object change. +- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the +node open/closed state differently. See what makes more sense in your situation! + +##### [Return to Index](#index) + +--- + +### Q: How can I display an image? What is ImTextureID, how does it work? + +Short explanation: +- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki). +- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. +- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value. +- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need. +- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references. + +**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** + +Long explanation: +- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.). +- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. + We carry the information to identify a "texture" in the ImTextureID type. +ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice. +Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function. +- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: +```cpp +OpenGL: +- ImTextureID should contains 'GLuint' (GL texture identifier). +- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp +``` +```cpp +DirectX9: +- ImTextureID should contain a 'LPDIRECT3DTEXTURE9' (pointer). +- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp +``` +```cpp +DirectX11: +- ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer) +- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp +``` +```cpp +DirectX12: +- ImTextureID should contain a 'D3D12_GPU_DESCRIPTOR_HANDLE' (always 64-bits) +- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp +``` +For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID. +Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it. + +- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. +If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice. +(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer) + +User code may do: +```cpp +// Cast our texture type to ImTextureID +MyTexture* texture = g_CoffeeTableTexture; +ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height)); +``` +The renderer function called after ImGui::Render() will receive that same value that the user code passed: +```cpp +// Cast ImTextureID stored in the draw command as our texture type +MyTexture* texture = (MyTexture*)(intptr_t)pcmd->GetTexID(); +MyEngineBindTexture2D(texture); +``` +Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. +This is by design and is a good thing because it means your code has full control over your data types and how you display them. +If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using. + +Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11. + +C/C++ tip: a u64 is 8 bytes. You may safely store any pointer or integer into it by casting your value to ImTextureID, and vice-versa. +Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID. +Here are some examples: +```cpp +GLuint my_tex = XXX; +ImTextureID my_imtexid; +my_imtexid = (ImTextureID)(intptr_t)my_tex; // cast a GLuint into a ImTextureID (we don't take its address! we just copy the address) +my_tex = (GLuint)(intptr_t)my_imtexid; // cast a ImTextureID into a GLuint + +ID3D11ShaderResourceView* my_dx11_srv = XXX; +ImTextureID my_imtexid; +my_imtexid = (ImTextureID)(intptr_t)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque ImTextureID +my_dx11_srv = (ID3D11ShaderResourceView*)(intptr_t)_my_imtexid; // cast a ImTextureID into a ID3D11ShaderResourceView* +``` +Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated. + +##### [Return to Index](#index) + +--- + +### Q: How can I use maths operators with ImVec2? + +We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#define IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators. + +##### [Return to Index](#index) + +--- + +### Q: How can I use my own maths types instead of ImVec2/ImVec4? + +You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types. +This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`. + +##### [Return to Index](#index) + +--- + +### Q: How can I interact with standard C++ types (such as std::string and std::vector)? +- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. +- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h). +- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API +lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API. +Prefer using them over the old and awkward `Combo()/ListBox()` api. +- Generally for most high-level types you should be able to access the underlying data type. +You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). +- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass +to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. +Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances. +Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those +are not configurable and not the same across implementations. +- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount +of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern +is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead. +One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str +This is a small helper where you can instance strings with configurable local buffers length. Many game engines will +provide similar or better string helpers. + +##### [Return to Index](#index) + +--- + +### Q: How can I display custom shapes? (using low-level ImDrawList API) + +- You can use the low-level `ImDrawList` api to render shapes within a window. +```cpp +ImGui::Begin("My shapes"); + +ImDrawList* draw_list = ImGui::GetWindowDrawList(); + +// Get the current ImGui cursor position +ImVec2 p = ImGui::GetCursorScreenPos(); + +// Draw a red circle +draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255)); + +// Draw a 3 pixel thick yellow line +draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f); + +// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized) +ImGui::Dummy(ImVec2(200, 200)); + +ImGui::End(); +``` +![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png) + +- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples. +- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`. +- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`. +- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window. +- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like. +- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data. +- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API. + +##### [Return to Index](#index) + +--- + +# Q&A: Fonts, Text + +### Q: How should I handle DPI in my application? + +The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. + +Your application may want to detect DPI change and reload the fonts and reset style between frames. + +Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. + +Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. + +Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future). + +The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is: +- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`). +- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI). +- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales). + +This approach is relatively easy and functional but comes with two issues: +- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land. +- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides. + +Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top. + +On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are: + +- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``. +- For GLFW: this is done automatically. +- For other Windows projects with other backends, or wrapper projects: + - We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend. + - Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `` property. + +### Q: How can I load a different font than the default? +Use the font atlas to load the TTF/OTF file you want: + +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); +io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() +``` + +Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. + +(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) + +(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.) + +New programmers: remember that in C/C++ and most programming languages if you want to use a +backslash \ within a string literal, you need to write it double backslash "\\": + +```cpp +io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!) +io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only) +io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT +``` + +##### [Return to Index](#index) + +--- + +### Q: How can I easily use icons in my application? +The most convenient and practical way is to merge an icon font such as FontAwesome inside your +main font. Then you can refer to icons within your strings. +Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading. + +##### [Return to Index](#index) + +--- + +### Q: How can I load multiple fonts? + +Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for more details. + +##### [Return to Index](#index) + +--- + +### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? +When loading a font, pass custom Unicode ranges to specify the glyphs to load. + +```cpp +// Add default Japanese ranges +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese()); + +// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) +ImVector ranges; +ImFontGlyphRangesBuilder builder; +builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) +builder.AddChar(0x7262); // Add a specific character +builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges +builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data); +``` + +All your strings need to use UTF-8 encoding. +You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. +Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! +See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section +of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding. + +Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`. +The applications in examples/ are doing that. +Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). +You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state. +Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw +for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly. + +##### [Return to Index](#index) + +--- + +# Q&A: Concerns + +### Q: Who uses Dear ImGui? + +You may take a look at: + +- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) +- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) +- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding) +- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery) + +##### [Return to Index](#index) + +--- + +### Q: Can you create elaborate/serious tools with Dear ImGui? + +Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. + +Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. + +Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm. + +##### [Return to Index](#index) + +--- + +### Q: Can you reskin the look of Dear ImGui? + +Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it. + +A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)): +![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) + +##### [Return to Index](#index) + +--- + +### Q: Why using C++ (as opposed to C)? + +Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience. + +There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. + +##### [Return to Index](#index) + +--- + +# Q&A: Community + +### Q: How can I help? +- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page. +- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). +- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help! +- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc. +You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. +- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. + +##### [Return to Index](#index) + diff --git a/dependencies/imgui-1.91.4-docking/docs/FONTS.md b/dependencies/imgui-1.91.4-docking/docs/FONTS.md new file mode 100644 index 0000000..c451af6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/FONTS.md @@ -0,0 +1,502 @@ +_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_ + +## Dear ImGui: Using Fonts + +The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), +a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions. + +You may also load external .TTF/.OTF files. +In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience. + +**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!) + +## Index +- [Troubleshooting](#troubleshooting) +- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application) +- [Fonts Loading Instructions](#fonts-loading-instructions) +- [Loading Font Data from Memory](#loading-font-data-from-memory) +- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code) +- [Using Icon Fonts](#using-icon-fonts) +- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype) +- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis) +- [Using Custom Glyph Ranges](#using-custom-glyph-ranges) +- [Using Custom Colorful Icons](#using-custom-colorful-icons) +- [About Filenames](#about-filenames) +- [About UTF-8 Encoding](#about-utf-8-encoding) +- [Debug Tools](#debug-tools) +- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository) +- [Font Links](#font-links) + +--------------------------------------- + +## Troubleshooting + +**A vast majority of font and text related issues encountered comes from 4 things:** + +### (1) Invalid filename due to use of `\` or unexpected working directory. + +See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect. + +### (2) Invalid UTF-8 encoding of your non-ASCII strings. + +See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct. + +### (3) Missing glyph ranges. + +You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges. + +This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load. +All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`. + +### (4) Font atlas texture fails to upload to GPU. + +This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. + +![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26) + +Some solutions: +- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss. + Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample). +- Reduce glyphs ranges by calculating them from source localization data. + You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win! +- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two. +- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function). + +Future versions of Dear ImGui should solve this problem. + +##### [Return to Index](#index) + +--------------------------------------- + +## How should I handle DPI in my application? + +See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application). + +##### [Return to Index](#index) + +--------------------------------------- + +## Fonts Loading Instructions + +**Load default font:** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontDefault(); +``` + +**Load .TTF/.OTF file with:** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); +``` +If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully. + +**Load multiple fonts:** +```cpp +// Init +ImGuiIO& io = ImGui::GetIO(); +ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); +ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); +``` + +In your application loop, select which font to use: +```cpp +ImGui::Text("Hello"); // use the default font (which is the first loaded font) +ImGui::PushFont(font2); +ImGui::Text("Hello with another font"); +ImGui::PopFont(); +``` + +**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):** +```cpp +ImFontConfig config; +config.OversampleH = 2; +config.OversampleV = 1; +config.GlyphExtraSpacing.x = 1.0f; +ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); +``` + +**Combine multiple fonts into one:** +```cpp +// Load a first font +ImFont* font = io.Fonts->AddFontDefault(); + +// Add character ranges and merge into the previous font +// The ranges array is not copied by the AddFont* functions and is used lazily +// so ensure it is available at the time of building or calling GetTexDataAsRGBA32(). +static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope. +ImFontConfig config; +config.MergeMode = true; +io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font +io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font +io.Fonts->Build(); +``` + +**Add a fourth parameter to bake specific font ranges only:** + +```cpp +// Basic Latin, Extended Latin +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault()); + +// Default + Selection of 2500 Ideographs used by Simplified Chinese +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + +// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese()); +``` +See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges. + +**Example loading and using a Japanese font:** + +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); +``` +```cpp +ImGui::Text(u8"こんにちは!テスト %d", 123); +if (ImGui::Button(u8"ロード")) +{ + // do stuff +} +ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); +ImGui::SliderFloat("float", &f, 0.0f, 1.0f); +``` + +![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png) +
    _(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_ + +##### [Return to Index](#index) + +--------------------------------------- + +## Loading Font Data from Memory + +```cpp +ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...); +``` + +IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction. +This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it). +If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field: + +```cpp +ImFontConfig font_cfg; +font_cfg.FontDataOwnedByAtlas = false; +ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg); +``` + +##### [Return to Index](#index) + +--------------------------------------- + +## Loading Font Data Embedded In Source Code + +- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code. +- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool. +- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)). +- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger. + +Then load the font with: +```cpp +ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); +``` +or +```cpp +ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...); +``` + +##### [Return to Index](#index) + +--------------------------------------- + +## Using Icon Fonts + +Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application. +A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth. + +To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders. + +So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon. + +Example Setup: +```cpp +// Merge icons into default tool font +#include "IconsFontAwesome.h" +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontDefault(); + +ImFontConfig config; +config.MergeMode = true; +config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced +static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; +io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); +``` +Example Usage: +```cpp +// Usage, e.g. +ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); +ImGui::Button(ICON_FA_SEARCH " Search"); +// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world" +// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB" +``` +See Links below for other icons fonts and related tools. + +**Monospace Icons?** + +To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font. + +**Screenshot** + +Here's an application using icons ("Avoyd", https://www.avoyd.com): +![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg) + +##### [Return to Index](#index) + +--------------------------------------- + +## Using FreeType Rasterizer (imgui_freetype) + +- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. +- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. +- FreeType supports auto-hinting which tends to improve the readability of small fonts. +- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. +- Correct sRGB space blending will have an important effect on your font rendering quality. + +##### [Return to Index](#index) + +--------------------------------------- + +## Using Colorful Glyphs/Emojis + +- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+. +- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag. +- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`. +- Not all types of color fonts are supported by FreeType at the moment. +- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer. + +![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png) + +```cpp +io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f); +static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 }; +static ImFontConfig cfg; +cfg.OversampleH = cfg.OversampleV = 1; +cfg.MergeMode = true; +cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor; +io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges); +``` + +##### [Return to Index](#index) + +--------------------------------------- + +## Using Custom Glyph Ranges + +You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. +```cpp +ImVector ranges; +ImFontGlyphRangesBuilder builder; +builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) +builder.AddChar(0x7262); // Add a specific character +builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges +builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data); +io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted. +``` + +##### [Return to Index](#index) + +--------------------------------------- + +## Using Custom Colorful Icons + +As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)** + +- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`. +- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. +- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale). + +#### Pseudo-code: +```cpp +// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font +ImFont* font = io.Fonts->AddFontDefault(); +int rect_ids[2]; +rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); +rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1); + +// Build atlas +io.Fonts->Build(); + +// Retrieve texture in RGBA format +unsigned char* tex_pixels = nullptr; +int tex_width, tex_height; +io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); + +for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) +{ + int rect_id = rect_ids[rect_n]; + if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) + { + // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) + for (int y = 0; y < rect->Height; y++) + { + ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X); + for (int x = rect->Width; x > 0; x--) + *p++ = IM_COL32(255, 0, 0, 255); + } + } +} +``` + +##### [Return to Index](#index) + +--------------------------------------- + +## About Filenames + +**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.** + +Two things to watch for: + +(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful. +```cpp +io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!! +io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT +``` +In some situations, you may also use `/` path separator under Windows. + +(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored. +```cpp +io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program! +io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory +``` +##### [Return to Index](#index) + +--------------------------------------- + +## About UTF-8 Encoding + +**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.** + +(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings. +This is a convenient way to confirm that your encoding is correct. + +```cpp +ImGui::SeparatorText("CORRECT"); +ImGui::DebugTextEncoding(u8"こんにちは"); + +ImGui::SeparatorText("INCORRECT"); +ImGui::DebugTextEncoding("こんにちは"); +``` +![UTF-8 Encoding viewer](https://github.com/ocornut/imgui/assets/8225057/61c1696a-9a94-46c5-9627-cf91211111f0) + +You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler. + +(2) To encode in UTF-8: + +There are also compiler-specific ways to enforce UTF-8 encoding by default: + +- Visual Studio compiler: `/utf-8` command-line flag. +- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code. +- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)). + +Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.: +```cpp +ImGui::Text(u8"hello"); +ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8 +ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect. +``` + +Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`. +Because of type usage of `u8""` in C++20 is a little more tedious: +```cpp +ImGui::Text((const char*)u8"こんにちは"); +``` +However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC. +##### [Return to Index](#index) + +--------------------------------------- + +## Debug Tools + +#### Metrics/Debugger->Fonts +You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts. + +![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png) + +#### UTF-8 Encoding Viewer** +You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct. + +![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png) + +##### [Return to Index](#index) + +--------------------------------------- + +## Credits/Licenses For Fonts Included In Repository + +Some fonts files are available in the `misc/fonts/` folder: + +**Roboto-Medium.ttf**, by Christian Robetson +
    Apache License 2.0 +
    https://fonts.google.com/specimen/Roboto + +**Cousine-Regular.ttf**, by Steve Matteson +
    Digitized data copyright (c) 2010 Google Corporation. +
    Licensed under the SIL Open Font License, Version 1.1 +
    https://fonts.google.com/specimen/Cousine + +**DroidSans.ttf**, by Steve Matteson +
    Apache License 2.0 +
    https://www.fontsquirrel.com/fonts/droid-sans + +**ProggyClean.ttf**, by Tristan Grimmer +
    MIT License +
    (recommended loading setting: Size = 13.0, GlyphOffset.y = +1) +
    http://www.proggyfonts.net/ + +**ProggyTiny.ttf**, by Tristan Grimmer +
    MIT License +
    (recommended loading setting: Size = 10.0, GlyphOffset.y = +1) +
    http://www.proggyfonts.net/ + +**Karla-Regular.ttf**, by Jonathan Pinhorn +
    SIL OPEN FONT LICENSE Version 1.1 + +##### [Return to Index](#index) + +## Font Links + +#### ICON FONTS + +- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders +- FontAwesome https://fortawesome.github.io/Font-Awesome +- OpenFontIcons https://github.com/traverseda/OpenFontIcons +- Google Icon Fonts https://design.google.com/icons/ +- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font +- IcoMoon - Custom Icon font builder https://icomoon.io/app + +#### REGULAR FONTS + +- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/ +- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans +- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html + +#### MONOSPACE FONTS + +Pixel Perfect: +- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.) + +Regular: +- Google Noto Mono Fonts https://www.google.com/get/noto/ +- Typefaces for source code beautification https://github.com/chrissimpkins/codeface +- Programmation fonts http://s9w.github.io/font_compare/ +- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html +- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro +- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/ + +Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing). + +##### [Return to Index](#index) diff --git a/dependencies/imgui-1.91.4-docking/docs/README.md b/dependencies/imgui-1.91.4-docking/docs/README.md new file mode 100644 index 0000000..c47f03b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/README.md @@ -0,0 +1,222 @@ +Dear ImGui +===== + +
    "Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."
    -ryg + +---- + +[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [![Tests Status](https://github.com/ocornut/imgui_test_engine/workflows/tests/badge.svg)](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests) + +(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.) + +Businesses: support continued development and maintenance via invoiced sponsoring/support contracts: +
      _E-mail: contact @ dearimgui dot com_ +
    Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page. + +| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) | +:----------------------------------------------------------: | +| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | + +### The Pitch + +Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies). + +Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported. + +Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard. + + - Minimize state synchronization. + - Minimize UI-related state storage on user side. + - Minimize setup and maintenance. + - Easy to use to create dynamic UI which are the reflection of a dynamic data set. + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + - Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui). + +### Usage + +**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project. + +**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. + +See the [Getting Started & Integration](#getting-started--integration) section of this document for more details. + +After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop: +```cpp +ImGui::Text("Hello, world %d", 123); +if (ImGui::Button("Save")) + MySaveFunction(); +ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); +ImGui::SliderFloat("float", &f, 0.0f, 1.0f); +``` +![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png) +![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png) + +```cpp +// Create a window called "My First Tool", with a menu bar. +ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar); +if (ImGui::BeginMenuBar()) +{ + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ } + if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ } + if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); +} + +// Edit a color stored as 4 floats +ImGui::ColorEdit4("Color", my_color); + +// Generate samples and plot them +float samples[100]; +for (int n = 0; n < 100; n++) + samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f); +ImGui::PlotLines("Samples", samples, 100); + +// Display contents in a scrolling region +ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff"); +ImGui::BeginChild("Scrolling"); +for (int n = 0; n < 50; n++) + ImGui::Text("%04d: Some text", n); +ImGui::EndChild(); +ImGui::End(); +``` +![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif) + +Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc. + +### How it works + +The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details. + +Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase. + +_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ + +### Releases & Changelogs + +See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs. +Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now! + +### Demo + +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). + +You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: +- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries). + +The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)). + +### Getting Started & Integration + +See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details. + +On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so. + +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!** + +Officially maintained backends/bindings (in repository): +- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU. +- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android. +- Frameworks: Allegro5, Emscripten. + +[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page: +- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig... +- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets. +- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages. + +[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page: +- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine). + +Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. + +### Gallery + +Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui). + +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)! + +For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. + +| | | +|--|--| +| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)
    [![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)
    [![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) | +| Custom engine (untitled)
    [![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))
    [![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) | + +### Support, Frequently Asked Questions (FAQ) + +See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered. + +See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. + +See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm. + +See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes). + +See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing. + +For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)). + +Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully. + +Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_). + +**Which version should I get?** + +We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly. + +**Who uses Dear ImGui?** + +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)! + +How to help +----------- + +**How can I help?** + +- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues). +- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. +- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. +- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com). + +Sponsors +-------- + +Ongoing Dear ImGui development is and has been financially supported by users and private sponsors. +
    Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details. +
    From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. + +**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** + +Dear ImGui is using software and services provided free of charge for open source projects: +- [PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java). +- [GitHub actions](https://github.com/features/actions) for continuous integration systems. +- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis. + +Credits +------- + +Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita). + +Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine). + +Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com). + +Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it." + +Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license). +
    Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). + +Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub. + +License +------- + +Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information. diff --git a/dependencies/imgui-1.91.4-docking/docs/TODO.txt b/dependencies/imgui-1.91.4-docking/docs/TODO.txt new file mode 100644 index 0000000..3aec732 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/docs/TODO.txt @@ -0,0 +1,383 @@ +dear imgui +ISSUES & TODO LIST + +Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX +THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS. +The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker). +It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions. + + - doc: add a proper documentation system (maybe relying on automation? #435) + - doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.). + - doc/tips: tips of the day: website? applet in imgui_club? + + - window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #. + - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) + - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. + - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. + - window: begin with *p_open == false could return false. + - window: get size/pos helpers given names (see discussion in #249) + - window: when window is very small, prioritize resize button over close button. + - window: double-clicking on title bar to minimize isn't consistent interaction, perhaps move to single-click on left-most collapse icon? + - window: expose contents size. (#1045) + - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. + - window: GetWindowSize() returns (0,0) when not calculated? (#1045) + - window: investigate better auto-positioning for new windows. + - window: top most window flag? more z-order contrl? (#2574) + - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? + - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together. + - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. + - window/child: background options for child windows, border option (disable rounding). + - window/child: allow resizing of child windows (possibly given min/max for each axis?.) + - window/child: allow SetNextWindowContentSize() to work on child windows. + - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. + - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal). + - window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine. + ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) + - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) + - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. + - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) + - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) + + - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot) + ! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) + - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch) + - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally + - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4(). + - drawlist: callback: add an extra void* in ImDrawCallback to expose render state instead of pulling from Renderer_RenderState (would break API). + - drawlist: AddRect vs AddLine position confusing (#2441) + - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) + - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. + - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas. + + - items: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? + + - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) + - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. + - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. + - widgets: start exposing PushItemFlag() and ImGuiItemFlags + - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 + - widgets: activate by identifier (trigger button, focus given id) + - widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517) + - widgets: coloredit: keep reporting as active when picker is on? + - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. + - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. + - selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch) + - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) + + - input text: preserve scrolling when unfocused? + - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) + - input text: expose CursorPos in char filter event (#816) + - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009) + - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals) + - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701) + - input text: hover tooltip could show unclamped text + - input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863) + - input text: option to Tab after an Enter validation. + - input text: add ImGuiInputTextFlags_EnterToApply? (off #218) + - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text. + - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) + - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. + - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. + - input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor? + - input text: global callback system so user can plug in an expression evaluator easily. (#1691) + - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) + - input text: a way to preview completion (e.g. disabled text completing from the cursor) + - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. + - input text: a way for the user to provide syntax coloring. + - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. + - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). + - input text multi-line: support for copy/cut without selection (copy/cut current line?) + - input text multi-line: line numbers? status bar? (follow up on #200) + - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725) + - input text multi-line: better horizontal scrolling support (#383, #1224) + - input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end. + - input number: optional range min/max for Input*() functions + - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled) + - input number: use mouse wheel to step up/down + + - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner. + - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395) + - layout: horizontal layout helper (#97) + - layout: horizontal flow until no space left (#404) + - layout: more generic alignment state (left/right/centered) for single items? + - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding. + - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284) + - layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size. + - layout: (R&D) local multi-pass layout mode. + - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access. + + - tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095 + + - group: BeginGroup() needs a border option. (~#1496) + - group: IsItemHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable? + - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550) + +!- color: the color conversion helpers/types are a mess and needs sorting out. + - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h + + - plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot + - (plot: deleted all other todo lines on 2023-06-28) + + - clipper: ability to disable the clipping through a simple flag/bool. + - clipper: ability to run without knowing full count in advance. + - clipper: horizontal clipping support. (#2580) + + - separator: expose flags (#759) + - separator: take indent into consideration (optional) + - separator: width, thickness, centering (#1643, #2657) + - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) + + - docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304) + - docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8) + - docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode? + - docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions. + - docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished. + - docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized. + - docking: B~ central node resizing behavior incorrect. + - docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame. + - docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary) + - docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level? + - docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar) + - docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All + - docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes) + - docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts + - docking: B: resize grip drawn in host window typically appears under scrollbar. + - docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved? + - docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4) + - docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.) + - docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff. + - docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar() + - docking: B- tab bar: make selected tab always shows its full title? + - docking: B- hide close button on single tab bar? + - docking: B- nav: design interactions so nav controls can dock/undock + - docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?) + - docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node! + - docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button) + - docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104) + - docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs) + - docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker. + + - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch) + - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. + - tabs: persistent order/focus in BeginTabBar() api (#261, #351) + - tabs: explicit api (even if internal) to cleanly manipulate tab order. + + - image/image button: misalignment on padded/bordered button? + - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? + - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() + - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. + - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign) + - slider: relative dragging? + precision dragging + - slider: step option (#1183) + - slider: style: fill % of the bar instead of positioning a drag. + - knob: rotating knob widget (#942) + - drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e) + - drag float: up/down axis + - drag float: power != 0.0f with current value being outside the range keeps the value stuck. + - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) + + - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview() + - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203) + - listbox: multiple selection (WIP range-select branch) + - listbox: unselect option (#1208) + - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch) + - listbox: user may want to initial scroll to focus on the one selected value? + - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) + - listbox: scrolling should track modified selection. + - listbox: future api should allow to enable horizontal scrolling (#2510) + +!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) + - modals: make modal title bar blink when trying to click outside the modal + - modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. + - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331) + - popups: clicking outside (to close popup) and holding shouldn't drag window below. + - popups: add variant using global identifier similar to Begin/End (#402) + - popups: border options. richer api like BeginChild() perhaps? (#197) + - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced. + + - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. + - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. + - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch) + - tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip) + + - status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too). + - shortcuts: store multiple keychords in ImGuiKeyChord + - shortcuts: Hovered route (lower than Focused, higher than Global) + - shortcuts: local-style shortcut api, e.g. parse "&Save" + - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu + - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero. + - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column) + + - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? + - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? + - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) + - tree node: tweak color scheme to distinguish headers from selected tree node (#581) + - tree node: leaf/non-leaf highlight mismatch. + - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?) + + - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? + - settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately. + - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) + - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair + + - style: better default styles. (#707) + - style: add a highlighted text color (for headers, etc.) + - style: border types: out-screen, in-screen, etc. (#447) + - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) + - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc. + - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation). + - style: global scale setting. + - style: FramePadding could be different for up vs down (#584) + - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle + - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223) + - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners. + - style editor: color child window height expressed in multiple of line height. + + - log: improve logging of ArrowButton, ListBox, TabItem + - log: carry on indent / tree depth when opening a child window + - log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping + - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) + - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard) + - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. + - log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider) + + - filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves + - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs + - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) + + - drag and drop: focus drag target window on hold (even without open) + - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) + - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 + - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143) + - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) + - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem) + - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143) + - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration) + - drag and drop: allow for multiple payload types. (#143) + - drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143) + - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" + - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) + + - markup: simple markup language for color change? (#902, #3130) + + - text: selectable text (for copy) as a generic feature (ItemFlags?) + - text: proper alignment options in imgui_internal.h + - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT + - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not + - text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.) + - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? + - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width. + - text/wrapped: custom separator for text wrapping. (#3002) + - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) + + - font: arbitrary line spacing. (#2945) + - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype) + - font: free the Alpha buffer if user only requested RGBA. +!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). + - font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding? + - font: a CalcTextHeight() helper could run faster than CalcTextSize().y + - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX + - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data + - font: remove ID from CustomRect registration, it seems unnecessary! + - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) + - font: PushFontSize API (#1018) + - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? + - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width + - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs. + - font/demo: demonstrate use of ImFontGlyphRangesBuilder. + - font/atlas: add a missing Glyphs.reserve() + - font/atlas: incremental updates + - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier. + - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise + - font/draw: need to be able to specify wrap start position. + - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349. + - font/draw: fix for drawing 16k+ visible characters in same call. + - font/draw: underline, squiggle line rendering helpers. + - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line. + - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? + - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) + - font: fix AddRemapChar() to work before atlas has been built. + - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. + - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? + - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? + + - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab) + - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? + - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" + - nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). + - nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch) + - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) + - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem + - nav: holding space to repeat a button doesn't show button activated during hold. + - nav: NavFlattened: init requests don't work properly on flattened siblings. + - nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings. + - nav: NavFlattened: ESC on a flattened child should select something. + - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. + - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). + - nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?) + - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc. + - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) + - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. + - nav/menus: allow pressing Menu to leave a sub-menu. + - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar? + - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? + - nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do? + - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition? + - nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. + - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied + - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) + + - viewport: make it possible to have no main/hosting viewport + - viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without + on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous. + - viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front. + - viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size) + - viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.) + - viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for. + - viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis? + - viewport: need to clarify how to use GetMousePos() from a user point of view. + - platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport. + - platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set + - platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it). + - platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32). + + - inputs: support track pad style scrolling & slider edit. + - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. + - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) + - inputs/scrolling: support for smooth scrolling (#2462, #2569) + + - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend to be able stop refreshing easily. + - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. + - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost. + - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960) + - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) + - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) + - misc: use more size_t in public api? + - misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) + + - demo: demonstrate using PushStyleVar() in more details. + - demo: add vertical separator demo + - demo: add virtual scrolling example? + - demo: demonstrate Plot offset + - demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this + + - examples: window minimize, maximize (#583) + - examples: provide a zero frame-rate/idle example. + - examples: dx11/dx12: try to use new swapchain blit models (#2970) + - backends: report it better when not able to create texture? + - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) + - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) + - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads? + - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. + - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. + - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 + - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + + - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings) + + - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view) + - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. + - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) + - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering. + - optimization: use another hash function than crc32, e.g. FNV1a + - optimization: turn some the various stack vectors into statically-sized arrays diff --git a/dependencies/imgui-1.91.4-docking/examples/README.txt b/dependencies/imgui-1.91.4-docking/examples/README.txt new file mode 100644 index 0000000..6db2f3c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/README.txt @@ -0,0 +1,9 @@ +See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs + +Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app). +Examples = Standalone applications showcasing integration with platforms/graphics api. + +Some Examples have extra README files in their respective directory, please check them too! + +Once Dear ImGui is running (in either examples or your own application/game/engine), +run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API. diff --git a/dependencies/imgui-1.91.4-docking/examples/example_allegro5/README.md b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/README.md new file mode 100644 index 0000000..4af31f6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/README.md @@ -0,0 +1,36 @@ + +# Configuration + +Dear ImGui outputs 16-bit vertex indices by default. +Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices. +You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename. +We are providing `imconfig_allegro5.h` that enables 32-bit indices. +Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion. + +# How to Build + +### On Ubuntu 14.04+ and macOS + +```bash +g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example +``` + +On macOS, install Allegro with homebrew: `brew install allegro`. + +### On Windows with Visual Studio's CLI + +You may install Allegro using vcpkg: +``` +git clone https://github.com/Microsoft/vcpkg +cd vcpkg +bootstrap-vcpkg.bat +vcpkg install allegro5 --triplet=x86-windows ; for win32 +vcpkg install allegro5 --triplet=x64-windows ; for win64 +vcpkg integrate install ; register include / libs in Visual Studio +``` + +Build: +``` +set ALLEGRODIR=path_to_your_allegro5_folder +cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib +``` diff --git a/dependencies/imgui-1.91.4-docking/examples/example_allegro5/example_allegro5.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/example_allegro5.vcxproj new file mode 100644 index 0000000..02f6a47 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/example_allegro5.vcxproj @@ -0,0 +1,185 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {73F235B5-7D31-4FC6-8682-DDC5A097B9C1} + example_allegro5 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_allegro5/example_allegro5.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/example_allegro5.vcxproj.filters new file mode 100644 index 0000000..84881d3 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/example_allegro5.vcxproj.filters @@ -0,0 +1,61 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_allegro5/imconfig_allegro5.h b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/imconfig_allegro5.h new file mode 100644 index 0000000..35afa67 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/imconfig_allegro5.h @@ -0,0 +1,11 @@ +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE +// See imconfig.h for the full template +// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices +//----------------------------------------------------------------------------- + +#pragma once + +// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones +// This allows us to avoid converting vertices format at runtime +#define ImDrawIdx int diff --git a/dependencies/imgui-1.91.4-docking/examples/example_allegro5/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/main.cpp new file mode 100644 index 0000000..298c845 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_allegro5/main.cpp @@ -0,0 +1,150 @@ +// Dear ImGui: standalone example application for Allegro 5 + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// On Windows, you can install Allegro5 using vcpkg: +// git clone https://github.com/Microsoft/vcpkg +// cd vcpkg +// bootstrap - vcpkg.bat +// vcpkg install allegro5 --triplet=x86-windows ; for win32 +// vcpkg install allegro5 --triplet=x64-windows ; for win64 +// vcpkg integrate install ; register include and libs in Visual Studio + +#include +#include +#include +#include "imgui.h" +#include "imgui_impl_allegro5.h" + +int main(int, char**) +{ + // Setup Allegro + al_init(); + al_install_keyboard(); + al_install_mouse(); + al_init_primitives_addon(); + al_set_new_display_flags(ALLEGRO_RESIZABLE); + ALLEGRO_DISPLAY* display = al_create_display(1280, 720); + al_set_window_title(display, "Dear ImGui Allegro 5 example"); + ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue(); + al_register_event_source(queue, al_get_display_event_source(display)); + al_register_event_source(queue, al_get_keyboard_event_source()); + al_register_event_source(queue, al_get_mouse_event_source()); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplAllegro5_Init(display); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool running = true; + while (running) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + ALLEGRO_EVENT ev; + while (al_get_next_event(queue, &ev)) + { + ImGui_ImplAllegro5_ProcessEvent(&ev); + if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) + running = false; + if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) + { + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + al_acknowledge_resize(display); + ImGui_ImplAllegro5_CreateDeviceObjects(); + } + } + + // Start the Dear ImGui frame + ImGui_ImplAllegro5_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w)); + ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData()); + al_flip_display(); + } + + // Cleanup + ImGui_ImplAllegro5_Shutdown(); + ImGui::DestroyContext(); + al_destroy_event_queue(queue); + al_destroy_display(display); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/CMakeLists.txt b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/CMakeLists.txt new file mode 100644 index 0000000..63531f4 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/CMakeLists.txt @@ -0,0 +1,40 @@ +cmake_minimum_required(VERSION 3.6) + +project(ImGuiExample) + +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD_REQUIRED ON) +set(CMAKE_CXX_EXTENSIONS OFF) + +add_library(${CMAKE_PROJECT_NAME} SHARED + ${CMAKE_CURRENT_SOURCE_DIR}/main.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp + ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c +) + +set(CMAKE_SHARED_LINKER_FLAGS + "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate" +) + +target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE + IMGUI_IMPL_OPENGL_ES3 +) + +target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE + ${CMAKE_CURRENT_SOURCE_DIR}/../.. + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends + ${ANDROID_NDK}/sources/android/native_app_glue +) + +target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE + android + EGL + GLESv3 + log +) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/.gitignore b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/.gitignore new file mode 100644 index 0000000..3c7a619 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/.gitignore @@ -0,0 +1,12 @@ +.cxx +.externalNativeBuild +build/ +*.iml + +.idea +.gradle +local.properties + +# Android Studio puts a Gradle wrapper here, that we don't want: +gradle/ +gradlew* diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/build.gradle b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/build.gradle new file mode 100644 index 0000000..53181ba --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/build.gradle @@ -0,0 +1,46 @@ +apply plugin: 'com.android.application' +apply plugin: 'kotlin-android' + +android { + compileSdkVersion 33 + buildToolsVersion "33.0.2" + ndkVersion "25.2.9519653" + + defaultConfig { + applicationId "imgui.example.android" + namespace "imgui.example.android" + minSdkVersion 24 + targetSdkVersion 33 + versionCode 1 + versionName "1.0" + } + + buildTypes { + release { + minifyEnabled false + proguardFiles getDefaultProguardFile('proguard-android-optimize.txt') + } + } + + compileOptions { + sourceCompatibility JavaVersion.VERSION_11 + targetCompatibility JavaVersion.VERSION_11 + } + + kotlinOptions { + jvmTarget="11" + } + + externalNativeBuild { + cmake { + path "../../CMakeLists.txt" + version '3.22.1' + } + } +} +repositories { + mavenCentral() +} +dependencies { + implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml new file mode 100644 index 0000000..5a1e2d9 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml @@ -0,0 +1,24 @@ + + + + + + + + + + + + + + + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt new file mode 100644 index 0000000..896a88c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt @@ -0,0 +1,40 @@ +package imgui.example.android + +import android.app.NativeActivity +import android.os.Bundle +import android.content.Context +import android.view.inputmethod.InputMethodManager +import android.view.KeyEvent +import java.util.concurrent.LinkedBlockingQueue + +class MainActivity : NativeActivity() { + public override fun onCreate(savedInstanceState: Bundle?) { + super.onCreate(savedInstanceState) + } + + fun showSoftInput() { + val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager + inputMethodManager.showSoftInput(this.window.decorView, 0) + } + + fun hideSoftInput() { + val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager + inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0) + } + + // Queue for the Unicode characters to be polled from native code (via pollUnicodeChar()) + private var unicodeCharacterQueue: LinkedBlockingQueue = LinkedBlockingQueue() + + // We assume dispatchKeyEvent() of the NativeActivity is actually called for every + // KeyEvent and not consumed by any View before it reaches here + override fun dispatchKeyEvent(event: KeyEvent): Boolean { + if (event.action == KeyEvent.ACTION_DOWN) { + unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState)) + } + return super.dispatchKeyEvent(event) + } + + fun pollUnicodeChar(): Int { + return unicodeCharacterQueue.poll() ?: 0 + } +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/build.gradle b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/build.gradle new file mode 100644 index 0000000..ccd2185 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/build.gradle @@ -0,0 +1,24 @@ +buildscript { + ext.kotlin_version = '1.8.0' + repositories { + google() + mavenCentral() + + } + dependencies { + classpath 'com.android.tools.build:gradle:7.4.1' + classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" + + } +} + +allprojects { + repositories { + google() + mavenCentral() + } +} + +task clean(type: Delete) { + delete rootProject.buildDir +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/settings.gradle b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/settings.gradle new file mode 100644 index 0000000..e7b4def --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/android/settings.gradle @@ -0,0 +1 @@ +include ':app' diff --git a/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/main.cpp new file mode 100644 index 0000000..e0ad5f9 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_android_opengl3/main.cpp @@ -0,0 +1,383 @@ +// dear imgui: standalone example application for Android + OpenGL ES 3 + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_android.h" +#include "imgui_impl_opengl3.h" +#include +#include +#include +#include +#include +#include + +// Data +static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY; +static EGLSurface g_EglSurface = EGL_NO_SURFACE; +static EGLContext g_EglContext = EGL_NO_CONTEXT; +static struct android_app* g_App = nullptr; +static bool g_Initialized = false; +static char g_LogTag[] = "ImGuiExample"; +static std::string g_IniFilename = ""; + +// Forward declarations of helper functions +static void Init(struct android_app* app); +static void Shutdown(); +static void MainLoopStep(); +static int ShowSoftKeyboardInput(); +static int PollUnicodeChars(); +static int GetAssetData(const char* filename, void** out_data); + +// Main code +static void handleAppCmd(struct android_app* app, int32_t appCmd) +{ + switch (appCmd) + { + case APP_CMD_SAVE_STATE: + break; + case APP_CMD_INIT_WINDOW: + Init(app); + break; + case APP_CMD_TERM_WINDOW: + Shutdown(); + break; + case APP_CMD_GAINED_FOCUS: + case APP_CMD_LOST_FOCUS: + break; + } +} + +static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent) +{ + return ImGui_ImplAndroid_HandleInputEvent(inputEvent); +} + +void android_main(struct android_app* app) +{ + app->onAppCmd = handleAppCmd; + app->onInputEvent = handleInputEvent; + + while (true) + { + int out_events; + struct android_poll_source* out_data; + + // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true. + while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0) + { + // Process one event + if (out_data != nullptr) + out_data->process(app, out_data); + + // Exit the app by returning from within the infinite loop + if (app->destroyRequested != 0) + { + // shutdown() should have been called already while processing the + // app command APP_CMD_TERM_WINDOW. But we play save here + if (!g_Initialized) + Shutdown(); + + return; + } + } + + // Initiate a new frame + MainLoopStep(); + } +} + +void Init(struct android_app* app) +{ + if (g_Initialized) + return; + + g_App = app; + ANativeWindow_acquire(g_App->window); + + // Initialize EGL + // This is mostly boilerplate code for EGL... + { + g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); + if (g_EglDisplay == EGL_NO_DISPLAY) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY"); + + if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error"); + + const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; + EGLint num_configs = 0; + if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error"); + if (num_configs == 0) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config"); + + // Get the first matching config + EGLConfig egl_config; + eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs); + EGLint egl_format; + eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format); + ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format); + + const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE }; + g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes); + + if (g_EglContext == EGL_NO_CONTEXT) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT"); + + g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr); + eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext); + } + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + + // Redirect loading/saving of .ini file to our location. + // Make sure 'g_IniFilename' persists while we use Dear ImGui. + g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini"; + io.IniFilename = g_IniFilename.c_str();; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplAndroid_Init(g_App->window); + ImGui_ImplOpenGL3_Init("#version 300 es"); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them. + + // We load the default font with increased size to improve readability on many devices with "high" DPI. + // FIXME: Put some effort into DPI awareness. + // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig + ImFontConfig font_cfg; + font_cfg.SizePixels = 22.0f; + io.Fonts->AddFontDefault(&font_cfg); + //void* font_data; + //int font_data_size; + //ImFont* font; + //font_data_size = GetAssetData("segoeui.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); + //IM_ASSERT(font != nullptr); + //font_data_size = GetAssetData("DroidSans.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); + //IM_ASSERT(font != nullptr); + //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); + //IM_ASSERT(font != nullptr); + //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); + //IM_ASSERT(font != nullptr); + //font_data_size = GetAssetData("ArialUni.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Arbitrary scale-up + // FIXME: Put some effort into DPI awareness + ImGui::GetStyle().ScaleAllSizes(3.0f); + + g_Initialized = true; +} + +void MainLoopStep() +{ + ImGuiIO& io = ImGui::GetIO(); + if (g_EglDisplay == EGL_NO_DISPLAY) + return; + + // Our state + // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Poll Unicode characters via JNI + // FIXME: do not call this every frame because of JNI overhead + PollUnicodeChars(); + + // Open on-screen (soft) input if requested by Dear ImGui + static bool WantTextInputLast = false; + if (io.WantTextInput && !WantTextInputLast) + ShowSoftKeyboardInput(); + WantTextInputLast = io.WantTextInput; + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplAndroid_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + eglSwapBuffers(g_EglDisplay, g_EglSurface); +} + +void Shutdown() +{ + if (!g_Initialized) + return; + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplAndroid_Shutdown(); + ImGui::DestroyContext(); + + if (g_EglDisplay != EGL_NO_DISPLAY) + { + eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (g_EglContext != EGL_NO_CONTEXT) + eglDestroyContext(g_EglDisplay, g_EglContext); + + if (g_EglSurface != EGL_NO_SURFACE) + eglDestroySurface(g_EglDisplay, g_EglSurface); + + eglTerminate(g_EglDisplay); + } + + g_EglDisplay = EGL_NO_DISPLAY; + g_EglContext = EGL_NO_CONTEXT; + g_EglSurface = EGL_NO_SURFACE; + ANativeWindow_release(g_App->window); + + g_Initialized = false; +} + +// Helper functions + +// Unfortunately, there is no way to show the on-screen input from native code. +// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI. +static int ShowSoftKeyboardInput() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = nullptr; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, nullptr); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == nullptr) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V"); + if (method_id == nullptr) + return -4; + + java_env->CallVoidMethod(g_App->activity->clazz, method_id); + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function. +// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll +// the resulting Unicode characters here via JNI and send them to Dear ImGui. +static int PollUnicodeChars() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = nullptr; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, nullptr); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == nullptr) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I"); + if (method_id == nullptr) + return -4; + + // Send the actual characters to Dear ImGui + ImGuiIO& io = ImGui::GetIO(); + jint unicode_character; + while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0) + io.AddInputCharacter(unicode_character); + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets) +static int GetAssetData(const char* filename, void** outData) +{ + int num_bytes = 0; + AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER); + if (asset_descriptor) + { + num_bytes = AAsset_getLength(asset_descriptor); + *outData = IM_ALLOC(num_bytes); + int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes); + AAsset_close(asset_descriptor); + IM_ASSERT(num_bytes_read == num_bytes); + } + return num_bytes; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_apple_metal/README.md b/dependencies/imgui-1.91.4-docking/examples/example_apple_metal/README.md new file mode 100644 index 0000000..48a2b57 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_apple_metal/README.md @@ -0,0 +1,10 @@ +# iOS / OSX Metal example + +## Introduction + +This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. + +Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one. + + + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/dependencies/imgui-1.91.4-docking/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj new file mode 100644 index 0000000..3ebf9cc --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj @@ -0,0 +1,516 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 48; + objects = { + +/* Begin PBXBuildFile section */ + 050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; }; + 050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 050450AC276863B000AB6805 /* QuartzCore.framework */; }; + 05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; 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+@property (nonatomic, strong) id device; +@property (nonatomic, strong) id commandQueue; +@end + +//----------------------------------------------------------------------------------- +// AppViewController +//----------------------------------------------------------------------------------- + +@implementation AppViewController + +-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil +{ + self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; + + _device = MTLCreateSystemDefaultDevice(); + _commandQueue = [_device newCommandQueue]; + + if (!self.device) + { + NSLog(@"Metal is not supported"); + abort(); + } + + // Setup Dear ImGui context + // FIXME: This example doesn't have proper cleanup... + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Renderer backend + ImGui_ImplMetal_Init(_device); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + return self; +} + +-(MTKView *)mtkView +{ + return (MTKView *)self.view; +} + +-(void)loadView +{ + self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; +} + +-(void)viewDidLoad +{ + [super viewDidLoad]; + + self.mtkView.device = self.device; + self.mtkView.delegate = self; + +#if TARGET_OS_OSX + ImGui_ImplOSX_Init(self.view); + [NSApp activateIgnoringOtherApps:YES]; +#endif +} + +-(void)drawInMTKView:(MTKView*)view +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize.x = view.bounds.size.width; + io.DisplaySize.y = view.bounds.size.height; + +#if TARGET_OS_OSX + CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; +#else + CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; +#endif + io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); + + id commandBuffer = [self.commandQueue commandBuffer]; + + MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; + if (renderPassDescriptor == nil) + { + [commandBuffer commit]; + return; + } + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); +#if TARGET_OS_OSX + ImGui_ImplOSX_NewFrame(view); +#endif + ImGui::NewFrame(); + + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"Dear ImGui rendering"]; + ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + // Present + [commandBuffer presentDrawable:view.currentDrawable]; + [commandBuffer commit]; + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } +} + +-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size +{ +} + +//----------------------------------------------------------------------------------- +// Input processing +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +- (void)viewWillAppear +{ + [super viewWillAppear]; + self.view.window.delegate = self; +} + +- (void)windowWillClose:(NSNotification *)notification +{ + ImGui_ImplMetal_Shutdown(); + ImGui_ImplOSX_Shutdown(); + ImGui::DestroyContext(); +} + +#else + +// This touch mapping is super cheesy/hacky. We treat any touch on the screen +// as if it were a depressed left mouse button, and we don't bother handling +// multitouch correctly at all. This causes the "cursor" to behave very erratically +// when there are multiple active touches. But for demo purposes, single-touch +// interaction actually works surprisingly well. +-(void)updateIOWithTouchEvent:(UIEvent *)event +{ + UITouch *anyTouch = event.allTouches.anyObject; + CGPoint touchLocation = [anyTouch locationInView:self.view]; + ImGuiIO &io = ImGui::GetIO(); + io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); + io.AddMousePosEvent(touchLocation.x, touchLocation.y); + + BOOL hasActiveTouch = NO; + for (UITouch *touch in event.allTouches) + { + if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) + { + hasActiveTouch = YES; + break; + } + } + io.AddMouseButtonEvent(0, hasActiveTouch); +} + +-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } + +#endif + +@end + +//----------------------------------------------------------------------------------- +// AppDelegate +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +@interface AppDelegate : NSObject +@property (nonatomic, strong) NSWindow *window; +@end + +@implementation AppDelegate + +-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender +{ + return YES; +} + +-(instancetype)init +{ + if (self = [super init]) + { + NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil]; + self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect + styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable + backing:NSBackingStoreBuffered + defer:NO]; + self.window.contentViewController = rootViewController; + [self.window center]; + [self.window makeKeyAndOrderFront:self]; + } + return self; +} + +@end + +#else + +@interface AppDelegate : UIResponder +@property (strong, nonatomic) UIWindow *window; +@end + +@implementation AppDelegate + +-(BOOL)application:(UIApplication *)application + didFinishLaunchingWithOptions:(NSDictionary *)launchOptions +{ + UIViewController *rootViewController = [[AppViewController alloc] init]; + self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; + self.window.rootViewController = rootViewController; + [self.window makeKeyAndVisible]; + return YES; +} + +@end + +#endif + +//----------------------------------------------------------------------------------- +// Application main() function +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +int main(int argc, const char * argv[]) +{ + return NSApplicationMain(argc, argv); +} + +#else + +int main(int argc, char * argv[]) +{ + @autoreleasepool + { + return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); + } +} + +#endif diff --git a/dependencies/imgui-1.91.4-docking/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/dependencies/imgui-1.91.4-docking/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a168373 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,332 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; 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+ buildConfigurations = ( + 4080A97020B029B00036BA46 /* Debug */, + 4080A97120B029B00036BA46 /* Release */, + ); + defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; + 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = { + isa = XCConfigurationList; + buildConfigurations = ( + 4080A97320B029B00036BA46 /* Debug */, + 4080A97420B029B00036BA46 /* Release */, + ); + defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; +/* End XCConfigurationList section */ + }; + rootObject = 4080A96320B029B00036BA46 /* Project object */; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_apple_opengl2/main.mm b/dependencies/imgui-1.91.4-docking/examples/example_apple_opengl2/main.mm new file mode 100644 index 0000000..11829a8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_apple_opengl2/main.mm @@ -0,0 +1,273 @@ +// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#import +#import +#import + +#include "imgui.h" +#include "imgui_impl_opengl2.h" +#include "imgui_impl_osx.h" + +//----------------------------------------------------------------------------------- +// AppView +//----------------------------------------------------------------------------------- + +@interface AppView : NSOpenGLView +{ + NSTimer* animationTimer; +} +@end + +@implementation AppView + +-(void)prepareOpenGL +{ + [super prepareOpenGL]; + +#ifndef DEBUG + GLint swapInterval = 1; + [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; + if (swapInterval == 0) + NSLog(@"Error: Cannot set swap interval."); +#endif +} + +-(void)initialize +{ + // Setup Dear ImGui context + // FIXME: This example doesn't have proper cleanup... + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplOSX_Init(self); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); +} + +-(void)updateAndDrawDemoView +{ + // Start the Dear ImGui frame + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplOSX_NewFrame(self); + ImGui::NewFrame(); + + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + + [[self openGLContext] makeCurrentContext]; + GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + glViewport(0, 0, width, height); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + + ImGui_ImplOpenGL2_RenderDrawData(draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + // Present + [[self openGLContext] flushBuffer]; + + if (!animationTimer) + animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; +} + +-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; } +-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; } +-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; } +-(void)dealloc { animationTimer = nil; } + +@end + +//----------------------------------------------------------------------------------- +// AppDelegate +//----------------------------------------------------------------------------------- + +@interface AppDelegate : NSObject +@property (nonatomic, readonly) NSWindow* window; +@end + +@implementation AppDelegate +@synthesize window = _window; + +-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication +{ + return YES; +} + +-(NSWindow*)window +{ + if (_window != nil) + return (_window); + + NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0); + + _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; + [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; + [_window setAcceptsMouseMovedEvents:YES]; + [_window setOpaque:YES]; + [_window makeKeyAndOrderFront:NSApp]; + + return (_window); +} + +-(void)setupMenu +{ + NSMenu* mainMenuBar = [[NSMenu alloc] init]; + NSMenu* appMenu; + NSMenuItem* menuItem; + + appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"]; + menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"]; + [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand]; + + menuItem = [[NSMenuItem alloc] init]; + [menuItem setSubmenu:appMenu]; + + [mainMenuBar addItem:menuItem]; + + appMenu = nil; + [NSApp setMainMenu:mainMenuBar]; +} + +-(void)dealloc +{ + _window = nil; +} + +-(void)applicationDidFinishLaunching:(NSNotification *)aNotification +{ + // Make the application a foreground application (else it won't receive keyboard events) + ProcessSerialNumber psn = {0, kCurrentProcess}; + TransformProcessType(&psn, kProcessTransformToForegroundApplication); + + // Menu + [self setupMenu]; + + NSOpenGLPixelFormatAttribute attrs[] = + { + NSOpenGLPFADoubleBuffer, + NSOpenGLPFADepthSize, 32, + 0 + }; + + NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; + AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format]; + format = nil; +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + [view setWantsBestResolutionOpenGLSurface:YES]; +#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + [self.window setContentView:view]; + + if ([view openGLContext] == nil) + NSLog(@"No OpenGL Context!"); + + [view initialize]; +} + +@end + +//----------------------------------------------------------------------------------- +// Application main() function +//----------------------------------------------------------------------------------- + +int main(int argc, const char* argv[]) +{ + @autoreleasepool + { + NSApp = [NSApplication sharedApplication]; + AppDelegate* delegate = [[AppDelegate alloc] init]; + [[NSApplication sharedApplication] setDelegate:delegate]; + [NSApp run]; + } + return NSApplicationMain(argc, argv); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_metal/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_glfw_metal/Makefile new file mode 100644 index 0000000..32a7aec --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_metal/Makefile @@ -0,0 +1,46 @@ +# +# You will need GLFW (http://www.glfw.org): +# brew install glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_metal +IMGUI_DIR = ../.. +SOURCES = main.mm +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore +LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib +LIBS += -lglfw + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include +CXXFLAGS += -Wall -Wformat +CFLAGS = $(CXXFLAGS) + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +all: $(EXE) + @echo Build complete + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_metal/main.mm b/dependencies/imgui-1.91.4-docking/examples/example_glfw_metal/main.mm new file mode 100644 index 0000000..2f346ff --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_metal/main.mm @@ -0,0 +1,194 @@ +// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_metal.h" +#include + +#define GLFW_INCLUDE_NONE +#define GLFW_EXPOSE_NATIVE_COCOA +#include +#include + +#import +#import + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int main(int, char**) +{ + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Setup window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Create window with graphics context + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr); + if (window == nullptr) + return 1; + + id device = MTLCreateSystemDefaultDevice(); + id commandQueue = [device newCommandQueue]; + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOther(window, true); + ImGui_ImplMetal_Init(device); + + NSWindow *nswin = glfwGetCocoaWindow(window); + CAMetalLayer *layer = [CAMetalLayer layer]; + layer.device = device; + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + nswin.contentView.layer = layer; + nswin.contentView.wantsLayer = YES; + + MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new]; + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; + + // Main loop + while (!glfwWindowShouldClose(window)) + { + @autoreleasepool + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + int width, height; + glfwGetFramebufferSize(window, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + } + + // Cleanup + ImGui_ImplMetal_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/Makefile new file mode 100644 index 0000000..1f15c15 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/Makefile @@ -0,0 +1,81 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need GLFW (http://www.glfw.org): +# Linux: +# apt-get install libglfw-dev +# Mac OS X: +# brew install glfw +# MSYS2: +# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_opengl2 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL `pkg-config --static --libs glfw3` + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib + #LIBS += -lglfw3 + LIBS += -lglfw + + CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32 + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/build_win32.bat new file mode 100644 index 0000000..24c0e08 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_glfw_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj new file mode 100644 index 0000000..2aa2550 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj @@ -0,0 +1,186 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {9CDA7840-B7A5-496D-A527-E95571496D18} + example_glfw_opengl2 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters new file mode 100644 index 0000000..049b0b1 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {c336cfe3-f0c4-464c-9ef0-a9e17a7ff222} + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/main.cpp new file mode 100644 index 0000000..df14dca --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl2/main.cpp @@ -0,0 +1,194 @@ +// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the example_glfw_opengl2/ folder** +// See imgui_impl_glfw.cpp for details. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl2.h" +#include +#ifdef __APPLE__ +#define GL_SILENCE_DEPRECATION +#endif +#include + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "GLFW Error %d: %s\n", error, description); +} + +// Main code +int main(int, char**) +{ + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Create window with graphics context + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr); + if (window == nullptr) + return 1; + glfwMakeContextCurrent(window); + glfwSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + int display_w, display_h; + glfwGetFramebufferSize(window, &display_w, &display_h); + glViewport(0, 0, display_w, display_h); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + //GLint last_program; + //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + //glUseProgram(0); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + //glUseProgram(last_program); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + + glfwMakeContextCurrent(window); + glfwSwapBuffers(window); + } + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/Makefile new file mode 100644 index 0000000..252ce57 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/Makefile @@ -0,0 +1,89 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need GLFW (http://www.glfw.org): +# Linux: +# apt-get install libglfw-dev +# Mac OS X: +# brew install glfw +# MSYS2: +# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_opengl3 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## OPENGL ES +##--------------------------------------------------------------------- + +## This assumes a GL ES library available in the system, e.g. libGLESv2.so +# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 +# LINUX_GL_LIBS = -lGLESv2 + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3` + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib + #LIBS += -lglfw3 + LIBS += -lglfw + + CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32 + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/Makefile.emscripten b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/Makefile.emscripten new file mode 100644 index 0000000..bd972ab --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/Makefile.emscripten @@ -0,0 +1,91 @@ +# +# Makefile to use with GLFW+emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make -f Makefile.emscripten` will produce three files: +# - web/index.html +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ +WEB_DIR = web +EXE = $(WEB_DIR)/index.html +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) +#EMS += -s BINARYEN_TRAP_MODE=clamp +#EMS += -s SAFE_HEAP=1 ## Adds overhead + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(WEB_DIR): + mkdir $@ + +serve: all + python3 -m http.server -d $(WEB_DIR) + +$(EXE): $(OBJS) $(WEB_DIR) + $(CXX) -o $@ $(OBJS) $(LDFLAGS) + +clean: + rm -rf $(OBJS) $(WEB_DIR) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/build_win32.bat new file mode 100644 index 0000000..b5979ad --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_glfw_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj new file mode 100644 index 0000000..4bd503a --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj @@ -0,0 +1,187 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9} + example_glfw_opengl3 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters new file mode 100644 index 0000000..bc79bb1 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters @@ -0,0 +1,67 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/main.cpp new file mode 100644 index 0000000..ab12364 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_opengl3/main.cpp @@ -0,0 +1,225 @@ +// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl3.h" +#include +#define GL_SILENCE_DEPRECATION +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#endif +#include // Will drag system OpenGL headers + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "GLFW Error %d: %s\n", error, description); +} + +// Main code +int main(int, char**) +{ + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); +#elif defined(__APPLE__) + // GL 3.2 + GLSL 150 + const char* glsl_version = "#version 150"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only +#endif + + // Create window with graphics context + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); + if (window == nullptr) + return 1; + glfwMakeContextCurrent(window); + glfwSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); +#ifdef __EMSCRIPTEN__ + ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); +#endif + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!glfwWindowShouldClose(window)) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + int display_w, display_h; + glfwGetFramebufferSize(window, &display_w, &display_h); + glViewport(0, 0, display_w, display_h); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + + glfwSwapBuffers(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/CMakeLists.txt b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/CMakeLists.txt new file mode 100644 index 0000000..443a144 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/CMakeLists.txt @@ -0,0 +1,45 @@ +# Example usage: +# mkdir build +# cd build +# cmake -g "Visual Studio 14 2015" .. + +cmake_minimum_required(VERSION 2.8) +project(imgui_example_glfw_vulkan C CXX) + +if(NOT CMAKE_BUILD_TYPE) + set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) +endif() + +set(CMAKE_CXX_STANDARD 11) +set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES") +set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") + +# GLFW +set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo +option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF) +option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF) +option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) +option(GLFW_INSTALL "Generate installation target" OFF) +option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF) +add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL) +include_directories(${GLFW_DIR}/include) + +# Dear ImGui +set(IMGUI_DIR ../../) +include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..) + +# Libraries +find_package(Vulkan REQUIRED) +#find_library(VULKAN_LIBRARY + #NAMES vulkan vulkan-1) +#set(LIBRARIES "glfw;${VULKAN_LIBRARY}") +set(LIBRARIES "glfw;Vulkan::Vulkan") + +# Use vulkan headers from glfw: +include_directories(${GLFW_DIR}/deps) + +file(GLOB sources *.cpp) + +add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp) +target_link_libraries(example_glfw_vulkan ${LIBRARIES}) + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/build_win32.bat new file mode 100644 index 0000000..bb54a42 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/build_win32.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_glfw_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/build_win64.bat b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/build_win64.bat new file mode 100644 index 0000000..54e40e3 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/build_win64.bat @@ -0,0 +1,13 @@ +@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler. + +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj new file mode 100644 index 0000000..a81d328 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj @@ -0,0 +1,190 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {57E2DF5A-6FC8-45BB-99DD-91A18C646E80} + example_glfw_vulkan + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters new file mode 100644 index 0000000..510fc85 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/main.cpp new file mode 100644 index 0000000..2e63bbc --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_vulkan/main.cpp @@ -0,0 +1,594 @@ +// Dear ImGui: standalone example application for Glfw + Vulkan + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_vulkan.h" +#include // printf, fprintf +#include // abort +#define GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_VULKAN +#include + +// Volk headers +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#define VOLK_IMPLEMENTATION +#include +#endif + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +//#define APP_USE_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define APP_USE_VULKAN_DEBUG_REPORT +#endif + +// Data +static VkAllocationCallbacks* g_Allocator = nullptr; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static int g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "GLFW Error %d: %s\n", error, description); +} +static void check_vk_result(VkResult err) +{ + if (err == 0) + return; + fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); + if (err < 0) + abort(); +} + +#ifdef APP_USE_VULKAN_DEBUG_REPORT +static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) +{ + (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments + fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); + return VK_FALSE; +} +#endif // APP_USE_VULKAN_DEBUG_REPORT + +static bool IsExtensionAvailable(const ImVector& properties, const char* extension) +{ + for (const VkExtensionProperties& p : properties) + if (strcmp(p.extensionName, extension) == 0) + return true; + return false; +} + +static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice() +{ + uint32_t gpu_count; + VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + ImVector gpus; + gpus.resize(gpu_count); + err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + for (VkPhysicalDevice& device : gpus) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(device, &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + return device; + } + + // Use first GPU (Integrated) is a Discrete one is not available. + if (gpu_count > 0) + return gpus[0]; + return VK_NULL_HANDLE; +} + +static void SetupVulkan(ImVector instance_extensions) +{ + VkResult err; +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkInitialize(); +#endif + + // Create Vulkan Instance + { + VkInstanceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + + // Enumerate available extensions + uint32_t properties_count; + ImVector properties; + vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr); + properties.resize(properties_count); + err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data); + check_vk_result(err); + + // Enable required extensions + if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME)) + instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); +#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME)) + { + instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); + create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; + } +#endif + + // Enabling validation layers +#ifdef APP_USE_VULKAN_DEBUG_REPORT + const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; + create_info.enabledLayerCount = 1; + create_info.ppEnabledLayerNames = layers; + instance_extensions.push_back("VK_EXT_debug_report"); +#endif + + // Create Vulkan Instance + create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size; + create_info.ppEnabledExtensionNames = instance_extensions.Data; + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkLoadInstance(g_Instance); +#endif + + // Setup the debug report callback +#ifdef APP_USE_VULKAN_DEBUG_REPORT + auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr); + VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; + debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; + debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; + debug_report_ci.pfnCallback = debug_report; + debug_report_ci.pUserData = nullptr; + err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + check_vk_result(err); +#endif + } + + // Select Physical Device (GPU) + g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice(); + + // Select graphics queue family + { + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr); + VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); + for (uint32_t i = 0; i < count; i++) + if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + { + g_QueueFamily = i; + break; + } + free(queues); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); + } + + // Create Logical Device (with 1 queue) + { + ImVector device_extensions; + device_extensions.push_back("VK_KHR_swapchain"); + + // Enumerate physical device extension + uint32_t properties_count; + ImVector properties; + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr); + properties.resize(properties_count); + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data); +#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME)) + device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME); +#endif + + const float queue_priority[] = { 1.0f }; + VkDeviceQueueCreateInfo queue_info[1] = {}; + queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_info[0].queueFamilyIndex = g_QueueFamily; + queue_info[0].queueCount = 1; + queue_info[0].pQueuePriorities = queue_priority; + VkDeviceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); + create_info.pQueueCreateInfos = queue_info; + create_info.enabledExtensionCount = (uint32_t)device_extensions.Size; + create_info.ppEnabledExtensionNames = device_extensions.Data; + err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); + check_vk_result(err); + vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); + } + + // Create Descriptor Pool + // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that) + // If you wish to load e.g. additional textures you may need to alter pools sizes. + { + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 }, + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = 1; + pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); + check_vk_result(err); + } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ + wd->Surface = surface; + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + fprintf(stderr, "Error no WSI support on physical device 0\n"); + exit(-1); + } + + // Select Surface Format + const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + + // Select Present Mode +#ifdef APP_USE_UNLIMITED_FRAME_RATE + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); +} + +static void CleanupVulkan() +{ + vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef APP_USE_VULKAN_DEBUG_REPORT + // Remove the debug report callback + auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // APP_USE_VULKAN_DEBUG_REPORT + + vkDestroyDevice(g_Device, g_Allocator); + vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ + VkResult err; + + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record dear imgui primitives into command buffer + ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + if (g_SwapChainRebuild) + return; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +// Main code +int main(int, char**) +{ + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Create window with Vulkan context + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr); + if (!glfwVulkanSupported()) + { + printf("GLFW: Vulkan Not Supported\n"); + return 1; + } + + ImVector extensions; + uint32_t extensions_count = 0; + const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count); + for (uint32_t i = 0; i < extensions_count; i++) + extensions.push_back(glfw_extensions[i]); + SetupVulkan(extensions); + + // Create Window Surface + VkSurfaceKHR surface; + VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface); + check_vk_result(err); + + // Create Framebuffers + int w, h; + glfwGetFramebufferSize(window, &w, &h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForVulkan(window, true); + ImGui_ImplVulkan_InitInfo init_info = {}; + init_info.Instance = g_Instance; + init_info.PhysicalDevice = g_PhysicalDevice; + init_info.Device = g_Device; + init_info.QueueFamily = g_QueueFamily; + init_info.Queue = g_Queue; + init_info.PipelineCache = g_PipelineCache; + init_info.DescriptorPool = g_DescriptorPool; + init_info.RenderPass = wd->RenderPass; + init_info.Subpass = 0; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; + init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; + init_info.Allocator = g_Allocator; + init_info.CheckVkResultFn = check_vk_result; + ImGui_ImplVulkan_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Resize swap chain? + int fb_width, fb_height; + glfwGetFramebufferSize(window, &fb_width, &fb_height); + if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); + } + + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/CMakeLists.txt b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/CMakeLists.txt new file mode 100644 index 0000000..8e164e4 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/CMakeLists.txt @@ -0,0 +1,117 @@ +# Building for desktop (WebGPU-native) with Dawn: +# 1. git clone https://github.com/google/dawn dawn +# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn +# 3. cmake --build build +# The resulting binary will be found at one of the following locations: +# * build/Debug/example_glfw_wgpu[.exe] +# * build/example_glfw_wgpu[.exe] + +# Building for Emscripten: +# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html +# 2. Install Ninja build system +# 3. emcmake cmake -G Ninja -B build +# 3. cmake --build build +# 4. emrun build/index.html + +cmake_minimum_required(VERSION 3.10.2) +project(imgui_example_glfw_wgpu C CXX) + +if(NOT CMAKE_BUILD_TYPE) + set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) +endif() + +set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17 + +# Dear ImGui +set(IMGUI_DIR ../../) + +# Libraries +if(EMSCRIPTEN) + if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57") + set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)") + else() + # cannot use contrib.glfw3 prior to 3.1.57 + set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE) + endif() + set(LIBRARIES glfw) + add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) +else() + # Dawn wgpu desktop + set(DAWN_FETCH_DEPENDENCIES ON) + set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository") + if (NOT IMGUI_DAWN_DIR) + message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR") + endif() + + option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON) + + # Dawn builds many things by default - disable things we don't need + option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF) + option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF) + option(TINT_BUILD_DOCS "Build documentation" OFF) + option(TINT_BUILD_TESTS "Build tests" OFF) + if (NOT APPLE) + option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF) + endif() + if(WIN32) + option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF) + option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON) + option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF) + option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF) + option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF) + option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON) + endif() + + add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL) + + set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw) +endif() + +add_executable(example_glfw_wgpu + main.cpp + # backend files + ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp + ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp + # Dear ImGui files + ${IMGUI_DIR}/imgui.cpp + ${IMGUI_DIR}/imgui_draw.cpp + ${IMGUI_DIR}/imgui_demo.cpp + ${IMGUI_DIR}/imgui_tables.cpp + ${IMGUI_DIR}/imgui_widgets.cpp +) +IF(NOT EMSCRIPTEN) + target_compile_definitions(example_glfw_wgpu PUBLIC + "IMGUI_IMPL_WEBGPU_BACKEND_DAWN" + ) +endif() +target_include_directories(example_glfw_wgpu PUBLIC + ${IMGUI_DIR} + ${IMGUI_DIR}/backends +) + +target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES}) + +# Emscripten settings +if(EMSCRIPTEN) + if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3") + target_compile_options(example_glfw_wgpu PUBLIC + "${IMGUI_EMSCRIPTEN_GLFW3}" + ) + endif() + message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation") + target_link_options(example_glfw_wgpu PRIVATE + "-sUSE_WEBGPU=1" + "${IMGUI_EMSCRIPTEN_GLFW3}" + "-sWASM=1" + "-sALLOW_MEMORY_GROWTH=1" + "-sNO_EXIT_RUNTIME=0" + "-sASSERTIONS=1" + "-sDISABLE_EXCEPTION_CATCHING=1" + "-sNO_FILESYSTEM=1" + ) + set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index") + # copy our custom index.html to build directory + add_custom_command(TARGET example_glfw_wgpu POST_BUILD + COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $ + ) +endif() diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/Makefile.emscripten b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/Makefile.emscripten new file mode 100644 index 0000000..5c79f0c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/Makefile.emscripten @@ -0,0 +1,88 @@ +# +# Makefile to use with emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make` will produce three files: +# - web/index.html (current stored in the repository) +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ +WEB_DIR = web +EXE = $(WEB_DIR)/index.js +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1 +LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +#LDFLAGS += --shell-file shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(WEB_DIR): + mkdir $@ + +serve: all + python3 -m http.server -d $(WEB_DIR) + +$(EXE): $(OBJS) $(WEB_DIR) + $(CXX) -o $@ $(OBJS) $(LDFLAGS) + +clean: + rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/README.md b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/README.md new file mode 100644 index 0000000..399d431 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/README.md @@ -0,0 +1,24 @@ +## How to Build + +- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. + +- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. + +- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory. + +- Requires recent Emscripten as WGPU is still a work-in-progress API. + +## How to Run + +To run on a local machine: +- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser. +- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. +- Otherwise, generally you will need a local webserver: + - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
    +_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ + - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. + - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). + - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. + - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/main.cpp new file mode 100644 index 0000000..723b69d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glfw_wgpu/main.cpp @@ -0,0 +1,351 @@ +// Dear ImGui: standalone example application for using GLFW + WebGPU +// - Emscripten is supported for publishing on web. See https://emscripten.org. +// - Dawn is used as a WebGPU implementation on desktop. + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_wgpu.h" +#include + +#ifdef __EMSCRIPTEN__ +#include +#include +#include +#else +#include +#endif + +#include +#include +#include + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Global WebGPU required states +static WGPUInstance wgpu_instance = nullptr; +static WGPUDevice wgpu_device = nullptr; +static WGPUSurface wgpu_surface = nullptr; +static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm; +static WGPUSwapChain wgpu_swap_chain = nullptr; +static int wgpu_swap_chain_width = 1280; +static int wgpu_swap_chain_height = 720; + +// Forward declarations +static bool InitWGPU(GLFWwindow* window); +static void CreateSwapChain(int width, int height); + +static void glfw_error_callback(int error, const char* description) +{ + printf("GLFW Error %d: %s\n", error, description); +} + +static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*) +{ + const char* error_type_lbl = ""; + switch (error_type) + { + case WGPUErrorType_Validation: error_type_lbl = "Validation"; break; + case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break; + case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break; + case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break; + default: error_type_lbl = "Unknown"; + } + printf("%s error: %s\n", error_type_lbl, message); +} + +// Main code +int main(int, char**) +{ + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Make sure GLFW does not initialize any graphics context. + // This needs to be done explicitly later. + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); + if (window == nullptr) + return 1; + + // Initialize the WebGPU environment + if (!InitWGPU(window)) + { + if (window) + glfwDestroyWindow(window); + glfwTerminate(); + return 1; + } + CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height); + glfwShowWindow(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOther(window, true); +#ifdef __EMSCRIPTEN__ + ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); +#endif + ImGui_ImplWGPU_InitInfo init_info; + init_info.Device = wgpu_device; + init_info.NumFramesInFlight = 3; + init_info.RenderTargetFormat = wgpu_preferred_fmt; + init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; + ImGui_ImplWGPU_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. + //io.Fonts->AddFontDefault(); +#ifndef IMGUI_DISABLE_FILE_FUNCTIONS + //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); +#endif + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!glfwWindowShouldClose(window)) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } + + // React to changes in screen size + int width, height; + glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); + if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height) + { + ImGui_ImplWGPU_InvalidateDeviceObjects(); + CreateSwapChain(width, height); + ImGui_ImplWGPU_CreateDeviceObjects(); + } + + // Start the Dear ImGui frame + ImGui_ImplWGPU_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + +#ifndef __EMSCRIPTEN__ + // Tick needs to be called in Dawn to display validation errors + wgpuDeviceTick(wgpu_device); +#endif + + WGPURenderPassColorAttachment color_attachments = {}; + color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; + color_attachments.loadOp = WGPULoadOp_Clear; + color_attachments.storeOp = WGPUStoreOp_Store; + color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); + + WGPURenderPassDescriptor render_pass_desc = {}; + render_pass_desc.colorAttachmentCount = 1; + render_pass_desc.colorAttachments = &color_attachments; + render_pass_desc.depthStencilAttachment = nullptr; + + WGPUCommandEncoderDescriptor enc_desc = {}; + WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); + ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); + wgpuRenderPassEncoderEnd(pass); + + WGPUCommandBufferDescriptor cmd_buffer_desc = {}; + WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); + WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); + wgpuQueueSubmit(queue, 1, &cmd_buffer); + +#ifndef __EMSCRIPTEN__ + wgpuSwapChainPresent(wgpu_swap_chain); +#endif + + wgpuTextureViewRelease(color_attachments.view); + wgpuRenderPassEncoderRelease(pass); + wgpuCommandEncoderRelease(encoder); + wgpuCommandBufferRelease(cmd_buffer); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplWGPU_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} + +#ifndef __EMSCRIPTEN__ +static WGPUAdapter RequestAdapter(WGPUInstance instance) +{ + auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData) + { + if (status == WGPURequestAdapterStatus_Success) + *(WGPUAdapter*)(pUserData) = adapter; + else + printf("Could not get WebGPU adapter: %s\n", message); +}; + WGPUAdapter adapter; + wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter); + return adapter; +} + +static WGPUDevice RequestDevice(WGPUAdapter& adapter) +{ + auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData) + { + if (status == WGPURequestDeviceStatus_Success) + *(WGPUDevice*)(pUserData) = device; + else + printf("Could not get WebGPU device: %s\n", message); + }; + WGPUDevice device; + wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device); + return device; +} +#endif + +static bool InitWGPU(GLFWwindow* window) +{ + wgpu::Instance instance = wgpuCreateInstance(nullptr); + +#ifdef __EMSCRIPTEN__ + wgpu_device = emscripten_webgpu_get_device(); + if (!wgpu_device) + return false; +#else + WGPUAdapter adapter = RequestAdapter(instance.Get()); + if (!adapter) + return false; + wgpu_device = RequestDevice(adapter); +#endif + +#ifdef __EMSCRIPTEN__ + wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; + html_surface_desc.selector = "#canvas"; + wgpu::SurfaceDescriptor surface_desc = {}; + surface_desc.nextInChain = &html_surface_desc; + wgpu::Surface surface = instance.CreateSurface(&surface_desc); + + wgpu::Adapter adapter = {}; + wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter); +#else + wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window); + if (!surface) + return false; + wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm; +#endif + + wgpu_instance = instance.MoveToCHandle(); + wgpu_surface = surface.MoveToCHandle(); + + wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); + + return true; +} + +static void CreateSwapChain(int width, int height) +{ + if (wgpu_swap_chain) + wgpuSwapChainRelease(wgpu_swap_chain); + wgpu_swap_chain_width = width; + wgpu_swap_chain_height = height; + WGPUSwapChainDescriptor swap_chain_desc = {}; + swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; + swap_chain_desc.format = wgpu_preferred_fmt; + swap_chain_desc.width = width; + swap_chain_desc.height = height; + swap_chain_desc.presentMode = WGPUPresentMode_Fifo; + wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/Makefile new file mode 100644 index 0000000..7af289d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/Makefile @@ -0,0 +1,75 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# Linux: +# apt-get install freeglut3-dev +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glut_opengl2 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL -lglut + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework GLUT + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 +ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes) + CXXFLAGS += $(shell pkg-config freeglut --cflags) + LIBS += $(shell pkg-config freeglut --libs) +else + LIBS += -lglut +endif + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/example_glut_opengl2.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/example_glut_opengl2.vcxproj new file mode 100644 index 0000000..c56452b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/example_glut_opengl2.vcxproj @@ -0,0 +1,186 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {F90D0333-5FB1-440D-918D-DD39A1B5187E} + example_glut_opengl2 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + $(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + $(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + $(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + $(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + $(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + $(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + $(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + $(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters new file mode 100644 index 0000000..0ac4a0b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {c336cfe3-f0c4-464c-9ef0-a9e17a7ff222} + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/main.cpp new file mode 100644 index 0000000..4edae6f --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_glut_opengl2/main.cpp @@ -0,0 +1,164 @@ +// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// On Windows, you can install Freeglut using vcpkg: +// git clone https://github.com/Microsoft/vcpkg +// cd vcpkg +// bootstrap - vcpkg.bat +// vcpkg install freeglut --triplet=x86-windows ; for win32 +// vcpkg install freeglut --triplet=x64-windows ; for win64 +// vcpkg integrate install ; register include and libs in Visual Studio + +#include "imgui.h" +#include "imgui_impl_glut.h" +#include "imgui_impl_opengl2.h" +#define GL_SILENCE_DEPRECATION +#ifdef __APPLE__ +#include +#else +#include +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed +#endif + +// Forward declarations of helper functions +void MainLoopStep(); + +// Our state +static bool show_demo_window = true; +static bool show_another_window = false; +static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + +int main(int argc, char** argv) +{ + // Create GLUT window + glutInit(&argc, argv); +#ifdef __FREEGLUT_EXT_H__ + glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); +#endif + glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); + glutInitWindowSize(1280, 720); + glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); + + // Setup GLUT display function + // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us, + // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves. + glutDisplayFunc(MainLoopStep); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs(). + ImGui_ImplGLUT_Init(); + ImGui_ImplOpenGL2_Init(); + + // Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + ImGui_ImplGLUT_InstallFuncs(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Main loop + glutMainLoop(); + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGLUT_Shutdown(); + ImGui::DestroyContext(); + + return 0; +} + +void MainLoopStep() +{ + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGLUT_NewFrame(); + ImGui::NewFrame(); + ImGuiIO& io = ImGui::GetIO(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + glutSwapBuffers(); + glutPostRedisplay(); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_null/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_null/Makefile new file mode 100644 index 0000000..4a67cec --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_null/Makefile @@ -0,0 +1,92 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X +# +# Important: This is a "null backend" application, with no visible output or interaction! +# This is used for testing purpose and continuous integration, and has little use for end-user. +# + +# Options +WITH_EXTRA_WARNINGS ?= 0 +WITH_FREETYPE ?= 0 + +EXE = example_null +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) +CXXFLAGS += -g -Wall -Wformat +LIBS = + +# We use the WITH_EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings +ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros +endif + +# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp +# (only supported on Linux, and note that the imgui_freetype code currently won't be executed) +ifeq ($(WITH_FREETYPE), 1) + SOURCES += $(IMGUI_DIR)/misc/freetype/imgui_freetype.cpp + CXXFLAGS += $(shell pkg-config --cflags freetype2) + LIBS += $(shell pkg-config --libs freetype2) +endif + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Wextra -Wpedantic + ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1) + CXXFLAGS += -Wshadow -Wsign-conversion + endif + endif + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-poison-system-directories + endif + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Wextra -Wpedantic + endif + LIBS += -limm32 + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/misc/freetype/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_null/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_null/build_win32.bat new file mode 100644 index 0000000..be81d80 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_null/build_win32.bat @@ -0,0 +1,3 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +mkdir Debug +cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib diff --git a/dependencies/imgui-1.91.4-docking/examples/example_null/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_null/main.cpp new file mode 100644 index 0000000..f7153cc --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_null/main.cpp @@ -0,0 +1,37 @@ +// dear imgui: "null" example application +// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT) +// This is useful to test building, but you cannot interact with anything here! +#include "imgui.h" +#include + +int main(int, char**) +{ + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + + // Build atlas + unsigned char* tex_pixels = nullptr; + int tex_w, tex_h; + io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); + + for (int n = 0; n < 20; n++) + { + printf("NewFrame() %d\n", n); + io.DisplaySize = ImVec2(1920, 1080); + io.DeltaTime = 1.0f / 60.0f; + ImGui::NewFrame(); + + static float f = 0.0f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::ShowDemoWindow(nullptr); + + ImGui::Render(); + } + + printf("DestroyContext()\n"); + ImGui::DestroyContext(); + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/build_win32.bat new file mode 100644 index 0000000..f0b485c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl2_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj new file mode 100644 index 0000000..c23800c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj @@ -0,0 +1,187 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {9E1987E3-1F19-45CA-B9C9-D31E791836D8} + example_sdl2_directx11 + 8.1 + example_sdl2_directx11 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters new file mode 100644 index 0000000..92d11f8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters @@ -0,0 +1,63 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/main.cpp new file mode 100644 index 0000000..7b7de21 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_directx11/main.cpp @@ -0,0 +1,269 @@ +// Dear ImGui: standalone example application for SDL2 + DirectX 11 +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_dx11.h" +#include +#include +#include +#include + +// Data +static ID3D11Device* g_pd3dDevice = nullptr; +static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; +static IDXGISwapChain* g_pSwapChain = nullptr; +static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); + +// Main code +int main(int, char**) +{ + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Setup window + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + HWND hwnd = (HWND)wmInfo.info.win.window; + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + return 1; + } + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForD3D(window); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) + { + // Release all outstanding references to the swap chain's buffers before resizing. + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + } + + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +// Helper functions to use DirectX11 +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_metal/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_metal/Makefile new file mode 100644 index 0000000..53c5f75 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_metal/Makefile @@ -0,0 +1,47 @@ +# +# You will need SDL2 (http://www.libsdl.org): +# brew install sdl2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl2_metal +IMGUI_DIR = ../.. +SOURCES = main.mm +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore +LIBS += `sdl2-config --libs` +LIBS += -L/usr/local/lib + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include +CXXFLAGS += `sdl2-config --cflags` +CXXFLAGS += -Wall -Wformat +CFLAGS = $(CXXFLAGS) + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +all: $(EXE) + @echo Build complete + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_metal/main.mm b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_metal/main.mm new file mode 100644 index 0000000..5cd7043 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_metal/main.mm @@ -0,0 +1,206 @@ +// Dear ImGui: standalone example application for SDL2 + Metal +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_metal.h" +#include +#include + +#import +#import + +int main(int, char**) +{ + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. + SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); + + // Enable native IME. + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); + + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + if (window == nullptr) + { + printf("Error creating window: %s\n", SDL_GetError()); + return -2; + } + + SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); + if (renderer == nullptr) + { + printf("Error creating renderer: %s\n", SDL_GetError()); + return -3; + } + + // Setup Platform/Renderer backends + CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer); + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + ImGui_ImplMetal_Init(layer.device); + ImGui_ImplSDL2_InitForMetal(window); + + id commandQueue = [layer.device newCommandQueue]; + MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; + + // Main loop + bool done = false; + while (!done) + { + @autoreleasepool + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + int width, height; + SDL_GetRendererOutputSize(renderer, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + } + + // Cleanup + ImGui_ImplMetal_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/Makefile new file mode 100644 index 0000000..a85ced0 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/Makefile @@ -0,0 +1,79 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl2_opengl2 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL -ldl `sdl2-config --libs` + + CXXFLAGS += `sdl2-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + + CXXFLAGS += `pkg-config --cflags sdl2` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/README.md b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/README.md new file mode 100644 index 0000000..40a49e6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/README.md @@ -0,0 +1,29 @@ + +# How to Build + +- On Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +- On Windows with Visual Studio's CLI + +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/build_win32.bat new file mode 100644 index 0000000..7543eda --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl2_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj new file mode 100644 index 0000000..036463f --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj @@ -0,0 +1,186 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741} + example_sdl2_opengl2 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters new file mode 100644 index 0000000..752a196 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/main.cpp new file mode 100644 index 0000000..4c537c3 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl2/main.cpp @@ -0,0 +1,201 @@ +// Dear ImGui: standalone example application for SDL2 + OpenGL +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the example_sdl2_opengl3/ folder** +// See imgui_impl_sdl2.cpp for details. + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_opengl2.h" +#include +#include +#include + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Setup window + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/Makefile new file mode 100644 index 0000000..5b4f941 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/Makefile @@ -0,0 +1,91 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl2_opengl3 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## OPENGL ES +##--------------------------------------------------------------------- + +## This assumes a GL ES library available in the system, e.g. libGLESv2.so +# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 +# LINUX_GL_LIBS = -lGLESv2 +## If you're on a Raspberry Pi and want to use the legacy drivers, +## use the following instead: +# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2 + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs` + + CXXFLAGS += `sdl2-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + + CXXFLAGS += `pkg-config --cflags sdl2` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/Makefile.emscripten b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/Makefile.emscripten new file mode 100644 index 0000000..da03484 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/Makefile.emscripten @@ -0,0 +1,92 @@ +# +# Makefile to use with SDL+emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make -f Makefile.emscripten` will produce three files: +# - web/index.html +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ +WEB_DIR = web +EXE = $(WEB_DIR)/index.html +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s USE_SDL=2 +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) +#EMS += -s BINARYEN_TRAP_MODE=clamp +#EMS += -s SAFE_HEAP=1 ## Adds overhead + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(WEB_DIR): + mkdir $@ + +serve: all + python3 -m http.server -d $(WEB_DIR) + +$(EXE): $(OBJS) $(WEB_DIR) + $(CXX) -o $@ $(OBJS) $(LDFLAGS) + +clean: + rm -rf $(OBJS) $(WEB_DIR) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/README.md b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/README.md new file mode 100644 index 0000000..81fd9fe --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/README.md @@ -0,0 +1,57 @@ + +# How to Build + +## Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +## Windows with Visual Studio's CLI + +Use build_win32.bat or directly: +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +## Linux and similar Unixes + +Use our Makefile or directly: +``` +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl2-config --libs` -lGL -ldl +``` + +## macOS + +Use our Makefile or directly: +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl2-config --libs` -framework OpenGl -framework CoreFoundation +``` + +## Emscripten + +**Building** + +You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. +- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. +- Then build using `make -f Makefile.emscripten` while in the current directory. + +**Running an Emscripten project** + +To run on a local machine: +- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. +- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
    +_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ +- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. +- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). +- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. +- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/build_win32.bat new file mode 100644 index 0000000..7b2fac9 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl2_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj new file mode 100644 index 0000000..6a81c67 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj @@ -0,0 +1,187 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {BBAEB705-1669-40F3-8567-04CF6A991F4C} + example_sdl2_opengl3 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters new file mode 100644 index 0000000..846d557 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters @@ -0,0 +1,67 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/main.cpp new file mode 100644 index 0000000..12bd123 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_opengl3/main.cpp @@ -0,0 +1,238 @@ +// Dear ImGui: standalone example application for SDL2 + OpenGL +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_opengl3.h" +#include +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/Makefile new file mode 100644 index 0000000..5820d9b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/Makefile @@ -0,0 +1,79 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl2_sdlrenderer2 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL -ldl `sdl2-config --libs` + + CXXFLAGS += `sdl2-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + + CXXFLAGS += `pkg-config --cflags sdl2` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/README.md b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/README.md new file mode 100644 index 0000000..ef6fe85 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/README.md @@ -0,0 +1,25 @@ + +# How to Build + +- On Windows with Visual Studio's CLI + +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/build_win32.bat new file mode 100644 index 0000000..e311bfc --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl2_sdlrenderer_ +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj new file mode 100644 index 0000000..cf2c890 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj @@ -0,0 +1,187 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {0C0B2BEA-311F-473C-9652-87923EF639E3} + example_sdl2_sdlrenderer2 + 8.1 + example_sdl2_sdlrenderer2 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters new file mode 100644 index 0000000..5c6da42 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/main.cpp new file mode 100644 index 0000000..e922873 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_sdlrenderer2/main.cpp @@ -0,0 +1,178 @@ +// Dear ImGui: standalone example application for SDL2 + SDL_Renderer +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important to understand: SDL_Renderer is an _optional_ component of SDL2. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_sdlrenderer2.h" +#include +#include + +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Create window with SDL_Renderer graphics context + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); + if (renderer == nullptr) + { + SDL_Log("Error creating SDL_Renderer!"); + return -1; + } + //SDL_RendererInfo info; + //SDL_GetRendererInfo(renderer, &info); + //SDL_Log("Current SDL_Renderer: %s", info.name); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); + ImGui_ImplSDLRenderer2_Init(renderer); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplSDLRenderer2_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); + SDL_RenderClear(renderer); + ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer); + SDL_RenderPresent(renderer); + } + + // Cleanup + ImGui_ImplSDLRenderer2_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/build_win32.bat new file mode 100644 index 0000000..977a2c7 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/build_win32.bat @@ -0,0 +1,10 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl2_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj new file mode 100644 index 0000000..bcf99a4 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj @@ -0,0 +1,190 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3} + example_sdl2_vulkan + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters new file mode 100644 index 0000000..ab42485 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/main.cpp new file mode 100644 index 0000000..bc93057 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl2_vulkan/main.cpp @@ -0,0 +1,603 @@ +// Dear ImGui: standalone example application for SDL2 + Vulkan + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_vulkan.h" +#include // printf, fprintf +#include // abort +#include +#include + +// Volk headers +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#define VOLK_IMPLEMENTATION +#include +#endif + +//#define APP_USE_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define APP_USE_VULKAN_DEBUG_REPORT +#endif + +// Data +static VkAllocationCallbacks* g_Allocator = nullptr; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static uint32_t g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; + +static void check_vk_result(VkResult err) +{ + if (err == 0) + return; + fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); + if (err < 0) + abort(); +} + +#ifdef APP_USE_VULKAN_DEBUG_REPORT +static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) +{ + (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments + fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); + return VK_FALSE; +} +#endif // APP_USE_VULKAN_DEBUG_REPORT + +static bool IsExtensionAvailable(const ImVector& properties, const char* extension) +{ + for (const VkExtensionProperties& p : properties) + if (strcmp(p.extensionName, extension) == 0) + return true; + return false; +} + +static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice() +{ + uint32_t gpu_count; + VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + ImVector gpus; + gpus.resize(gpu_count); + err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + for (VkPhysicalDevice& device : gpus) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(device, &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + return device; + } + + // Use first GPU (Integrated) is a Discrete one is not available. + if (gpu_count > 0) + return gpus[0]; + return VK_NULL_HANDLE; +} + +static void SetupVulkan(ImVector instance_extensions) +{ + VkResult err; +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkInitialize(); +#endif + + // Create Vulkan Instance + { + VkInstanceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + + // Enumerate available extensions + uint32_t properties_count; + ImVector properties; + vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr); + properties.resize(properties_count); + err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data); + check_vk_result(err); + + // Enable required extensions + if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME)) + instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); +#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME)) + { + instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); + create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; + } +#endif + + // Enabling validation layers +#ifdef APP_USE_VULKAN_DEBUG_REPORT + const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; + create_info.enabledLayerCount = 1; + create_info.ppEnabledLayerNames = layers; + instance_extensions.push_back("VK_EXT_debug_report"); +#endif + + // Create Vulkan Instance + create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size; + create_info.ppEnabledExtensionNames = instance_extensions.Data; + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkLoadInstance(g_Instance); +#endif + + // Setup the debug report callback +#ifdef APP_USE_VULKAN_DEBUG_REPORT + auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr); + VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; + debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; + debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; + debug_report_ci.pfnCallback = debug_report; + debug_report_ci.pUserData = nullptr; + err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + check_vk_result(err); +#endif + } + + // Select Physical Device (GPU) + g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice(); + + // Select graphics queue family + { + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr); + VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); + for (uint32_t i = 0; i < count; i++) + if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + { + g_QueueFamily = i; + break; + } + free(queues); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); + } + + // Create Logical Device (with 1 queue) + { + ImVector device_extensions; + device_extensions.push_back("VK_KHR_swapchain"); + + // Enumerate physical device extension + uint32_t properties_count; + ImVector properties; + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr); + properties.resize(properties_count); + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data); +#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME)) + device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME); +#endif + + const float queue_priority[] = { 1.0f }; + VkDeviceQueueCreateInfo queue_info[1] = {}; + queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_info[0].queueFamilyIndex = g_QueueFamily; + queue_info[0].queueCount = 1; + queue_info[0].pQueuePriorities = queue_priority; + VkDeviceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); + create_info.pQueueCreateInfos = queue_info; + create_info.enabledExtensionCount = (uint32_t)device_extensions.Size; + create_info.ppEnabledExtensionNames = device_extensions.Data; + err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); + check_vk_result(err); + vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); + } + + // Create Descriptor Pool + // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that) + // If you wish to load e.g. additional textures you may need to alter pools sizes. + { + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 }, + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = 1; + pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); + check_vk_result(err); + } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ + wd->Surface = surface; + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + fprintf(stderr, "Error no WSI support on physical device 0\n"); + exit(-1); + } + + // Select Surface Format + const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + + // Select Present Mode +#ifdef APP_UNLIMITED_FRAME_RATE + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); +} + +static void CleanupVulkan() +{ + vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef APP_USE_VULKAN_DEBUG_REPORT + // Remove the debug report callback + auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // APP_USE_VULKAN_DEBUG_REPORT + + vkDestroyDevice(g_Device, g_Allocator); + vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ + VkResult err; + + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record dear imgui primitives into command buffer + ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + if (g_SwapChainRebuild) + return; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Create window with Vulkan graphics context + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + ImVector extensions; + uint32_t extensions_count = 0; + SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr); + extensions.resize(extensions_count); + SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data); + SetupVulkan(extensions); + + // Create Window Surface + VkSurfaceKHR surface; + VkResult err; + if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0) + { + printf("Failed to create Vulkan surface.\n"); + return 1; + } + + // Create Framebuffers + int w, h; + SDL_GetWindowSize(window, &w, &h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForVulkan(window); + ImGui_ImplVulkan_InitInfo init_info = {}; + init_info.Instance = g_Instance; + init_info.PhysicalDevice = g_PhysicalDevice; + init_info.Device = g_Device; + init_info.QueueFamily = g_QueueFamily; + init_info.Queue = g_Queue; + init_info.PipelineCache = g_PipelineCache; + init_info.DescriptorPool = g_DescriptorPool; + init_info.RenderPass = wd->RenderPass; + init_info.Subpass = 0; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; + init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; + init_info.Allocator = g_Allocator; + init_info.CheckVkResultFn = check_vk_result; + ImGui_ImplVulkan_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Resize swap chain? + int fb_width, fb_height; + SDL_GetWindowSize(window, &fb_width, &fb_height); + if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); + } + + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/Makefile new file mode 100644 index 0000000..741e97d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/Makefile @@ -0,0 +1,84 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged. + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl3_opengl3 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## OPENGL ES +##--------------------------------------------------------------------- + +## This assumes a GL ES library available in the system, e.g. libGLESv2.so +# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 +# LINUX_GL_LIBS = -lGLESv2 +## If you're on a Raspberry Pi and want to use the legacy drivers, +## use the following instead: +# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2 + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += $(LINUX_GL_LIBS) -ldl `pkg-config sdl3 --libs` + + CXXFLAGS += `pkg-config sdl3 --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `pkg-config sdl3 --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/Makefile.emscripten b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/Makefile.emscripten new file mode 100644 index 0000000..9e9ffd6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/Makefile.emscripten @@ -0,0 +1,96 @@ + +# IMPORTANT: SDL3 IS IN DEVELOPMENT, AS OF 2023-05-30, EMSCRIPTEN DOESN'T SUPPORT SDL3 YET. +# WE ARE LEAVING THIS MAKEFILE AROUND FOR THE DAY IT WILL SUPPORT IT. + +# +# Makefile to use with SDL+emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make -f Makefile.emscripten` will produce three files: +# - web/index.html +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ +WEB_DIR = web +EXE = $(WEB_DIR)/index.html +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s USE_SDL=2 +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) +#EMS += -s BINARYEN_TRAP_MODE=clamp +#EMS += -s SAFE_HEAP=1 ## Adds overhead + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(WEB_DIR): + mkdir $@ + +serve: all + python3 -m http.server -d $(WEB_DIR) + +$(EXE): $(OBJS) $(WEB_DIR) + $(CXX) -o $@ $(OBJS) $(LDFLAGS) + +clean: + rm -rf $(OBJS) $(WEB_DIR) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/README.md b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/README.md new file mode 100644 index 0000000..a032f87 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/README.md @@ -0,0 +1,40 @@ + +# How to Build + +## Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +## Windows with Visual Studio's CLI + +Use build_win32.bat or directly: +``` +set SDL3_DIR=path_to_your_sdl3_folder +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console +``` + +## Linux and similar Unixes + +Use our Makefile or directly: +``` +c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl3-config --libs` -lGL -ldl +``` + +## macOS + +Use our Makefile or directly: +``` +brew install sdl3 +c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl3-config --libs` -framework OpenGl -framework CoreFoundation +``` + +## Emscripten + +As of 2023-05-30 Emscripten doesn't support SDL3 yet. diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/build_win32.bat new file mode 100644 index 0000000..5b8d5f8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl3_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj new file mode 100644 index 0000000..051f87d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj @@ -0,0 +1,187 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {84AAA301-84FE-428B-9E3E-817BC8123C0C} + example_sdl3_opengl3 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters new file mode 100644 index 0000000..f365473 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters @@ -0,0 +1,67 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/main.cpp new file mode 100644 index 0000000..1b813e2 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_opengl3/main.cpp @@ -0,0 +1,234 @@ +// Dear ImGui: standalone example application for SDL3 + OpenGL +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_opengl3.h" +#include +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +// This example doesn't compile with Emscripten yet! Awaiting SDL3 support. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + SDL_ShowWindow(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DestroyContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/Makefile b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/Makefile new file mode 100644 index 0000000..238576c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/Makefile @@ -0,0 +1,73 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged. + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl3_sdlrenderer3 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -ldl `pkg-config sdl3 --libs` + + CXXFLAGS += `pkg-config sdl3 --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `pkg-config sdl3 --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/build_win32.bat new file mode 100644 index 0000000..7bc131a --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl3_sdlrenderer3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj new file mode 100644 index 0000000..8b71324 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj @@ -0,0 +1,186 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA} + example_sdl3_opengl3 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters new file mode 100644 index 0000000..c41210d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + imgui + + + imgui + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/main.cpp new file mode 100644 index 0000000..0e8331e --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_sdl3_sdlrenderer3/main.cpp @@ -0,0 +1,185 @@ +// Dear ImGui: standalone example application for SDL3 + SDL_Renderer +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important to understand: SDL_Renderer is an _optional_ component of SDL3. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_sdlrenderer3.h" +#include +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return -1; + } + + // Create window with SDL_Renderer graphics context + Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr); + SDL_SetRenderVSync(renderer, 1); + if (renderer == nullptr) + { + SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError()); + return -1; + } + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); + SDL_ShowWindow(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForSDLRenderer(window, renderer); + ImGui_ImplSDLRenderer3_Init(renderer); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplSDLRenderer3_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w); + SDL_RenderClear(renderer); + ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); + SDL_RenderPresent(renderer); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplSDLRenderer3_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/build_win32.bat new file mode 100644 index 0000000..78a6e37 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx10 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/example_win32_directx10.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/example_win32_directx10.vcxproj new file mode 100644 index 0000000..d11aed8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/example_win32_directx10.vcxproj @@ -0,0 +1,176 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {345A953E-A004-4648-B442-DC5F9F11068C} + example_win32_directx10 + 8.1 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + /utf-8 %(AdditionalOptions) + + + true + d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + /utf-8 %(AdditionalOptions) + + + true + d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + false + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + false + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters new file mode 100644 index 0000000..33ab99b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters @@ -0,0 +1,63 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + sources + + + sources + + + imgui + + + imgui + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/main.cpp new file mode 100644 index 0000000..a9e5e31 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx10/main.cpp @@ -0,0 +1,289 @@ +// Dear ImGui: standalone example application for DirectX 10 + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_win32.h" +#include "imgui_impl_dx10.h" +#include +#include +#include + +// Data +static ID3D10Device* g_pd3dDevice = nullptr; +static IDXGISwapChain* g_pSwapChain = nullptr; +static bool g_SwapChainOccluded = false; +static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; +static ID3D10RenderTargetView* g_mainRenderTargetView = nullptr; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX10_Init(g_pd3dDevice); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Handle window being minimized or screen locked + if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) + { + ::Sleep(10); + continue; + } + g_SwapChainOccluded = false; + + // Handle window resize (we don't resize directly in the WM_SIZE handler) + if (g_ResizeWidth != 0 && g_ResizeHeight != 0) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); + g_ResizeWidth = g_ResizeHeight = 0; + CreateRenderTarget(); + } + + // Start the Dear ImGui frame + ImGui_ImplDX10_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); + g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + // Present + HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync + //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync + g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); + } + + // Cleanup + ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; + HRESULT res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice); + if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. + res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice); + if (res != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } +} + +void CreateRenderTarget() +{ + ID3D10Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } +} + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (wParam == SIZE_MINIMIZED) + return 0; + g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize + g_ResizeHeight = (UINT)HIWORD(lParam); + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProcW(hWnd, msg, wParam, lParam); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/build_win32.bat new file mode 100644 index 0000000..c9a717c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/build_win32.bat @@ -0,0 +1,9 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/example_win32_directx11.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/example_win32_directx11.vcxproj new file mode 100644 index 0000000..bace6a2 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/example_win32_directx11.vcxproj @@ -0,0 +1,175 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {9F316E83-5AE5-4939-A723-305A94F48005} + example_win32_directx11 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + /utf-8 %(AdditionalOptions) + + + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + /utf-8 %(AdditionalOptions) + + + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + false + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + false + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters new file mode 100644 index 0000000..63032a6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters @@ -0,0 +1,63 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + imgui + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/main.cpp new file mode 100644 index 0000000..d25213b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx11/main.cpp @@ -0,0 +1,310 @@ +// Dear ImGui: standalone example application for DirectX 11 + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_win32.h" +#include "imgui_impl_dx11.h" +#include +#include + +// Data +static ID3D11Device* g_pd3dDevice = nullptr; +static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; +static IDXGISwapChain* g_pSwapChain = nullptr; +static bool g_SwapChainOccluded = false; +static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; +static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + //io.ConfigViewportsNoDefaultParent = true; + //io.ConfigDockingAlwaysTabBar = true; + //io.ConfigDockingTransparentPayload = true; + //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP! + //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental. + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Handle window being minimized or screen locked + if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) + { + ::Sleep(10); + continue; + } + g_SwapChainOccluded = false; + + // Handle window resize (we don't resize directly in the WM_SIZE handler) + if (g_ResizeWidth != 0 && g_ResizeHeight != 0) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); + g_ResizeWidth = g_ResizeHeight = 0; + CreateRenderTarget(); + } + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + // Present + HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync + //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync + g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); + } + + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. + res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } +} + +#ifndef WM_DPICHANGED +#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers +#endif + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (wParam == SIZE_MINIMIZED) + return 0; + g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize + g_ResizeHeight = (UINT)HIWORD(lParam); + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + case WM_DPICHANGED: + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + { + //const int dpi = HIWORD(wParam); + //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f); + const RECT* suggested_rect = (RECT*)lParam; + ::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); + } + break; + } + return ::DefWindowProcW(hWnd, msg, wParam, lParam); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/build_win32.bat new file mode 100644 index 0000000..cb5e8e2 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx12 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib +mkdir Debug +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/example_win32_directx12.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/example_win32_directx12.vcxproj new file mode 100644 index 0000000..bb98c41 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/example_win32_directx12.vcxproj @@ -0,0 +1,180 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {b4cf9797-519d-4afe-a8f4-5141a6b521d3} + example_win32_directx12 + 10.0.20348.0 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters new file mode 100644 index 0000000..23a9952 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters @@ -0,0 +1,65 @@ + + + + + {fb3d294f-51ec-478e-a627-25831c80fefd} + + + {4f33ddea-9910-456d-b868-4267eb3c2b19} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + sources + + + sources + + + imgui + + + imgui + + + + + + imgui + + + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/main.cpp new file mode 100644 index 0000000..4dc7111 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx12/main.cpp @@ -0,0 +1,497 @@ +// Dear ImGui: standalone example application for DirectX 12 + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_win32.h" +#include "imgui_impl_dx12.h" +#include +#include +#include + +#ifdef _DEBUG +#define DX12_ENABLE_DEBUG_LAYER +#endif + +#ifdef DX12_ENABLE_DEBUG_LAYER +#include +#pragma comment(lib, "dxguid.lib") +#endif + +#include "imgui_internal.h" + +struct FrameContext +{ + ID3D12CommandAllocator* CommandAllocator; + UINT64 FenceValue; +}; + +// Data +static int const NUM_FRAMES_IN_FLIGHT = 3; +static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; +static UINT g_frameIndex = 0; + +static int const NUM_BACK_BUFFERS = 3; +static ID3D12Device* g_pd3dDevice = nullptr; +static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr; +static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr; +static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr; +static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr; +static ID3D12Fence* g_fence = nullptr; +static HANDLE g_fenceEvent = nullptr; +static UINT64 g_fenceLastSignaledValue = 0; +static IDXGISwapChain3* g_pSwapChain = nullptr; +static bool g_SwapChainOccluded = false; +static HANDLE g_hSwapChainWaitableObject = nullptr; +static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; +static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +void WaitForLastSubmittedFrame(); +FrameContext* WaitForNextFrameResources(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, + DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, + g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), + g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Handle window screen locked + if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) + { + ::Sleep(10); + continue; + } + g_SwapChainOccluded = false; + + // Start the Dear ImGui frame + ImGui_ImplDX12_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + + FrameContext* frameCtx = WaitForNextFrameResources(); + UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); + frameCtx->CommandAllocator->Reset(); + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr); + g_pd3dCommandList->ResourceBarrier(1, &barrier); + + // Render Dear ImGui graphics + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr); + g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr); + g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + g_pd3dCommandList->ResourceBarrier(1, &barrier); + g_pd3dCommandList->Close(); + + g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList); + } + + // Present + HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync + //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync + g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); + + UINT64 fenceValue = g_fenceLastSignaledValue + 1; + g_pd3dCommandQueue->Signal(g_fence, fenceValue); + g_fenceLastSignaledValue = fenceValue; + frameCtx->FenceValue = fenceValue; + } + + WaitForLastSubmittedFrame(); + + // Cleanup + ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC1 sd; + { + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = NUM_BACK_BUFFERS; + sd.Width = 0; + sd.Height = 0; + sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd.Scaling = DXGI_SCALING_STRETCH; + sd.Stereo = FALSE; + } + + // [DEBUG] Enable debug interface +#ifdef DX12_ENABLE_DEBUG_LAYER + ID3D12Debug* pdx12Debug = nullptr; + if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) + pdx12Debug->EnableDebugLayer(); +#endif + + // Create device + D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; + if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) + return false; + + // [DEBUG] Setup debug interface to break on any warnings/errors +#ifdef DX12_ENABLE_DEBUG_LAYER + if (pdx12Debug != nullptr) + { + ID3D12InfoQueue* pInfoQueue = nullptr; + g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue)); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true); + pInfoQueue->Release(); + pdx12Debug->Release(); + } +#endif + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = NUM_BACK_BUFFERS; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) + return false; + + SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + g_mainRenderTargetDescriptor[i] = rtvHandle; + rtvHandle.ptr += rtvDescriptorSize; + } + } + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) + return false; + } + + { + D3D12_COMMAND_QUEUE_DESC desc = {}; + desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) + return false; + } + + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) + return false; + + if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || + g_pd3dCommandList->Close() != S_OK) + return false; + + if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) + return false; + + g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + if (g_fenceEvent == nullptr) + return false; + + { + IDXGIFactory4* dxgiFactory = nullptr; + IDXGISwapChain1* swapChain1 = nullptr; + if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK) + return false; + if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK) + return false; + if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) + return false; + swapChain1->Release(); + dxgiFactory->Release(); + g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); + } + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; } + if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); } + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; } + if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; } + if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; } + if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; } + if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; } + if (g_fence) { g_fence->Release(); g_fence = nullptr; } + if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } + +#ifdef DX12_ENABLE_DEBUG_LAYER + IDXGIDebug1* pDebug = nullptr; + if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) + { + pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY); + pDebug->Release(); + } +#endif +} + +void CreateRenderTarget() +{ + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + ID3D12Resource* pBackBuffer = nullptr; + g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]); + g_mainRenderTargetResource[i] = pBackBuffer; + } +} + +void CleanupRenderTarget() +{ + WaitForLastSubmittedFrame(); + + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; } +} + +void WaitForLastSubmittedFrame() +{ + FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; + + UINT64 fenceValue = frameCtx->FenceValue; + if (fenceValue == 0) + return; // No fence was signaled + + frameCtx->FenceValue = 0; + if (g_fence->GetCompletedValue() >= fenceValue) + return; + + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + WaitForSingleObject(g_fenceEvent, INFINITE); +} + +FrameContext* WaitForNextFrameResources() +{ + UINT nextFrameIndex = g_frameIndex + 1; + g_frameIndex = nextFrameIndex; + + HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr }; + DWORD numWaitableObjects = 1; + + FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; + UINT64 fenceValue = frameCtx->FenceValue; + if (fenceValue != 0) // means no fence was signaled + { + frameCtx->FenceValue = 0; + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + waitableObjects[1] = g_fenceEvent; + numWaitableObjects = 2; + } + + WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); + + return frameCtx; +} + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED) + { + WaitForLastSubmittedFrame(); + CleanupRenderTarget(); + HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT); + assert(SUCCEEDED(result) && "Failed to resize swapchain."); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProcW(hWnd, msg, wParam, lParam); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/build_win32.bat new file mode 100644 index 0000000..ece5ea1 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx9 +@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/example_win32_directx9.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/example_win32_directx9.vcxproj new file mode 100644 index 0000000..8c3f995 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/example_win32_directx9.vcxproj @@ -0,0 +1,176 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {4165A294-21F2-44CA-9B38-E3F935ABADF5} + example_win32_directx9 + 8.1 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + /utf-8 %(AdditionalOptions) + + + true + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + d3d9.lib;%(AdditionalDependencies) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + /utf-8 %(AdditionalOptions) + + + true + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + d3d9.lib;%(AdditionalDependencies) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false + /utf-8 %(AdditionalOptions) + + + true + true + true + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + d3d9.lib;%(AdditionalDependencies) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false + /utf-8 %(AdditionalOptions) + + + true + true + true + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + d3d9.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters new file mode 100644 index 0000000..5ed89d6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {a82cba23-9de0-45c2-b1e3-2eb1666702de} + + + + + sources + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + imgui + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/main.cpp new file mode 100644 index 0000000..8063636 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_directx9/main.cpp @@ -0,0 +1,296 @@ +// Dear ImGui: standalone example application for DirectX 9 + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include "imgui.h" +#include "imgui_impl_dx9.h" +#include "imgui_impl_win32.h" +#include +#include + +// Data +static LPDIRECT3D9 g_pD3D = nullptr; +static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr; +static bool g_DeviceLost = false; +static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; +static D3DPRESENT_PARAMETERS g_d3dpp = {}; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void ResetDevice(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX9_Init(g_pd3dDevice); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Handle lost D3D9 device + if (g_DeviceLost) + { + HRESULT hr = g_pd3dDevice->TestCooperativeLevel(); + if (hr == D3DERR_DEVICELOST) + { + ::Sleep(10); + continue; + } + if (hr == D3DERR_DEVICENOTRESET) + ResetDevice(); + g_DeviceLost = false; + } + + // Handle window resize (we don't resize directly in the WM_SIZE handler) + if (g_ResizeWidth != 0 && g_ResizeHeight != 0) + { + g_d3dpp.BackBufferWidth = g_ResizeWidth; + g_d3dpp.BackBufferHeight = g_ResizeHeight; + g_ResizeWidth = g_ResizeHeight = 0; + ResetDevice(); + } + + // Start the Dear ImGui frame + ImGui_ImplDX9_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::EndFrame(); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); + D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f)); + g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); + if (g_pd3dDevice->BeginScene() >= 0) + { + ImGui::Render(); + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); + g_pd3dDevice->EndScene(); + } + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr); + if (result == D3DERR_DEVICELOST) + g_DeviceLost = true; + } + + // Cleanup + ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions +bool CreateDeviceD3D(HWND hWnd) +{ + if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr) + return false; + + // Create the D3DDevice + ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); + g_d3dpp.Windowed = TRUE; + g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition. + g_d3dpp.EnableAutoDepthStencil = TRUE; + g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync + //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate + if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) + return false; + + return true; +} + +void CleanupDeviceD3D() +{ + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } + if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; } +} + +void ResetDevice() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); + if (hr == D3DERR_INVALIDCALL) + IM_ASSERT(0); + ImGui_ImplDX9_CreateDeviceObjects(); +} + +#ifndef WM_DPICHANGED +#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers +#endif + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (wParam == SIZE_MINIMIZED) + return 0; + g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize + g_ResizeHeight = (UINT)HIWORD(lParam); + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + case WM_DPICHANGED: + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + { + //const int dpi = HIWORD(wParam); + //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f); + const RECT* suggested_rect = (RECT*)lParam; + ::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); + } + break; + } + return ::DefWindowProcW(hWnd, msg, wParam, lParam); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/build_mingw.bat b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/build_mingw.bat new file mode 100644 index 0000000..7672185 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/build_mingw.bat @@ -0,0 +1,8 @@ +@REM Build for MINGW64 or 32 from MSYS2. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_opengl3 +@set INCLUDES=-I../.. -I../../backends +@set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp +@set LIBS=-lopengl32 -lgdi32 -ldwmapi +mkdir %OUT_DIR% +g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/build_win32.bat b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/build_win32.bat new file mode 100644 index 0000000..48df080 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends +@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=opengl32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/example_win32_opengl3.vcxproj b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/example_win32_opengl3.vcxproj new file mode 100644 index 0000000..98fc38f --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/example_win32_opengl3.vcxproj @@ -0,0 +1,176 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {C624E5FF-D4FE-4D35-9164-B8A91864F98E} + example_win32_opengl2 + 8.1 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends; + /utf-8 %(AdditionalOptions) + + + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends; + /utf-8 %(AdditionalOptions) + + + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends; + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends; + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters new file mode 100644 index 0000000..47ed299 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {a82cba23-9de0-45c2-b1e3-2eb1666702de} + + + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + imgui + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + + + + sources + + + \ No newline at end of file diff --git a/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/main.cpp b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/main.cpp new file mode 100644 index 0000000..ffc6e3d --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/example_win32_opengl3/main.cpp @@ -0,0 +1,313 @@ +// Dear ImGui: standalone example application for Win32 + OpenGL 3 + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW. + +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include +#include + +// Data stored per platform window +struct WGL_WindowData { HDC hDC; }; + +// Data +static HGLRC g_hRC; +static WGL_WindowData g_MainWindow; +static int g_Width; +static int g_Height; + +// Forward declarations of helper functions +bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data); +void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data); +void ResetDeviceWGL(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Support function for multi-viewports +// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL. +// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32(). +static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport) +{ + assert(viewport->RendererUserData == NULL); + + WGL_WindowData* data = IM_NEW(WGL_WindowData); + CreateDeviceWGL((HWND)viewport->PlatformHandle, data); + viewport->RendererUserData = data; +} + +static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport) +{ + if (viewport->RendererUserData != NULL) + { + WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData; + CleanupDeviceWGL((HWND)viewport->PlatformHandle, data); + IM_DELETE(data); + viewport->RendererUserData = NULL; + } +} + +static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*) +{ + // Activate the platform window DC in the OpenGL rendering context + if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) + wglMakeCurrent(data->hDC, g_hRC); +} + +static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*) +{ + if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) + ::SwapBuffers(data->hDC); +} + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + + // Initialize OpenGL + if (!CreateDeviceWGL(hwnd, &g_MainWindow)) + { + CleanupDeviceWGL(hwnd, &g_MainWindow); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + wglMakeCurrent(g_MainWindow.hDC, g_hRC); + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplWin32_InitForOpenGL(hwnd); + ImGui_ImplOpenGL3_Init(); + + // Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api. + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + IM_ASSERT(platform_io.Renderer_CreateWindow == NULL); + IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL); + IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL); + IM_ASSERT(platform_io.Platform_RenderWindow == NULL); + platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow; + platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow; + platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers; + platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow; + } + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + if (::IsIconic(hwnd)) + { + ::Sleep(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, g_Width, g_Height); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + + // Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it. + wglMakeCurrent(g_MainWindow.hDC, g_hRC); + } + + // Present + ::SwapBuffers(g_MainWindow.hDC); + } + + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceWGL(hwnd, &g_MainWindow); + wglDeleteContext(g_hRC); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions +bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data) +{ + HDC hDc = ::GetDC(hWnd); + PIXELFORMATDESCRIPTOR pfd = { 0 }; + pfd.nSize = sizeof(pfd); + pfd.nVersion = 1; + pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; + pfd.iPixelType = PFD_TYPE_RGBA; + pfd.cColorBits = 32; + + const int pf = ::ChoosePixelFormat(hDc, &pfd); + if (pf == 0) + return false; + if (::SetPixelFormat(hDc, pf, &pfd) == FALSE) + return false; + ::ReleaseDC(hWnd, hDc); + + data->hDC = ::GetDC(hWnd); + if (!g_hRC) + g_hRC = wglCreateContext(data->hDC); + return true; +} + +void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data) +{ + wglMakeCurrent(nullptr, nullptr); + ::ReleaseDC(hWnd, data->hDC); +} + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (wParam != SIZE_MINIMIZED) + { + g_Width = LOWORD(lParam); + g_Height = HIWORD(lParam); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProcW(hWnd, msg, wParam, lParam); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/imgui_examples.sln b/dependencies/imgui-1.91.4-docking/examples/imgui_examples.sln new file mode 100644 index 0000000..9aee4a9 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/imgui_examples.sln @@ -0,0 +1,171 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.2.32616.157 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx9", "example_win32_directx9\example_win32_directx9.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx10", "example_win32_directx10\example_win32_directx10.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_directx11", "example_sdl2_directx11\example_sdl2_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl2", "example_sdl2_opengl2\example_sdl2_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Win32 = Debug|Win32 + Debug|x64 = Debug|x64 + Release|Win32 = Release|Win32 + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32 + 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{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.ActiveCfg = Release|x64 + {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.Build.0 = Release|x64 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {B1ACFD20-A0A9-4A4C-ADBA-E7608F0E2BEE} + EndGlobalSection +EndGlobal diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/emscripten/emscripten_mainloop_stub.h b/dependencies/imgui-1.91.4-docking/examples/libs/emscripten/emscripten_mainloop_stub.h new file mode 100644 index 0000000..8c4c48e --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/emscripten/emscripten_mainloop_stub.h @@ -0,0 +1,38 @@ +// What does this file solves? +// - Since Dear ImGui 1.00 we took pride that most of our examples applications had their entire +// main-loop inside the main() function. That's because: +// - It makes the examples easier to read, keeping the code sequential. +// - It permit the use of local variables, making it easier to try things and perform quick +// changes when someone needs to quickly test something (vs having to structure the example +// in order to pass data around). This is very important because people use those examples +// to craft easy-to-past repro when they want to discuss features or report issues. +// - It conveys at a glance that this is a no-BS framework, it won't take your main loop away from you. +// - It is generally nice and elegant. +// - However, comes Emscripten... it is a wonderful and magical tech but it requires a "main loop" function. +// - Only some of our examples would run on Emscripten. Typically the ones rendering with GL or WGPU ones. +// - I tried to refactor those examples but felt it was problematic that other examples didn't follow the +// same layout. Why would the SDL+GL example be structured one way and the SGL+DX11 be structured differently? +// Especially as we are trying hard to convey that using a Dear ImGui backend in an *existing application* +// should requires only a few dozens lines of code, and this should be consistent and symmetrical for all backends. +// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function. +// This worked, but it made us lose all the nice things we had... + +// Since only about 4 examples really need to run with Emscripten, here's our solution: +// - Use some weird macros and capturing lambda to turn a loop in main() into a function. +// - Hide all that crap in this file so it doesn't make our examples unusually ugly. +// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't +// want to suggest to the newcomer that we would ever use C++ headers as this would affect +// the initial judgment of many of our target audience. +// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/ +// - The do { } while (0) is to allow our code calling continue in the main loop. +#ifdef __EMSCRIPTEN__ +#include +#include +static std::function MainLoopForEmscriptenP; +static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); } +#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do +#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) +#else +#define EMSCRIPTEN_MAINLOOP_BEGIN +#define EMSCRIPTEN_MAINLOOP_END +#endif diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/emscripten/shell_minimal.html b/dependencies/imgui-1.91.4-docking/examples/libs/emscripten/shell_minimal.html new file mode 100644 index 0000000..bcf6262 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/emscripten/shell_minimal.html @@ -0,0 +1,65 @@ + + + + + + Dear ImGui Emscripten example + + + + + + {{{ SCRIPT }}} + + diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/glfw/COPYING.txt b/dependencies/imgui-1.91.4-docking/examples/libs/glfw/COPYING.txt new file mode 100644 index 0000000..b30c701 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/glfw/COPYING.txt @@ -0,0 +1,22 @@ +Copyright (c) 2002-2006 Marcus Geelnard +Copyright (c) 2006-2010 Camilla Berglund + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would + be appreciated but is not required. + +2. Altered source versions must be plainly marked as such, and must not + be misrepresented as being the original software. + +3. This notice may not be removed or altered from any source + distribution. + diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/glfw/include/GLFW/glfw3.h b/dependencies/imgui-1.91.4-docking/examples/libs/glfw/include/GLFW/glfw3.h new file mode 100644 index 0000000..f8ca3d6 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/glfw/include/GLFW/glfw3.h @@ -0,0 +1,4227 @@ +/************************************************************************* + * GLFW 3.2 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2010 Camilla Berglund + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_h_ +#define _glfw3_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3.h + * @brief The header of the GLFW 3 API. + * + * This is the header file of the GLFW 3 API. It defines all its types and + * declares all its functions. + * + * For more information about how to use this file, see @ref build_include. + */ +/*! @defgroup context Context reference + * + * This is the reference documentation for OpenGL and OpenGL ES context related + * functions. For more task-oriented information, see the @ref context_guide. + */ +/*! @defgroup vulkan Vulkan reference + * + * This is the reference documentation for Vulkan related functions and types. + * For more task-oriented information, see the @ref vulkan_guide. + */ +/*! @defgroup init Initialization, version and error reference + * + * This is the reference documentation for initialization and termination of + * the library, version management and error handling. For more task-oriented + * information, see the @ref intro_guide. + */ +/*! @defgroup input Input reference + * + * This is the reference documentation for input related functions and types. + * For more task-oriented information, see the @ref input_guide. + */ +/*! @defgroup monitor Monitor reference + * + * This is the reference documentation for monitor related functions and types. + * For more task-oriented information, see the @ref monitor_guide. + */ +/*! @defgroup window Window reference + * + * This is the reference documentation for window related functions and types, + * including creation, deletion and event polling. For more task-oriented + * information, see the @ref window_guide. + */ + + +/************************************************************************* + * Compiler- and platform-specific preprocessor work + *************************************************************************/ + +/* If we are we on Windows, we want a single define for it. + */ +#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__)) + #define _WIN32 +#endif /* _WIN32 */ + +/* It is customary to use APIENTRY for OpenGL function pointer declarations on + * all platforms. Additionally, the Windows OpenGL header needs APIENTRY. + */ +#ifndef APIENTRY + #ifdef _WIN32 + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif +#endif /* APIENTRY */ + +/* Some Windows OpenGL headers need this. + */ +#if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #define GLFW_WINGDIAPI_DEFINED +#endif /* WINGDIAPI */ + +/* Some Windows GLU headers need this. + */ +#if !defined(CALLBACK) && defined(_WIN32) + #define CALLBACK __stdcall + #define GLFW_CALLBACK_DEFINED +#endif /* CALLBACK */ + +/* Most Windows GLU headers need wchar_t. + * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h. + * Include it unconditionally to avoid surprising side-effects. + */ +#include +#include + +/* Include the chosen client API headers. + */ +#if defined(__APPLE__) + #if defined(GLFW_INCLUDE_GLCOREARB) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif !defined(GLFW_INCLUDE_NONE) + #if !defined(GLFW_INCLUDE_GLEXT) + #define GL_GLEXT_LEGACY + #endif + #include + #endif + #if defined(GLFW_INCLUDE_GLU) + #include + #endif +#else + #if defined(GLFW_INCLUDE_GLCOREARB) + #include + #elif defined(GLFW_INCLUDE_ES1) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES2) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES3) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES31) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_VULKAN) + #include + #elif !defined(GLFW_INCLUDE_NONE) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #endif + #if defined(GLFW_INCLUDE_GLU) + #include + #endif +#endif + +#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL) + /* GLFW_DLL must be defined by applications that are linking against the DLL + * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW + * configuration header when compiling the DLL version of the library. + */ + #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined" +#endif + +/* GLFWAPI is used to declare public API functions for export + * from the DLL / shared library / dynamic library. + */ +#if defined(_WIN32) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a Win32 DLL */ + #define GLFWAPI __declspec(dllexport) +#elif defined(_WIN32) && defined(GLFW_DLL) + /* We are calling GLFW as a Win32 DLL */ + #define GLFWAPI __declspec(dllimport) +#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a shared / dynamic library */ + #define GLFWAPI __attribute__((visibility("default"))) +#else + /* We are building or calling GLFW as a static library */ + #define GLFWAPI +#endif + + +/************************************************************************* + * GLFW API tokens + *************************************************************************/ + +/*! @name GLFW version macros + * @{ */ +/*! @brief The major version number of the GLFW library. + * + * This is incremented when the API is changed in non-compatible ways. + * @ingroup init + */ +#define GLFW_VERSION_MAJOR 3 +/*! @brief The minor version number of the GLFW library. + * + * This is incremented when features are added to the API but it remains + * backward-compatible. + * @ingroup init + */ +#define GLFW_VERSION_MINOR 2 +/*! @brief The revision number of the GLFW library. + * + * This is incremented when a bug fix release is made that does not contain any + * API changes. + * @ingroup init + */ +#define GLFW_VERSION_REVISION 0 +/*! @} */ + +/*! @name Boolean values + * @{ */ +/*! @brief One. + * + * One. Seriously. You don't _need_ to use this symbol in your code. It's + * just semantic sugar for the number 1. You can use `1` or `true` or `_True` + * or `GL_TRUE` or whatever you want. + */ +#define GLFW_TRUE 1 +/*! @brief Zero. + * + * Zero. Seriously. You don't _need_ to use this symbol in your code. It's + * just just semantic sugar for the number 0. You can use `0` or `false` or + * `_False` or `GL_FALSE` or whatever you want. + */ +#define GLFW_FALSE 0 +/*! @} */ + +/*! @name Key and button actions + * @{ */ +/*! @brief The key or mouse button was released. + * + * The key or mouse button was released. + * + * @ingroup input + */ +#define GLFW_RELEASE 0 +/*! @brief The key or mouse button was pressed. + * + * The key or mouse button was pressed. + * + * @ingroup input + */ +#define GLFW_PRESS 1 +/*! @brief The key was held down until it repeated. + * + * The key was held down until it repeated. + * + * @ingroup input + */ +#define GLFW_REPEAT 2 +/*! @} */ + +/*! @defgroup keys Keyboard keys + * + * See [key input](@ref input_key) for how these are used. + * + * These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60), + * but re-arranged to map to 7-bit ASCII for printable keys (function keys are + * put in the 256+ range). + * + * The naming of the key codes follow these rules: + * - The US keyboard layout is used + * - Names of printable alpha-numeric characters are used (e.g. "A", "R", + * "3", etc.) + * - For non-alphanumeric characters, Unicode:ish names are used (e.g. + * "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not + * correspond to the Unicode standard (usually for brevity) + * - Keys that lack a clear US mapping are named "WORLD_x" + * - For non-printable keys, custom names are used (e.g. "F4", + * "BACKSPACE", etc.) + * + * @ingroup input + * @{ + */ + +/* The unknown key */ +#define GLFW_KEY_UNKNOWN -1 + +/* Printable keys */ +#define GLFW_KEY_SPACE 32 +#define GLFW_KEY_APOSTROPHE 39 /* ' */ +#define GLFW_KEY_COMMA 44 /* , */ +#define GLFW_KEY_MINUS 45 /* - */ +#define GLFW_KEY_PERIOD 46 /* . */ +#define GLFW_KEY_SLASH 47 /* / */ +#define GLFW_KEY_0 48 +#define GLFW_KEY_1 49 +#define GLFW_KEY_2 50 +#define GLFW_KEY_3 51 +#define GLFW_KEY_4 52 +#define GLFW_KEY_5 53 +#define GLFW_KEY_6 54 +#define GLFW_KEY_7 55 +#define GLFW_KEY_8 56 +#define GLFW_KEY_9 57 +#define GLFW_KEY_SEMICOLON 59 /* ; */ +#define GLFW_KEY_EQUAL 61 /* = */ +#define GLFW_KEY_A 65 +#define GLFW_KEY_B 66 +#define GLFW_KEY_C 67 +#define GLFW_KEY_D 68 +#define GLFW_KEY_E 69 +#define GLFW_KEY_F 70 +#define GLFW_KEY_G 71 +#define GLFW_KEY_H 72 +#define GLFW_KEY_I 73 +#define GLFW_KEY_J 74 +#define GLFW_KEY_K 75 +#define GLFW_KEY_L 76 +#define GLFW_KEY_M 77 +#define GLFW_KEY_N 78 +#define GLFW_KEY_O 79 +#define GLFW_KEY_P 80 +#define GLFW_KEY_Q 81 +#define GLFW_KEY_R 82 +#define GLFW_KEY_S 83 +#define GLFW_KEY_T 84 +#define GLFW_KEY_U 85 +#define GLFW_KEY_V 86 +#define GLFW_KEY_W 87 +#define GLFW_KEY_X 88 +#define GLFW_KEY_Y 89 +#define GLFW_KEY_Z 90 +#define GLFW_KEY_LEFT_BRACKET 91 /* [ */ +#define GLFW_KEY_BACKSLASH 92 /* \ */ +#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */ +#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */ +#define GLFW_KEY_WORLD_1 161 /* non-US #1 */ +#define GLFW_KEY_WORLD_2 162 /* non-US #2 */ + +/* Function keys */ +#define GLFW_KEY_ESCAPE 256 +#define GLFW_KEY_ENTER 257 +#define GLFW_KEY_TAB 258 +#define GLFW_KEY_BACKSPACE 259 +#define GLFW_KEY_INSERT 260 +#define GLFW_KEY_DELETE 261 +#define GLFW_KEY_RIGHT 262 +#define GLFW_KEY_LEFT 263 +#define GLFW_KEY_DOWN 264 +#define GLFW_KEY_UP 265 +#define GLFW_KEY_PAGE_UP 266 +#define GLFW_KEY_PAGE_DOWN 267 +#define GLFW_KEY_HOME 268 +#define GLFW_KEY_END 269 +#define GLFW_KEY_CAPS_LOCK 280 +#define GLFW_KEY_SCROLL_LOCK 281 +#define GLFW_KEY_NUM_LOCK 282 +#define GLFW_KEY_PRINT_SCREEN 283 +#define GLFW_KEY_PAUSE 284 +#define GLFW_KEY_F1 290 +#define GLFW_KEY_F2 291 +#define GLFW_KEY_F3 292 +#define GLFW_KEY_F4 293 +#define GLFW_KEY_F5 294 +#define GLFW_KEY_F6 295 +#define GLFW_KEY_F7 296 +#define GLFW_KEY_F8 297 +#define GLFW_KEY_F9 298 +#define GLFW_KEY_F10 299 +#define GLFW_KEY_F11 300 +#define GLFW_KEY_F12 301 +#define GLFW_KEY_F13 302 +#define GLFW_KEY_F14 303 +#define GLFW_KEY_F15 304 +#define GLFW_KEY_F16 305 +#define GLFW_KEY_F17 306 +#define GLFW_KEY_F18 307 +#define GLFW_KEY_F19 308 +#define GLFW_KEY_F20 309 +#define GLFW_KEY_F21 310 +#define GLFW_KEY_F22 311 +#define GLFW_KEY_F23 312 +#define GLFW_KEY_F24 313 +#define GLFW_KEY_F25 314 +#define GLFW_KEY_KP_0 320 +#define GLFW_KEY_KP_1 321 +#define GLFW_KEY_KP_2 322 +#define GLFW_KEY_KP_3 323 +#define GLFW_KEY_KP_4 324 +#define GLFW_KEY_KP_5 325 +#define GLFW_KEY_KP_6 326 +#define GLFW_KEY_KP_7 327 +#define GLFW_KEY_KP_8 328 +#define GLFW_KEY_KP_9 329 +#define GLFW_KEY_KP_DECIMAL 330 +#define GLFW_KEY_KP_DIVIDE 331 +#define GLFW_KEY_KP_MULTIPLY 332 +#define GLFW_KEY_KP_SUBTRACT 333 +#define GLFW_KEY_KP_ADD 334 +#define GLFW_KEY_KP_ENTER 335 +#define GLFW_KEY_KP_EQUAL 336 +#define GLFW_KEY_LEFT_SHIFT 340 +#define GLFW_KEY_LEFT_CONTROL 341 +#define GLFW_KEY_LEFT_ALT 342 +#define GLFW_KEY_LEFT_SUPER 343 +#define GLFW_KEY_RIGHT_SHIFT 344 +#define GLFW_KEY_RIGHT_CONTROL 345 +#define GLFW_KEY_RIGHT_ALT 346 +#define GLFW_KEY_RIGHT_SUPER 347 +#define GLFW_KEY_MENU 348 + +#define GLFW_KEY_LAST GLFW_KEY_MENU + +/*! @} */ + +/*! @defgroup mods Modifier key flags + * + * See [key input](@ref input_key) for how these are used. + * + * @ingroup input + * @{ */ + +/*! @brief If this bit is set one or more Shift keys were held down. + */ +#define GLFW_MOD_SHIFT 0x0001 +/*! @brief If this bit is set one or more Control keys were held down. + */ +#define GLFW_MOD_CONTROL 0x0002 +/*! @brief If this bit is set one or more Alt keys were held down. + */ +#define GLFW_MOD_ALT 0x0004 +/*! @brief If this bit is set one or more Super keys were held down. + */ +#define GLFW_MOD_SUPER 0x0008 + +/*! @} */ + +/*! @defgroup buttons Mouse buttons + * + * See [mouse button input](@ref input_mouse_button) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_MOUSE_BUTTON_1 0 +#define GLFW_MOUSE_BUTTON_2 1 +#define GLFW_MOUSE_BUTTON_3 2 +#define GLFW_MOUSE_BUTTON_4 3 +#define GLFW_MOUSE_BUTTON_5 4 +#define GLFW_MOUSE_BUTTON_6 5 +#define GLFW_MOUSE_BUTTON_7 6 +#define GLFW_MOUSE_BUTTON_8 7 +#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8 +#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1 +#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2 +#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3 +/*! @} */ + +/*! @defgroup joysticks Joysticks + * + * See [joystick input](@ref joystick) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_JOYSTICK_1 0 +#define GLFW_JOYSTICK_2 1 +#define GLFW_JOYSTICK_3 2 +#define GLFW_JOYSTICK_4 3 +#define GLFW_JOYSTICK_5 4 +#define GLFW_JOYSTICK_6 5 +#define GLFW_JOYSTICK_7 6 +#define GLFW_JOYSTICK_8 7 +#define GLFW_JOYSTICK_9 8 +#define GLFW_JOYSTICK_10 9 +#define GLFW_JOYSTICK_11 10 +#define GLFW_JOYSTICK_12 11 +#define GLFW_JOYSTICK_13 12 +#define GLFW_JOYSTICK_14 13 +#define GLFW_JOYSTICK_15 14 +#define GLFW_JOYSTICK_16 15 +#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16 +/*! @} */ + +/*! @defgroup errors Error codes + * + * See [error handling](@ref error_handling) for how these are used. + * + * @ingroup init + * @{ */ +/*! @brief GLFW has not been initialized. + * + * This occurs if a GLFW function was called that must not be called unless the + * library is [initialized](@ref intro_init). + * + * @analysis Application programmer error. Initialize GLFW before calling any + * function that requires initialization. + */ +#define GLFW_NOT_INITIALIZED 0x00010001 +/*! @brief No context is current for this thread. + * + * This occurs if a GLFW function was called that needs and operates on the + * current OpenGL or OpenGL ES context but no context is current on the calling + * thread. One such function is @ref glfwSwapInterval. + * + * @analysis Application programmer error. Ensure a context is current before + * calling functions that require a current context. + */ +#define GLFW_NO_CURRENT_CONTEXT 0x00010002 +/*! @brief One of the arguments to the function was an invalid enum value. + * + * One of the arguments to the function was an invalid enum value, for example + * requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref + * glfwGetWindowAttrib. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_ENUM 0x00010003 +/*! @brief One of the arguments to the function was an invalid value. + * + * One of the arguments to the function was an invalid value, for example + * requesting a non-existent OpenGL or OpenGL ES version like 2.7. + * + * Requesting a valid but unavailable OpenGL or OpenGL ES version will instead + * result in a @ref GLFW_VERSION_UNAVAILABLE error. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_VALUE 0x00010004 +/*! @brief A memory allocation failed. + * + * A memory allocation failed. + * + * @analysis A bug in GLFW or the underlying operating system. Report the bug + * to our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_OUT_OF_MEMORY 0x00010005 +/*! @brief GLFW could not find support for the requested API on the system. + * + * GLFW could not find support for the requested API on the system. + * + * @analysis The installed graphics driver does not support the requested + * API, or does not support it via the chosen context creation backend. + * Below are a few examples. + * + * @par + * Some pre-installed Windows graphics drivers do not support OpenGL. AMD only + * supports OpenGL ES via EGL, while Nvidia and Intel only support it via + * a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa + * EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary + * driver. Older graphics drivers do not support Vulkan. + */ +#define GLFW_API_UNAVAILABLE 0x00010006 +/*! @brief The requested OpenGL or OpenGL ES version is not available. + * + * The requested OpenGL or OpenGL ES version (including any requested context + * or framebuffer hints) is not available on this machine. + * + * @analysis The machine does not support your requirements. If your + * application is sufficiently flexible, downgrade your requirements and try + * again. Otherwise, inform the user that their machine does not match your + * requirements. + * + * @par + * Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 + * comes out before the 4.x series gets that far, also fail with this error and + * not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions + * will exist. + */ +#define GLFW_VERSION_UNAVAILABLE 0x00010007 +/*! @brief A platform-specific error occurred that does not match any of the + * more specific categories. + * + * A platform-specific error occurred that does not match any of the more + * specific categories. + * + * @analysis A bug or configuration error in GLFW, the underlying operating + * system or its drivers, or a lack of required resources. Report the issue to + * our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_PLATFORM_ERROR 0x00010008 +/*! @brief The requested format is not supported or available. + * + * If emitted during window creation, the requested pixel format is not + * supported. + * + * If emitted when querying the clipboard, the contents of the clipboard could + * not be converted to the requested format. + * + * @analysis If emitted during window creation, one or more + * [hard constraints](@ref window_hints_hard) did not match any of the + * available pixel formats. If your application is sufficiently flexible, + * downgrade your requirements and try again. Otherwise, inform the user that + * their machine does not match your requirements. + * + * @par + * If emitted when querying the clipboard, ignore the error or report it to + * the user, as appropriate. + */ +#define GLFW_FORMAT_UNAVAILABLE 0x00010009 +/*! @brief The specified window does not have an OpenGL or OpenGL ES context. + * + * A window that does not have an OpenGL or OpenGL ES context was passed to + * a function that requires it to have one. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_NO_WINDOW_CONTEXT 0x0001000A +/*! @} */ + +#define GLFW_FOCUSED 0x00020001 +#define GLFW_ICONIFIED 0x00020002 +#define GLFW_RESIZABLE 0x00020003 +#define GLFW_VISIBLE 0x00020004 +#define GLFW_DECORATED 0x00020005 +#define GLFW_AUTO_ICONIFY 0x00020006 +#define GLFW_FLOATING 0x00020007 +#define GLFW_MAXIMIZED 0x00020008 + +#define GLFW_RED_BITS 0x00021001 +#define GLFW_GREEN_BITS 0x00021002 +#define GLFW_BLUE_BITS 0x00021003 +#define GLFW_ALPHA_BITS 0x00021004 +#define GLFW_DEPTH_BITS 0x00021005 +#define GLFW_STENCIL_BITS 0x00021006 +#define GLFW_ACCUM_RED_BITS 0x00021007 +#define GLFW_ACCUM_GREEN_BITS 0x00021008 +#define GLFW_ACCUM_BLUE_BITS 0x00021009 +#define GLFW_ACCUM_ALPHA_BITS 0x0002100A +#define GLFW_AUX_BUFFERS 0x0002100B +#define GLFW_STEREO 0x0002100C +#define GLFW_SAMPLES 0x0002100D +#define GLFW_SRGB_CAPABLE 0x0002100E +#define GLFW_REFRESH_RATE 0x0002100F +#define GLFW_DOUBLEBUFFER 0x00021010 + +#define GLFW_CLIENT_API 0x00022001 +#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002 +#define GLFW_CONTEXT_VERSION_MINOR 0x00022003 +#define GLFW_CONTEXT_REVISION 0x00022004 +#define GLFW_CONTEXT_ROBUSTNESS 0x00022005 +#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006 +#define GLFW_OPENGL_DEBUG_CONTEXT 0x00022007 +#define GLFW_OPENGL_PROFILE 0x00022008 +#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009 +#define GLFW_CONTEXT_NO_ERROR 0x0002200A + +#define GLFW_NO_API 0 +#define GLFW_OPENGL_API 0x00030001 +#define GLFW_OPENGL_ES_API 0x00030002 + +#define GLFW_NO_ROBUSTNESS 0 +#define GLFW_NO_RESET_NOTIFICATION 0x00031001 +#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002 + +#define GLFW_OPENGL_ANY_PROFILE 0 +#define GLFW_OPENGL_CORE_PROFILE 0x00032001 +#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002 + +#define GLFW_CURSOR 0x00033001 +#define GLFW_STICKY_KEYS 0x00033002 +#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003 + +#define GLFW_CURSOR_NORMAL 0x00034001 +#define GLFW_CURSOR_HIDDEN 0x00034002 +#define GLFW_CURSOR_DISABLED 0x00034003 + +#define GLFW_ANY_RELEASE_BEHAVIOR 0 +#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001 +#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002 + +/*! @defgroup shapes Standard cursor shapes + * + * See [standard cursor creation](@ref cursor_standard) for how these are used. + * + * @ingroup input + * @{ */ + +/*! @brief The regular arrow cursor shape. + * + * The regular arrow cursor. + */ +#define GLFW_ARROW_CURSOR 0x00036001 +/*! @brief The text input I-beam cursor shape. + * + * The text input I-beam cursor shape. + */ +#define GLFW_IBEAM_CURSOR 0x00036002 +/*! @brief The crosshair shape. + * + * The crosshair shape. + */ +#define GLFW_CROSSHAIR_CURSOR 0x00036003 +/*! @brief The hand shape. + * + * The hand shape. + */ +#define GLFW_HAND_CURSOR 0x00036004 +/*! @brief The horizontal resize arrow shape. + * + * The horizontal resize arrow shape. + */ +#define GLFW_HRESIZE_CURSOR 0x00036005 +/*! @brief The vertical resize arrow shape. + * + * The vertical resize arrow shape. + */ +#define GLFW_VRESIZE_CURSOR 0x00036006 +/*! @} */ + +#define GLFW_CONNECTED 0x00040001 +#define GLFW_DISCONNECTED 0x00040002 + +#define GLFW_DONT_CARE -1 + + +/************************************************************************* + * GLFW API types + *************************************************************************/ + +/*! @brief Client API function pointer type. + * + * Generic function pointer used for returning client API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref context_glext + * @sa glfwGetProcAddress + * + * @since Added in version 3.0. + + * @ingroup context + */ +typedef void (*GLFWglproc)(void); + +/*! @brief Vulkan API function pointer type. + * + * Generic function pointer used for returning Vulkan API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref vulkan_proc + * @sa glfwGetInstanceProcAddress + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +typedef void (*GLFWvkproc)(void); + +/*! @brief Opaque monitor object. + * + * Opaque monitor object. + * + * @see @ref monitor_object + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWmonitor GLFWmonitor; + +/*! @brief Opaque window object. + * + * Opaque window object. + * + * @see @ref window_object + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef struct GLFWwindow GLFWwindow; + +/*! @brief Opaque cursor object. + * + * Opaque cursor object. + * + * @see @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup cursor + */ +typedef struct GLFWcursor GLFWcursor; + +/*! @brief The function signature for error callbacks. + * + * This is the function signature for error callback functions. + * + * @param[in] error An [error code](@ref errors). + * @param[in] description A UTF-8 encoded string describing the error. + * + * @sa @ref error_handling + * @sa glfwSetErrorCallback + * + * @since Added in version 3.0. + * + * @ingroup init + */ +typedef void (* GLFWerrorfun)(int,const char*); + +/*! @brief The function signature for window position callbacks. + * + * This is the function signature for window position callback functions. + * + * @param[in] window The window that was moved. + * @param[in] xpos The new x-coordinate, in screen coordinates, of the + * upper-left corner of the client area of the window. + * @param[in] ypos The new y-coordinate, in screen coordinates, of the + * upper-left corner of the client area of the window. + * + * @sa @ref window_pos + * @sa glfwSetWindowPosCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int); + +/*! @brief The function signature for window resize callbacks. + * + * This is the function signature for window size callback functions. + * + * @param[in] window The window that was resized. + * @param[in] width The new width, in screen coordinates, of the window. + * @param[in] height The new height, in screen coordinates, of the window. + * + * @sa @ref window_size + * @sa glfwSetWindowSizeCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int); + +/*! @brief The function signature for window close callbacks. + * + * This is the function signature for window close callback functions. + * + * @param[in] window The window that the user attempted to close. + * + * @sa @ref window_close + * @sa glfwSetWindowCloseCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowclosefun)(GLFWwindow*); + +/*! @brief The function signature for window content refresh callbacks. + * + * This is the function signature for window refresh callback functions. + * + * @param[in] window The window whose content needs to be refreshed. + * + * @sa @ref window_refresh + * @sa glfwSetWindowRefreshCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowrefreshfun)(GLFWwindow*); + +/*! @brief The function signature for window focus/defocus callbacks. + * + * This is the function signature for window focus callback functions. + * + * @param[in] window The window that gained or lost input focus. + * @param[in] focused `GLFW_TRUE` if the window was given input focus, or + * `GLFW_FALSE` if it lost it. + * + * @sa @ref window_focus + * @sa glfwSetWindowFocusCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int); + +/*! @brief The function signature for window iconify/restore callbacks. + * + * This is the function signature for window iconify/restore callback + * functions. + * + * @param[in] window The window that was iconified or restored. + * @param[in] iconified `GLFW_TRUE` if the window was iconified, or + * `GLFW_FALSE` if it was restored. + * + * @sa @ref window_iconify + * @sa glfwSetWindowIconifyCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int); + +/*! @brief The function signature for framebuffer resize callbacks. + * + * This is the function signature for framebuffer resize callback + * functions. + * + * @param[in] window The window whose framebuffer was resized. + * @param[in] width The new width, in pixels, of the framebuffer. + * @param[in] height The new height, in pixels, of the framebuffer. + * + * @sa @ref window_fbsize + * @sa glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int); + +/*! @brief The function signature for mouse button callbacks. + * + * This is the function signature for mouse button callback functions. + * + * @param[in] window The window that received the event. + * @param[in] button The [mouse button](@ref buttons) that was pressed or + * released. + * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_mouse_button + * @sa glfwSetMouseButtonCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int); + +/*! @brief The function signature for cursor position callbacks. + * + * This is the function signature for cursor position callback functions. + * + * @param[in] window The window that received the event. + * @param[in] xpos The new cursor x-coordinate, relative to the left edge of + * the client area. + * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the + * client area. + * + * @sa @ref cursor_pos + * @sa glfwSetCursorPosCallback + * + * @since Added in version 3.0. Replaces `GLFWmouseposfun`. + * + * @ingroup input + */ +typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double); + +/*! @brief The function signature for cursor enter/leave callbacks. + * + * This is the function signature for cursor enter/leave callback functions. + * + * @param[in] window The window that received the event. + * @param[in] entered `GLFW_TRUE` if the cursor entered the window's client + * area, or `GLFW_FALSE` if it left it. + * + * @sa @ref cursor_enter + * @sa glfwSetCursorEnterCallback + * + * @since Added in version 3.0. + * + * @ingroup input + */ +typedef void (* GLFWcursorenterfun)(GLFWwindow*,int); + +/*! @brief The function signature for scroll callbacks. + * + * This is the function signature for scroll callback functions. + * + * @param[in] window The window that received the event. + * @param[in] xoffset The scroll offset along the x-axis. + * @param[in] yoffset The scroll offset along the y-axis. + * + * @sa @ref scrolling + * @sa glfwSetScrollCallback + * + * @since Added in version 3.0. Replaces `GLFWmousewheelfun`. + * + * @ingroup input + */ +typedef void (* GLFWscrollfun)(GLFWwindow*,double,double); + +/*! @brief The function signature for keyboard key callbacks. + * + * This is the function signature for keyboard key callback functions. + * + * @param[in] window The window that received the event. + * @param[in] key The [keyboard key](@ref keys) that was pressed or released. + * @param[in] scancode The system-specific scancode of the key. + * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_key + * @sa glfwSetKeyCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle, scancode and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int); + +/*! @brief The function signature for Unicode character callbacks. + * + * This is the function signature for Unicode character callback functions. + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * + * @sa @ref input_char + * @sa glfwSetCharCallback + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int); + +/*! @brief The function signature for Unicode character with modifiers + * callbacks. + * + * This is the function signature for Unicode character with modifiers callback + * functions. It is called for each input character, regardless of what + * modifier keys are held down. + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_char + * @sa glfwSetCharModsCallback + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int); + +/*! @brief The function signature for file drop callbacks. + * + * This is the function signature for file drop callbacks. + * + * @param[in] window The window that received the event. + * @param[in] count The number of dropped files. + * @param[in] paths The UTF-8 encoded file and/or directory path names. + * + * @sa @ref path_drop + * @sa glfwSetDropCallback + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**); + +/*! @brief The function signature for monitor configuration callbacks. + * + * This is the function signature for monitor configuration callback functions. + * + * @param[in] monitor The monitor that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. + * + * @sa @ref monitor_event + * @sa glfwSetMonitorCallback + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef void (* GLFWmonitorfun)(GLFWmonitor*,int); + +/*! @brief The function signature for joystick configuration callbacks. + * + * This is the function signature for joystick configuration callback + * functions. + * + * @param[in] joy The joystick that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. + * + * @sa @ref joystick_event + * @sa glfwSetJoystickCallback + * + * @since Added in version 3.2. + * + * @ingroup input + */ +typedef void (* GLFWjoystickfun)(int,int); + +/*! @brief Video mode type. + * + * This describes a single video mode. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoMode glfwGetVideoModes + * + * @since Added in version 1.0. + * @glfw3 Added refresh rate member. + * + * @ingroup monitor + */ +typedef struct GLFWvidmode +{ + /*! The width, in screen coordinates, of the video mode. + */ + int width; + /*! The height, in screen coordinates, of the video mode. + */ + int height; + /*! The bit depth of the red channel of the video mode. + */ + int redBits; + /*! The bit depth of the green channel of the video mode. + */ + int greenBits; + /*! The bit depth of the blue channel of the video mode. + */ + int blueBits; + /*! The refresh rate, in Hz, of the video mode. + */ + int refreshRate; +} GLFWvidmode; + +/*! @brief Gamma ramp. + * + * This describes the gamma ramp for a monitor. + * + * @sa @ref monitor_gamma + * @sa glfwGetGammaRamp glfwSetGammaRamp + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWgammaramp +{ + /*! An array of value describing the response of the red channel. + */ + unsigned short* red; + /*! An array of value describing the response of the green channel. + */ + unsigned short* green; + /*! An array of value describing the response of the blue channel. + */ + unsigned short* blue; + /*! The number of elements in each array. + */ + unsigned int size; +} GLFWgammaramp; + +/*! @brief Image data. + * + * @sa @ref cursor_custom + * + * @since Added in version 2.1. + * @glfw3 Removed format and bytes-per-pixel members. + */ +typedef struct GLFWimage +{ + /*! The width, in pixels, of this image. + */ + int width; + /*! The height, in pixels, of this image. + */ + int height; + /*! The pixel data of this image, arranged left-to-right, top-to-bottom. + */ + unsigned char* pixels; +} GLFWimage; + + +/************************************************************************* + * GLFW API functions + *************************************************************************/ + +/*! @brief Initializes the GLFW library. + * + * This function initializes the GLFW library. Before most GLFW functions can + * be used, GLFW must be initialized, and before an application terminates GLFW + * should be terminated in order to free any resources allocated during or + * after initialization. + * + * If this function fails, it calls @ref glfwTerminate before returning. If it + * succeeds, you should call @ref glfwTerminate before the application exits. + * + * Additional calls to this function after successful initialization but before + * termination will return `GLFW_TRUE` immediately. + * + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. + * + * @remark @osx This function will change the current directory of the + * application to the `Contents/Resources` subdirectory of the application's + * bundle, if present. This can be disabled with a + * [compile-time option](@ref compile_options_osx). + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa glfwTerminate + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI int glfwInit(void); + +/*! @brief Terminates the GLFW library. + * + * This function destroys all remaining windows and cursors, restores any + * modified gamma ramps and frees any other allocated resources. Once this + * function is called, you must again call @ref glfwInit successfully before + * you will be able to use most GLFW functions. + * + * If GLFW has been successfully initialized, this function should be called + * before the application exits. If initialization fails, there is no need to + * call this function, as it is called by @ref glfwInit before it returns + * failure. + * + * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. + * + * @remark This function may be called before @ref glfwInit. + * + * @warning The contexts of any remaining windows must not be current on any + * other thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa glfwInit + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwTerminate(void); + +/*! @brief Retrieves the version of the GLFW library. + * + * This function retrieves the major, minor and revision numbers of the GLFW + * library. It is intended for when you are using GLFW as a shared library and + * want to ensure that you are using the minimum required version. + * + * Any or all of the version arguments may be `NULL`. + * + * @param[out] major Where to store the major version number, or `NULL`. + * @param[out] minor Where to store the minor version number, or `NULL`. + * @param[out] rev Where to store the revision number, or `NULL`. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa glfwGetVersionString + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev); + +/*! @brief Returns a string describing the compile-time configuration. + * + * This function returns the compile-time generated + * [version string](@ref intro_version_string) of the GLFW library binary. It + * describes the version, platform, compiler and any platform-specific + * compile-time options. It should not be confused with the OpenGL or OpenGL + * ES version string, queried with `glGetString`. + * + * __Do not use the version string__ to parse the GLFW library version. The + * @ref glfwGetVersion function provides the version of the running library + * binary in numerical format. + * + * @return The ASCII encoded GLFW version string. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @pointer_lifetime The returned string is static and compile-time generated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa glfwGetVersion + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI const char* glfwGetVersionString(void); + +/*! @brief Sets the error callback. + * + * This function sets the error callback, which is called with an error code + * and a human-readable description each time a GLFW error occurs. + * + * The error callback is called on the thread where the error occurred. If you + * are using GLFW from multiple threads, your error callback needs to be + * written accordingly. + * + * Because the description string may have been generated specifically for that + * error, it is not guaranteed to be valid after the callback has returned. If + * you wish to use it after the callback returns, you need to make a copy. + * + * Once set, the error callback remains set even after the library has been + * terminated. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref error_handling + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun); + +/*! @brief Returns the currently connected monitors. + * + * This function returns an array of handles for all currently connected + * monitors. The primary monitor is always first in the returned array. If no + * monitors were found, this function returns `NULL`. + * + * @param[out] count Where to store the number of monitors in the returned + * array. This is set to zero if an error occurred. + * @return An array of monitor handles, or `NULL` if no monitors were found or + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * monitor configuration changes or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_monitors + * @sa @ref monitor_event + * @sa glfwGetPrimaryMonitor + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor** glfwGetMonitors(int* count); + +/*! @brief Returns the primary monitor. + * + * This function returns the primary monitor. This is usually the monitor + * where elements like the task bar or global menu bar are located. + * + * @return The primary monitor, or `NULL` if no monitors were found or if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @remark The primary monitor is always first in the array returned by @ref + * glfwGetMonitors. + * + * @sa @ref monitor_monitors + * @sa glfwGetMonitors + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void); + +/*! @brief Returns the position of the monitor's viewport on the virtual screen. + * + * This function returns the position, in screen coordinates, of the upper-left + * corner of the specified monitor. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`. + * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); + +/*! @brief Returns the physical size of the monitor. + * + * This function returns the size, in millimetres, of the display area of the + * specified monitor. + * + * Some systems do not provide accurate monitor size information, either + * because the monitor + * [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data) + * data is incorrect or because the driver does not report it accurately. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] widthMM Where to store the width, in millimetres, of the + * monitor's display area, or `NULL`. + * @param[out] heightMM Where to store the height, in millimetres, of the + * monitor's display area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @win32 calculates the returned physical size from the + * current resolution and system DPI instead of querying the monitor EDID data. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM); + +/*! @brief Returns the name of the specified monitor. + * + * This function returns a human-readable name, encoded as UTF-8, of the + * specified monitor. The name typically reflects the make and model of the + * monitor and is not guaranteed to be unique among the connected monitors. + * + * @param[in] monitor The monitor to query. + * @return The UTF-8 encoded name of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor); + +/*! @brief Sets the monitor configuration callback. + * + * This function sets the monitor configuration callback, or removes the + * currently set callback. This is called when a monitor is connected to or + * disconnected from the system. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_event + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun); + +/*! @brief Returns the available video modes for the specified monitor. + * + * This function returns an array of all video modes supported by the specified + * monitor. The returned array is sorted in ascending order, first by color + * bit depth (the sum of all channel depths) and then by resolution area (the + * product of width and height). + * + * @param[in] monitor The monitor to query. + * @param[out] count Where to store the number of video modes in the returned + * array. This is set to zero if an error occurred. + * @return An array of video modes, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected, this function is called again for that monitor or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoMode + * + * @since Added in version 1.0. + * @glfw3 Changed to return an array of modes for a specific monitor. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count); + +/*! @brief Returns the current mode of the specified monitor. + * + * This function returns the current video mode of the specified monitor. If + * you have created a full screen window for that monitor, the return value + * will depend on whether that window is iconified. + * + * @param[in] monitor The monitor to query. + * @return The current mode of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoModes + * + * @since Added in version 3.0. Replaces `glfwGetDesktopMode`. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); + +/*! @brief Generates a gamma ramp and sets it for the specified monitor. + * + * This function generates a 256-element gamma ramp from the specified exponent + * and then calls @ref glfwSetGammaRamp with it. The value must be a finite + * number greater than zero. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] gamma The desired exponent. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma); + +/*! @brief Returns the current gamma ramp for the specified monitor. + * + * This function returns the current gamma ramp of the specified monitor. + * + * @param[in] monitor The monitor to query. + * @return The current gamma ramp, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned structure and its arrays are allocated and + * freed by GLFW. You should not free them yourself. They are valid until the + * specified monitor is disconnected, this function is called again for that + * monitor or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor); + +/*! @brief Sets the current gamma ramp for the specified monitor. + * + * This function sets the current gamma ramp for the specified monitor. The + * original gamma ramp for that monitor is saved by GLFW the first time this + * function is called and is restored by @ref glfwTerminate. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] ramp The gamma ramp to use. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark Gamma ramp sizes other than 256 are not supported by all platforms + * or graphics hardware. + * + * @remark @win32 The gamma ramp size must be 256. + * + * @pointer_lifetime The specified gamma ramp is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +/*! @brief Resets all window hints to their default values. + * + * This function resets all window hints to their + * [default values](@ref window_hints_values). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa glfwWindowHint + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwDefaultWindowHints(void); + +/*! @brief Sets the specified window hint to the desired value. + * + * This function sets hints for the next call to @ref glfwCreateWindow. The + * hints, once set, retain their values until changed by a call to @ref + * glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is + * terminated. + * + * This function does not check whether the specified hint values are valid. + * If you set hints to invalid values this will instead be reported by the next + * call to @ref glfwCreateWindow. + * + * @param[in] hint The [window hint](@ref window_hints) to set. + * @param[in] value The new value of the window hint. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa glfwDefaultWindowHints + * + * @since Added in version 3.0. Replaces `glfwOpenWindowHint`. + * + * @ingroup window + */ +GLFWAPI void glfwWindowHint(int hint, int value); + +/*! @brief Creates a window and its associated context. + * + * This function creates a window and its associated OpenGL or OpenGL ES + * context. Most of the options controlling how the window and its context + * should be created are specified with [window hints](@ref window_hints). + * + * Successful creation does not change which context is current. Before you + * can use the newly created context, you need to + * [make it current](@ref context_current). For information about the `share` + * parameter, see @ref context_sharing. + * + * The created window, framebuffer and context may differ from what you + * requested, as not all parameters and hints are + * [hard constraints](@ref window_hints_hard). This includes the size of the + * window, especially for full screen windows. To query the actual attributes + * of the created window, framebuffer and context, see @ref + * glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize. + * + * To create a full screen window, you need to specify the monitor the window + * will cover. If no monitor is specified, the window will be windowed mode. + * Unless you have a way for the user to choose a specific monitor, it is + * recommended that you pick the primary monitor. For more information on how + * to query connected monitors, see @ref monitor_monitors. + * + * For full screen windows, the specified size becomes the resolution of the + * window's _desired video mode_. As long as a full screen window is not + * iconified, the supported video mode most closely matching the desired video + * mode is set for the specified monitor. For more information about full + * screen windows, including the creation of so called _windowed full screen_ + * or _borderless full screen_ windows, see @ref window_windowed_full_screen. + * + * By default, newly created windows use the placement recommended by the + * window system. To create the window at a specific position, make it + * initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window + * hint, set its [position](@ref window_pos) and then [show](@ref window_hide) + * it. + * + * As long as at least one full screen window is not iconified, the screensaver + * is prohibited from starting. + * + * Window systems put limits on window sizes. Very large or very small window + * dimensions may be overridden by the window system on creation. Check the + * actual [size](@ref window_size) after creation. + * + * The [swap interval](@ref buffer_swap) is not set during window creation and + * the initial value may vary depending on driver settings and defaults. + * + * @param[in] width The desired width, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] height The desired height, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] title The initial, UTF-8 encoded window title. + * @param[in] monitor The monitor to use for full screen mode, or `NULL` for + * windowed mode. + * @param[in] share The window whose context to share resources with, or `NULL` + * to not share resources. + * @return The handle of the created window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref + * GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @win32 Window creation will fail if the Microsoft GDI software + * OpenGL implementation is the only one available. + * + * @remark @win32 If the executable has an icon resource named `GLFW_ICON,` + * it will be set as the icon for the window. If no such icon is present, the + * `IDI_WINLOGO` icon will be used instead. + * + * @remark @win32 The context to share resources with must not be current on + * any other thread. + * + * @remark @osx The GLFW window has no icon, as it is not a document + * window, but the dock icon will be the same as the application bundle's icon. + * For more information on bundles, see the + * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) + * in the Mac Developer Library. + * + * @remark @osx The first time a window is created the menu bar is populated + * with common commands like Hide, Quit and About. The About entry opens + * a minimal about dialog with information from the application's bundle. The + * menu bar can be disabled with a + * [compile-time option](@ref compile_options_osx). + * + * @remark @osx On OS X 10.10 and later the window frame will not be rendered + * at full resolution on Retina displays unless the `NSHighResolutionCapable` + * key is enabled in the application bundle's `Info.plist`. For more + * information, see + * [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html) + * in the Mac Developer Library. The GLFW test and example programs use + * a custom `Info.plist` template for this, which can be found as + * `CMake/MacOSXBundleInfo.plist.in` in the source tree. + * + * @remark @x11 There is no mechanism for setting the window icon yet. + * + * @remark @x11 Some window managers will not respect the placement of + * initially hidden windows. + * + * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for + * a window to reach its requested state. This means you may not be able to + * query the final size, position or other attributes directly after window + * creation. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa glfwDestroyWindow + * + * @since Added in version 3.0. Replaces `glfwOpenWindow`. + * + * @ingroup window + */ +GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share); + +/*! @brief Destroys the specified window and its context. + * + * This function destroys the specified window and its context. On calling + * this function, no further callbacks will be called for that window. + * + * If the context of the specified window is current on the main thread, it is + * detached before being destroyed. + * + * @param[in] window The window to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @note The context of the specified window must not be current on any other + * thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa glfwCreateWindow + * + * @since Added in version 3.0. Replaces `glfwCloseWindow`. + * + * @ingroup window + */ +GLFWAPI void glfwDestroyWindow(GLFWwindow* window); + +/*! @brief Checks the close flag of the specified window. + * + * This function returns the value of the close flag of the specified window. + * + * @param[in] window The window to query. + * @return The value of the close flag. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI int glfwWindowShouldClose(GLFWwindow* window); + +/*! @brief Sets the close flag of the specified window. + * + * This function sets the value of the close flag of the specified window. + * This can be used to override the user's attempt to close the window, or + * to signal that it should be closed. + * + * @param[in] window The window whose flag to change. + * @param[in] value The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value); + +/*! @brief Sets the title of the specified window. + * + * This function sets the window title, encoded as UTF-8, of the specified + * window. + * + * @param[in] window The window whose title to change. + * @param[in] title The UTF-8 encoded window title. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @osx The window title will not be updated until the next time you + * process events. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_title + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); + +/*! @brief Sets the icon for the specified window. + * + * This function sets the icon of the specified window. If passed an array of + * candidate images, those of or closest to the sizes desired by the system are + * selected. If no images are specified, the window reverts to its default + * icon. + * + * The desired image sizes varies depending on platform and system settings. + * The selected images will be rescaled as needed. Good sizes include 16x16, + * 32x32 and 48x48. + * + * @param[in] window The window whose icon to set. + * @param[in] count The number of images in the specified array, or zero to + * revert to the default window icon. + * @param[in] images The images to create the icon from. This is ignored if + * count is zero. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @remark @osx The GLFW window has no icon, as it is not a document + * window, but the dock icon will be the same as the application bundle's icon. + * For more information on bundles, see the + * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) + * in the Mac Developer Library. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_icon + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images); + +/*! @brief Retrieves the position of the client area of the specified window. + * + * This function retrieves the position, in screen coordinates, of the + * upper-left corner of the client area of the specified window. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The window to query. + * @param[out] xpos Where to store the x-coordinate of the upper-left corner of + * the client area, or `NULL`. + * @param[out] ypos Where to store the y-coordinate of the upper-left corner of + * the client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa glfwSetWindowPos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); + +/*! @brief Sets the position of the client area of the specified window. + * + * This function sets the position, in screen coordinates, of the upper-left + * corner of the client area of the specified windowed mode window. If the + * window is a full screen window, this function does nothing. + * + * __Do not use this function__ to move an already visible window unless you + * have very good reasons for doing so, as it will confuse and annoy the user. + * + * The window manager may put limits on what positions are allowed. GLFW + * cannot and should not override these limits. + * + * @param[in] window The window to query. + * @param[in] xpos The x-coordinate of the upper-left corner of the client area. + * @param[in] ypos The y-coordinate of the upper-left corner of the client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa glfwGetWindowPos + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); + +/*! @brief Retrieves the size of the client area of the specified window. + * + * This function retrieves the size, in screen coordinates, of the client area + * of the specified window. If you wish to retrieve the size of the + * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose size to retrieve. + * @param[out] width Where to store the width, in screen coordinates, of the + * client area, or `NULL`. + * @param[out] height Where to store the height, in screen coordinates, of the + * client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa glfwSetWindowSize + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Sets the size limits of the specified window. + * + * This function sets the size limits of the client area of the specified + * window. If the window is full screen, the size limits only take effect if + * once it is made windowed. If the window is not resizable, this function + * does nothing. + * + * The size limits are applied immediately to a windowed mode window and may + * cause it to be resized. + * + * @param[in] window The window to set limits for. + * @param[in] minwidth The minimum width, in screen coordinates, of the client + * area, or `GLFW_DONT_CARE`. + * @param[in] minheight The minimum height, in screen coordinates, of the + * client area, or `GLFW_DONT_CARE`. + * @param[in] maxwidth The maximum width, in screen coordinates, of the client + * area, or `GLFW_DONT_CARE`. + * @param[in] maxheight The maximum height, in screen coordinates, of the + * client area, or `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa glfwSetWindowAspectRatio + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); + +/*! @brief Sets the aspect ratio of the specified window. + * + * This function sets the required aspect ratio of the client area of the + * specified window. If the window is full screen, the aspect ratio only takes + * effect once it is made windowed. If the window is not resizable, this + * function does nothing. + * + * The aspect ratio is specified as a numerator and a denominator and both + * values must be greater than zero. For example, the common 16:9 aspect ratio + * is specified as 16 and 9, respectively. + * + * If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect + * ratio limit is disabled. + * + * The aspect ratio is applied immediately to a windowed mode window and may + * cause it to be resized. + * + * @param[in] window The window to set limits for. + * @param[in] numer The numerator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * @param[in] denom The denominator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa glfwSetWindowSizeLimits + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); + +/*! @brief Sets the size of the client area of the specified window. + * + * This function sets the size, in screen coordinates, of the client area of + * the specified window. + * + * For full screen windows, this function updates the resolution of its desired + * video mode and switches to the video mode closest to it, without affecting + * the window's context. As the context is unaffected, the bit depths of the + * framebuffer remain unchanged. + * + * If you wish to update the refresh rate of the desired video mode in addition + * to its resolution, see @ref glfwSetWindowMonitor. + * + * The window manager may put limits on what sizes are allowed. GLFW cannot + * and should not override these limits. + * + * @param[in] window The window to resize. + * @param[in] width The desired width, in screen coordinates, of the window + * client area. + * @param[in] height The desired height, in screen coordinates, of the window + * client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa glfwGetWindowSize + * @sa glfwSetWindowMonitor + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height); + +/*! @brief Retrieves the size of the framebuffer of the specified window. + * + * This function retrieves the size, in pixels, of the framebuffer of the + * specified window. If you wish to retrieve the size of the window in screen + * coordinates, see @ref glfwGetWindowSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose framebuffer to query. + * @param[out] width Where to store the width, in pixels, of the framebuffer, + * or `NULL`. + * @param[out] height Where to store the height, in pixels, of the framebuffer, + * or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * @sa glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Retrieves the size of the frame of the window. + * + * This function retrieves the size, in screen coordinates, of each edge of the + * frame of the specified window. This size includes the title bar, if the + * window has one. The size of the frame may vary depending on the + * [window-related hints](@ref window_hints_wnd) used to create it. + * + * Because this function retrieves the size of each window frame edge and not + * the offset along a particular coordinate axis, the retrieved values will + * always be zero or positive. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose frame size to query. + * @param[out] left Where to store the size, in screen coordinates, of the left + * edge of the window frame, or `NULL`. + * @param[out] top Where to store the size, in screen coordinates, of the top + * edge of the window frame, or `NULL`. + * @param[out] right Where to store the size, in screen coordinates, of the + * right edge of the window frame, or `NULL`. + * @param[out] bottom Where to store the size, in screen coordinates, of the + * bottom edge of the window frame, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom); + +/*! @brief Iconifies the specified window. + * + * This function iconifies (minimizes) the specified window if it was + * previously restored. If the window is already iconified, this function does + * nothing. + * + * If the specified window is a full screen window, the original monitor + * resolution is restored until the window is restored. + * + * @param[in] window The window to iconify. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwRestoreWindow + * @sa glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwIconifyWindow(GLFWwindow* window); + +/*! @brief Restores the specified window. + * + * This function restores the specified window if it was previously iconified + * (minimized) or maximized. If the window is already restored, this function + * does nothing. + * + * If the specified window is a full screen window, the resolution chosen for + * the window is restored on the selected monitor. + * + * @param[in] window The window to restore. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwIconifyWindow + * @sa glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwRestoreWindow(GLFWwindow* window); + +/*! @brief Maximizes the specified window. + * + * This function maximizes the specified window if it was previously not + * maximized. If the window is already maximized, this function does nothing. + * + * If the specified window is a full screen window, this function does nothing. + * + * @param[in] window The window to maximize. + * + * @par Thread Safety + * This function may only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwIconifyWindow + * @sa glfwRestoreWindow + * + * @since Added in GLFW 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwMaximizeWindow(GLFWwindow* window); + +/*! @brief Makes the specified window visible. + * + * This function makes the specified window visible if it was previously + * hidden. If the window is already visible or is in full screen mode, this + * function does nothing. + * + * @param[in] window The window to make visible. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa glfwHideWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwShowWindow(GLFWwindow* window); + +/*! @brief Hides the specified window. + * + * This function hides the specified window if it was previously visible. If + * the window is already hidden or is in full screen mode, this function does + * nothing. + * + * @param[in] window The window to hide. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa glfwShowWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwHideWindow(GLFWwindow* window); + +/*! @brief Brings the specified window to front and sets input focus. + * + * This function brings the specified window to front and sets input focus. + * The window should already be visible and not iconified. + * + * By default, both windowed and full screen mode windows are focused when + * initially created. Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable + * this behavior. + * + * __Do not use this function__ to steal focus from other applications unless + * you are certain that is what the user wants. Focus stealing can be + * extremely disruptive. + * + * @param[in] window The window to give input focus. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwFocusWindow(GLFWwindow* window); + +/*! @brief Returns the monitor that the window uses for full screen mode. + * + * This function returns the handle of the monitor that the specified window is + * in full screen on. + * + * @param[in] window The window to query. + * @return The monitor, or `NULL` if the window is in windowed mode or an error + * occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa glfwSetWindowMonitor + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); + +/*! @brief Sets the mode, monitor, video mode and placement of a window. + * + * This function sets the monitor that the window uses for full screen mode or, + * if the monitor is `NULL`, makes it windowed mode. + * + * When setting a monitor, this function updates the width, height and refresh + * rate of the desired video mode and switches to the video mode closest to it. + * The window position is ignored when setting a monitor. + * + * When the monitor is `NULL`, the position, width and height are used to + * place the window client area. The refresh rate is ignored when no monitor + * is specified. + * + * If you only wish to update the resolution of a full screen window or the + * size of a windowed mode window, see @ref glfwSetWindowSize. + * + * When a window transitions from full screen to windowed mode, this function + * restores any previous window settings such as whether it is decorated, + * floating, resizable, has size or aspect ratio limits, etc.. + * + * @param[in] window The window whose monitor, size or video mode to set. + * @param[in] monitor The desired monitor, or `NULL` to set windowed mode. + * @param[in] xpos The desired x-coordinate of the upper-left corner of the + * client area. + * @param[in] ypos The desired y-coordinate of the upper-left corner of the + * client area. + * @param[in] width The desired with, in screen coordinates, of the client area + * or video mode. + * @param[in] height The desired height, in screen coordinates, of the client + * area or video mode. + * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa @ref window_full_screen + * @sa glfwGetWindowMonitor + * @sa glfwSetWindowSize + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); + +/*! @brief Returns an attribute of the specified window. + * + * This function returns the value of an attribute of the specified window or + * its OpenGL or OpenGL ES context. + * + * @param[in] window The window to query. + * @param[in] attrib The [window attribute](@ref window_attribs) whose value to + * return. + * @return The value of the attribute, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @remark Framebuffer related hints are not window attributes. See @ref + * window_attribs_fb for more information. + * + * @remark Zero is a valid value for many window and context related + * attributes so you cannot use a return value of zero as an indication of + * errors. However, this function should not fail as long as it is passed + * valid arguments and the library has been [initialized](@ref intro_init). + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_attribs + * + * @since Added in version 3.0. Replaces `glfwGetWindowParam` and + * `glfwGetGLVersion`. + * + * @ingroup window + */ +GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib); + +/*! @brief Sets the user pointer of the specified window. + * + * This function sets the user-defined pointer of the specified window. The + * current value is retained until the window is destroyed. The initial value + * is `NULL`. + * + * @param[in] window The window whose pointer to set. + * @param[in] pointer The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa glfwGetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer); + +/*! @brief Returns the user pointer of the specified window. + * + * This function returns the current value of the user-defined pointer of the + * specified window. The initial value is `NULL`. + * + * @param[in] window The window whose pointer to return. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa glfwSetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); + +/*! @brief Sets the position callback for the specified window. + * + * This function sets the position callback of the specified window, which is + * called when the window is moved. The callback is provided with the screen + * position of the upper-left corner of the client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun); + +/*! @brief Sets the size callback for the specified window. + * + * This function sets the size callback of the specified window, which is + * called when the window is resized. The callback is provided with the size, + * in screen coordinates, of the client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun); + +/*! @brief Sets the close callback for the specified window. + * + * This function sets the close callback of the specified window, which is + * called when the user attempts to close the window, for example by clicking + * the close widget in the title bar. + * + * The close flag is set before this callback is called, but you can modify it + * at any time with @ref glfwSetWindowShouldClose. + * + * The close callback is not triggered by @ref glfwDestroyWindow. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @osx Selecting Quit from the application menu will trigger the close + * callback for all windows. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_close + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun); + +/*! @brief Sets the refresh callback for the specified window. + * + * This function sets the refresh callback of the specified window, which is + * called when the client area of the window needs to be redrawn, for example + * if the window has been exposed after having been covered by another window. + * + * On compositing window systems such as Aero, Compiz or Aqua, where the window + * contents are saved off-screen, this callback may be called only very + * infrequently or never at all. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_refresh + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun); + +/*! @brief Sets the focus callback for the specified window. + * + * This function sets the focus callback of the specified window, which is + * called when the window gains or loses input focus. + * + * After the focus callback is called for a window that lost input focus, + * synthetic key and mouse button release events will be generated for all such + * that had been pressed. For more information, see @ref glfwSetKeyCallback + * and @ref glfwSetMouseButtonCallback. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun); + +/*! @brief Sets the iconify callback for the specified window. + * + * This function sets the iconification callback of the specified window, which + * is called when the window is iconified or restored. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun); + +/*! @brief Sets the framebuffer resize callback for the specified window. + * + * This function sets the framebuffer resize callback of the specified window, + * which is called when the framebuffer of the specified window is resized. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun); + +/*! @brief Processes all pending events. + * + * This function processes only those events that are already in the event + * queue and then returns immediately. Processing events will cause the window + * and input callbacks associated with those events to be called. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain events are sent directly to the application + * without going through the event queue, causing callbacks to be called + * outside of a call to one of the event processing functions. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwWaitEvents + * @sa glfwWaitEventsTimeout + * + * @since Added in version 1.0. + * + * @ingroup window + */ +GLFWAPI void glfwPollEvents(void); + +/*! @brief Waits until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue. Once one or more events are available, + * it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue + * are processed and the function then returns immediately. Processing events + * will cause the window and input callbacks associated with those events to be + * called. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain callbacks may be called outside of a call to one + * of the event processing functions. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwPollEvents + * @sa glfwWaitEventsTimeout + * + * @since Added in version 2.5. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEvents(void); + +/*! @brief Waits with timeout until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue, or until the specified timeout is reached. If + * one or more events are available, it behaves exactly like @ref + * glfwPollEvents, i.e. the events in the queue are processed and the function + * then returns immediately. Processing events will cause the window and input + * callbacks associated with those events to be called. + * + * The timeout value must be a positive finite number. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain callbacks may be called outside of a call to one + * of the event processing functions. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * Event processing is not required for joystick input to work. + * + * @param[in] timeout The maximum amount of time, in seconds, to wait. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwPollEvents + * @sa glfwWaitEvents + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEventsTimeout(double timeout); + +/*! @brief Posts an empty event to the event queue. + * + * This function posts an empty event from the current thread to the event + * queue, causing @ref glfwWaitEvents to return. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref events + * @sa glfwWaitEvents + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwPostEmptyEvent(void); + +/*! @brief Returns the value of an input option for the specified window. + * + * This function returns the value of an input option for the specified window. + * The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * @param[in] window The window to query. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa glfwSetInputMode + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); + +/*! @brief Sets an input option for the specified window. + * + * This function sets an input mode option for the specified window. The mode + * must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor + * modes: + * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally. + * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client + * area of the window but does not restrict the cursor from leaving. + * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual + * and unlimited cursor movement. This is useful for implementing for + * example 3D camera controls. + * + * If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to + * enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are + * enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS` + * the next time it is called even if the key had been released before the + * call. This is useful when you are only interested in whether keys have been + * pressed but not when or in which order. + * + * If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either + * `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it. + * If sticky mouse buttons are enabled, a mouse button press will ensure that + * @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even + * if the mouse button had been released before the call. This is useful when + * you are only interested in whether mouse buttons have been pressed but not + * when or in which order. + * + * @param[in] window The window whose input mode to set. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * @param[in] value The new value of the specified input mode. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa glfwGetInputMode + * + * @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`. + * + * @ingroup input + */ +GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); + +/*! @brief Returns the localized name of the specified printable key. + * + * This function returns the localized name of the specified printable key. + * This is intended for displaying key bindings to the user. + * + * If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise + * the scancode is ignored. If a non-printable key or (if the key is + * `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is + * specified, this function returns `NULL`. + * + * This behavior allows you to pass in the arguments passed to the + * [key callback](@ref input_key) without modification. + * + * The printable keys are: + * - `GLFW_KEY_APOSTROPHE` + * - `GLFW_KEY_COMMA` + * - `GLFW_KEY_MINUS` + * - `GLFW_KEY_PERIOD` + * - `GLFW_KEY_SLASH` + * - `GLFW_KEY_SEMICOLON` + * - `GLFW_KEY_EQUAL` + * - `GLFW_KEY_LEFT_BRACKET` + * - `GLFW_KEY_RIGHT_BRACKET` + * - `GLFW_KEY_BACKSLASH` + * - `GLFW_KEY_WORLD_1` + * - `GLFW_KEY_WORLD_2` + * - `GLFW_KEY_0` to `GLFW_KEY_9` + * - `GLFW_KEY_A` to `GLFW_KEY_Z` + * - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9` + * - `GLFW_KEY_KP_DECIMAL` + * - `GLFW_KEY_KP_DIVIDE` + * - `GLFW_KEY_KP_MULTIPLY` + * - `GLFW_KEY_KP_SUBTRACT` + * - `GLFW_KEY_KP_ADD` + * - `GLFW_KEY_KP_EQUAL` + * + * @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`. + * @param[in] scancode The scancode of the key to query. + * @return The localized name of the key, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetKeyName, or until the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key_name + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetKeyName(int key, int scancode); + +/*! @brief Returns the last reported state of a keyboard key for the specified + * window. + * + * This function returns the last state reported for the specified key to the + * specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to + * the key callback. + * + * If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns + * `GLFW_PRESS` the first time you call it for a key that was pressed, even if + * that key has already been released. + * + * The key functions deal with physical keys, with [key tokens](@ref keys) + * named after their use on the standard US keyboard layout. If you want to + * input text, use the Unicode character callback instead. + * + * The [modifier key bit masks](@ref mods) are not key tokens and cannot be + * used with this function. + * + * __Do not use this function__ to implement [text input](@ref input_char). + * + * @param[in] window The desired window. + * @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is + * not a valid key for this function. + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetKey(GLFWwindow* window, int key); + +/*! @brief Returns the last reported state of a mouse button for the specified + * window. + * + * This function returns the last state reported for the specified mouse button + * to the specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. + * + * If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function + * `GLFW_PRESS` the first time you call it for a mouse button that was pressed, + * even if that mouse button has already been released. + * + * @param[in] window The desired window. + * @param[in] button The desired [mouse button](@ref buttons). + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); + +/*! @brief Retrieves the position of the cursor relative to the client area of + * the window. + * + * This function returns the position of the cursor, in screen coordinates, + * relative to the upper-left corner of the client area of the specified + * window. + * + * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor + * position is unbounded and limited only by the minimum and maximum values of + * a `double`. + * + * The coordinate can be converted to their integer equivalents with the + * `floor` function. Casting directly to an integer type works for positive + * coordinates, but fails for negative ones. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The desired window. + * @param[out] xpos Where to store the cursor x-coordinate, relative to the + * left edge of the client area, or `NULL`. + * @param[out] ypos Where to store the cursor y-coordinate, relative to the to + * top edge of the client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa glfwSetCursorPos + * + * @since Added in version 3.0. Replaces `glfwGetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); + +/*! @brief Sets the position of the cursor, relative to the client area of the + * window. + * + * This function sets the position, in screen coordinates, of the cursor + * relative to the upper-left corner of the client area of the specified + * window. The window must have input focus. If the window does not have + * input focus when this function is called, it fails silently. + * + * __Do not use this function__ to implement things like camera controls. GLFW + * already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the + * cursor, transparently re-centers it and provides unconstrained cursor + * motion. See @ref glfwSetInputMode for more information. + * + * If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is + * unconstrained and limited only by the minimum and maximum values of + * a `double`. + * + * @param[in] window The desired window. + * @param[in] xpos The desired x-coordinate, relative to the left edge of the + * client area. + * @param[in] ypos The desired y-coordinate, relative to the top edge of the + * client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for + * the window focus event to arrive. This means you may not be able to set the + * cursor position directly after window creation. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa glfwGetCursorPos + * + * @since Added in version 3.0. Replaces `glfwSetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos); + +/*! @brief Creates a custom cursor. + * + * Creates a new custom cursor image that can be set for a window with @ref + * glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor. + * Any remaining cursors are destroyed by @ref glfwTerminate. + * + * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight + * bits per channel. They are arranged canonically as packed sequential rows, + * starting from the top-left corner. + * + * The cursor hotspot is specified in pixels, relative to the upper-left corner + * of the cursor image. Like all other coordinate systems in GLFW, the X-axis + * points to the right and the Y-axis points down. + * + * @param[in] image The desired cursor image. + * @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot. + * @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot. + * @return The handle of the created cursor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwDestroyCursor + * @sa glfwCreateStandardCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot); + +/*! @brief Creates a cursor with a standard shape. + * + * Returns a cursor with a [standard shape](@ref shapes), that can be set for + * a window with @ref glfwSetCursor. + * + * @param[in] shape One of the [standard shapes](@ref shapes). + * @return A new cursor ready to use or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape); + +/*! @brief Destroys a cursor. + * + * This function destroys a cursor previously created with @ref + * glfwCreateCursor. Any remaining cursors will be destroyed by @ref + * glfwTerminate. + * + * @param[in] cursor The cursor object to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor); + +/*! @brief Sets the cursor for the window. + * + * This function sets the cursor image to be used when the cursor is over the + * client area of the specified window. The set cursor will only be visible + * when the [cursor mode](@ref cursor_mode) of the window is + * `GLFW_CURSOR_NORMAL`. + * + * On some platforms, the set cursor may not be visible unless the window also + * has input focus. + * + * @param[in] window The window to set the cursor for. + * @param[in] cursor The cursor to set, or `NULL` to switch back to the default + * arrow cursor. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); + +/*! @brief Sets the key callback. + * + * This function sets the key callback of the specified window, which is called + * when a key is pressed, repeated or released. + * + * The key functions deal with physical keys, with layout independent + * [key tokens](@ref keys) named after their values in the standard US keyboard + * layout. If you want to input text, use the + * [character callback](@ref glfwSetCharCallback) instead. + * + * When a window loses input focus, it will generate synthetic key release + * events for all pressed keys. You can tell these events from user-generated + * events by the fact that the synthetic ones are generated after the focus + * loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * The scancode of a key is specific to that platform or sometimes even to that + * machine. Scancodes are intended to allow users to bind keys that don't have + * a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their + * state is not saved and so it cannot be queried with @ref glfwGetKey. + * + * Sometimes GLFW needs to generate synthetic key events, in which case the + * scancode may be zero. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new key callback, or `NULL` to remove the currently + * set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun); + +/*! @brief Sets the Unicode character callback. + * + * This function sets the character callback of the specified window, which is + * called when a Unicode character is input. + * + * The character callback is intended for Unicode text input. As it deals with + * characters, it is keyboard layout dependent, whereas the + * [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1 + * to physical keys, as a key may produce zero, one or more characters. If you + * want to know whether a specific physical key was pressed or released, see + * the key callback instead. + * + * The character callback behaves as system text input normally does and will + * not be called if modifier keys are held down that would prevent normal text + * input on that platform, for example a Super (Command) key on OS X or Alt key + * on Windows. There is a + * [character with modifiers callback](@ref glfwSetCharModsCallback) that + * receives these events. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun); + +/*! @brief Sets the Unicode character with modifiers callback. + * + * This function sets the character with modifiers callback of the specified + * window, which is called when a Unicode character is input regardless of what + * modifier keys are used. + * + * The character with modifiers callback is intended for implementing custom + * Unicode character input. For regular Unicode text input, see the + * [character callback](@ref glfwSetCharCallback). Like the character + * callback, the character with modifiers callback deals with characters and is + * keyboard layout dependent. Characters do not map 1:1 to physical keys, as + * a key may produce zero, one or more characters. If you want to know whether + * a specific physical key was pressed or released, see the + * [key callback](@ref glfwSetKeyCallback) instead. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or an + * error occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun); + +/*! @brief Sets the mouse button callback. + * + * This function sets the mouse button callback of the specified window, which + * is called when a mouse button is pressed or released. + * + * When a window loses input focus, it will generate synthetic mouse button + * release events for all pressed mouse buttons. You can tell these events + * from user-generated events by the fact that the synthetic ones are generated + * after the focus loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun); + +/*! @brief Sets the cursor position callback. + * + * This function sets the cursor position callback of the specified window, + * which is called when the cursor is moved. The callback is provided with the + * position, in screen coordinates, relative to the upper-left corner of the + * client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * + * @since Added in version 3.0. Replaces `glfwSetMousePosCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun); + +/*! @brief Sets the cursor enter/exit callback. + * + * This function sets the cursor boundary crossing callback of the specified + * window, which is called when the cursor enters or leaves the client area of + * the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_enter + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun); + +/*! @brief Sets the scroll callback. + * + * This function sets the scroll callback of the specified window, which is + * called when a scrolling device is used, such as a mouse wheel or scrolling + * area of a touchpad. + * + * The scroll callback receives all scrolling input, like that from a mouse + * wheel or a touchpad scrolling area. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new scroll callback, or `NULL` to remove the currently + * set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref scrolling + * + * @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun); + +/*! @brief Sets the file drop callback. + * + * This function sets the file drop callback of the specified window, which is + * called when one or more dragged files are dropped on the window. + * + * Because the path array and its strings may have been generated specifically + * for that event, they are not guaranteed to be valid after the callback has + * returned. If you wish to use them after the callback returns, you need to + * make a deep copy. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new file drop callback, or `NULL` to remove the + * currently set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref path_drop + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun); + +/*! @brief Returns whether the specified joystick is present. + * + * This function returns whether the specified joystick is present. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick + * + * @since Added in version 3.0. Replaces `glfwGetJoystickParam`. + * + * @ingroup input + */ +GLFWAPI int glfwJoystickPresent(int joy); + +/*! @brief Returns the values of all axes of the specified joystick. + * + * This function returns the values of all axes of the specified joystick. + * Each element in the array is a value between -1.0 and 1.0. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of axis values in the returned + * array. This is set to zero if an error occurred. + * @return An array of axis values, or `NULL` if the joystick is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_axis + * + * @since Added in version 3.0. Replaces `glfwGetJoystickPos`. + * + * @ingroup input + */ +GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count); + +/*! @brief Returns the state of all buttons of the specified joystick. + * + * This function returns the state of all buttons of the specified joystick. + * Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of button states in the returned + * array. This is set to zero if an error occurred. + * @return An array of button states, or `NULL` if the joystick is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_button + * + * @since Added in version 2.2. + * @glfw3 Changed to return a dynamic array. + * + * @ingroup input + */ +GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count); + +/*! @brief Returns the name of the specified joystick. + * + * This function returns the name, encoded as UTF-8, of the specified joystick. + * The returned string is allocated and freed by GLFW. You should not free it + * yourself. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick + * is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_name + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetJoystickName(int joy); + +/*! @brief Sets the joystick configuration callback. + * + * This function sets the joystick configuration callback, or removes the + * currently set callback. This is called when a joystick is connected to or + * disconnected from the system. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_event + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun); + +/*! @brief Sets the clipboard to the specified string. + * + * This function sets the system clipboard to the specified, UTF-8 encoded + * string. + * + * @param[in] window The window that will own the clipboard contents. + * @param[in] string A UTF-8 encoded string. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified string is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwGetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); + +/*! @brief Returns the contents of the clipboard as a string. + * + * This function returns the contents of the system clipboard, if it contains + * or is convertible to a UTF-8 encoded string. If the clipboard is empty or + * if its contents cannot be converted, `NULL` is returned and a @ref + * GLFW_FORMAT_UNAVAILABLE error is generated. + * + * @param[in] window The window that will request the clipboard contents. + * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL` + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetClipboardString or @ref glfwSetClipboardString, or until the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwSetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); + +/*! @brief Returns the value of the GLFW timer. + * + * This function returns the value of the GLFW timer. Unless the timer has + * been set using @ref glfwSetTime, the timer measures time elapsed since GLFW + * was initialized. + * + * The resolution of the timer is system dependent, but is usually on the order + * of a few micro- or nanoseconds. It uses the highest-resolution monotonic + * time source on each supported platform. + * + * @return The current value, in seconds, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Reading of the + * internal timer offset is not atomic. + * + * @sa @ref time + * + * @since Added in version 1.0. + * + * @ingroup input + */ +GLFWAPI double glfwGetTime(void); + +/*! @brief Sets the GLFW timer. + * + * This function sets the value of the GLFW timer. It then continues to count + * up from that value. The value must be a positive finite number less than + * or equal to 18446744073.0, which is approximately 584.5 years. + * + * @param[in] time The new value, in seconds. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_VALUE. + * + * @remark The upper limit of the timer is calculated as + * floor((264 - 1) / 109) and is due to implementations + * storing nanoseconds in 64 bits. The limit may be increased in the future. + * + * @thread_safety This function may be called from any thread. Writing of the + * internal timer offset is not atomic. + * + * @sa @ref time + * + * @since Added in version 2.2. + * + * @ingroup input + */ +GLFWAPI void glfwSetTime(double time); + +/*! @brief Returns the current value of the raw timer. + * + * This function returns the current value of the raw timer, measured in + * 1 / frequency seconds. To get the frequency, call @ref + * glfwGetTimerFrequency. + * + * @return The value of the timer, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa glfwGetTimerFrequency + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerValue(void); + +/*! @brief Returns the frequency, in Hz, of the raw timer. + * + * This function returns the frequency, in Hz, of the raw timer. + * + * @return The frequency of the timer, in Hz, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa glfwGetTimerValue + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerFrequency(void); + +/*! @brief Makes the context of the specified window current for the calling + * thread. + * + * This function makes the OpenGL or OpenGL ES context of the specified window + * current on the calling thread. A context can only be made current on + * a single thread at a time and each thread can have only a single current + * context at a time. + * + * By default, making a context non-current implicitly forces a pipeline flush. + * On machines that support `GL_KHR_context_flush_control`, you can control + * whether a context performs this flush by setting the + * [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * @param[in] window The window whose context to make current, or `NULL` to + * detach the current context. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa glfwGetCurrentContext + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window); + +/*! @brief Returns the window whose context is current on the calling thread. + * + * This function returns the window whose OpenGL or OpenGL ES context is + * current on the calling thread. + * + * @return The window whose context is current, or `NULL` if no window's + * context is current. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa glfwMakeContextCurrent + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI GLFWwindow* glfwGetCurrentContext(void); + +/*! @brief Swaps the front and back buffers of the specified window. + * + * This function swaps the front and back buffers of the specified window when + * rendering with OpenGL or OpenGL ES. If the swap interval is greater than + * zero, the GPU driver waits the specified number of screen updates before + * swapping the buffers. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see `vkQueuePresentKHR` instead. + * + * @param[in] window The window whose buffers to swap. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark __EGL:__ The context of the specified window must be current on the + * calling thread. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa glfwSwapInterval + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSwapBuffers(GLFWwindow* window); + +/*! @brief Sets the swap interval for the current context. + * + * This function sets the swap interval for the current OpenGL or OpenGL ES + * context, i.e. the number of screen updates to wait from the time @ref + * glfwSwapBuffers was called before swapping the buffers and returning. This + * is sometimes called _vertical synchronization_, _vertical retrace + * synchronization_ or just _vsync_. + * + * Contexts that support either of the `WGL_EXT_swap_control_tear` and + * `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals, + * which allow the driver to swap even if a frame arrives a little bit late. + * You can check for the presence of these extensions using @ref + * glfwExtensionSupported. For more information about swap tearing, see the + * extension specifications. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see the present mode of your swapchain instead. + * + * @param[in] interval The minimum number of screen updates to wait for + * until the buffers are swapped by @ref glfwSwapBuffers. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark This function is not called during context creation, leaving the + * swap interval set to whatever is the default on that platform. This is done + * because some swap interval extensions used by GLFW do not allow the swap + * interval to be reset to zero once it has been set to a non-zero value. + * + * @remark Some GPU drivers do not honor the requested swap interval, either + * because of a user setting that overrides the application's request or due to + * bugs in the driver. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa glfwSwapBuffers + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI void glfwSwapInterval(int interval); + +/*! @brief Returns whether the specified extension is available. + * + * This function returns whether the specified + * [API extension](@ref context_glext) is supported by the current OpenGL or + * OpenGL ES context. It searches both for client API extension and context + * creation API extensions. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * As this functions retrieves and searches one or more extension strings each + * call, it is recommended that you cache its results if it is going to be used + * frequently. The extension strings will not change during the lifetime of + * a context, so there is no danger in doing this. + * + * This function does not apply to Vulkan. If you are using Vulkan, see @ref + * glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties` + * and `vkEnumerateDeviceExtensionProperties` instead. + * + * @param[in] extension The ASCII encoded name of the extension. + * @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE` + * otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa glfwGetProcAddress + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI int glfwExtensionSupported(const char* extension); + +/*! @brief Returns the address of the specified function for the current + * context. + * + * This function returns the address of the specified OpenGL or OpenGL ES + * [core or extension function](@ref context_glext), if it is supported + * by the current context. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and + * `vkGetDeviceProcAddr` instead. + * + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark The address of a given function is not guaranteed to be the same + * between contexts. + * + * @remark This function may return a non-`NULL` address despite the + * associated version or extension not being available. Always check the + * context version or extension string first. + * + * @pointer_lifetime The returned function pointer is valid until the context + * is destroyed or the library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa glfwExtensionSupported + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname); + +/*! @brief Returns whether the Vulkan loader has been found. + * + * This function returns whether the Vulkan loader has been found. This check + * is performed by @ref glfwInit. + * + * The availability of a Vulkan loader does not by itself guarantee that window + * surface creation or even device creation is possible. Call @ref + * glfwGetRequiredInstanceExtensions to check whether the extensions necessary + * for Vulkan surface creation are available and @ref + * glfwGetPhysicalDevicePresentationSupport to check whether a queue family of + * a physical device supports image presentation. + * + * @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_support + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwVulkanSupported(void); + +/*! @brief Returns the Vulkan instance extensions required by GLFW. + * + * This function returns an array of names of Vulkan instance extensions required + * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the + * list will always contains `VK_KHR_surface`, so if you don't require any + * additional extensions you can pass this list directly to the + * `VkInstanceCreateInfo` struct. + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available. + * + * If Vulkan is available but no set of extensions allowing window surface + * creation was found, this function returns `NULL`. You may still use Vulkan + * for off-screen rendering and compute work. + * + * @param[out] count Where to store the number of extensions in the returned + * array. This is set to zero if an error occurred. + * @return An array of ASCII encoded extension names, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @remarks Additional extensions may be required by future versions of GLFW. + * You should check if any extensions you wish to enable are already in the + * returned array, as it is an error to specify an extension more than once in + * the `VkInstanceCreateInfo` struct. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_ext + * @sa glfwCreateWindowSurface + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count); + +#if defined(VK_VERSION_1_0) + +/*! @brief Returns the address of the specified Vulkan instance function. + * + * This function returns the address of the specified Vulkan core or extension + * function for the specified instance. If instance is set to `NULL` it can + * return any function exported from the Vulkan loader, including at least the + * following functions: + * + * - `vkEnumerateInstanceExtensionProperties` + * - `vkEnumerateInstanceLayerProperties` + * - `vkCreateInstance` + * - `vkGetInstanceProcAddr` + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available. + * + * This function is equivalent to calling `vkGetInstanceProcAddr` with + * a platform-specific query of the Vulkan loader as a fallback. + * + * @param[in] instance The Vulkan instance to query, or `NULL` to retrieve + * functions related to instance creation. + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @pointer_lifetime The returned function pointer is valid until the library + * is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_proc + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname); + +/*! @brief Returns whether the specified queue family can present images. + * + * This function returns whether the specified queue family of the specified + * physical device supports presentation to the platform GLFW was built for. + * + * If Vulkan or the required window surface creation instance extensions are + * not available on the machine, or if the specified instance was not created + * with the required extensions, this function returns `GLFW_FALSE` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available and @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * @param[in] instance The instance that the physical device belongs to. + * @param[in] device The physical device that the queue family belongs to. + * @param[in] queuefamily The index of the queue family to query. + * @return `GLFW_TRUE` if the queue family supports presentation, or + * `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_present + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); + +/*! @brief Creates a Vulkan surface for the specified window. + * + * This function creates a Vulkan surface for the specified window. + * + * If the Vulkan loader was not found at initialization, this function returns + * `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE + * error. Call @ref glfwVulkanSupported to check whether the Vulkan loader was + * found. + * + * If the required window surface creation instance extensions are not + * available or if the specified instance was not created with these extensions + * enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * The window surface must be destroyed before the specified Vulkan instance. + * It is the responsibility of the caller to destroy the window surface. GLFW + * does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the + * surface. + * + * @param[in] instance The Vulkan instance to create the surface in. + * @param[in] window The window to create the surface for. + * @param[in] allocator The allocator to use, or `NULL` to use the default + * allocator. + * @param[out] surface Where to store the handle of the surface. This is set + * to `VK_NULL_HANDLE` if an error occurred. + * @return `VK_SUCCESS` if successful, or a Vulkan error code if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @remarks If an error occurs before the creation call is made, GLFW returns + * the Vulkan error code most appropriate for the error. Appropriate use of + * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should + * eliminate almost all occurrences of these errors. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_surface + * @sa glfwGetRequiredInstanceExtensions + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +#endif /*VK_VERSION_1_0*/ + + +/************************************************************************* + * Global definition cleanup + *************************************************************************/ + +/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */ + +#ifdef GLFW_WINGDIAPI_DEFINED + #undef WINGDIAPI + #undef GLFW_WINGDIAPI_DEFINED +#endif + +#ifdef GLFW_CALLBACK_DEFINED + #undef CALLBACK + #undef GLFW_CALLBACK_DEFINED +#endif + +/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */ + + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_h_ */ + diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/glfw/include/GLFW/glfw3native.h b/dependencies/imgui-1.91.4-docking/examples/libs/glfw/include/GLFW/glfw3native.h new file mode 100644 index 0000000..9fa955e --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/glfw/include/GLFW/glfw3native.h @@ -0,0 +1,456 @@ +/************************************************************************* + * GLFW 3.2 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2010 Camilla Berglund + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_native_h_ +#define _glfw3_native_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3native.h + * @brief The header of the native access functions. + * + * This is the header file of the native access functions. See @ref native for + * more information. + */ +/*! @defgroup native Native access + * + * **By using the native access functions you assert that you know what you're + * doing and how to fix problems caused by using them. If you don't, you + * shouldn't be using them.** + * + * Before the inclusion of @ref glfw3native.h, you may define exactly one + * window system API macro and zero or more context creation API macros. + * + * The chosen backends must match those the library was compiled for. Failure + * to do this will cause a link-time error. + * + * The available window API macros are: + * * `GLFW_EXPOSE_NATIVE_WIN32` + * * `GLFW_EXPOSE_NATIVE_COCOA` + * * `GLFW_EXPOSE_NATIVE_X11` + * * `GLFW_EXPOSE_NATIVE_WAYLAND` + * * `GLFW_EXPOSE_NATIVE_MIR` + * + * The available context API macros are: + * * `GLFW_EXPOSE_NATIVE_WGL` + * * `GLFW_EXPOSE_NATIVE_NSGL` + * * `GLFW_EXPOSE_NATIVE_GLX` + * * `GLFW_EXPOSE_NATIVE_EGL` + * + * These macros select which of the native access functions that are declared + * and which platform-specific headers to include. It is then up your (by + * definition platform-specific) code to handle which of these should be + * defined. + */ + + +/************************************************************************* + * System headers and types + *************************************************************************/ + +#if defined(GLFW_EXPOSE_NATIVE_WIN32) + // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for + // example to allow applications to correctly declare a GL_ARB_debug_output + // callback) but windows.h assumes no one will define APIENTRY before it does + #undef APIENTRY + #include +#elif defined(GLFW_EXPOSE_NATIVE_COCOA) + #include + #if defined(__OBJC__) + #import + #else + typedef void* id; + #endif +#elif defined(GLFW_EXPOSE_NATIVE_X11) + #include + #include +#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) + #include +#elif defined(GLFW_EXPOSE_NATIVE_MIR) + #include +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WGL) + /* WGL is declared by windows.h */ +#endif +#if defined(GLFW_EXPOSE_NATIVE_NSGL) + /* NSGL is declared by Cocoa.h */ +#endif +#if defined(GLFW_EXPOSE_NATIVE_GLX) + #include +#endif +#if defined(GLFW_EXPOSE_NATIVE_EGL) + #include +#endif + + +/************************************************************************* + * Functions + *************************************************************************/ + +#if defined(GLFW_EXPOSE_NATIVE_WIN32) +/*! @brief Returns the adapter device name of the specified monitor. + * + * @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`) + * of the specified monitor, or `NULL` if an [error](@ref error_handling) + * occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the display device name of the specified monitor. + * + * @return The UTF-8 encoded display device name (for example + * `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `HWND` of the specified window. + * + * @return The `HWND` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WGL) +/*! @brief Returns the `HGLRC` of the specified window. + * + * @return The `HGLRC` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_COCOA) +/*! @brief Returns the `CGDirectDisplayID` of the specified monitor. + * + * @return The `CGDirectDisplayID` of the specified monitor, or + * `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the `NSWindow` of the specified window. + * + * @return The `NSWindow` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_NSGL) +/*! @brief Returns the `NSOpenGLContext` of the specified window. + * + * @return The `NSOpenGLContext` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetNSGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_X11) +/*! @brief Returns the `Display` used by GLFW. + * + * @return The `Display` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Display* glfwGetX11Display(void); + +/*! @brief Returns the `RRCrtc` of the specified monitor. + * + * @return The `RRCrtc` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the `RROutput` of the specified monitor. + * + * @return The `RROutput` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `Window` of the specified window. + * + * @return The `Window` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Window glfwGetX11Window(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_GLX) +/*! @brief Returns the `GLXContext` of the specified window. + * + * @return The `GLXContext` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window); + +/*! @brief Returns the `GLXWindow` of the specified window. + * + * @return The `GLXWindow` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WAYLAND) +/*! @brief Returns the `struct wl_display*` used by GLFW. + * + * @return The `struct wl_display*` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_display* glfwGetWaylandDisplay(void); + +/*! @brief Returns the `struct wl_output*` of the specified monitor. + * + * @return The `struct wl_output*` of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the main `struct wl_surface*` of the specified window. + * + * @return The main `struct wl_surface*` of the specified window, or `NULL` if + * an [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_MIR) +/*! @brief Returns the `MirConnection*` used by GLFW. + * + * @return The `MirConnection*` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI MirConnection* glfwGetMirDisplay(void); + +/*! @brief Returns the Mir output ID of the specified monitor. + * + * @return The Mir output ID of the specified monitor, or zero if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the `MirSurface*` of the specified window. + * + * @return The `MirSurface*` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_EGL) +/*! @brief Returns the `EGLDisplay` used by GLFW. + * + * @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLDisplay glfwGetEGLDisplay(void); + +/*! @brief Returns the `EGLContext` of the specified window. + * + * @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window); + +/*! @brief Returns the `EGLSurface` of the specified window. + * + * @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window); +#endif + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_native_h_ */ + diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/glfw/lib-vc2010-32/glfw3.lib b/dependencies/imgui-1.91.4-docking/examples/libs/glfw/lib-vc2010-32/glfw3.lib new file mode 100644 index 0000000000000000000000000000000000000000..348abecfa98d6cfad9db67127eab8d5c72473539 GIT binary patch literal 187376 zcmeFa3t(Jzl|OzblT6c+k^lh;6bMjW7E0PArJ>YJ<~@^nHE9wMN=Wl)Cgepj(+5(Z zJ1sB{K}CG6_^9l<_*x&hi0f)w%346sst9#?h%T;W+tn_zQk5nD&pF@k{oZ@$5zssQo^!tM^F80^J?F~q@t%Qq&bzF}dM&MQXk6ad(0F-+6<;e~mtJ1Kd>O;n z&(k#9gPL~7d;U7_-8Gu_|8A8Awx;iCdAEO)X4CKR)0%CzcVf9_`)j%%xKp#e9rurS zX}13#-6f|!p#9a|!CI~4Pkkru(n|gs?~jGGl0Vk{)fcsrzpT5dsmtx`s&%=X{y@YP zjRoV*jq8Wp<9*%9KKJNIvTsweX;E{tQ!@x-{^npP8jTU5r*EjQ2%+2Q^R+};y#5Fg z`umdc@zI{<-rn)Pi3zJnk24sI#^NrIhbY@Nc8>+&@%V=BA@5adtfXG2D-sI@qMo3$ 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literal 0 HcmV?d00001 diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/README.txt b/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/README.txt new file mode 100644 index 0000000..c86b909 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/README.txt @@ -0,0 +1,8 @@ + +uSynergy client -- Implementation for the embedded Synergy client library +version 1.0.0, July 7th, 2012 +Copyright (c) 2012 Alex Evans + +This is a copy of the files once found at: + https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro + diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/uSynergy.c b/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/uSynergy.c new file mode 100644 index 0000000..8dce47b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/uSynergy.c @@ -0,0 +1,636 @@ +/* +uSynergy client -- Implementation for the embedded Synergy client library + version 1.0.0, July 7th, 2012 + +Copyright (c) 2012 Alex Evans + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ +#include "uSynergy.h" +#include +#include + + + +//--------------------------------------------------------------------------------------------------------------------- +// Internal helpers +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Read 16 bit integer in network byte order and convert to native byte order +**/ +static int16_t sNetToNative16(const unsigned char *value) +{ +#ifdef USYNERGY_LITTLE_ENDIAN + return value[1] | (value[0] << 8); +#else + return value[0] | (value[1] << 8); +#endif +} + + + +/** +@brief Read 32 bit integer in network byte order and convert to native byte order +**/ +static int32_t sNetToNative32(const unsigned char *value) +{ +#ifdef USYNERGY_LITTLE_ENDIAN + return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24); +#else + return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24); +#endif +} + + + +/** +@brief Trace text to client +**/ +static void sTrace(uSynergyContext *context, const char* text) +{ + // Don't trace if we don't have a trace function + if (context->m_traceFunc != 0L) + context->m_traceFunc(context->m_cookie, text); +} + + + +/** +@brief Add string to reply packet +**/ +static void sAddString(uSynergyContext *context, const char *string) +{ + size_t len = strlen(string); + memcpy(context->m_replyCur, string, len); + context->m_replyCur += len; +} + + + +/** +@brief Add uint8 to reply packet +**/ +static void sAddUInt8(uSynergyContext *context, uint8_t value) +{ + *context->m_replyCur++ = value; +} + + + +/** +@brief Add uint16 to reply packet +**/ +static void sAddUInt16(uSynergyContext *context, uint16_t value) +{ + uint8_t *reply = context->m_replyCur; + *reply++ = (uint8_t)(value >> 8); + *reply++ = (uint8_t)value; + context->m_replyCur = reply; +} + + + +/** +@brief Add uint32 to reply packet +**/ +static void sAddUInt32(uSynergyContext *context, uint32_t value) +{ + uint8_t *reply = context->m_replyCur; + *reply++ = (uint8_t)(value >> 24); + *reply++ = (uint8_t)(value >> 16); + *reply++ = (uint8_t)(value >> 8); + *reply++ = (uint8_t)value; + context->m_replyCur = reply; +} + + + +/** +@brief Send reply packet +**/ +static uSynergyBool sSendReply(uSynergyContext *context) +{ + // Set header size + uint8_t *reply_buf = context->m_replyBuffer; + uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */ + uint32_t body_len = reply_len - 4; /* Size of body */ + uSynergyBool ret; + reply_buf[0] = (uint8_t)(body_len >> 24); + reply_buf[1] = (uint8_t)(body_len >> 16); + reply_buf[2] = (uint8_t)(body_len >> 8); + reply_buf[3] = (uint8_t)body_len; + + // Send reply + ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len); + + // Reset reply buffer write pointer + context->m_replyCur = context->m_replyBuffer+4; + return ret; +} + + + +/** +@brief Call mouse callback after a mouse event +**/ +static void sSendMouseCallback(uSynergyContext *context) +{ + // Skip if no callback is installed + if (context->m_mouseCallback == 0L) + return; + + // Send callback + context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX, + context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle); +} + + + +/** +@brief Send keyboard callback when a key has been pressed or released +**/ +static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat) +{ + // Skip if no callback is installed + if (context->m_keyboardCallback == 0L) + return; + + // Send callback + context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat); +} + + + +/** +@brief Send joystick callback +**/ +static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum) +{ + int8_t *sticks; + + // Skip if no callback is installed + if (context->m_joystickCallback == 0L) + return; + + // Send callback + sticks = context->m_joystickSticks[joyNum]; + context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]); +} + + + +/** +@brief Parse a single client message, update state, send callbacks and send replies +**/ +#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0 +static void sProcessMessage(uSynergyContext *context, const uint8_t *message) +{ + // We have a packet! + if (memcmp(message+4, "Synergy", 7)==0) + { + // Welcome message + // kMsgHello = "Synergy%2i%2i" + // kMsgHelloBack = "Synergy%2i%2i%s" + sAddString(context, "Synergy"); + sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR); + sAddUInt16(context, USYNERGY_PROTOCOL_MINOR); + sAddUInt32(context, (uint32_t)strlen(context->m_clientName)); + sAddString(context, context->m_clientName); + if (!sSendReply(context)) + { + // Send reply failed, let's try to reconnect + sTrace(context, "SendReply failed, trying to reconnect in a second"); + context->m_connected = USYNERGY_FALSE; + context->m_sleepFunc(context->m_cookie, 1000); + } + else + { + // Let's assume we're connected + char buffer[256+1]; + sprintf(buffer, "Connected as client \"%s\"", context->m_clientName); + sTrace(context, buffer); + context->m_hasReceivedHello = USYNERGY_TRUE; + } + return; + } + else if (USYNERGY_IS_PACKET("QINF")) + { + // Screen info. Reply with DINF + // kMsgQInfo = "QINF" + // kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i" + uint16_t x = 0, y = 0, warp = 0; + sAddString(context, "DINF"); + sAddUInt16(context, x); + sAddUInt16(context, y); + sAddUInt16(context, context->m_clientWidth); + sAddUInt16(context, context->m_clientHeight); + sAddUInt16(context, warp); + sAddUInt16(context, 0); // mx? + sAddUInt16(context, 0); // my? + sSendReply(context); + return; + } + else if (USYNERGY_IS_PACKET("CIAK")) + { + // Do nothing? + // kMsgCInfoAck = "CIAK" + return; + } + else if (USYNERGY_IS_PACKET("CROP")) + { + // Do nothing? + // kMsgCResetOptions = "CROP" + return; + } + else if (USYNERGY_IS_PACKET("CINN")) + { + // Screen enter. Reply with CNOP + // kMsgCEnter = "CINN%2i%2i%4i%2i" + + // Obtain the Synergy sequence number + context->m_sequenceNumber = sNetToNative32(message + 12); + context->m_isCaptured = USYNERGY_TRUE; + + // Call callback + if (context->m_screenActiveCallback != 0L) + context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE); + } + else if (USYNERGY_IS_PACKET("COUT")) + { + // Screen leave + // kMsgCLeave = "COUT" + context->m_isCaptured = USYNERGY_FALSE; + + // Call callback + if (context->m_screenActiveCallback != 0L) + context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DMDN")) + { + // Mouse down + // kMsgDMouseDown = "DMDN%1i" + char btn = message[8]-1; + if (btn==2) + context->m_mouseButtonRight = USYNERGY_TRUE; + else if (btn==1) + context->m_mouseButtonMiddle = USYNERGY_TRUE; + else + context->m_mouseButtonLeft = USYNERGY_TRUE; + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMUP")) + { + // Mouse up + // kMsgDMouseUp = "DMUP%1i" + char btn = message[8]-1; + if (btn==2) + context->m_mouseButtonRight = USYNERGY_FALSE; + else if (btn==1) + context->m_mouseButtonMiddle = USYNERGY_FALSE; + else + context->m_mouseButtonLeft = USYNERGY_FALSE; + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMMV")) + { + // Mouse move. Reply with CNOP + // kMsgDMouseMove = "DMMV%2i%2i" + context->m_mouseX = sNetToNative16(message+8); + context->m_mouseY = sNetToNative16(message+10); + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMWM")) + { + // Mouse wheel + // kMsgDMouseWheel = "DMWM%2i%2i" + // kMsgDMouseWheel1_0 = "DMWM%2i" + context->m_mouseWheelX += sNetToNative16(message+8); + context->m_mouseWheelY += sNetToNative16(message+10); + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DKDN")) + { + // Key down + // kMsgDKeyDown = "DKDN%2i%2i%2i" + // kMsgDKeyDown1_0 = "DKDN%2i%2i" + //uint16_t id = sNetToNative16(message+8); + uint16_t mod = sNetToNative16(message+10); + uint16_t key = sNetToNative16(message+12); + sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DKRP")) + { + // Key repeat + // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" + // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" + uint16_t mod = sNetToNative16(message+10); +// uint16_t count = sNetToNative16(message+12); + uint16_t key = sNetToNative16(message+14); + sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE); + } + else if (USYNERGY_IS_PACKET("DKUP")) + { + // Key up + // kMsgDKeyUp = "DKUP%2i%2i%2i" + // kMsgDKeyUp1_0 = "DKUP%2i%2i" + //uint16 id=Endian::sNetToNative(sbuf[4]); + uint16_t mod = sNetToNative16(message+10); + uint16_t key = sNetToNative16(message+12); + sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DGBT")) + { + // Joystick buttons + // kMsgDGameButtons = "DGBT%1i%2i"; + uint8_t joy_num = message[8]; + if (joy_numm_joystickButtons[joy_num] = (message[9] << 8) | message[10]; + sSendJoystickCallback(context, joy_num); + } + } + else if (USYNERGY_IS_PACKET("DGST")) + { + // Joystick sticks + // kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i"; + uint8_t joy_num = message[8]; + if (joy_numm_joystickSticks[joy_num], message+9, 4); + sSendJoystickCallback(context, joy_num); + } + } + else if (USYNERGY_IS_PACKET("DSOP")) + { + // Set options + // kMsgDSetOptions = "DSOP%4I" + } + else if (USYNERGY_IS_PACKET("CALV")) + { + // Keepalive, reply with CALV and then CNOP + // kMsgCKeepAlive = "CALV" + sAddString(context, "CALV"); + sSendReply(context); + // now reply with CNOP + } + else if (USYNERGY_IS_PACKET("DCLP")) + { + // Clipboard message + // kMsgDClipboard = "DCLP%1i%4i%s" + // + // The clipboard message contains: + // 1 uint32: The size of the message + // 4 chars: The identifier ("DCLP") + // 1 uint8: The clipboard index + // 1 uint32: The sequence number. It's zero, because this message is always coming from the server? + // 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)). + // 1 uint32: The number of formats present in the message + // And then 'number of formats' times the following: + // 1 uint32: The format of the clipboard data + // 1 uint32: The size n of the clipboard data + // n uint8: The clipboard data + const uint8_t * parse_msg = message+17; + uint32_t num_formats = sNetToNative32(parse_msg); + parse_msg += 4; + for (; num_formats; num_formats--) + { + // Parse clipboard format header + uint32_t format = sNetToNative32(parse_msg); + uint32_t size = sNetToNative32(parse_msg+4); + parse_msg += 8; + + // Call callback + if (context->m_clipboardCallback) + context->m_clipboardCallback(context->m_cookie, format, parse_msg, size); + + parse_msg += size; + } + } + else + { + // Unknown packet, could be any of these + // kMsgCNoop = "CNOP" + // kMsgCClose = "CBYE" + // kMsgCClipboard = "CCLP%1i%4i" + // kMsgCScreenSaver = "CSEC%1i" + // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" + // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" + // kMsgDMouseRelMove = "DMRM%2i%2i" + // kMsgEIncompatible = "EICV%2i%2i" + // kMsgEBusy = "EBSY" + // kMsgEUnknown = "EUNK" + // kMsgEBad = "EBAD" + char buffer[64]; + sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]); + sTrace(context, buffer); + return; + } + + // Reply with CNOP maybe? + sAddString(context, "CNOP"); + sSendReply(context); +} +#undef USYNERGY_IS_PACKET + + + +/** +@brief Mark context as being disconnected +**/ +static void sSetDisconnected(uSynergyContext *context) +{ + context->m_connected = USYNERGY_FALSE; + context->m_hasReceivedHello = USYNERGY_FALSE; + context->m_isCaptured = USYNERGY_FALSE; + context->m_replyCur = context->m_replyBuffer + 4; + context->m_sequenceNumber = 0; +} + + + +/** +@brief Update a connected context +**/ +static void sUpdateContext(uSynergyContext *context) +{ + /* Receive data (blocking) */ + int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs; + int num_received = 0; + int packlen = 0; + if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE) + { + /* Receive failed, let's try to reconnect */ + char buffer[128]; + sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received); + sTrace(context, buffer); + sSetDisconnected(context); + context->m_sleepFunc(context->m_cookie, 1000); + return; + } + context->m_receiveOfs += num_received; + + /* If we didn't receive any data then we're probably still polling to get connected and + therefore not getting any data back. To avoid overloading the system with a Synergy + thread that would hammer on polling, we let it rest for a bit if there's no data. */ + if (num_received == 0) + context->m_sleepFunc(context->m_cookie, 500); + + /* Check for timeouts */ + if (context->m_hasReceivedHello) + { + uint32_t cur_time = context->m_getTimeFunc(); + if (num_received == 0) + { + /* Timeout after 2 secs of inactivity (we received no CALV) */ + if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT) + sSetDisconnected(context); + } + else + context->m_lastMessageTime = cur_time; + } + + /* Eat packets */ + for (;;) + { + /* Grab packet length and bail out if the packet goes beyond the end of the buffer */ + packlen = sNetToNative32(context->m_receiveBuffer); + if (packlen+4 > context->m_receiveOfs) + break; + + /* Process message */ + sProcessMessage(context, context->m_receiveBuffer); + + /* Move packet to front of buffer */ + memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4); + context->m_receiveOfs -= packlen+4; + } + + /* Throw away over-sized packets */ + if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE) + { + /* Oversized packet, ditch tail end */ + char buffer[128]; + sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen); + sTrace(context, buffer); + num_received = context->m_receiveOfs-4; // 4 bytes for the size field + while (num_received != packlen) + { + int buffer_left = packlen - num_received; + int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE; + int ditch_received = 0; + if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE) + { + /* Receive failed, let's try to reconnect */ + sTrace(context, "Receive failed, trying to reconnect in a second"); + sSetDisconnected(context); + context->m_sleepFunc(context->m_cookie, 1000); + break; + } + else + { + num_received += ditch_received; + } + } + context->m_receiveOfs = 0; + } +} + + +//--------------------------------------------------------------------------------------------------------------------- +// Public interface +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Initialize uSynergy context +**/ +void uSynergyInit(uSynergyContext *context) +{ + /* Zero memory */ + memset(context, 0, sizeof(uSynergyContext)); + + /* Initialize to default state */ + sSetDisconnected(context); +} + + +/** +@brief Update uSynergy +**/ +void uSynergyUpdate(uSynergyContext *context) +{ + if (context->m_connected) + { + /* Update context, receive data, call callbacks */ + sUpdateContext(context); + } + else + { + /* Try to connect */ + if (context->m_connectFunc(context->m_cookie)) + context->m_connected = USYNERGY_TRUE; + } +} + + + +/** +@brief Send clipboard data +**/ +void uSynergySendClipboard(uSynergyContext *context, const char *text) +{ + // Calculate maximum size that will fit in a reply packet + uint32_t overhead_size = 4 + /* Message size */ + 4 + /* Message ID */ + 1 + /* Clipboard index */ + 4 + /* Sequence number */ + 4 + /* Rest of message size (because it's a Synergy string from here on) */ + 4 + /* Number of clipboard formats */ + 4 + /* Clipboard format */ + 4; /* Clipboard data length */ + uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size; + + // Clip text to max length + uint32_t text_length = (uint32_t)strlen(text); + if (text_length > max_length) + { + char buffer[128]; + sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length); + sTrace(context, buffer); + text_length = max_length; + } + + // Assemble packet + sAddString(context, "DCLP"); + sAddUInt8(context, 0); /* Clipboard index */ + sAddUInt32(context, context->m_sequenceNumber); + sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */ + sAddUInt32(context, 1); /* Number of formats (only text for now) */ + sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT); + sAddUInt32(context, text_length); + sAddString(context, text); + sSendReply(context); +} diff --git a/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/uSynergy.h b/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/uSynergy.h new file mode 100644 index 0000000..2d7f9fa --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/examples/libs/usynergy/uSynergy.h @@ -0,0 +1,420 @@ +/* +uSynergy client -- Interface for the embedded Synergy client library + version 1.0.0, July 7th, 2012 + +Copyright (C) 2012 Synergy Si Ltd. +Copyright (c) 2012 Alex Evans + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ +#include + +#ifdef __cplusplus +extern "C" { +#endif + + + +//--------------------------------------------------------------------------------------------------------------------- +// Configuration +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Determine endianness +**/ +#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN) + /* Ambiguous: both endians specified */ + #error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN" +#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN) + /* Attempt to auto detect */ + #if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN) + #define USYNERGY_LITTLE_ENDIAN + #elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN) + #define USYNERGY_BIG_ENDIAN + #else + #error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN"; + #endif +#else + /* User-specified endian-nes, nothing to do for us */ +#endif + + + +//--------------------------------------------------------------------------------------------------------------------- +// Types and Constants +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Boolean type +**/ +typedef int uSynergyBool; +#define USYNERGY_FALSE 0 /* False value */ +#define USYNERGY_TRUE 1 /* True value */ + + +/** +@brief User context type + +The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to +callback functions as context. +**/ +typedef struct { int ignored; } * uSynergyCookie; + + + +/** +@brief Clipboard types +**/ +enum uSynergyClipboardFormat +{ + USYNERGY_CLIPBOARD_FORMAT_TEXT = 0, /* Text format, UTF-8, newline is LF */ + USYNERGY_CLIPBOARD_FORMAT_BITMAP = 1, /* Bitmap format, BMP 24/32bpp, BI_RGB */ + USYNERGY_CLIPBOARD_FORMAT_HTML = 2, /* HTML format, HTML fragment, UTF-8, newline is LF */ +}; + + + +/** +@brief Constants and limits +**/ +#define USYNERGY_NUM_JOYSTICKS 4 /* Maximum number of supported joysticks */ + +#define USYNERGY_PROTOCOL_MAJOR 1 /* Major protocol version */ +#define USYNERGY_PROTOCOL_MINOR 4 /* Minor protocol version */ + +#define USYNERGY_IDLE_TIMEOUT 2000 /* Timeout in milliseconds before reconnecting */ + +#define USYNERGY_TRACE_BUFFER_SIZE 1024 /* Maximum length of traced message */ +#define USYNERGY_REPLY_BUFFER_SIZE 1024 /* Maximum size of a reply packet */ +#define USYNERGY_RECEIVE_BUFFER_SIZE 4096 /* Maximum size of an incoming packet */ + + + +/** +@brief Keyboard constants +**/ +#define USYNERGY_MODIFIER_SHIFT 0x0001 /* Shift key modifier */ +#define USYNERGY_MODIFIER_CTRL 0x0002 /* Ctrl key modifier */ +#define USYNERGY_MODIFIER_ALT 0x0004 /* Alt key modifier */ +#define USYNERGY_MODIFIER_META 0x0008 /* Meta key modifier */ +#define USYNERGY_MODIFIER_WIN 0x0010 /* Windows key modifier */ +#define USYNERGY_MODIFIER_ALT_GR 0x0020 /* AltGr key modifier */ +#define USYNERGY_MODIFIER_LEVEL5LOCK 0x0040 /* Level5Lock key modifier */ +#define USYNERGY_MODIFIER_CAPSLOCK 0x1000 /* CapsLock key modifier */ +#define USYNERGY_MODIFIER_NUMLOCK 0x2000 /* NumLock key modifier */ +#define USYNERGY_MODIFIER_SCROLLOCK 0x4000 /* ScrollLock key modifier */ + + + + +//--------------------------------------------------------------------------------------------------------------------- +// Functions and Callbacks +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Connect function + +This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or +destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a +connection was established or USYNERGY_FALSE if it could not connect. + +When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again +so the implementation of the function must close any old connections and clean up resources before retrying. + +@param cookie Cookie supplied in the Synergy context +**/ +typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie); + + + +/** +@brief Send function + +This function is called when uSynergy needs to send something over the default connection. It should return +USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send +operation is completed. + +@param cookie Cookie supplied in the Synergy context +@param buffer Address of buffer to send +@param length Length of buffer to send +**/ +typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length); + + + +/** +@brief Receive function + +This function is called when uSynergy needs to receive data from the default connection. It should return +USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data +has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is +assumed that the connection is alive, but still in a connecting state and needs time to settle. + +@param cookie Cookie supplied in the Synergy context +@param buffer Address of buffer to receive data into +@param maxLength Maximum amount of bytes to write into the receive buffer +@param outLength Address of integer that receives the actual amount of bytes written into @a buffer +**/ +typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength); + + + +/** +@brief Thread sleep function + +This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It +is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a +network connection in case the network is down. + +@param cookie Cookie supplied in the Synergy context +@param timeMs Time to sleep the current thread (in milliseconds) +**/ +typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs); + + + +/** +@brief Get time function + +This function is called when uSynergy needs to know the current time. This is used to determine when timeouts +have occurred. The time base should be a cyclic millisecond time value. + +@returns Time value in milliseconds +**/ +typedef uint32_t (*uSynergyGetTimeFunc)(); + + + +/** +@brief Trace function + +This function is called when uSynergy wants to trace something. It is optional to show these messages, but they +are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually +only a single trace is shown when the connection is established and no more trace are called. + +@param cookie Cookie supplied in the Synergy context +@param text Text to be traced +**/ +typedef void (*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text); + + + +/** +@brief Screen active callback + +This callback is called when Synergy makes the screen active or inactive. This +callback is usually sent when the mouse enters or leaves the screen. + +@param cookie Cookie supplied in the Synergy context +@param active Activation flag, 1 if the screen has become active, 0 if the screen has become inactive +**/ +typedef void (*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active); + + + +/** +@brief Mouse callback + +This callback is called when a mouse events happens. The mouse X and Y position, +wheel and button state is communicated in the message. It's up to the user to +interpret if this is a mouse up, down, double-click or other message. + +@param cookie Cookie supplied in the Synergy context +@param x Mouse X position +@param y Mouse Y position +@param wheelX Mouse wheel X position +@param wheelY Mouse wheel Y position +@param buttonLeft Left button pressed status, 0 for released, 1 for pressed +@param buttonMiddle Middle button pressed status, 0 for released, 1 for pressed +@param buttonRight Right button pressed status, 0 for released, 1 for pressed +**/ +typedef void (*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle); + + + +/** +@brief Key event callback + +This callback is called when a key is pressed or released. + +@param cookie Cookie supplied in the Synergy context +@param key Key code of key that was pressed or released +@param modifiers Status of modifier keys (alt, shift, etc.) +@param down Down or up status, 1 is key is pressed down, 0 if key is released (up) +@param repeat Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user +**/ +typedef void (*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat); + + + +/** +@brief Joystick event callback + +This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are +fired when different sticks or buttons change as these are individual messages in the packet stream. Each +callback will contain all the valid state for the different axes and buttons. The last callback received will +represent the most current joystick state. + +@param cookie Cookie supplied in the Synergy context +@param joyNum Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS> +@param buttons Button pressed mask +@param leftStickX Left stick X position, in range [-127 ... 127] +@param leftStickY Left stick Y position, in range [-127 ... 127] +@param rightStickX Right stick X position, in range [-127 ... 127] +@param rightStickY Right stick Y position, in range [-127 ... 127] +**/ +typedef void (*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY); + + + +/** +@brief Clipboard event callback + +This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for +multiple clipboard formats if they are supported. The data provided is read-only and may not be modified +by the application. + +@param cookie Cookie supplied in the Synergy context +@param format Clipboard format +@param data Memory area containing the clipboard raw data +@param size Size of clipboard data +**/ +typedef void (*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size); + + + +//--------------------------------------------------------------------------------------------------------------------- +// Context +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief uSynergy context +**/ +typedef struct +{ + /* Mandatory configuration data, filled in by client */ + uSynergyConnectFunc m_connectFunc; /* Connect function */ + uSynergySendFunc m_sendFunc; /* Send data function */ + uSynergyReceiveFunc m_receiveFunc; /* Receive data function */ + uSynergySleepFunc m_sleepFunc; /* Thread sleep function */ + uSynergyGetTimeFunc m_getTimeFunc; /* Get current time function */ + const char* m_clientName; /* Name of Synergy Screen / Client */ + uint16_t m_clientWidth; /* Width of screen */ + uint16_t m_clientHeight; /* Height of screen */ + + /* Optional configuration data, filled in by client */ + uSynergyCookie m_cookie; /* Cookie pointer passed to callback functions (can be NULL) */ + uSynergyTraceFunc m_traceFunc; /* Function for tracing status (can be NULL) */ + uSynergyScreenActiveCallback m_screenActiveCallback; /* Callback for entering and leaving screen */ + uSynergyMouseCallback m_mouseCallback; /* Callback for mouse events */ + uSynergyKeyboardCallback m_keyboardCallback; /* Callback for keyboard events */ + uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */ + uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */ + + /* State data, used internall by client, initialized by uSynergyInit() */ + uSynergyBool m_connected; /* Is our socket connected? */ + uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */ + uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */ + uint32_t m_lastMessageTime; /* Time at which last message was received */ + uint32_t m_sequenceNumber; /* Packet sequence number */ + uint8_t m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE]; /* Receive buffer */ + int m_receiveOfs; /* Receive buffer offset */ + uint8_t m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE]; /* Reply buffer */ + uint8_t* m_replyCur; /* Write offset into reply buffer */ + uint16_t m_mouseX; /* Mouse X position */ + uint16_t m_mouseY; /* Mouse Y position */ + int16_t m_mouseWheelX; /* Mouse wheel X position */ + int16_t m_mouseWheelY; /* Mouse wheel Y position */ + uSynergyBool m_mouseButtonLeft; /* Mouse left button */ + uSynergyBool m_mouseButtonRight; /* Mouse right button */ + uSynergyBool m_mouseButtonMiddle; /* Mouse middle button */ + int8_t m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4]; /* Joystick stick position in 2 axes for 2 sticks */ + uint16_t m_joystickButtons[USYNERGY_NUM_JOYSTICKS]; /* Joystick button state */ +} uSynergyContext; + + + +//--------------------------------------------------------------------------------------------------------------------- +// Interface +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Initialize uSynergy context + +This function initializes @a context for use. Call this function directly after +creating the context, before filling in any configuration data in it. Not calling +this function will cause undefined behavior. + +@param context Context to be initialized +**/ +extern void uSynergyInit(uSynergyContext *context); + + + +/** +@brief Update uSynergy + +This function updates uSynergy and does the bulk of the work. It does connection management, +receiving data, reconnecting after errors or timeouts and so on. It assumes that networking +operations are blocking and it can suspend the current thread if it needs to wait. It is +best practice to call uSynergyUpdate from a background thread so it is responsive. + +Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state +waiting for system mutexes and won't eat much memory. + +uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of +the callbacks it calls. + +@param context Context to be updated +**/ +extern void uSynergyUpdate(uSynergyContext *context); + + + +/** +@brief Send clipboard data + +This function sets new clipboard data and sends it to the server. Use this function if +your client cuts or copies data onto the clipboard that it needs to share with the +server. + +Currently there is only support for plaintext, but HTML and image data could be +supported with some effort. + +@param context Context to send clipboard data to +@param text Text to set to the clipboard +**/ +extern void uSynergySendClipboard(uSynergyContext *context, const char *text); + + + +#ifdef __cplusplus +}; +#endif diff --git a/dependencies/imgui-1.91.4-docking/imconfig.h b/dependencies/imgui-1.91.4-docking/imconfig.h new file mode 100644 index 0000000..63d6ba0 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imconfig.h @@ -0,0 +1,139 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS. + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. +// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/dependencies/imgui-1.91.4-docking/imgui.cpp b/dependencies/imgui-1.91.4-docking/imgui.cpp new file mode 100644 index 0000000..455063a --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imgui.cpp @@ -0,0 +1,22785 @@ +// dear imgui, v1.91.4 +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Copyright (c) 2014-2024 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2024/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; +#endif + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + memset(KeysDown, 0, sizeof(KeysDown)); +#endif + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET))) + continue; + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_KeysData_OFFSET]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; +#endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + + // Build native->imgui map so old user code can still call key functions with native 0..511 values. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key)) + return; + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; +#else + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); +#endif +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matterns: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + clipper->SeekCursorForItem(clipper->DisplayStart); + data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, +}; + +static const ImGuiDataVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflicts = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_Data = &Ctx->DrawListSharedData; + DrawList->_OwnerName = Name; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + entry->AllocCount++; + info->TotalAllocCount++; + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr); + } + else + { + entry->FreeCount++; + info->TotalFreeCount++; + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows) + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already) + if (g.HoveredIdIsDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data. +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); +} + +// == GetItemID() == GetFocusID() +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + g.NextWindowData.ChildFlags = child_flags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + IM_ASSERT(g.WithinEndChild == false); + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChild = true; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.y = window->SizeFull.y; + else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axises + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } +#endif + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) + if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + LogToClipboard(); + */ + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect); +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontScale = g.FontSize / g.Font->FontSize; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontScale; +} + +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) + font = GetDefaultFont(); + g.FontStack.push_back(font); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + g.FontStack.pop_back(); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1) + key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native +#else + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); +#endif + return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +// Formally moved to obsolete section in 1.90.5 in spite of documented as obsolete since 1.87 +ImGuiKey ImGui::GetKeyIndex(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (ImGuiKey)(key_data - g.IO.KeysData); +} +#endif + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); +#else + ImGuiContext& g = *GImGui; + if (IsLegacyKey(key)) + { + if (g.IO.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key])); + key = (ImGuiKey)g.IO.KeyMap[key]; + } +#endif + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. + for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + if (key != n) + io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl; + GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift; + GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt; + GetKeyData(ImGuiMod_Super)->Down = io.KeySuper; + } + } +#endif + + // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) + { + #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) + #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); + #undef NAV_MAP_KEY + } +#endif + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) + { + ImGuiKeyData* key_data = &io.KeysData[i]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i); + if (IsKeyboardKey(key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key_data_index] = key_data->Down; + if (io.KeyMap[key_data_index] != -1) + io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; +#endif + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); + + // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); +#endif + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale != 0.0f); + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugDetectIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + Text("(Hold CTRL to: use"); + SameLine(); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(); + Text("to break in item call-stack, or"); + SameLine(); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_prev_active_id) + g.LastItemData.ID = g.ActiveIdPreviousFrame; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_window_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; + End(); + g.WithinEndChild = false; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogType_File: + ImFileClose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.Flags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif + +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + //Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } } +#endif + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered()) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/imgui.h b/dependencies/imgui-1.91.4-docking/imgui.h new file mode 100644 index 0000000..12b0037 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imgui.h @@ -0,0 +1,3993 @@ +// dear imgui, v1.91.4 +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.91.4" +#define IMGUI_VERSION_NUM 19140 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: + // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. + // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined). + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. + ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well. +#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO) +#define IMGUI_DISABLE_OBSOLETE_KEYIO +#endif + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). +// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. +// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_COUNT, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. +// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. +// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +enum ImGuiNavInput +{ + ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, + ImGuiNavInput_COUNT, +}; +#endif + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#endif + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + + ~ImDrawList() { _ClearFreeMemory(); } + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering. + short EllipsisCharCount; // 1 // out // 1 or 3 + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Interface with OS and Platform backend (basic) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Interface with Renderer Backend + //------------------------------------------------------------------ + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with OS/backends (Multi-Viewport support!) + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.91.0 (from July 2024) + static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + static inline void PopButtonRepeat() { PopItemFlag(); } + static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024) + IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/imgui_demo.cpp b/dependencies/imgui-1.91.4-docking/imgui_demo.cpp new file mode 100644 index 0000000..05b39a3 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imgui_demo.cpp @@ -0,0 +1,10686 @@ +// dear imgui, v1.91.4 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] ShowDemoWindowWidgets() +// [SECTION] ShowDemoWindowMultiSelect() +// [SECTION] ShowDemoWindowLayout() +// [SECTION] ShowDemoWindowPopups() +// [SECTION] ShowDemoWindowTables() +// [SECTION] ShowDemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared accross different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + ExampleTreeNode* DemoTree = NULL; +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + + // Menu Bar + ShowDemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!" + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(&demo_data); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::SeparatorText("Debug Options"); + ImGui::MenuItem("Highlight ID Conflicts", NULL, &io.ConfigDebugHighlightIdConflicts, has_debug_tools); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" + "tooltip activation details across your application. You may however decide to use custom" + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanTextWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanTextWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + static bool use_text_color_for_tint = false; + ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("Flags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + ShowDemoWindowMultiSelect(demo_data); + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::SeparatorText("Options"); + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b) > 0 ? +1 : -1; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //ImGui::Checkbox("Sorted", &OptKeepSorted); + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select," + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowLayout() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowPopups() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowTables() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags); + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + ImGuiKey start_key = (ImGuiKey)0; +#endif + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + ImGui::SeparatorText("Widgets"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); +#endif + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + } + ImGui::PopID(); + } + } + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputing to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(ImGuiCol_MenuBarBg); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/imgui_draw.cpp b/dependencies/imgui-1.91.4-docking/imgui_draw.cpp new file mode 100644 index 0000000..5efea94 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imgui_draw.cpp @@ -0,0 +1,4693 @@ +// dear imgui, v1.91.4 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 1.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 2; + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = (ImWchar)-1; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + { + font->ConfigData = NULL; + font->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?"); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + + ImFontAtlasUpdateConfigDataPointers(this); + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->ConfigData == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + else + { + // Render 4 white pixels + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + unsigned int y = n; + unsigned int line_width = n; + unsigned int pad_left = (r->Width - line_width) / 2; + unsigned int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + for (ImFontConfig& cfg : atlas->ConfigData) + cfg.SizePixels = ImTrunc(cfg.SizePixels); + + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + } + + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); + + atlas->TexReady = true; +} + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas glyph ranges helpers +//------------------------------------------------------------------------- + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)-1; + EllipsisChar = (ImWchar)-1; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != (ImWchar)-1) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != (ImWchar)-1) + { + const ImFontGlyph* glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f; + EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f; + } +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Wrapping skips upcoming blanks +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + const float start_x = x; + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); + + if (s >= word_wrap_eol) + { + x = start_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = start_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +//----------------------------------------------------------------------------- +static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = + "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" + 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"w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4" + "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#" + "/QHC#3^ZC#7jmC#;v)D#?,)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP" + "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp" + "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#"; + +static const char* GetDefaultCompressedFontDataTTFBase85() +{ + return proggy_clean_ttf_compressed_data_base85; +} + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/imgui_internal.h b/dependencies/imgui-1.91.4-docking/imgui_internal.h new file mode 100644 index 0000000..8e17ec3 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imgui_internal.h @@ -0,0 +1,3865 @@ +// dear imgui, v1.91.4 +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wdouble-promotion" +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif +#define IMGUI_DEBUG_LOG_ERROR(...) do { ImGuiContext& g2 = *GImGui; if (g2.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g2.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float FontScale; // Current/default font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // [Internal] Temp write buffer + ImVector TempBuffer; + + // [Internal] Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiID ID; // widget id owning the text state + int CurLenA; // UTF-8 length of the string in TextA (in bytes) + ImVector TextA; // main UTF8 buffer. + ImVector InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacityA; // end-user buffer capacity + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet. + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { CurLenA = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); InitialTextA.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasViewport = 1 << 10, + ImGuiNextWindowDataFlags_HasDock = 1 << 11, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventInputRouting = 1 << 8, + ImGuiDebugLogFlags_EventDocking = 1 << 9, + ImGuiDebugLogFlags_EventViewport = 1 << 10, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + float FontScale; // == FontSize / Font->FontSize + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogType LogType; // Capture target + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/imgui_tables.cpp b/dependencies/imgui-1.91.4-docking/imgui_tables.cpp new file mode 100644 index 0000000..598496b --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imgui_tables.cpp @@ -0,0 +1,4466 @@ +// dear imgui, v1.91.4 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = 0.0f; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/imgui_widgets.cpp b/dependencies/imgui-1.91.4-docking/imgui_widgets.cpp new file mode 100644 index 0000000..5a29021 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imgui_widgets.cpp @@ -0,0 +1,10431 @@ +// dear imgui, v1.91.4 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= ImGuiButtonFlags_PressedOnDefault_; + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) +// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureId as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode. + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +void ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + if (TextLink(label)) + if (g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactivate. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + strlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenA; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenA); return obj->TextA[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextA.Data + line_start_idx + char_idx, obj->TextA.Data + obj->TextA.Size); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextA.Data; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->CurLenA, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->CurLenA) + return obj->CurLenA + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextA.Data + idx, obj->TextA.Data + obj->TextA.Size); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, obj->TextA.Data + idx); + return (int)(p - obj->TextA.Data); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextA.Data + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextA.Data + obj->TextA.Size); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextA.Data + obj->TextA.Size); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextA.Data + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextA.Data + obj->TextA.Size); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextA.Data + obj->TextA.Size); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->CurLenA; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->CurLenA; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + char* dst = obj->TextA.Data + pos; + + obj->Edited = true; + obj->CurLenA -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const char* src = obj->TextA.Data + pos + n; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenA; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->CurLenA += new_text_len; + obj->TextA[obj->CurLenA] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenA, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenA); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)strlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, CurLenA); Stb->select_start = ImMin(Stb->select_start, CurLenA); Stb->select_end = ImMin(Stb->select_end, CurLenA); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = CurLenA; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get the new text from the old text. +// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +{ + const char* old_buf = state->CallbackTextBackup.Data; + const int old_length = state->CallbackTextBackup.Size - 1; + + const int shorter_length = ImMin(old_length, new_length_a); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf_a[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length_a) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length_a - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf_a[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + state->ReloadUserBuf = false; + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + if (!init_reload_from_user_buf) + { + // Take a copy of the initial buffer value. + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + } + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf); + if (recycle_state && (state->CurLenA != buf_len || (strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->CurLenA = (int)strlen(buf); + memcpy(state->TextA.Data, buf, state->CurLenA + 1); + + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->Scroll = ImVec2(0.0f, 0.0f); + stb_textedit_initialize_state(state->Stb, !is_multiline); + } + + if (init_reload_from_user_buf) + { + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacityA = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->CurLenA; + + char backup = state->TextA.Data[ie]; + state->TextA.Data[ie] = 0; // A bit of a hack since SetClipboardText only takes null terminated strings + SetClipboardText(state->TextA.Data + ib); + state->TextA.Data[ie] = backup; + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + char* clipboard_filtered = (char*)IM_ALLOC(clipboard_len + 1); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int len = ImTextCharFromUtf8(&c, s, NULL); + s += len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + memcpy(clipboard_filtered + clipboard_filtered_len, s - len, len); + clipboard_filtered_len += len; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->InitialTextA.Data) != 0) + { + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->InitialTextA.Data, state->InitialTextA.Size - 1); + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer + // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + state->CallbackTextBackup.resize(state->CurLenA + 1); + memcpy(state->CallbackTextBackup.Data, state->TextA.Data, state->CurLenA + 1); + + char* callback_buf = is_readonly ? buf : state->TextA.Data; + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->TextA.Size = state->CurLenA + 1; + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = state->TextA.Data; + const char* text_end = text_begin + state->CurLenA; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back(); + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + } + + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request + { + ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back(); + IM_ASSERT(data->ID == window->IDStack.back()); + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) + { + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + } + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // FIXME-MULTISELECT: Styling: Color for 'selected' elements? ImGuiCol_HeaderSelected + ImU32 col; + if (selected && !highlighted) + col = GetColorU32(ImLerp(GetStyleColorVec4(ImGuiCol_Header), GetStyleColorVec4(ImGuiCol_HeaderHovered), 0.5f)); + else + col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + if (is_visible) + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label, but for 99% uses it could essentially be rewritten as: +// if (ImGui::BeginChild("...", ImVec2(ImGui::CalcItemWidth(), ImGui::GetTextLineHeight() * 7.5f), ImGuiChildFlags_FrameStyle)) +// { .... } +// ImGui::EndChild(); +// ImGui::SameLine(); +// ImGui::AlignTextToFramePadding(); +// ImGui::Text("Label"); +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + float x_offset = IM_TRUNC(0.4f * style.TabRounding); + if (x_offset < 2.0f * g.CurrentDpiScale) + x_offset = 0.0f; + float y_offset = 1.0f * g.CurrentDpiScale; + display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize); + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/imstb_rectpack.h b/dependencies/imgui-1.91.4-docking/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/dependencies/imgui-1.91.4-docking/imstb_textedit.h b/dependencies/imgui-1.91.4-docking/imstb_textedit.h new file mode 100644 index 0000000..b7a761c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imstb_textedit.h @@ -0,0 +1,1469 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/dependencies/imgui-1.91.4-docking/imstb_truetype.h b/dependencies/imgui-1.91.4-docking/imstb_truetype.h new file mode 100644 index 0000000..976f09c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/dependencies/imgui-1.91.4-docking/misc/README.txt b/dependencies/imgui-1.91.4-docking/misc/README.txt new file mode 100644 index 0000000..b4ce89f --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/README.txt @@ -0,0 +1,23 @@ + +misc/cpp/ + InputText() wrappers for C++ standard library (STL) type: std::string. + This is also an example of how you may wrap your own similar types. + +misc/debuggers/ + Helper files for popular debuggers. + With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger. + +misc/fonts/ + Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts). + Command line tool "binary_to_compressed_c" to create compressed arrays to embed data in source code. + Suggested fonts and links. + +misc/freetype/ + Font atlas builder/rasterizer using FreeType instead of stb_truetype. + Benefit from better FreeType rasterization, in particular for small fonts. + +misc/single_file/ + Single-file header stub. + We use this to validate compiling all *.cpp files in a same compilation unit. + Users of that technique (also called "Unity builds") can generally provide this themselves, + so we don't really recommend you use this in your projects. diff --git a/dependencies/imgui-1.91.4-docking/misc/cpp/README.txt b/dependencies/imgui-1.91.4-docking/misc/cpp/README.txt new file mode 100644 index 0000000..17f0a3c --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/cpp/README.txt @@ -0,0 +1,13 @@ + +imgui_stdlib.h + imgui_stdlib.cpp + InputText() wrappers for C++ standard library (STL) type: std::string. + This is also an example of how you may wrap your own similar types. + +imgui_scoped.h + [Experimental, not currently in main repository] + Additional header file with some RAII-style wrappers for common Dear ImGui functions. + Try by merging: https://github.com/ocornut/imgui/pull/2197 + Discuss at: https://github.com/ocornut/imgui/issues/2096 + +See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: + https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness diff --git a/dependencies/imgui-1.91.4-docking/misc/cpp/imgui_stdlib.cpp b/dependencies/imgui-1.91.4-docking/misc/cpp/imgui_stdlib.cpp new file mode 100644 index 0000000..cf69aa8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/cpp/imgui_stdlib.cpp @@ -0,0 +1,85 @@ +// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) +// This is also an example of how you may wrap your own similar types. + +// Changelog: +// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string + +// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: +// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness + +#include "imgui.h" +#include "imgui_stdlib.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +struct InputTextCallback_UserData +{ + std::string* Str; + ImGuiInputTextCallback ChainCallback; + void* ChainCallbackUserData; +}; + +static int InputTextCallback(ImGuiInputTextCallbackData* data) +{ + InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData; + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + // Resize string callback + // If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want. + std::string* str = user_data->Str; + IM_ASSERT(data->Buf == str->c_str()); + str->resize(data->BufTextLen); + data->Buf = (char*)str->c_str(); + } + else if (user_data->ChainCallback) + { + // Forward to user callback, if any + data->UserData = user_data->ChainCallbackUserData; + return user_data->ChainCallback(data); + } + return 0; +} + +bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); +} + +bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); +} + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif diff --git a/dependencies/imgui-1.91.4-docking/misc/cpp/imgui_stdlib.h b/dependencies/imgui-1.91.4-docking/misc/cpp/imgui_stdlib.h new file mode 100644 index 0000000..835a808 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/cpp/imgui_stdlib.h @@ -0,0 +1,21 @@ +// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) +// This is also an example of how you may wrap your own similar types. + +// Changelog: +// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string + +// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: +// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness + +#pragma once + +#include + +namespace ImGui +{ + // ImGui::InputText() with std::string + // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity + IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); + IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); +} diff --git a/dependencies/imgui-1.91.4-docking/misc/debuggers/README.txt b/dependencies/imgui-1.91.4-docking/misc/debuggers/README.txt new file mode 100644 index 0000000..3f4ba83 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/debuggers/README.txt @@ -0,0 +1,16 @@ + +HELPER FILES FOR POPULAR DEBUGGERS + +imgui.gdb + GDB: disable stepping into trivial functions. + (read comments inside file for details) + +imgui.natstepfilter + Visual Studio Debugger: disable stepping into trivial functions. + (read comments inside file for details) + +imgui.natvis + Visual Studio Debugger: describe Dear ImGui types for better display. + With this, types like ImVector<> will be displayed nicely in the debugger. + (read comments inside file for details) + diff --git a/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.gdb b/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.gdb new file mode 100644 index 0000000..000ff6e --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.gdb @@ -0,0 +1,12 @@ +# GDB configuration to aid debugging experience + +# To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add: +# add-auto-load-safe-path /path/to/imgui.gdb +# source /path/to/imgui.gdb +# +# More Information at: +# * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html +# * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory + +# Disable stepping into trivial functions +skip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+ diff --git a/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.natstepfilter b/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.natstepfilter new file mode 100644 index 0000000..6825c93 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.natstepfilter @@ -0,0 +1,31 @@ + + + + + + + + (ImVec2|ImVec4|ImStrv)::.+ + NoStepInto + + + (ImVector|ImSpan).*::operator.+ + NoStepInto + + + diff --git a/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.natvis b/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.natvis new file mode 100644 index 0000000..94d17a8 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/debuggers/imgui.natvis @@ -0,0 +1,62 @@ + + + + + + + {{Size={Size} Capacity={Capacity}}} + + + Size + Data + + + + + + {{Size={DataEnd-Data} }} + + + DataEnd-Data + Data + + + + + + {{x={x,g} y={y,g}}} + + + + {{x={x,g} y={y,g} z={z,g} w={w,g}}} + + + + {{Min=({Min.x,g} {Min.y,g}) Max=({Max.x,g} {Max.y,g}) Size=({Max.x-Min.x,g} {Max.y-Min.y,g})}} + + Min + Max + Max.x - Min.x + Max.y - Min.y + + + + + {{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}} + + + + {{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 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zDiMl=)MBLFL}&6`zJe>blIQXK=2!6iU@UeEnkQG_x?nEtkx#IE@*d6O^gWuFiE^8+ zKPuOaO*tgJOthPT0uy)-dFC<}xxH)Ov+vsv?1#4A?zJD;eKeE?(=ZxNL-^0Q XDz@2YO+x)8BOh4hvAddFontFromMemoryCompressedTTF() + +// Build with, e.g: +// # cl.exe binary_to_compressed_c.cpp +// # g++ binary_to_compressed_c.cpp +// # clang++ binary_to_compressed_c.cpp +// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui + +// Usage: +// binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] +// Usage example: +// # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp +// # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp + +#define _CRT_SECURE_NO_WARNINGS +#include +#include +#include +#include + +// stb_compress* from stb.h - declaration +typedef unsigned int stb_uint; +typedef unsigned char stb_uchar; +stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len); + +static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static); + +int main(int argc, char** argv) +{ + if (argc < 3) + { + printf("Syntax: %s [-base85] [-nocompress] [-nostatic] \n", argv[0]); + return 0; + } + + int argn = 1; + bool use_base85_encoding = false; + bool use_compression = true; + bool use_static = true; + while (argn < (argc - 2) && argv[argn][0] == '-') + { + if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; } + else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; } + else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; } + else + { + fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]); + return 1; + } + } + + bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static); + if (!ret) + fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]); + return ret ? 0 : 1; +} + +char Encode85Byte(unsigned int x) +{ + x = (x % 85) + 35; + return (char)((x >= '\\') ? x + 1 : x); +} + +bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static) +{ + // Read file + FILE* f = fopen(filename, "rb"); + if (!f) return false; + int data_sz; + if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; } + char* data = new char[data_sz + 4]; + if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; } + memset((void*)(((char*)data) + data_sz), 0, 4); + fclose(f); + + // Compress + int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess + char* compressed = use_compression ? new char[maxlen] : data; + int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz; + if (use_compression) + memset(compressed + compressed_sz, 0, maxlen - compressed_sz); + + // Output as Base85 encoded + FILE* out = stdout; + fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz); + fprintf(out, "// Exported using binary_to_compressed_c.cpp\n"); + const char* static_str = use_static ? "static " : ""; + const char* compressed_str = use_compression ? "compressed_" : ""; + if (use_base85_encoding) + { + fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5); + char prev_c = 0; + for (int src_i = 0; src_i < compressed_sz; src_i += 4) + { + // This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??. + unsigned int d = *(unsigned int*)(compressed + src_i); + for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85) + { + char c = Encode85Byte(d); + fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c); + prev_c = c; + } + if ((src_i % 112) == 112 - 4) + fprintf(out, "\"\n \""); + } + fprintf(out, "\";\n\n"); + } + else + { + fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz); + fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4); + int column = 0; + for (int i = 0; i < compressed_sz; i += 4) + { + unsigned int d = *(unsigned int*)(compressed + i); + if ((column++ % 12) == 0) + fprintf(out, "\n 0x%08x, ", d); + else + fprintf(out, "0x%08x, ", d); + } + fprintf(out, "\n};\n\n"); + } + + // Cleanup + delete[] data; + if (use_compression) + delete[] compressed; + return true; +} + +// stb_compress* from stb.h - definition + +//////////////////// compressor /////////////////////// + +static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen, i; + + blocklen = buflen % 5552; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (s2 << 16) + s1; +} + +static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen) +{ + stb_uint i; + for (i=0; i < maxlen; ++i) + if (m1[i] != m2[i]) return i; + return i; +} + +// simple implementation that just takes the source data in a big block + +static stb_uchar *stb__out; +static FILE *stb__outfile; +static stb_uint stb__outbytes; + +static void stb__write(unsigned char v) +{ + fputc(v, stb__outfile); + ++stb__outbytes; +} + +//#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v))) +#define stb_out(v) do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0) + +static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); } +static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); } +static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); } + +static void outliterals(stb_uchar *in, int numlit) +{ + while (numlit > 65536) { + outliterals(in,65536); + in += 65536; + numlit -= 65536; + } + + if (numlit == 0) ; + else if (numlit <= 32) stb_out (0x000020 + numlit-1); + else if (numlit <= 2048) stb_out2(0x000800 + numlit-1); + else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1); + + if (stb__out) { + memcpy(stb__out,in,numlit); + stb__out += numlit; + } else + fwrite(in, 1, numlit, stb__outfile); +} + +static int stb__window = 0x40000; // 256K + +static int stb_not_crap(int best, int dist) +{ + return ((best > 2 && dist <= 0x00100) + || (best > 5 && dist <= 0x04000) + || (best > 7 && dist <= 0x80000)); +} + +static stb_uint stb__hashsize = 32768; + +// note that you can play with the hashing functions all you +// want without needing to change the decompressor +#define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c]) +#define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d]) +#define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e]) + +static unsigned int stb__running_adler; + +static int stb_compress_chunk(stb_uchar *history, + stb_uchar *start, + stb_uchar *end, + int length, + int *pending_literals, + stb_uchar **chash, + stb_uint mask) +{ + (void)history; + int window = stb__window; + stb_uint match_max; + stb_uchar *lit_start = start - *pending_literals; + stb_uchar *q = start; + +#define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask) + + // stop short of the end so we don't scan off the end doing + // the hashing; this means we won't compress the last few bytes + // unless they were part of something longer + while (q < start+length && q+12 < end) { + int m; + stb_uint h1,h2,h3,h4, h; + stb_uchar *t; + int best = 2, dist=0; + + if (q+65536 > end) + match_max = (stb_uint)(end-q); + else + match_max = 65536; + +#define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap((int)(b),(int)(d)))) + +#define STB__TRY(t,p) /* avoid retrying a match we already tried */ \ + if (p ? dist != (int)(q-t) : 1) \ + if ((m = stb_matchlen(t, q, match_max)) > best) \ + if (stb__nc(m,q-(t))) \ + best = m, dist = (int)(q - (t)) + + // rather than search for all matches, only try 4 candidate locations, + // chosen based on 4 different hash functions of different lengths. + // this strategy is inspired by LZO; hashing is unrolled here using the + // 'hc' macro + h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h); + t = chash[h1]; if (t) STB__TRY(t,0); + h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h); + h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1); + h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h); + h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1); + h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h); + t = chash[h4]; if (t) STB__TRY(t,1); + + // because we use a shared hash table, can only update it + // _after_ we've probed all of them + chash[h1] = chash[h2] = chash[h3] = chash[h4] = q; + + if (best > 2) + assert(dist > 0); + + // see if our best match qualifies + if (best < 3) { // fast path literals + ++q; + } else if (best > 2 && best <= 0x80 && dist <= 0x100) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out(0x80 + best-1); + stb_out(dist-1); + } else if (best > 5 && best <= 0x100 && dist <= 0x4000) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out2(0x4000 + dist-1); + stb_out(best-1); + } else if (best > 7 && best <= 0x100 && dist <= 0x80000) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out3(0x180000 + dist-1); + stb_out(best-1); + } else if (best > 8 && best <= 0x10000 && dist <= 0x80000) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out3(0x100000 + dist-1); + stb_out2(best-1); + } else if (best > 9 && dist <= 0x1000000) { + if (best > 65536) best = 65536; + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + if (best <= 0x100) { + stb_out(0x06); + stb_out3(dist-1); + stb_out(best-1); + } else { + stb_out(0x04); + stb_out3(dist-1); + stb_out2(best-1); + } + } else { // fallback literals if no match was a balanced tradeoff + ++q; + } + } + + // if we didn't get all the way, add the rest to literals + if (q-start < length) + q = start+length; + + // the literals are everything from lit_start to q + *pending_literals = (int)(q - lit_start); + + stb__running_adler = stb_adler32(stb__running_adler, start, (stb_uint)(q - start)); + return (int)(q - start); +} + +static int stb_compress_inner(stb_uchar *input, stb_uint length) +{ + int literals = 0; + stb_uint len,i; + + stb_uchar **chash; + chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*)); + if (chash == nullptr) return 0; // failure + for (i=0; i < stb__hashsize; ++i) + chash[i] = nullptr; + + // stream signature + stb_out(0x57); stb_out(0xbc); + stb_out2(0); + + stb_out4(0); // 64-bit length requires 32-bit leading 0 + stb_out4(length); + stb_out4(stb__window); + + stb__running_adler = 1; + + len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1); + assert(len == length); + + outliterals(input+length - literals, literals); + + free(chash); + + stb_out2(0x05fa); // end opcode + + stb_out4(stb__running_adler); + + return 1; // success +} + +stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length) +{ + stb__out = out; + stb__outfile = nullptr; + + stb_compress_inner(input, length); + + return (stb_uint)(stb__out - out); +} diff --git a/dependencies/imgui-1.91.4-docking/misc/freetype/README.md b/dependencies/imgui-1.91.4-docking/misc/freetype/README.md new file mode 100644 index 0000000..3955b08 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/freetype/README.md @@ -0,0 +1,62 @@ +# imgui_freetype + +Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer). +
    by @vuhdo, @mikesart, @ocornut. + +### Usage + +1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`). +2. Add imgui_freetype.h/cpp alongside your project files. +3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file + +### About Gamma Correct Blending + +FreeType assumes blending in linear space rather than gamma space. +See FreeType note for [FT_Render_Glyph](https://freetype.org/freetype2/docs/reference/ft2-glyph_retrieval.html#ft_render_glyph). +For correct results you need to be using sRGB and convert to linear space in the pixel shader output. +The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking). + +### Testbed for toying with settings (for developers) + +See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad + +### Known issues + +- Oversampling settings are ignored but also not so much necessary with the higher quality rendering. + +### Comparison + +Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting: +![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif) + +### Colorful glyphs/emojis + +You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the +["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md. + +![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png) + +### Using OpenType SVG fonts (SVGinOT) +- *SVG in Open Type* is a standard by Adobe and Mozilla for color OpenType and Open Font Format fonts. It allows font creators to embed complete SVG files within a font enabling full color and even animations. +- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT +- Two alternatives are possible to render SVG fonts: use "lunasvg" or "plutosvg". plutosvg will support some more fonts (e.g. NotoColorEmoji-Regular) and may load them faster. + +#### Using lunasvg +Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above +- Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`. +- Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`. + +#### Using plutosvg (and plutovg) +- Add `#define IMGUI_ENABLE_FREETYPE_PLUTOSVG` in your `imconfig.h`. +- Compile and link with plutosvg *and* plutovg (which is required by plutosvg) + +_Compilation hints for plutovg_ +- Compile all source files in `plutovg/source/*.c` +- Add include directory: `plutovg/include` + `plutovg/stb` + +_Compilation hints for plutosvg_ +- Compile `plutosvg/source/plutosvg.c` +- Add include directory: `plutosvg/source` +- Add define: `PLUTOSVG_HAS_FREETYPE` +- Link with: plutovg, freetype + diff --git a/dependencies/imgui-1.91.4-docking/misc/freetype/imgui_freetype.cpp b/dependencies/imgui-1.91.4-docking/misc/freetype/imgui_freetype.cpp new file mode 100644 index 0000000..646a3b1 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/freetype/imgui_freetype.cpp @@ -0,0 +1,965 @@ +// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder) +// (code) + +// Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype +// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2024/10/17: added plutosvg support for SVG Fonts (seems faster/better than lunasvg). Enable by using '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG'. (#7927) +// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics. +// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591) +// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly. +// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. +// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. +// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format. +// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). +// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas(). +// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. +// 2019/02/09: added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) +// 2019/01/15: added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). +// 2019/01/10: re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. +// 2018/06/08: added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX. +// 2018/02/04: moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club) +// 2018/01/22: fix for addition of ImFontAtlas::TexUvscale member. +// 2017/10/22: minor inconsequential change to match change in master (removed an unnecessary statement). +// 2017/09/26: fixes for imgui internal changes. +// 2017/08/26: cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply. +// 2017/08/16: imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks. + +// About Gamma Correct Blending: +// - FreeType assumes blending in linear space rather than gamma space. +// - See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph +// - For correct results you need to be using sRGB and convert to linear space in the pixel shader output. +// - The default dear imgui styles will be impacted by this change (alpha values will need tweaking). + +// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer). + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_freetype.h" +#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*, +#include +#include +#include FT_FREETYPE_H // +#include FT_MODULE_H // +#include FT_GLYPH_H // +#include FT_SYNTHESIS_H // + +// Handle LunaSVG and PlutoSVG +#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) && defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG) +#error "Cannot enable both IMGUI_ENABLE_FREETYPE_LUNASVG and IMGUI_ENABLE_FREETYPE_PLUTOSVG" +#endif +#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG +#include FT_OTSVG_H // +#include FT_BBOX_H // +#include +#endif +#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG +#include +#endif +#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined (IMGUI_ENABLE_FREETYPE_PLUTOSVG) +#if !((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12)) +#error IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12 +#endif +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +#ifdef __GNUC__ +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#ifndef __clang__ +#pragma GCC diagnostic ignored "-Wsubobject-linkage" // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace +#endif +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Default memory allocators +static void* ImGuiFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } +static void ImGuiFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } + +// Current memory allocators +static void* (*GImGuiFreeTypeAllocFunc)(size_t size, void* user_data) = ImGuiFreeTypeDefaultAllocFunc; +static void (*GImGuiFreeTypeFreeFunc)(void* ptr, void* user_data) = ImGuiFreeTypeDefaultFreeFunc; +static void* GImGuiFreeTypeAllocatorUserData = nullptr; + +// Lunasvg support +#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG +static FT_Error ImGuiLunasvgPortInit(FT_Pointer* state); +static void ImGuiLunasvgPortFree(FT_Pointer* state); +static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state); +static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_Pointer* _state); +#endif + +//------------------------------------------------------------------------- +// Code +//------------------------------------------------------------------------- + +namespace +{ + // Glyph metrics: + // -------------- + // + // xmin xmax + // | | + // |<-------- width -------->| + // | | + // | +-------------------------+----------------- ymax + // | | ggggggggg ggggg | ^ ^ + // | | g:::::::::ggg::::g | | | + // | | g:::::::::::::::::g | | | + // | | g::::::ggggg::::::gg | | | + // | | g:::::g g:::::g | | | + // offsetX -|-------->| g:::::g g:::::g | offsetY | + // | | g:::::g g:::::g | | | + // | | g::::::g g:::::g | | | + // | | g:::::::ggggg:::::g | | | + // | | g::::::::::::::::g | | height + // | | gg::::::::::::::g | | | + // baseline ---*---------|---- gggggggg::::::g-----*-------- | + // / | | g:::::g | | + // origin | | gggggg g:::::g | | + // | | g:::::gg gg:::::g | | + // | | g::::::ggg:::::::g | | + // | | gg:::::::::::::g | | + // | | ggg::::::ggg | | + // | | gggggg | v + // | +-------------------------+----------------- ymin + // | | + // |------------- advanceX ----------->| + + // A structure that describe a glyph. + struct GlyphInfo + { + int Width; // Glyph's width in pixels. + int Height; // Glyph's height in pixels. + FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph. + FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. + float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. + bool IsColored; // The glyph is colored + }; + + // Font parameters and metrics. + struct FontInfo + { + uint32_t PixelHeight; // Size this font was generated with. + float Ascender; // The pixel extents above the baseline in pixels (typically positive). + float Descender; // The extents below the baseline in pixels (typically negative). + float LineSpacing; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. + float LineGap; // The spacing in pixels between one row's descent and the next row's ascent. + float MaxAdvanceWidth; // This field gives the maximum horizontal cursor advance for all glyphs in the font. + }; + + // FreeType glyph rasterizer. + // NB: No ctor/dtor, explicitly call Init()/Shutdown() + struct FreeTypeFont + { + bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. + void CloseFont(); + void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size + const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint); + const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info); + void BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = nullptr); + ~FreeTypeFont() { CloseFont(); } + + // [Internals] + FontInfo Info; // Font descriptor of the current font. + FT_Face Face; + unsigned int UserFlags; // = ImFontConfig::RasterizerFlags + FT_Int32 LoadFlags; + FT_Render_Mode RenderMode; + float RasterizationDensity; + float InvRasterizationDensity; + }; + + // From SDL_ttf: Handy routines for converting from fixed point + #define FT_CEIL(X) (((X + 63) & -64) / 64) + + bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags) + { + FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); + if (error != 0) + return false; + error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE); + if (error != 0) + return false; + + // Convert to FreeType flags (NB: Bold and Oblique are processed separately) + UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags; + + LoadFlags = 0; + if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) + LoadFlags |= FT_LOAD_NO_BITMAP; + + if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting) + LoadFlags |= FT_LOAD_NO_HINTING; + if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint) + LoadFlags |= FT_LOAD_NO_AUTOHINT; + if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint) + LoadFlags |= FT_LOAD_FORCE_AUTOHINT; + if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting) + LoadFlags |= FT_LOAD_TARGET_LIGHT; + else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting) + LoadFlags |= FT_LOAD_TARGET_MONO; + else + LoadFlags |= FT_LOAD_TARGET_NORMAL; + + if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome) + RenderMode = FT_RENDER_MODE_MONO; + else + RenderMode = FT_RENDER_MODE_NORMAL; + + if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) + LoadFlags |= FT_LOAD_COLOR; + + RasterizationDensity = cfg.RasterizerDensity; + InvRasterizationDensity = 1.0f / RasterizationDensity; + + memset(&Info, 0, sizeof(Info)); + SetPixelHeight((uint32_t)cfg.SizePixels); + + return true; + } + + void FreeTypeFont::CloseFont() + { + if (Face) + { + FT_Done_Face(Face); + Face = nullptr; + } + } + + void FreeTypeFont::SetPixelHeight(int pixel_height) + { + // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' + // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. + // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. + FT_Size_RequestRec req; + req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; + req.width = 0; + req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity); + req.horiResolution = 0; + req.vertResolution = 0; + FT_Request_Size(Face, &req); + + // Update font info + FT_Size_Metrics metrics = Face->size->metrics; + Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity); + Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity; + Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity; + Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity; + Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity; + Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity; + } + + const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint) + { + uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint); + if (glyph_index == 0) + return nullptr; + + // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. + // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 + // - https://github.com/ocornut/imgui/issues/4567 + // - https://github.com/ocornut/imgui/issues/4566 + // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. + FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags); + if (error) + return nullptr; + + // Need an outline for this to work + FT_GlyphSlot slot = Face->glyph; +#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG) + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG); +#else +#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12)) + IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font"); +#endif + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); +#endif // IMGUI_ENABLE_FREETYPE_LUNASVG + + // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) + if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold) + FT_GlyphSlot_Embolden(slot); + if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique) + { + FT_GlyphSlot_Oblique(slot); + //FT_BBox bbox; + //FT_Outline_Get_BBox(&slot->outline, &bbox); + //slot->metrics.width = bbox.xMax - bbox.xMin; + //slot->metrics.height = bbox.yMax - bbox.yMin; + } + + return &slot->metrics; + } + + const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) + { + FT_GlyphSlot slot = Face->glyph; + FT_Error error = FT_Render_Glyph(slot, RenderMode); + if (error != 0) + return nullptr; + + FT_Bitmap* ft_bitmap = &Face->glyph->bitmap; + out_glyph_info->Width = (int)ft_bitmap->width; + out_glyph_info->Height = (int)ft_bitmap->rows; + out_glyph_info->OffsetX = Face->glyph->bitmap_left; + out_glyph_info->OffsetY = -Face->glyph->bitmap_top; + out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x); + out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); + + return ft_bitmap; + } + + void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) + { + IM_ASSERT(ft_bitmap != nullptr); + const uint32_t w = ft_bitmap->width; + const uint32_t h = ft_bitmap->rows; + const uint8_t* src = ft_bitmap->buffer; + const uint32_t src_pitch = ft_bitmap->pitch; + + switch (ft_bitmap->pixel_mode) + { + case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. + { + if (multiply_table == nullptr) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = IM_COL32(255, 255, 255, src[x]); + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]); + } + break; + } + case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. + { + uint8_t color0 = multiply_table ? multiply_table[0] : 0; + uint8_t color1 = multiply_table ? multiply_table[255] : 255; + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + uint8_t bits = 0; + const uint8_t* bits_ptr = src; + for (uint32_t x = 0; x < w; x++, bits <<= 1) + { + if ((x & 7) == 0) + bits = *bits_ptr++; + dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0); + } + } + break; + } + case FT_PIXEL_MODE_BGRA: + { + // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. + #define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u) + if (multiply_table == nullptr) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + { + uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; + dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a); + } + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + for (uint32_t x = 0; x < w; x++) + { + uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; + dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]); + } + } + } + #undef DE_MULTIPLY + break; + } + default: + IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); + } + } +} // namespace + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_STATIC +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +struct ImFontBuildSrcGlyphFT +{ + GlyphInfo Info; + uint32_t Codepoint; + unsigned int* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array + + ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImFontBuildSrcDataFT +{ + FreeTypeFont Font; + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstDataFT +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = 0; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + bool src_load_color = false; + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + FreeTypeFont& font_face = src_tmp.Font; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + if (src_tmp.DstIndex == -1) + return false; + + // Load font + if (!font_face.InitFont(ft_library, cfg, extra_flags)) + return false; + + // Measure highest codepoints + src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0; + ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) + continue; + uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) + if (glyph_index == 0) + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + + IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32)); + const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin(); + const ImU32* it_end = src_tmp.GlyphsSet.Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + { + ImFontBuildSrcGlyphFT src_glyph; + src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n); + //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it.. + src_tmp.GlyphsList.push_back(src_glyph); + } + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + buf_rects.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + + // Allocate temporary rasterization data buffers. + // We could not find a way to retrieve accurate glyph size without rendering them. + // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) + // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations. + const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; + int buf_bitmap_current_used_bytes = 0; + ImVector buf_bitmap_buffers; + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + // 8. Render/rasterize font characters into the texture + int total_surface = 0; + int buf_rects_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + + // Compute multiply table if requested + const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); + unsigned char multiply_table[256]; + if (multiply_enabled) + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + + // Gather the sizes of all rectangles we will need to pack + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; + + const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); + if (metrics == nullptr) + continue; + + // Render glyph into a bitmap (currently held by FreeType) + const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info); + if (ft_bitmap == nullptr) + continue; + + // Allocate new temporary chunk if needed + const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4; + if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) + { + buf_bitmap_current_used_bytes = 0; + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); + } + IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead. + + // Blit rasterized pixels to our temporary buffer and keep a pointer to it. + src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes); + buf_bitmap_current_used_bytes += bitmap_size_in_bytes; + src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : nullptr); + + src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding; + ImVector pack_nodes; + pack_nodes.resize(num_nodes_for_packing_algorithm); + stbrp_context pack_context; + stbrp_init_target(&pack_context, atlas->TexWidth - atlas->TexGlyphPadding, TEX_HEIGHT_MAX - atlas->TexGlyphPadding, pack_nodes.Data, pack_nodes.Size); + ImFontAtlasBuildPackCustomRects(atlas, &pack_context); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + if (src_load_color) + { + size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4; + atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size); + memset(atlas->TexPixelsRGBA32, 0, tex_size); + } + else + { + size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1; + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size); + memset(atlas->TexPixelsAlpha8, 0, tex_size); + } + + // 8. Copy rasterized font characters back into the main texture + // 9. Setup ImFont and glyphs for runtime + bool tex_use_colors = false; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float ascent = src_tmp.Font.Info.Ascender; + const float descent = src_tmp.Font.Info.Descender; + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; + stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; + IM_ASSERT(pack_rect.was_packed); + if (pack_rect.w == 0 && pack_rect.h == 0) + continue; + + GlyphInfo& info = src_glyph.Info; + IM_ASSERT(info.Width + padding <= pack_rect.w); + IM_ASSERT(info.Height + padding <= pack_rect.h); + const int tx = pack_rect.x + padding; + const int ty = pack_rect.y + padding; + + // Register glyph + float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x; + float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y; + float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity; + float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity; + float u0 = (tx) / (float)atlas->TexWidth; + float v0 = (ty) / (float)atlas->TexHeight; + float u1 = (tx + info.Width) / (float)atlas->TexWidth; + float v1 = (ty + info.Height) / (float)atlas->TexHeight; + dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity); + + ImFontGlyph* dst_glyph = &dst_font->Glyphs.back(); + IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint); + if (src_glyph.Info.IsColored) + dst_glyph->Colored = tex_use_colors = true; + + // Blit from temporary buffer to final texture + size_t blit_src_stride = (size_t)src_glyph.Info.Width; + size_t blit_dst_stride = (size_t)atlas->TexWidth; + unsigned int* blit_src = src_glyph.BitmapData; + if (atlas->TexPixelsAlpha8 != nullptr) + { + unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx; + for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) + for (int x = 0; x < info.Width; x++) + blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF); + } + else + { + unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx; + for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) + for (int x = 0; x < info.Width; x++) + blit_dst[x] = blit_src[x]; + } + } + + src_tmp.Rects = nullptr; + } + atlas->TexPixelsUseColors = tex_use_colors; + + // Cleanup + for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) + IM_FREE(buf_bitmap_buffers[buf_i]); + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + + return true; +} + +// FreeType memory allocation callbacks +static void* FreeType_Alloc(FT_Memory /*memory*/, long size) +{ + return GImGuiFreeTypeAllocFunc((size_t)size, GImGuiFreeTypeAllocatorUserData); +} + +static void FreeType_Free(FT_Memory /*memory*/, void* block) +{ + GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); +} + +static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block) +{ + // Implement realloc() as we don't ask user to provide it. + if (block == nullptr) + return GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData); + + if (new_size == 0) + { + GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); + return nullptr; + } + + if (new_size > cur_size) + { + void* new_block = GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData); + memcpy(new_block, block, (size_t)cur_size); + GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); + return new_block; + } + + return block; +} + +static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas) +{ + // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html + FT_MemoryRec_ memory_rec = {}; + memory_rec.user = nullptr; + memory_rec.alloc = &FreeType_Alloc; + memory_rec.free = &FreeType_Free; + memory_rec.realloc = &FreeType_Realloc; + + // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library + FT_Library ft_library; + FT_Error error = FT_New_Library(&memory_rec, &ft_library); + if (error != 0) + return false; + + // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator. + FT_Add_Default_Modules(ft_library); + +#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG + // Install svg hooks for FreeType + // https://freetype.org/freetype2/docs/reference/ft2-properties.html#svg-hooks + // https://freetype.org/freetype2/docs/reference/ft2-svg_fonts.html#svg_fonts + SVG_RendererHooks hooks = { ImGuiLunasvgPortInit, ImGuiLunasvgPortFree, ImGuiLunasvgPortRender, ImGuiLunasvgPortPresetSlot }; + FT_Property_Set(ft_library, "ot-svg", "svg-hooks", &hooks); +#endif // IMGUI_ENABLE_FREETYPE_LUNASVG +#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG + // With plutosvg, use provided hooks + FT_Property_Set(ft_library, "ot-svg", "svg-hooks", plutosvg_ft_svg_hooks()); +#endif // IMGUI_ENABLE_FREETYPE_PLUTOSVG + + bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags); + FT_Done_Library(ft_library); + + return ret; +} + +const ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithFreeType; + return &io; +} + +void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImGuiFreeTypeAllocFunc = alloc_func; + GImGuiFreeTypeFreeFunc = free_func; + GImGuiFreeTypeAllocatorUserData = user_data; +} + +#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG +// For more details, see https://gitlab.freedesktop.org/freetype/freetype-demos/-/blob/master/src/rsvg-port.c +// The original code from the demo is licensed under CeCILL-C Free Software License Agreement (https://gitlab.freedesktop.org/freetype/freetype/-/blob/master/LICENSE.TXT) +struct LunasvgPortState +{ + FT_Error err = FT_Err_Ok; + lunasvg::Matrix matrix; + std::unique_ptr svg = nullptr; +}; + +static FT_Error ImGuiLunasvgPortInit(FT_Pointer* _state) +{ + *_state = IM_NEW(LunasvgPortState)(); + return FT_Err_Ok; +} + +static void ImGuiLunasvgPortFree(FT_Pointer* _state) +{ + IM_DELETE(*(LunasvgPortState**)_state); +} + +static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state) +{ + LunasvgPortState* state = *(LunasvgPortState**)_state; + + // If there was an error while loading the svg in ImGuiLunasvgPortPresetSlot(), the renderer hook still get called, so just returns the error. + if (state->err != FT_Err_Ok) + return state->err; + + // rows is height, pitch (or stride) equals to width * sizeof(int32) + lunasvg::Bitmap bitmap((uint8_t*)slot->bitmap.buffer, slot->bitmap.width, slot->bitmap.rows, slot->bitmap.pitch); + state->svg->setMatrix(state->svg->matrix().identity()); // Reset the svg matrix to the default value + state->svg->render(bitmap, state->matrix); // state->matrix is already scaled and translated + state->err = FT_Err_Ok; + return state->err; +} + +static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_Pointer* _state) +{ + FT_SVG_Document document = (FT_SVG_Document)slot->other; + LunasvgPortState* state = *(LunasvgPortState**)_state; + FT_Size_Metrics& metrics = document->metrics; + + // This function is called twice, once in the FT_Load_Glyph() and another right before ImGuiLunasvgPortRender(). + // If it's the latter, don't do anything because it's // already done in the former. + if (cache) + return state->err; + + state->svg = lunasvg::Document::loadFromData((const char*)document->svg_document, document->svg_document_length); + if (state->svg == nullptr) + { + state->err = FT_Err_Invalid_SVG_Document; + return state->err; + } + + lunasvg::Box box = state->svg->box(); + double scale = std::min(metrics.x_ppem / box.w, metrics.y_ppem / box.h); + double xx = (double)document->transform.xx / (1 << 16); + double xy = -(double)document->transform.xy / (1 << 16); + double yx = -(double)document->transform.yx / (1 << 16); + double yy = (double)document->transform.yy / (1 << 16); + double x0 = (double)document->delta.x / 64 * box.w / metrics.x_ppem; + double y0 = -(double)document->delta.y / 64 * box.h / metrics.y_ppem; + + // Scale and transform, we don't translate the svg yet + state->matrix.identity(); + state->matrix.scale(scale, scale); + state->matrix.transform(xx, xy, yx, yy, x0, y0); + state->svg->setMatrix(state->matrix); + + // Pre-translate the matrix for the rendering step + state->matrix.translate(-box.x, -box.y); + + // Get the box again after the transformation + box = state->svg->box(); + + // Calculate the bitmap size + slot->bitmap_left = FT_Int(box.x); + slot->bitmap_top = FT_Int(-box.y); + slot->bitmap.rows = (unsigned int)(ImCeil((float)box.h)); + slot->bitmap.width = (unsigned int)(ImCeil((float)box.w)); + slot->bitmap.pitch = slot->bitmap.width * 4; + slot->bitmap.pixel_mode = FT_PIXEL_MODE_BGRA; + + // Compute all the bearings and set them correctly. The outline is scaled already, we just need to use the bounding box. + double metrics_width = box.w; + double metrics_height = box.h; + double horiBearingX = box.x; + double horiBearingY = -box.y; + double vertBearingX = slot->metrics.horiBearingX / 64.0 - slot->metrics.horiAdvance / 64.0 / 2.0; + double vertBearingY = (slot->metrics.vertAdvance / 64.0 - slot->metrics.height / 64.0) / 2.0; + slot->metrics.width = FT_Pos(IM_ROUND(metrics_width * 64.0)); // Using IM_ROUND() assume width and height are positive + slot->metrics.height = FT_Pos(IM_ROUND(metrics_height * 64.0)); + slot->metrics.horiBearingX = FT_Pos(horiBearingX * 64); + slot->metrics.horiBearingY = FT_Pos(horiBearingY * 64); + slot->metrics.vertBearingX = FT_Pos(vertBearingX * 64); + slot->metrics.vertBearingY = FT_Pos(vertBearingY * 64); + + if (slot->metrics.vertAdvance == 0) + slot->metrics.vertAdvance = FT_Pos(metrics_height * 1.2 * 64.0); + + state->err = FT_Err_Ok; + return state->err; +} + +#endif // #ifdef IMGUI_ENABLE_FREETYPE_LUNASVG + +//----------------------------------------------------------------------------- + +#ifdef __GNUC__ +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/misc/freetype/imgui_freetype.h b/dependencies/imgui-1.91.4-docking/misc/freetype/imgui_freetype.h new file mode 100644 index 0000000..6572b15 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/freetype/imgui_freetype.h @@ -0,0 +1,58 @@ +// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder) +// (headers) + +#pragma once +#include "imgui.h" // IMGUI_API +#ifndef IMGUI_DISABLE + +// Usage: +// - Add '#define IMGUI_ENABLE_FREETYPE' in your imconfig to enable support for imgui_freetype in imgui. + +// Optional support for OpenType SVG fonts: +// - Add '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG' to use plutosvg (not provided). See #7927. +// - Add '#define IMGUI_ENABLE_FREETYPE_LUNASVG' to use lunasvg (not provided). See #6591. + +// Forward declarations +struct ImFontAtlas; +struct ImFontBuilderIO; + +// Hinting greatly impacts visuals (and glyph sizes). +// - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. +// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h +// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way. +// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. +// You can set those flags globaly in ImFontAtlas::FontBuilderFlags +// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags +enum ImGuiFreeTypeBuilderFlags +{ + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter. + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs +}; + +namespace ImGuiFreeType +{ + // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'. + // If you need to dynamically select between multiple builders: + // - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()' + // - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data. + IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType(); + + // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE() + // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = nullptr); + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE' +#endif +} + +#endif // #ifndef IMGUI_DISABLE diff --git a/dependencies/imgui-1.91.4-docking/misc/single_file/imgui_single_file.h b/dependencies/imgui-1.91.4-docking/misc/single_file/imgui_single_file.h new file mode 100644 index 0000000..7ca31e0 --- /dev/null +++ b/dependencies/imgui-1.91.4-docking/misc/single_file/imgui_single_file.h @@ -0,0 +1,29 @@ +// dear imgui: single-file wrapper include +// We use this to validate compiling all *.cpp files in a same compilation unit. +// Users of that technique (also called "Unity builds") can generally provide this themselves, +// so we don't really recommend you use this in your projects. + +// Do this: +// #define IMGUI_IMPLEMENTATION +// Before you include this file in *one* C++ file to create the implementation. +// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. + +#ifdef IMGUI_IMPLEMENTATION +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "../../imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "../../misc/freetype/imgui_freetype.h" +#endif + +#ifdef IMGUI_IMPLEMENTATION +#include "../../imgui.cpp" +#include "../../imgui_demo.cpp" +#include "../../imgui_draw.cpp" +#include "../../imgui_tables.cpp" +#include "../../imgui_widgets.cpp" +#ifdef IMGUI_ENABLE_FREETYPE +#include "../../misc/freetype/imgui_freetype.cpp" +#endif +#endif diff --git a/dependencies/volk-1.3.301/.github/workflows/build.yml b/dependencies/volk-1.3.301/.github/workflows/build.yml new file mode 100644 index 0000000..45dbc78 --- /dev/null +++ b/dependencies/volk-1.3.301/.github/workflows/build.yml @@ -0,0 +1,66 @@ +name: build + +on: [push, pull_request] + +jobs: + build: + strategy: + matrix: + os: [ubuntu, macos, windows] + name: ${{matrix.os}} + runs-on: ${{matrix.os}}-latest + steps: + - uses: actions/checkout@v4 + - uses: actions/checkout@v4 + with: + repository: KhronosGroup/Vulkan-Headers + ref: main + path: Vulkan-Headers + fetch-depth: 0 + fetch-tags: true + - name: move sdk + shell: bash + run: | + mv Vulkan-Headers ~/Vulkan-Headers + - name: build main + shell: bash + run: | + export VULKAN_SDK=~/Vulkan-Headers + git -C ~/Vulkan-Headers checkout main + test/run_tests.sh + - name: build 1.1.101 + shell: bash + run: | + export VULKAN_SDK=~/Vulkan-Headers + git -C ~/Vulkan-Headers checkout sdk-1.1.101 + test/run_tests.sh + - name: build 1.2.131 + shell: bash + run: | + export VULKAN_SDK=~/Vulkan-Headers + git -C ~/Vulkan-Headers checkout sdk-1.2.131 + test/run_tests.sh + - name: build 1.2.182 + shell: bash + run: | + export VULKAN_SDK=~/Vulkan-Headers + git -C ~/Vulkan-Headers checkout sdk-1.2.182 + test/run_tests.sh + - name: build 1.3.204 + shell: bash + run: | + export VULKAN_SDK=~/Vulkan-Headers + git -C ~/Vulkan-Headers checkout sdk-1.3.204 + test/run_tests.sh + - name: build 1.3.239 + shell: bash + run: | + export VULKAN_SDK=~/Vulkan-Headers + git -C ~/Vulkan-Headers checkout sdk-1.3.239 + test/run_tests.sh + - name: build 1.3.268 + shell: bash + run: | + export VULKAN_SDK=~/Vulkan-Headers + git -C ~/Vulkan-Headers checkout vulkan-sdk-1.3.268 + test/run_tests.sh diff --git a/dependencies/volk-1.3.301/.github/workflows/update.yml b/dependencies/volk-1.3.301/.github/workflows/update.yml new file mode 100644 index 0000000..1db7d45 --- /dev/null +++ b/dependencies/volk-1.3.301/.github/workflows/update.yml @@ -0,0 +1,33 @@ +name: update + +on: + schedule: + - cron: '0 16 * * *' + workflow_dispatch: + +jobs: + update: + if: github.repository == 'zeux/volk' + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v4 + with: + ssh-key: ${{ secrets.SSH_PRIVATE_KEY }} + - name: update + run: | + python3 generate.py >version.txt + echo "VOLK_VERSION=`cat version.txt`" >> $GITHUB_ENV + rm version.txt + - name: create pr + uses: peter-evans/create-pull-request@v6 + with: + branch: update/${{env.VOLK_VERSION}} + delete-branch: true + commit-message: Update to 1.3.${{env.VOLK_VERSION}} + title: Update to 1.3.${{env.VOLK_VERSION}} + author: GitHub + - name: enable pr automerge + run: gh pr merge --merge --auto ${{env.PULL_REQUEST_NUMBER}} + env: + GH_TOKEN: ${{ github.token }} + continue-on-error: true diff --git a/dependencies/volk-1.3.301/.gitignore b/dependencies/volk-1.3.301/.gitignore new file mode 100644 index 0000000..0ff047c --- /dev/null +++ b/dependencies/volk-1.3.301/.gitignore @@ -0,0 +1,2 @@ +build/ +CMakeLists.txt.user diff --git a/dependencies/volk-1.3.301/CMakeLists.txt b/dependencies/volk-1.3.301/CMakeLists.txt new file mode 100644 index 0000000..f7dc26a --- /dev/null +++ b/dependencies/volk-1.3.301/CMakeLists.txt @@ -0,0 +1,138 @@ +cmake_minimum_required(VERSION 3.5) +cmake_policy(PUSH) +cmake_policy(SET CMP0048 NEW) # project(... VERSION ...) support + +project(volk VERSION +# VOLK_GENERATE_VERSION +301 +# VOLK_GENERATE_VERSION + LANGUAGES C +) + +# CMake 3.12 changes the default behaviour of option() to leave local variables +# unchanged if they exist (which we want), but we must work with older CMake versions. +if(NOT DEFINED VOLK_STATIC_DEFINES) + set(VOLK_STATIC_DEFINES "" CACHE STRING "Additional defines for building the volk static library, e.g. Vulkan platform defines") +endif() +if(NOT DEFINED VOLK_PULL_IN_VULKAN) + option(VOLK_PULL_IN_VULKAN "Vulkan as a transitive dependency" ON) +endif() +if(NOT DEFINED VOLK_INSTALL) + option(VOLK_INSTALL "Create installation targets" OFF) +endif() +if(NOT DEFINED VOLK_HEADERS_ONLY) + option(VOLK_HEADERS_ONLY "Add interface library only" OFF) +endif() +if(NOT DEFINED VULKAN_HEADERS_INSTALL_DIR) + set(VULKAN_HEADERS_INSTALL_DIR "" CACHE PATH "Where to get the Vulkan headers") +endif() + +# ----------------------------------------------------- +# Static library + +if(NOT VOLK_HEADERS_ONLY OR VOLK_INSTALL) + add_library(volk STATIC volk.h volk.c) + add_library(volk::volk ALIAS volk) + target_include_directories(volk PUBLIC + $ + $ + ) + if(VOLK_STATIC_DEFINES) + target_compile_definitions(volk PUBLIC ${VOLK_STATIC_DEFINES}) + endif() + if (NOT WIN32) + target_link_libraries(volk PUBLIC ${CMAKE_DL_LIBS}) + endif() +endif() + +# ----------------------------------------------------- +# Interface library + +add_library(volk_headers INTERFACE) +add_library(volk::volk_headers ALIAS volk_headers) +target_include_directories(volk_headers INTERFACE + $ + $ +) +if (NOT WIN32) + target_link_libraries(volk_headers INTERFACE ${CMAKE_DL_LIBS}) +endif() + +# ----------------------------------------------------- +# Vulkan transitive dependency + +if(VOLK_PULL_IN_VULKAN) + # Try an explicit CMake variable first, then any Vulkan paths + # discovered by FindVulkan.cmake, then the $VULKAN_SDK environment + # variable if nothing else works. + if(VULKAN_HEADERS_INSTALL_DIR) + message("volk: using VULKAN_HEADERS_INSTALL_DIR option") + set(VOLK_INCLUDES "${VULKAN_HEADERS_INSTALL_DIR}/include") + else() + # If CMake has the FindVulkan module and it works, use it. + find_package(Vulkan QUIET) + if(Vulkan_INCLUDE_DIRS) + message("volk: using Vulkan_INCLUDE_DIRS from FindVulkan module") + set(VOLK_INCLUDES "${Vulkan_INCLUDE_DIRS}") + elseif(DEFINED ENV{VULKAN_SDK}) + message("volk: using VULKAN_SDK environment variable") + set(VOLK_INCLUDES "$ENV{VULKAN_SDK}/include") + endif() + endif() + + if(VOLK_INCLUDES) + if(TARGET volk) + target_include_directories(volk PUBLIC "${VOLK_INCLUDES}") + endif() + target_include_directories(volk_headers INTERFACE "${VOLK_INCLUDES}") + endif() +endif() + +# ----------------------------------------------------- +# Installation + +if(VOLK_INSTALL) + + include(GNUInstallDirs) + set(INSTALL_CONFIGDIR ${CMAKE_INSTALL_LIBDIR}/cmake/volk) + + # Install files + install(FILES volk.h volk.c DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}) + + # Install library target and add it and any dependencies to export set. + install(TARGETS volk volk_headers + EXPORT volk-targets + LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR} + ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR} + RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR} + ) + + # Actually write exported config w/ imported targets + install(EXPORT volk-targets + FILE volkTargets.cmake + NAMESPACE volk:: + DESTINATION ${INSTALL_CONFIGDIR} + ) + + # Create a ConfigVersion.cmake file: + include(CMakePackageConfigHelpers) + write_basic_package_version_file( + ${CMAKE_CURRENT_BINARY_DIR}/volkConfigVersion.cmake + COMPATIBILITY AnyNewerVersion + ) + + # Configure config file + configure_package_config_file(${CMAKE_CURRENT_LIST_DIR}/cmake/volkConfig.cmake.in + ${CMAKE_CURRENT_BINARY_DIR}/volkConfig.cmake + INSTALL_DESTINATION ${INSTALL_CONFIGDIR} + ) + + # Install the fully generated config and configVersion files + install(FILES + ${CMAKE_CURRENT_BINARY_DIR}/volkConfig.cmake + ${CMAKE_CURRENT_BINARY_DIR}/volkConfigVersion.cmake + DESTINATION ${INSTALL_CONFIGDIR} + ) + +endif() +cmake_policy(POP) diff --git a/dependencies/volk-1.3.301/LICENSE.md b/dependencies/volk-1.3.301/LICENSE.md new file mode 100644 index 0000000..5a717f2 --- /dev/null +++ b/dependencies/volk-1.3.301/LICENSE.md @@ -0,0 +1,19 @@ +Copyright (c) 2018-2024 Arseny Kapoulkine + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/dependencies/volk-1.3.301/README.md b/dependencies/volk-1.3.301/README.md new file mode 100644 index 0000000..8d5ff0b --- /dev/null +++ b/dependencies/volk-1.3.301/README.md @@ -0,0 +1,99 @@ +# 🐺 volk [![Build Status](https://github.com/zeux/volk/workflows/build/badge.svg)](https://github.com/zeux/volk/actions) + +## Purpose + +volk is a meta-loader for Vulkan. It allows you to dynamically load entrypoints required to use Vulkan +without linking to vulkan-1.dll or statically linking Vulkan loader. Additionally, volk simplifies the use of Vulkan extensions by automatically loading all associated entrypoints. Finally, volk enables loading +Vulkan entrypoints directly from the driver which can increase performance by skipping loader dispatch overhead. + +volk is written in C89 and supports Windows, Linux, Android and macOS (via MoltenVK). + +## Building + +There are multiple ways to use volk in your project: + +1. You can add `volk.c` to your build system. Note that the usual preprocessor defines that enable Vulkan's platform-specific functions (VK_USE_PLATFORM_WIN32_KHR, VK_USE_PLATFORM_XLIB_KHR, VK_USE_PLATFORM_MACOS_MVK, etc) must be passed as desired to the compiler when building `volk.c`. +2. You can use provided CMake files, with the usage detailed below. +3. You can use volk in header-only fashion. Include `volk.h` wherever you want to use Vulkan functions. In exactly one source file, define `VOLK_IMPLEMENTATION` before including `volk.h`. Do not build `volk.c` at all in this case - however, `volk.c` must still be in the same directory as `volk.h`. This method of integrating volk makes it possible to set the platform defines mentioned above with arbitrary (preprocessor) logic in your code. + +## Basic usage + +To use volk, you have to include `volk.h` instead of `vulkan/vulkan.h`; this is necessary to use function definitions from volk. + +If some files in your application include `vulkan/vulkan.h` and don't include `volk.h`, this can result in symbol conflicts; consider defining `VK_NO_PROTOTYPES` when compiling code that uses Vulkan to make sure this doesn't happen. It's also important to make sure that `vulkan-1` is not linked into the application, as this results in symbol name conflicts as well. + +To initialize volk, call this function first: + +```c++ +VkResult volkInitialize(); +``` + +This will attempt to load Vulkan loader from the system; if this function returns `VK_SUCCESS` you can proceed to create Vulkan instance. +If this function fails, this means Vulkan loader isn't installed on your system. + +After creating the Vulkan instance using Vulkan API, call this function: + +```c++ +void volkLoadInstance(VkInstance instance); +``` + +This function will load all required Vulkan entrypoints, including all extensions; you can use Vulkan from here on as usual. + +## Optimizing device calls + +If you use volk as described in the previous section, all device-related function calls, such as `vkCmdDraw`, will go through Vulkan loader dispatch code. +This allows you to transparently support multiple VkDevice objects in the same application, but comes at a price of dispatch overhead which can be as high as 7% depending on the driver and application. + +To avoid this, you have two options: + +1. For applications that use just one VkDevice object, load device-related Vulkan entrypoints directly from the driver with this function: + +```c++ +void volkLoadDevice(VkDevice device); +``` + +2. For applications that use multiple VkDevice objects, load device-related Vulkan entrypoints into a table: + +```c++ +void volkLoadDeviceTable(struct VolkDeviceTable* table, VkDevice device); +``` + +The second option requires you to change the application code to store one `VolkDeviceTable` per `VkDevice` and call functions from this table instead. + +Device entrypoints are loaded using `vkGetDeviceProcAddr`; when no layers are present, this commonly results in most function pointers pointing directly at the driver functions, minimizing the call overhead. When layers are loaded, the entrypoints will point at the implementations in the first applicable layer, so this is compatible with any layers including validation layers. + +Since `volkLoadDevice` overwrites some function pointers with device-specific versions, you can choose to use `volkLoadInstanceOnly` instead of `volkLoadInstance`; when using table-based interface this can also help enforce the usage of the function tables as `volkLoadInstanceOnly` will leave device-specific functions as `NULL`. + +## CMake support + +If your project uses CMake, volk provides you with targets corresponding to the different use cases: + +1. Target `volk` is a static library. Any platform defines can be passed to the compiler by setting `VOLK_STATIC_DEFINES`. Example: +```cmake +if (WIN32) + set(VOLK_STATIC_DEFINES VK_USE_PLATFORM_WIN32_KHR) +elseif() + ... +endif() +add_subdirectory(volk) +target_link_library(my_application PRIVATE volk) +``` +2. Target `volk_headers` is an interface target for the header-only style. Example: +```cmake +add_subdirectory(volk) +target_link_library(my_application PRIVATE volk_headers) +``` +and in the code: +```c +/* ...any logic setting VK_USE_PLATFORM_WIN32_KHR and friends... */ +#define VOLK_IMPLEMENTATION +#include "volk.h" +``` + +The above example use `add_subdirectory` to include volk into CMake's build tree. This is a good choice if you copy the volk files into your project tree or as a git submodule. + +Volk also supports installation and config-file packages. Installation is disabled by default (so as to not pollute user projects with install rules), and can be enabled by passing `-DVOLK_INSTALL=ON` to CMake. Once installed, do something like `find_package(volk CONFIG REQUIRED)` in your project's CMakeLists.txt. The imported volk targets are called `volk::volk` and `volk::volk_headers`. + +## License + +This library is available to anybody free of charge, under the terms of MIT License (see LICENSE.md). diff --git a/dependencies/volk-1.3.301/cmake/volkConfig.cmake.in b/dependencies/volk-1.3.301/cmake/volkConfig.cmake.in new file mode 100644 index 0000000..6e45c37 --- /dev/null +++ b/dependencies/volk-1.3.301/cmake/volkConfig.cmake.in @@ -0,0 +1,21 @@ +get_filename_component(volk_CMAKE_DIR "${CMAKE_CURRENT_LIST_FILE}" PATH) + +if(NOT TARGET volk::volk) + include("${volk_CMAKE_DIR}/volkTargets.cmake") +endif() + +# Mirror the default behaviour of the respective option. +if(NOT DEFINED VOLK_PULL_IN_VULKAN) + set(VOLK_PULL_IN_VULKAN ON) +endif() + +if(VOLK_PULL_IN_VULKAN) + find_package(Vulkan QUIET) + if(TARGET Vulkan::Vulkan) + add_dependencies(volk::volk Vulkan::Vulkan) + add_dependencies(volk::volk_headers Vulkan::Vulkan) + elseif(DEFINED ENV{VULKAN_SDK}) + target_include_directories(volk::volk INTERFACE "$ENV{VULKAN_SDK}/include") + target_include_directories(volk::volk_headers INTERFACE "$ENV{VULKAN_SDK}/include") + endif() +endif() diff --git a/dependencies/volk-1.3.301/generate.py b/dependencies/volk-1.3.301/generate.py new file mode 100755 index 0000000..a59449c --- /dev/null +++ b/dependencies/volk-1.3.301/generate.py @@ -0,0 +1,196 @@ +#!/usr/bin/python3 +# This file is part of volk library; see volk.h for version/license details + +from collections import OrderedDict +import re +import sys +import urllib +import xml.etree.ElementTree as etree +import urllib.request + +cmdversions = { + "vkCmdSetDiscardRectangleEnableEXT": 2, + "vkCmdSetDiscardRectangleModeEXT": 2, + "vkCmdSetExclusiveScissorEnableNV": 2, + "vkGetImageViewAddressNVX": 2, + "vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI": 2, +} + +def parse_xml(path): + file = urllib.request.urlopen(path) if path.startswith("http") else open(path, 'r') + with file: + tree = etree.parse(file) + return tree + +def patch_file(path, blocks): + result = [] + block = None + + with open(path, 'r') as file: + for line in file.readlines(): + if block: + if line == block: + result.append(line) + block = None + else: + result.append(line) + # C comment marker + if line.strip().startswith('/* VOLK_GENERATE_'): + block = line + result.append(blocks[line.strip()[17:-3]]) + # Shell/CMake comment marker + elif line.strip().startswith('# VOLK_GENERATE_'): + block = line + result.append(blocks[line.strip()[16:]]) + + with open(path, 'w', newline='\n') as file: + for line in result: + file.write(line) + +def is_descendant_type(types, name, base): + if name == base: + return True + type = types.get(name) + if not type: + return False + parents = type.get('parent') + if not parents: + return False + return any([is_descendant_type(types, parent, base) for parent in parents.split(',')]) + +def defined(key): + return 'defined(' + key + ')' + +def cdepends(key): + return re.sub(r'[a-zA-Z0-9_]+', lambda m: defined(m.group(0)), key).replace(',', ' || ').replace('+', ' && ') + +if __name__ == "__main__": + specpath = "https://raw.githubusercontent.com/KhronosGroup/Vulkan-Docs/main/xml/vk.xml" + + if len(sys.argv) > 1: + specpath = sys.argv[1] + + spec = parse_xml(specpath) + + block_keys = ('DEVICE_TABLE', 'PROTOTYPES_H', 'PROTOTYPES_C', 'LOAD_LOADER', 'LOAD_INSTANCE', 'LOAD_DEVICE', 'LOAD_DEVICE_TABLE') + + blocks = {} + + version = spec.find('types/type[name="VK_HEADER_VERSION"]') + blocks['VERSION'] = version.find('name').tail.strip() + '\n' + blocks['VERSION_DEFINE'] = '#define VOLK_HEADER_VERSION ' + version.find('name').tail.strip() + '\n' + + command_groups = OrderedDict() + instance_commands = set() + + for feature in spec.findall('feature'): + api = feature.get('api') + if 'vulkan' not in api.split(','): + continue + key = defined(feature.get('name')) + cmdrefs = feature.findall('require/command') + command_groups[key] = [cmdref.get('name') for cmdref in cmdrefs] + + for ext in sorted(spec.findall('extensions/extension'), key=lambda ext: ext.get('name')): + supported = ext.get('supported') + if 'vulkan' not in supported.split(','): + continue + name = ext.get('name') + type = ext.get('type') + for req in ext.findall('require'): + key = defined(name) + if req.get('feature'): # old-style XML depends specification + for i in req.get('feature').split(','): + key += ' && ' + defined(i) + if req.get('extension'): # old-style XML depends specification + for i in req.get('extension').split(','): + key += ' && ' + defined(i) + if req.get('depends'): # new-style XML depends specification + dep = cdepends(req.get('depends')) + key += ' && ' + ('(' + dep + ')' if '||' in dep else dep) + cmdrefs = req.findall('command') + for cmdref in cmdrefs: + ver = cmdversions.get(cmdref.get('name')) + if ver: + command_groups.setdefault(key + ' && ' + name.upper() + '_SPEC_VERSION >= ' + str(ver), []).append(cmdref.get('name')) + else: + command_groups.setdefault(key, []).append(cmdref.get('name')) + if type == 'instance': + for cmdref in cmdrefs: + instance_commands.add(cmdref.get('name')) + + commands_to_groups = OrderedDict() + + for (group, cmdnames) in command_groups.items(): + for name in cmdnames: + commands_to_groups.setdefault(name, []).append(group) + + for (group, cmdnames) in command_groups.items(): + command_groups[group] = [name for name in cmdnames if len(commands_to_groups[name]) == 1] + + for (name, groups) in commands_to_groups.items(): + if len(groups) == 1: + continue + key = ' || '.join(['(' + g + ')' for g in groups]) + command_groups.setdefault(key, []).append(name) + + commands = {} + + for cmd in spec.findall('commands/command'): + if not cmd.get('alias'): + name = cmd.findtext('proto/name') + commands[name] = cmd + + for cmd in spec.findall('commands/command'): + if cmd.get('alias'): + name = cmd.get('name') + commands[name] = commands[cmd.get('alias')] + + types = {} + + for type in spec.findall('types/type'): + name = type.findtext('name') + if name: + types[name] = type + + for key in block_keys: + blocks[key] = '' + + for (group, cmdnames) in command_groups.items(): + ifdef = '#if ' + group + '\n' + + for key in block_keys: + blocks[key] += ifdef + + for name in sorted(cmdnames): + cmd = commands[name] + type = cmd.findtext('param[1]/type') + + if name == 'vkGetInstanceProcAddr': + type = '' + if name == 'vkGetDeviceProcAddr': + type = 'VkInstance' + + if is_descendant_type(types, type, 'VkDevice') and name not in instance_commands: + blocks['LOAD_DEVICE'] += '\t' + name + ' = (PFN_' + name + ')load(context, "' + name + '");\n' + blocks['DEVICE_TABLE'] += '\tPFN_' + name + ' ' + name + ';\n' + blocks['LOAD_DEVICE_TABLE'] += '\ttable->' + name + ' = (PFN_' + name + ')load(context, "' + name + '");\n' + elif is_descendant_type(types, type, 'VkInstance'): + blocks['LOAD_INSTANCE'] += '\t' + name + ' = (PFN_' + name + ')load(context, "' + name + '");\n' + elif type != '': + blocks['LOAD_LOADER'] += '\t' + name + ' = (PFN_' + name + ')load(context, "' + name + '");\n' + + blocks['PROTOTYPES_H'] += 'extern PFN_' + name + ' ' + name + ';\n' + blocks['PROTOTYPES_C'] += 'PFN_' + name + ' ' + name + ';\n' + + for key in block_keys: + if blocks[key].endswith(ifdef): + blocks[key] = blocks[key][:-len(ifdef)] + else: + blocks[key] += '#endif /* ' + group + ' */\n' + + patch_file('volk.h', blocks) + patch_file('volk.c', blocks) + patch_file('CMakeLists.txt', blocks) + + print(version.find('name').tail.strip()) diff --git a/dependencies/volk-1.3.301/test/cmake_using_installed_headers/CMakeLists.txt b/dependencies/volk-1.3.301/test/cmake_using_installed_headers/CMakeLists.txt new file mode 100644 index 0000000..d9b441b --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_installed_headers/CMakeLists.txt @@ -0,0 +1,9 @@ +cmake_minimum_required(VERSION 3.5) +project(volk_test LANGUAGES C) + +# Include volk from a CMake package config. +# CMAKE_PREFIX_PATH or volk_DIR must be set properly. +find_package(volk CONFIG REQUIRED) + +add_executable(volk_test main.c) +target_link_libraries(volk_test PRIVATE volk::volk_headers) diff --git a/dependencies/volk-1.3.301/test/cmake_using_installed_headers/main.c b/dependencies/volk-1.3.301/test/cmake_using_installed_headers/main.c new file mode 100644 index 0000000..0f772d8 --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_installed_headers/main.c @@ -0,0 +1,54 @@ +/* Set platform defines at build time for volk to pick up. */ +#if defined(_WIN32) +# define VK_USE_PLATFORM_WIN32_KHR +#elif defined(__linux__) || defined(__unix__) +# define VK_USE_PLATFORM_XLIB_KHR +#elif defined(__APPLE__) +# define VK_USE_PLATFORM_MACOS_MVK +#else +# error "Platform not supported by this example." +#endif + +#define VOLK_IMPLEMENTATION +#include "volk.h" + +#include "stdio.h" +#include "stdlib.h" + +int main() +{ + VkResult r; + uint32_t version; + void* ptr; + + /* This won't compile if the appropriate Vulkan platform define isn't set. */ + ptr = +#if defined(_WIN32) + &vkCreateWin32SurfaceKHR; +#elif defined(__linux__) || defined(__unix__) + &vkCreateXlibSurfaceKHR; +#elif defined(__APPLE__) + &vkCreateMacOSSurfaceMVK; +#else + /* Platform not recogized for testing. */ + NULL; +#endif + + /* Try to initialize volk. This might not work on CI builds, but the + * above should have compiled at least. */ + r = volkInitialize(); + if (r != VK_SUCCESS) { + printf("volkInitialize failed!\n"); + return -1; + } + + version = volkGetInstanceVersion(); + printf("Vulkan version %d.%d.%d initialized.\n", + VK_VERSION_MAJOR(version), + VK_VERSION_MINOR(version), + VK_VERSION_PATCH(version)); + + + return 0; +} + diff --git a/dependencies/volk-1.3.301/test/cmake_using_source_directly/CMakeLists.txt b/dependencies/volk-1.3.301/test/cmake_using_source_directly/CMakeLists.txt new file mode 100644 index 0000000..080dda8 --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_source_directly/CMakeLists.txt @@ -0,0 +1,40 @@ +# Compiles the volk sources as part of a user project. +# Volk comes with a volk.c for this purpose. +# Note that for volk to properly handle platform defines, +# those have to be set at build time. +# Also note that this way the Vulkan headers must +# handled by the user project as well as linking to dl on +# non-Windows platforms. +# For these reasons it's recommended to use one of +# the other ways to include volk (see the other examples). + +cmake_minimum_required(VERSION 3.5) +project(volk_test LANGUAGES C) + +add_executable(volk_test main.c ../../volk.c) + +# Set include path for volk.h +target_include_directories(volk_test PRIVATE ../..) + +# Set suitable platform defines +if(CMAKE_SYSTEM_NAME STREQUAL Windows) + target_compile_definitions(volk_test PRIVATE VK_USE_PLATFORM_WIN32_KHR) +elseif(CMAKE_SYSTEM_NAME STREQUAL Linux) + target_compile_definitions(volk_test PRIVATE VK_USE_PLATFORM_XLIB_KHR) +elseif(CMAKE_SYSTEM_NAME STREQUAL Darwin) + target_compile_definitions(volk_test PRIVATE VK_USE_PLATFORM_MACOS_MVK) +endif() + +# Link requires libraries +if(NOT WIN32) + target_link_libraries(volk_test PRIVATE dl) +endif() + +# Get Vulkan dependency +find_package(Vulkan QUIET) +if(TARGET Vulkan::Vulkan) + # Note: We don't use target_link_libraries for Vulkan::Vulkan to avoid a static dependency on libvulkan1 + target_include_directories(volk_test PRIVATE ${Vulkan_INCLUDE_DIRS}) +elseif(DEFINED ENV{VULKAN_SDK}) + target_include_directories(volk_test PRIVATE "$ENV{VULKAN_SDK}/include") +endif() diff --git a/dependencies/volk-1.3.301/test/cmake_using_source_directly/main.c b/dependencies/volk-1.3.301/test/cmake_using_source_directly/main.c new file mode 100644 index 0000000..6ce41ea --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_source_directly/main.c @@ -0,0 +1,41 @@ +#include "volk.h" + +#include "stdio.h" +#include "stdlib.h" + +int main() +{ + VkResult r; + uint32_t version; + void* ptr; + + /* This won't compile if the appropriate Vulkan platform define isn't set. */ + ptr = +#if defined(_WIN32) + &vkCreateWin32SurfaceKHR; +#elif defined(__linux__) || defined(__unix__) + &vkCreateXlibSurfaceKHR; +#elif defined(__APPLE__) + &vkCreateMacOSSurfaceMVK; +#else + /* Platform not recogized for testing. */ + NULL; +#endif + + /* Try to initialize volk. This might not work on CI builds, but the + * above should have compiled at least. */ + r = volkInitialize(); + if (r != VK_SUCCESS) { + printf("volkInitialize failed!\n"); + return -1; + } + + version = volkGetInstanceVersion(); + printf("Vulkan version %d.%d.%d initialized.\n", + VK_VERSION_MAJOR(version), + VK_VERSION_MINOR(version), + VK_VERSION_PATCH(version)); + + return 0; +} + diff --git a/dependencies/volk-1.3.301/test/cmake_using_subdir_headers/CMakeLists.txt b/dependencies/volk-1.3.301/test/cmake_using_subdir_headers/CMakeLists.txt new file mode 100644 index 0000000..3d27ddd --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_subdir_headers/CMakeLists.txt @@ -0,0 +1,11 @@ +# Include the volk target through add_subdirectory. + +cmake_minimum_required(VERSION 3.5) +project(volk_test LANGUAGES C) + +# Include volk as part of the build tree to make the target known. +# The two-argument version of add_subdirectory allows adding non-subdirs. +add_subdirectory(../.. volk) + +add_executable(volk_test main.c) +target_link_libraries(volk_test PRIVATE volk_headers) diff --git a/dependencies/volk-1.3.301/test/cmake_using_subdir_headers/main.c b/dependencies/volk-1.3.301/test/cmake_using_subdir_headers/main.c new file mode 100644 index 0000000..bc0ce90 --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_subdir_headers/main.c @@ -0,0 +1,53 @@ +/* Set platform defines at build time for volk to pick up. */ +#if defined(_WIN32) +# define VK_USE_PLATFORM_WIN32_KHR +#elif defined(__linux__) || defined(__unix__) +# define VK_USE_PLATFORM_XLIB_KHR +#elif defined(__APPLE__) +# define VK_USE_PLATFORM_MACOS_MVK +#else +# error "Platform not supported by this example." +#endif + +#define VOLK_IMPLEMENTATION +#include "volk.h" + +#include "stdio.h" +#include "stdlib.h" + +int main() +{ + VkResult r; + uint32_t version; + void* ptr; + + /* This won't compile if the appropriate Vulkan platform define isn't set. */ + ptr = +#if defined(_WIN32) + &vkCreateWin32SurfaceKHR; +#elif defined(__linux__) || defined(__unix__) + &vkCreateXlibSurfaceKHR; +#elif defined(__APPLE__) + &vkCreateMacOSSurfaceMVK; +#else + /* Platform not recogized for testing. */ + NULL; +#endif + + /* Try to initialize volk. This might not work on CI builds, but the + * above should have compiled at least. */ + r = volkInitialize(); + if (r != VK_SUCCESS) { + printf("volkInitialize failed!\n"); + return -1; + } + + version = volkGetInstanceVersion(); + printf("Vulkan version %d.%d.%d initialized.\n", + VK_VERSION_MAJOR(version), + VK_VERSION_MINOR(version), + VK_VERSION_PATCH(version)); + + return 0; +} + diff --git a/dependencies/volk-1.3.301/test/cmake_using_subdir_static/CMakeLists.txt b/dependencies/volk-1.3.301/test/cmake_using_subdir_static/CMakeLists.txt new file mode 100644 index 0000000..cb4c870 --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_subdir_static/CMakeLists.txt @@ -0,0 +1,22 @@ +# Include the volk target through add_subdirectory, use the static lib target. +# We must set platform defines. +# By default, Vulkan is pulled in as transitive dependency if found. + +cmake_minimum_required(VERSION 3.5) +project(volk_test LANGUAGES C) + +# Set a suitable platform define to compile volk with. +if(CMAKE_SYSTEM_NAME STREQUAL Windows) + set(VOLK_STATIC_DEFINES VK_USE_PLATFORM_WIN32_KHR) +elseif(CMAKE_SYSTEM_NAME STREQUAL Linux) + set(VOLK_STATIC_DEFINES VK_USE_PLATFORM_XLIB_KHR) +elseif(CMAKE_SYSTEM_NAME STREQUAL Darwin) + set(VOLK_STATIC_DEFINES VK_USE_PLATFORM_MACOS_MVK) +endif() + +# Include volk as part of the build tree to make the target known. +# The two-argument version of add_subdirectory allows adding non-subdirs. +add_subdirectory(../.. volk) + +add_executable(volk_test main.c) +target_link_libraries(volk_test PRIVATE volk) diff --git a/dependencies/volk-1.3.301/test/cmake_using_subdir_static/main.c b/dependencies/volk-1.3.301/test/cmake_using_subdir_static/main.c new file mode 100644 index 0000000..6ce41ea --- /dev/null +++ b/dependencies/volk-1.3.301/test/cmake_using_subdir_static/main.c @@ -0,0 +1,41 @@ +#include "volk.h" + +#include "stdio.h" +#include "stdlib.h" + +int main() +{ + VkResult r; + uint32_t version; + void* ptr; + + /* This won't compile if the appropriate Vulkan platform define isn't set. */ + ptr = +#if defined(_WIN32) + &vkCreateWin32SurfaceKHR; +#elif defined(__linux__) || defined(__unix__) + &vkCreateXlibSurfaceKHR; +#elif defined(__APPLE__) + &vkCreateMacOSSurfaceMVK; +#else + /* Platform not recogized for testing. */ + NULL; +#endif + + /* Try to initialize volk. This might not work on CI builds, but the + * above should have compiled at least. */ + r = volkInitialize(); + if (r != VK_SUCCESS) { + printf("volkInitialize failed!\n"); + return -1; + } + + version = volkGetInstanceVersion(); + printf("Vulkan version %d.%d.%d initialized.\n", + VK_VERSION_MAJOR(version), + VK_VERSION_MINOR(version), + VK_VERSION_PATCH(version)); + + return 0; +} + diff --git a/dependencies/volk-1.3.301/test/run_tests.sh b/dependencies/volk-1.3.301/test/run_tests.sh new file mode 100755 index 0000000..2d06459 --- /dev/null +++ b/dependencies/volk-1.3.301/test/run_tests.sh @@ -0,0 +1,87 @@ +#!/usr/bin/env bash + +function reset_build { + for DIR in "_build" "_installed" + do + if [ -d $DIR ]; then + rm -rf $DIR + fi + mkdir -p $DIR + done +} +function run_volk_test { + for FILE in "./volk_test" "./volk_test.exe" "Debug/volk_test.exe" "Release/volk_test.exe" + do + if [ -f $FILE ]; then + echo "Running test:" + $FILE + RC=$? + break + fi + done + echo "volk_test return code: $RC" +} + +SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null 2>&1 && pwd )" +pushd $SCRIPT_DIR/.. + +reset_build +pushd _build +cmake -DCMAKE_INSTALL_PREFIX=../_installed -DVOLK_INSTALL=ON .. || exit 1 +cmake --build . --target install || exit 1 +popd + +echo +echo "cmake_using_source_directly =======================================>" +echo + +pushd test/cmake_using_source_directly +reset_build +pushd _build +cmake .. || exit 1 +cmake --build . || exit 1 +run_volk_test +popd +popd + +echo +echo "cmake_using_subdir_static =======================================>" +echo + +pushd test/cmake_using_subdir_static +reset_build +pushd _build +cmake .. || exit 1 +cmake --build . || exit 1 +run_volk_test +popd +popd + +echo +echo "cmake_using_subdir_headers =======================================>" +echo + +pushd test/cmake_using_subdir_headers +reset_build +pushd _build +cmake .. || exit 1 +cmake --build . || exit 1 +run_volk_test +popd +popd + +echo +echo "cmake_using_installed_headers =======================================>" +echo + +pushd test/cmake_using_installed_headers +reset_build +pushd _build +cmake -DCMAKE_INSTALL_PREFIX=../../../_installed/lib/cmake .. || exit 1 +cmake --build . || exit 1 +run_volk_test +popd +popd + +popd + diff --git a/dependencies/volk-1.3.301/volk.c b/dependencies/volk-1.3.301/volk.c new file mode 100644 index 0000000..b368147 --- /dev/null +++ b/dependencies/volk-1.3.301/volk.c @@ -0,0 +1,3281 @@ +/* This file is part of volk library; see volk.h for version/license details */ +/* clang-format off */ +#include "volk.h" + +#ifdef _WIN32 + typedef const char* LPCSTR; + typedef struct HINSTANCE__* HINSTANCE; + typedef HINSTANCE HMODULE; + #if defined(_MINWINDEF_) + /* minwindef.h defines FARPROC, and attempting to redefine it may conflict with -Wstrict-prototypes */ + #elif defined(_WIN64) + typedef __int64 (__stdcall* FARPROC)(void); + #else + typedef int (__stdcall* FARPROC)(void); + #endif +#else +# include +#endif + +#ifdef __APPLE__ +# include +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef _WIN32 +__declspec(dllimport) HMODULE __stdcall LoadLibraryA(LPCSTR); +__declspec(dllimport) FARPROC __stdcall GetProcAddress(HMODULE, LPCSTR); +__declspec(dllimport) int __stdcall FreeLibrary(HMODULE); +#endif + +#if defined(__GNUC__) +# define VOLK_DISABLE_GCC_PEDANTIC_WARNINGS \ + _Pragma("GCC diagnostic push") \ + _Pragma("GCC diagnostic ignored \"-Wpedantic\"") +# define VOLK_RESTORE_GCC_PEDANTIC_WARNINGS \ + _Pragma("GCC diagnostic pop") +#else +# define VOLK_DISABLE_GCC_PEDANTIC_WARNINGS +# define VOLK_RESTORE_GCC_PEDANTIC_WARNINGS +#endif + +static void* loadedModule = NULL; +static VkInstance loadedInstance = VK_NULL_HANDLE; +static VkDevice loadedDevice = VK_NULL_HANDLE; + +static void volkGenLoadLoader(void* context, PFN_vkVoidFunction (*load)(void*, const char*)); +static void volkGenLoadInstance(void* context, PFN_vkVoidFunction (*load)(void*, const char*)); +static void volkGenLoadDevice(void* context, PFN_vkVoidFunction (*load)(void*, const char*)); +static void volkGenLoadDeviceTable(struct VolkDeviceTable* table, void* context, PFN_vkVoidFunction (*load)(void*, const char*)); + +static PFN_vkVoidFunction vkGetInstanceProcAddrStub(void* context, const char* name) +{ + return vkGetInstanceProcAddr((VkInstance)context, name); +} + +static PFN_vkVoidFunction vkGetDeviceProcAddrStub(void* context, const char* name) +{ + return vkGetDeviceProcAddr((VkDevice)context, name); +} + +static PFN_vkVoidFunction nullProcAddrStub(void* context, const char* name) +{ + (void)context; + (void)name; + return NULL; +} + +VkResult volkInitialize(void) +{ +#if defined(_WIN32) + HMODULE module = LoadLibraryA("vulkan-1.dll"); + if (!module) + return VK_ERROR_INITIALIZATION_FAILED; + + // note: function pointer is cast through void function pointer to silence cast-function-type warning on gcc8 + vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)(void(*)(void))GetProcAddress(module, "vkGetInstanceProcAddr"); +#elif defined(__APPLE__) + void* module = dlopen("libvulkan.dylib", RTLD_NOW | RTLD_LOCAL); + if (!module) + module = dlopen("libvulkan.1.dylib", RTLD_NOW | RTLD_LOCAL); + if (!module) + module = dlopen("libMoltenVK.dylib", RTLD_NOW | RTLD_LOCAL); + // Add support for using Vulkan and MoltenVK in a Framework. App store rules for iOS + // strictly enforce no .dylib's. If they aren't found it just falls through + if (!module) + module = dlopen("vulkan.framework/vulkan", RTLD_NOW | RTLD_LOCAL); + if (!module) + module = dlopen("MoltenVK.framework/MoltenVK", RTLD_NOW | RTLD_LOCAL); + // modern versions of macOS don't search /usr/local/lib automatically contrary to what man dlopen says + // Vulkan SDK uses this as the system-wide installation location, so we're going to fallback to this if all else fails + if (!module && getenv("DYLD_FALLBACK_LIBRARY_PATH") == NULL) + module = dlopen("/usr/local/lib/libvulkan.dylib", RTLD_NOW | RTLD_LOCAL); + if (!module) + return VK_ERROR_INITIALIZATION_FAILED; + + vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)dlsym(module, "vkGetInstanceProcAddr"); +#else + void* module = dlopen("libvulkan.so.1", RTLD_NOW | RTLD_LOCAL); + if (!module) + module = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL); + if (!module) + return VK_ERROR_INITIALIZATION_FAILED; + VOLK_DISABLE_GCC_PEDANTIC_WARNINGS + vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)dlsym(module, "vkGetInstanceProcAddr"); + VOLK_RESTORE_GCC_PEDANTIC_WARNINGS +#endif + + loadedModule = module; + volkGenLoadLoader(NULL, vkGetInstanceProcAddrStub); + + return VK_SUCCESS; +} + +void volkInitializeCustom(PFN_vkGetInstanceProcAddr handler) +{ + vkGetInstanceProcAddr = handler; + + loadedModule = NULL; + volkGenLoadLoader(NULL, vkGetInstanceProcAddrStub); +} + +void volkFinalize(void) +{ + if (loadedModule) + { +#if defined(_WIN32) + FreeLibrary((HMODULE)loadedModule); +#else + dlclose(loadedModule); +#endif + } + + vkGetInstanceProcAddr = NULL; + volkGenLoadLoader(NULL, nullProcAddrStub); + volkGenLoadInstance(NULL, nullProcAddrStub); + volkGenLoadDevice(NULL, nullProcAddrStub); + + loadedModule = NULL; + loadedInstance = VK_NULL_HANDLE; + loadedDevice = VK_NULL_HANDLE; +} + +uint32_t volkGetInstanceVersion(void) +{ +#if defined(VK_VERSION_1_1) + uint32_t apiVersion = 0; + if (vkEnumerateInstanceVersion && vkEnumerateInstanceVersion(&apiVersion) == VK_SUCCESS) + return apiVersion; +#endif + + if (vkCreateInstance) + return VK_API_VERSION_1_0; + + return 0; +} + +void volkLoadInstance(VkInstance instance) +{ + loadedInstance = instance; + volkGenLoadInstance(instance, vkGetInstanceProcAddrStub); + volkGenLoadDevice(instance, vkGetInstanceProcAddrStub); +} + +void volkLoadInstanceOnly(VkInstance instance) +{ + loadedInstance = instance; + volkGenLoadInstance(instance, vkGetInstanceProcAddrStub); +} + +VkInstance volkGetLoadedInstance(void) +{ + return loadedInstance; +} + +void volkLoadDevice(VkDevice device) +{ + loadedDevice = device; + volkGenLoadDevice(device, vkGetDeviceProcAddrStub); +} + +VkDevice volkGetLoadedDevice(void) +{ + return loadedDevice; +} + +void volkLoadDeviceTable(struct VolkDeviceTable* table, VkDevice device) +{ + volkGenLoadDeviceTable(table, device, vkGetDeviceProcAddrStub); +} + +static void volkGenLoadLoader(void* context, PFN_vkVoidFunction (*load)(void*, const char*)) +{ + /* VOLK_GENERATE_LOAD_LOADER */ +#if defined(VK_VERSION_1_0) + vkCreateInstance = (PFN_vkCreateInstance)load(context, "vkCreateInstance"); + vkEnumerateInstanceExtensionProperties = (PFN_vkEnumerateInstanceExtensionProperties)load(context, "vkEnumerateInstanceExtensionProperties"); + vkEnumerateInstanceLayerProperties = (PFN_vkEnumerateInstanceLayerProperties)load(context, "vkEnumerateInstanceLayerProperties"); +#endif /* defined(VK_VERSION_1_0) */ +#if defined(VK_VERSION_1_1) + vkEnumerateInstanceVersion = (PFN_vkEnumerateInstanceVersion)load(context, "vkEnumerateInstanceVersion"); +#endif /* defined(VK_VERSION_1_1) */ + /* VOLK_GENERATE_LOAD_LOADER */ +} + +static void volkGenLoadInstance(void* context, PFN_vkVoidFunction (*load)(void*, const char*)) +{ + /* VOLK_GENERATE_LOAD_INSTANCE */ +#if defined(VK_VERSION_1_0) + vkCreateDevice = (PFN_vkCreateDevice)load(context, "vkCreateDevice"); + vkDestroyInstance = (PFN_vkDestroyInstance)load(context, "vkDestroyInstance"); + vkEnumerateDeviceExtensionProperties = (PFN_vkEnumerateDeviceExtensionProperties)load(context, "vkEnumerateDeviceExtensionProperties"); + vkEnumerateDeviceLayerProperties = (PFN_vkEnumerateDeviceLayerProperties)load(context, "vkEnumerateDeviceLayerProperties"); + vkEnumeratePhysicalDevices = (PFN_vkEnumeratePhysicalDevices)load(context, "vkEnumeratePhysicalDevices"); + vkGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)load(context, "vkGetDeviceProcAddr"); + vkGetPhysicalDeviceFeatures = (PFN_vkGetPhysicalDeviceFeatures)load(context, "vkGetPhysicalDeviceFeatures"); + vkGetPhysicalDeviceFormatProperties = (PFN_vkGetPhysicalDeviceFormatProperties)load(context, "vkGetPhysicalDeviceFormatProperties"); + vkGetPhysicalDeviceImageFormatProperties = (PFN_vkGetPhysicalDeviceImageFormatProperties)load(context, "vkGetPhysicalDeviceImageFormatProperties"); + vkGetPhysicalDeviceMemoryProperties = (PFN_vkGetPhysicalDeviceMemoryProperties)load(context, "vkGetPhysicalDeviceMemoryProperties"); + vkGetPhysicalDeviceProperties = (PFN_vkGetPhysicalDeviceProperties)load(context, "vkGetPhysicalDeviceProperties"); + vkGetPhysicalDeviceQueueFamilyProperties = (PFN_vkGetPhysicalDeviceQueueFamilyProperties)load(context, "vkGetPhysicalDeviceQueueFamilyProperties"); + vkGetPhysicalDeviceSparseImageFormatProperties = (PFN_vkGetPhysicalDeviceSparseImageFormatProperties)load(context, "vkGetPhysicalDeviceSparseImageFormatProperties"); +#endif /* defined(VK_VERSION_1_0) */ +#if defined(VK_VERSION_1_1) + vkEnumeratePhysicalDeviceGroups = (PFN_vkEnumeratePhysicalDeviceGroups)load(context, "vkEnumeratePhysicalDeviceGroups"); + vkGetPhysicalDeviceExternalBufferProperties = (PFN_vkGetPhysicalDeviceExternalBufferProperties)load(context, "vkGetPhysicalDeviceExternalBufferProperties"); + vkGetPhysicalDeviceExternalFenceProperties = (PFN_vkGetPhysicalDeviceExternalFenceProperties)load(context, "vkGetPhysicalDeviceExternalFenceProperties"); + vkGetPhysicalDeviceExternalSemaphoreProperties = (PFN_vkGetPhysicalDeviceExternalSemaphoreProperties)load(context, "vkGetPhysicalDeviceExternalSemaphoreProperties"); + vkGetPhysicalDeviceFeatures2 = (PFN_vkGetPhysicalDeviceFeatures2)load(context, "vkGetPhysicalDeviceFeatures2"); + vkGetPhysicalDeviceFormatProperties2 = (PFN_vkGetPhysicalDeviceFormatProperties2)load(context, "vkGetPhysicalDeviceFormatProperties2"); + vkGetPhysicalDeviceImageFormatProperties2 = (PFN_vkGetPhysicalDeviceImageFormatProperties2)load(context, "vkGetPhysicalDeviceImageFormatProperties2"); + vkGetPhysicalDeviceMemoryProperties2 = (PFN_vkGetPhysicalDeviceMemoryProperties2)load(context, "vkGetPhysicalDeviceMemoryProperties2"); + vkGetPhysicalDeviceProperties2 = (PFN_vkGetPhysicalDeviceProperties2)load(context, "vkGetPhysicalDeviceProperties2"); + vkGetPhysicalDeviceQueueFamilyProperties2 = (PFN_vkGetPhysicalDeviceQueueFamilyProperties2)load(context, "vkGetPhysicalDeviceQueueFamilyProperties2"); + vkGetPhysicalDeviceSparseImageFormatProperties2 = (PFN_vkGetPhysicalDeviceSparseImageFormatProperties2)load(context, "vkGetPhysicalDeviceSparseImageFormatProperties2"); +#endif /* defined(VK_VERSION_1_1) */ +#if defined(VK_VERSION_1_3) + vkGetPhysicalDeviceToolProperties = (PFN_vkGetPhysicalDeviceToolProperties)load(context, "vkGetPhysicalDeviceToolProperties"); +#endif /* defined(VK_VERSION_1_3) */ +#if defined(VK_EXT_acquire_drm_display) + vkAcquireDrmDisplayEXT = (PFN_vkAcquireDrmDisplayEXT)load(context, "vkAcquireDrmDisplayEXT"); + vkGetDrmDisplayEXT = (PFN_vkGetDrmDisplayEXT)load(context, "vkGetDrmDisplayEXT"); +#endif /* defined(VK_EXT_acquire_drm_display) */ +#if defined(VK_EXT_acquire_xlib_display) + vkAcquireXlibDisplayEXT = (PFN_vkAcquireXlibDisplayEXT)load(context, "vkAcquireXlibDisplayEXT"); + vkGetRandROutputDisplayEXT = (PFN_vkGetRandROutputDisplayEXT)load(context, "vkGetRandROutputDisplayEXT"); +#endif /* defined(VK_EXT_acquire_xlib_display) */ +#if defined(VK_EXT_calibrated_timestamps) + vkGetPhysicalDeviceCalibrateableTimeDomainsEXT = (PFN_vkGetPhysicalDeviceCalibrateableTimeDomainsEXT)load(context, "vkGetPhysicalDeviceCalibrateableTimeDomainsEXT"); +#endif /* defined(VK_EXT_calibrated_timestamps) */ +#if defined(VK_EXT_debug_report) + vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)load(context, "vkCreateDebugReportCallbackEXT"); + vkDebugReportMessageEXT = (PFN_vkDebugReportMessageEXT)load(context, "vkDebugReportMessageEXT"); + vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)load(context, "vkDestroyDebugReportCallbackEXT"); +#endif /* defined(VK_EXT_debug_report) */ +#if defined(VK_EXT_debug_utils) + vkCmdBeginDebugUtilsLabelEXT = (PFN_vkCmdBeginDebugUtilsLabelEXT)load(context, "vkCmdBeginDebugUtilsLabelEXT"); + vkCmdEndDebugUtilsLabelEXT = (PFN_vkCmdEndDebugUtilsLabelEXT)load(context, "vkCmdEndDebugUtilsLabelEXT"); + vkCmdInsertDebugUtilsLabelEXT = (PFN_vkCmdInsertDebugUtilsLabelEXT)load(context, "vkCmdInsertDebugUtilsLabelEXT"); + vkCreateDebugUtilsMessengerEXT = (PFN_vkCreateDebugUtilsMessengerEXT)load(context, "vkCreateDebugUtilsMessengerEXT"); + vkDestroyDebugUtilsMessengerEXT = (PFN_vkDestroyDebugUtilsMessengerEXT)load(context, "vkDestroyDebugUtilsMessengerEXT"); + vkQueueBeginDebugUtilsLabelEXT = (PFN_vkQueueBeginDebugUtilsLabelEXT)load(context, "vkQueueBeginDebugUtilsLabelEXT"); + vkQueueEndDebugUtilsLabelEXT = (PFN_vkQueueEndDebugUtilsLabelEXT)load(context, "vkQueueEndDebugUtilsLabelEXT"); + vkQueueInsertDebugUtilsLabelEXT = (PFN_vkQueueInsertDebugUtilsLabelEXT)load(context, "vkQueueInsertDebugUtilsLabelEXT"); + vkSetDebugUtilsObjectNameEXT = (PFN_vkSetDebugUtilsObjectNameEXT)load(context, "vkSetDebugUtilsObjectNameEXT"); + vkSetDebugUtilsObjectTagEXT = (PFN_vkSetDebugUtilsObjectTagEXT)load(context, "vkSetDebugUtilsObjectTagEXT"); + vkSubmitDebugUtilsMessageEXT = (PFN_vkSubmitDebugUtilsMessageEXT)load(context, "vkSubmitDebugUtilsMessageEXT"); +#endif /* defined(VK_EXT_debug_utils) */ +#if defined(VK_EXT_direct_mode_display) + vkReleaseDisplayEXT = (PFN_vkReleaseDisplayEXT)load(context, "vkReleaseDisplayEXT"); +#endif /* defined(VK_EXT_direct_mode_display) */ +#if defined(VK_EXT_directfb_surface) + vkCreateDirectFBSurfaceEXT = (PFN_vkCreateDirectFBSurfaceEXT)load(context, "vkCreateDirectFBSurfaceEXT"); + vkGetPhysicalDeviceDirectFBPresentationSupportEXT = (PFN_vkGetPhysicalDeviceDirectFBPresentationSupportEXT)load(context, "vkGetPhysicalDeviceDirectFBPresentationSupportEXT"); +#endif /* defined(VK_EXT_directfb_surface) */ +#if defined(VK_EXT_display_surface_counter) + vkGetPhysicalDeviceSurfaceCapabilities2EXT = (PFN_vkGetPhysicalDeviceSurfaceCapabilities2EXT)load(context, "vkGetPhysicalDeviceSurfaceCapabilities2EXT"); +#endif /* defined(VK_EXT_display_surface_counter) */ +#if defined(VK_EXT_full_screen_exclusive) + vkGetPhysicalDeviceSurfacePresentModes2EXT = (PFN_vkGetPhysicalDeviceSurfacePresentModes2EXT)load(context, "vkGetPhysicalDeviceSurfacePresentModes2EXT"); +#endif /* defined(VK_EXT_full_screen_exclusive) */ +#if defined(VK_EXT_headless_surface) + vkCreateHeadlessSurfaceEXT = (PFN_vkCreateHeadlessSurfaceEXT)load(context, "vkCreateHeadlessSurfaceEXT"); +#endif /* defined(VK_EXT_headless_surface) */ +#if defined(VK_EXT_metal_surface) + vkCreateMetalSurfaceEXT = (PFN_vkCreateMetalSurfaceEXT)load(context, "vkCreateMetalSurfaceEXT"); +#endif /* defined(VK_EXT_metal_surface) */ +#if defined(VK_EXT_sample_locations) + vkGetPhysicalDeviceMultisamplePropertiesEXT = (PFN_vkGetPhysicalDeviceMultisamplePropertiesEXT)load(context, "vkGetPhysicalDeviceMultisamplePropertiesEXT"); +#endif /* defined(VK_EXT_sample_locations) */ +#if defined(VK_EXT_tooling_info) + vkGetPhysicalDeviceToolPropertiesEXT = (PFN_vkGetPhysicalDeviceToolPropertiesEXT)load(context, "vkGetPhysicalDeviceToolPropertiesEXT"); +#endif /* defined(VK_EXT_tooling_info) */ +#if defined(VK_FUCHSIA_imagepipe_surface) + vkCreateImagePipeSurfaceFUCHSIA = (PFN_vkCreateImagePipeSurfaceFUCHSIA)load(context, "vkCreateImagePipeSurfaceFUCHSIA"); +#endif /* defined(VK_FUCHSIA_imagepipe_surface) */ +#if defined(VK_GGP_stream_descriptor_surface) + vkCreateStreamDescriptorSurfaceGGP = (PFN_vkCreateStreamDescriptorSurfaceGGP)load(context, "vkCreateStreamDescriptorSurfaceGGP"); +#endif /* defined(VK_GGP_stream_descriptor_surface) */ +#if defined(VK_KHR_android_surface) + vkCreateAndroidSurfaceKHR = (PFN_vkCreateAndroidSurfaceKHR)load(context, "vkCreateAndroidSurfaceKHR"); +#endif /* defined(VK_KHR_android_surface) */ +#if defined(VK_KHR_calibrated_timestamps) + vkGetPhysicalDeviceCalibrateableTimeDomainsKHR = (PFN_vkGetPhysicalDeviceCalibrateableTimeDomainsKHR)load(context, "vkGetPhysicalDeviceCalibrateableTimeDomainsKHR"); +#endif /* defined(VK_KHR_calibrated_timestamps) */ +#if defined(VK_KHR_cooperative_matrix) + vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR = (PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR)load(context, "vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR"); +#endif /* defined(VK_KHR_cooperative_matrix) */ +#if defined(VK_KHR_device_group_creation) + vkEnumeratePhysicalDeviceGroupsKHR = (PFN_vkEnumeratePhysicalDeviceGroupsKHR)load(context, "vkEnumeratePhysicalDeviceGroupsKHR"); +#endif /* defined(VK_KHR_device_group_creation) */ +#if defined(VK_KHR_display) + vkCreateDisplayModeKHR = (PFN_vkCreateDisplayModeKHR)load(context, "vkCreateDisplayModeKHR"); + vkCreateDisplayPlaneSurfaceKHR = (PFN_vkCreateDisplayPlaneSurfaceKHR)load(context, "vkCreateDisplayPlaneSurfaceKHR"); + vkGetDisplayModePropertiesKHR = (PFN_vkGetDisplayModePropertiesKHR)load(context, "vkGetDisplayModePropertiesKHR"); + vkGetDisplayPlaneCapabilitiesKHR = (PFN_vkGetDisplayPlaneCapabilitiesKHR)load(context, "vkGetDisplayPlaneCapabilitiesKHR"); + vkGetDisplayPlaneSupportedDisplaysKHR = (PFN_vkGetDisplayPlaneSupportedDisplaysKHR)load(context, "vkGetDisplayPlaneSupportedDisplaysKHR"); + vkGetPhysicalDeviceDisplayPlanePropertiesKHR = (PFN_vkGetPhysicalDeviceDisplayPlanePropertiesKHR)load(context, "vkGetPhysicalDeviceDisplayPlanePropertiesKHR"); + vkGetPhysicalDeviceDisplayPropertiesKHR = (PFN_vkGetPhysicalDeviceDisplayPropertiesKHR)load(context, "vkGetPhysicalDeviceDisplayPropertiesKHR"); +#endif /* defined(VK_KHR_display) */ +#if defined(VK_KHR_external_fence_capabilities) + vkGetPhysicalDeviceExternalFencePropertiesKHR = (PFN_vkGetPhysicalDeviceExternalFencePropertiesKHR)load(context, "vkGetPhysicalDeviceExternalFencePropertiesKHR"); +#endif /* defined(VK_KHR_external_fence_capabilities) */ +#if defined(VK_KHR_external_memory_capabilities) + vkGetPhysicalDeviceExternalBufferPropertiesKHR = (PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR)load(context, "vkGetPhysicalDeviceExternalBufferPropertiesKHR"); +#endif /* defined(VK_KHR_external_memory_capabilities) */ +#if defined(VK_KHR_external_semaphore_capabilities) + vkGetPhysicalDeviceExternalSemaphorePropertiesKHR = (PFN_vkGetPhysicalDeviceExternalSemaphorePropertiesKHR)load(context, "vkGetPhysicalDeviceExternalSemaphorePropertiesKHR"); +#endif /* defined(VK_KHR_external_semaphore_capabilities) */ +#if defined(VK_KHR_fragment_shading_rate) + vkGetPhysicalDeviceFragmentShadingRatesKHR = (PFN_vkGetPhysicalDeviceFragmentShadingRatesKHR)load(context, "vkGetPhysicalDeviceFragmentShadingRatesKHR"); +#endif /* defined(VK_KHR_fragment_shading_rate) */ +#if defined(VK_KHR_get_display_properties2) + vkGetDisplayModeProperties2KHR = (PFN_vkGetDisplayModeProperties2KHR)load(context, "vkGetDisplayModeProperties2KHR"); + vkGetDisplayPlaneCapabilities2KHR = (PFN_vkGetDisplayPlaneCapabilities2KHR)load(context, "vkGetDisplayPlaneCapabilities2KHR"); + vkGetPhysicalDeviceDisplayPlaneProperties2KHR = (PFN_vkGetPhysicalDeviceDisplayPlaneProperties2KHR)load(context, "vkGetPhysicalDeviceDisplayPlaneProperties2KHR"); + vkGetPhysicalDeviceDisplayProperties2KHR = (PFN_vkGetPhysicalDeviceDisplayProperties2KHR)load(context, "vkGetPhysicalDeviceDisplayProperties2KHR"); +#endif /* defined(VK_KHR_get_display_properties2) */ +#if defined(VK_KHR_get_physical_device_properties2) + vkGetPhysicalDeviceFeatures2KHR = (PFN_vkGetPhysicalDeviceFeatures2KHR)load(context, "vkGetPhysicalDeviceFeatures2KHR"); + vkGetPhysicalDeviceFormatProperties2KHR = (PFN_vkGetPhysicalDeviceFormatProperties2KHR)load(context, "vkGetPhysicalDeviceFormatProperties2KHR"); + vkGetPhysicalDeviceImageFormatProperties2KHR = (PFN_vkGetPhysicalDeviceImageFormatProperties2KHR)load(context, "vkGetPhysicalDeviceImageFormatProperties2KHR"); + vkGetPhysicalDeviceMemoryProperties2KHR = (PFN_vkGetPhysicalDeviceMemoryProperties2KHR)load(context, "vkGetPhysicalDeviceMemoryProperties2KHR"); + vkGetPhysicalDeviceProperties2KHR = (PFN_vkGetPhysicalDeviceProperties2KHR)load(context, "vkGetPhysicalDeviceProperties2KHR"); + vkGetPhysicalDeviceQueueFamilyProperties2KHR = (PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR)load(context, "vkGetPhysicalDeviceQueueFamilyProperties2KHR"); + vkGetPhysicalDeviceSparseImageFormatProperties2KHR = (PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR)load(context, "vkGetPhysicalDeviceSparseImageFormatProperties2KHR"); +#endif /* defined(VK_KHR_get_physical_device_properties2) */ +#if defined(VK_KHR_get_surface_capabilities2) + vkGetPhysicalDeviceSurfaceCapabilities2KHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR)load(context, "vkGetPhysicalDeviceSurfaceCapabilities2KHR"); + vkGetPhysicalDeviceSurfaceFormats2KHR = (PFN_vkGetPhysicalDeviceSurfaceFormats2KHR)load(context, "vkGetPhysicalDeviceSurfaceFormats2KHR"); +#endif /* defined(VK_KHR_get_surface_capabilities2) */ +#if defined(VK_KHR_performance_query) + vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR = (PFN_vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR)load(context, "vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR"); + vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR = (PFN_vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR)load(context, "vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR"); +#endif /* defined(VK_KHR_performance_query) */ +#if defined(VK_KHR_surface) + vkDestroySurfaceKHR = (PFN_vkDestroySurfaceKHR)load(context, "vkDestroySurfaceKHR"); + vkGetPhysicalDeviceSurfaceCapabilitiesKHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR)load(context, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR"); + vkGetPhysicalDeviceSurfaceFormatsKHR = (PFN_vkGetPhysicalDeviceSurfaceFormatsKHR)load(context, "vkGetPhysicalDeviceSurfaceFormatsKHR"); + vkGetPhysicalDeviceSurfacePresentModesKHR = (PFN_vkGetPhysicalDeviceSurfacePresentModesKHR)load(context, "vkGetPhysicalDeviceSurfacePresentModesKHR"); + vkGetPhysicalDeviceSurfaceSupportKHR = (PFN_vkGetPhysicalDeviceSurfaceSupportKHR)load(context, "vkGetPhysicalDeviceSurfaceSupportKHR"); +#endif /* defined(VK_KHR_surface) */ +#if defined(VK_KHR_video_encode_queue) + vkGetPhysicalDeviceVideoEncodeQualityLevelPropertiesKHR = (PFN_vkGetPhysicalDeviceVideoEncodeQualityLevelPropertiesKHR)load(context, "vkGetPhysicalDeviceVideoEncodeQualityLevelPropertiesKHR"); +#endif /* defined(VK_KHR_video_encode_queue) */ +#if defined(VK_KHR_video_queue) + vkGetPhysicalDeviceVideoCapabilitiesKHR = (PFN_vkGetPhysicalDeviceVideoCapabilitiesKHR)load(context, "vkGetPhysicalDeviceVideoCapabilitiesKHR"); + vkGetPhysicalDeviceVideoFormatPropertiesKHR = (PFN_vkGetPhysicalDeviceVideoFormatPropertiesKHR)load(context, "vkGetPhysicalDeviceVideoFormatPropertiesKHR"); +#endif /* defined(VK_KHR_video_queue) */ +#if defined(VK_KHR_wayland_surface) + vkCreateWaylandSurfaceKHR = (PFN_vkCreateWaylandSurfaceKHR)load(context, "vkCreateWaylandSurfaceKHR"); + vkGetPhysicalDeviceWaylandPresentationSupportKHR = (PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR)load(context, "vkGetPhysicalDeviceWaylandPresentationSupportKHR"); +#endif /* defined(VK_KHR_wayland_surface) */ +#if defined(VK_KHR_win32_surface) + vkCreateWin32SurfaceKHR = (PFN_vkCreateWin32SurfaceKHR)load(context, "vkCreateWin32SurfaceKHR"); + vkGetPhysicalDeviceWin32PresentationSupportKHR = (PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR)load(context, "vkGetPhysicalDeviceWin32PresentationSupportKHR"); +#endif /* defined(VK_KHR_win32_surface) */ +#if defined(VK_KHR_xcb_surface) + vkCreateXcbSurfaceKHR = (PFN_vkCreateXcbSurfaceKHR)load(context, "vkCreateXcbSurfaceKHR"); + vkGetPhysicalDeviceXcbPresentationSupportKHR = (PFN_vkGetPhysicalDeviceXcbPresentationSupportKHR)load(context, "vkGetPhysicalDeviceXcbPresentationSupportKHR"); +#endif /* defined(VK_KHR_xcb_surface) */ +#if defined(VK_KHR_xlib_surface) + vkCreateXlibSurfaceKHR = (PFN_vkCreateXlibSurfaceKHR)load(context, "vkCreateXlibSurfaceKHR"); + vkGetPhysicalDeviceXlibPresentationSupportKHR = (PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR)load(context, "vkGetPhysicalDeviceXlibPresentationSupportKHR"); +#endif /* defined(VK_KHR_xlib_surface) */ +#if defined(VK_MVK_ios_surface) + vkCreateIOSSurfaceMVK = (PFN_vkCreateIOSSurfaceMVK)load(context, "vkCreateIOSSurfaceMVK"); +#endif /* defined(VK_MVK_ios_surface) */ +#if defined(VK_MVK_macos_surface) + vkCreateMacOSSurfaceMVK = (PFN_vkCreateMacOSSurfaceMVK)load(context, "vkCreateMacOSSurfaceMVK"); +#endif /* defined(VK_MVK_macos_surface) */ +#if defined(VK_NN_vi_surface) + vkCreateViSurfaceNN = (PFN_vkCreateViSurfaceNN)load(context, "vkCreateViSurfaceNN"); +#endif /* defined(VK_NN_vi_surface) */ +#if defined(VK_NV_acquire_winrt_display) + vkAcquireWinrtDisplayNV = (PFN_vkAcquireWinrtDisplayNV)load(context, "vkAcquireWinrtDisplayNV"); + vkGetWinrtDisplayNV = (PFN_vkGetWinrtDisplayNV)load(context, "vkGetWinrtDisplayNV"); +#endif /* defined(VK_NV_acquire_winrt_display) */ +#if defined(VK_NV_cooperative_matrix) + vkGetPhysicalDeviceCooperativeMatrixPropertiesNV = (PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesNV)load(context, "vkGetPhysicalDeviceCooperativeMatrixPropertiesNV"); +#endif /* defined(VK_NV_cooperative_matrix) */ +#if defined(VK_NV_cooperative_matrix2) + vkGetPhysicalDeviceCooperativeMatrixFlexibleDimensionsPropertiesNV = (PFN_vkGetPhysicalDeviceCooperativeMatrixFlexibleDimensionsPropertiesNV)load(context, "vkGetPhysicalDeviceCooperativeMatrixFlexibleDimensionsPropertiesNV"); +#endif /* defined(VK_NV_cooperative_matrix2) */ +#if defined(VK_NV_coverage_reduction_mode) + vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV = (PFN_vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV)load(context, "vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV"); +#endif /* defined(VK_NV_coverage_reduction_mode) */ +#if defined(VK_NV_external_memory_capabilities) + vkGetPhysicalDeviceExternalImageFormatPropertiesNV = (PFN_vkGetPhysicalDeviceExternalImageFormatPropertiesNV)load(context, "vkGetPhysicalDeviceExternalImageFormatPropertiesNV"); +#endif /* defined(VK_NV_external_memory_capabilities) */ +#if defined(VK_NV_optical_flow) + vkGetPhysicalDeviceOpticalFlowImageFormatsNV = (PFN_vkGetPhysicalDeviceOpticalFlowImageFormatsNV)load(context, "vkGetPhysicalDeviceOpticalFlowImageFormatsNV"); +#endif /* defined(VK_NV_optical_flow) */ +#if defined(VK_QNX_screen_surface) + vkCreateScreenSurfaceQNX = (PFN_vkCreateScreenSurfaceQNX)load(context, "vkCreateScreenSurfaceQNX"); + vkGetPhysicalDeviceScreenPresentationSupportQNX = (PFN_vkGetPhysicalDeviceScreenPresentationSupportQNX)load(context, "vkGetPhysicalDeviceScreenPresentationSupportQNX"); +#endif /* defined(VK_QNX_screen_surface) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) + vkGetPhysicalDevicePresentRectanglesKHR = (PFN_vkGetPhysicalDevicePresentRectanglesKHR)load(context, "vkGetPhysicalDevicePresentRectanglesKHR"); +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ + /* VOLK_GENERATE_LOAD_INSTANCE */ +} + +static void volkGenLoadDevice(void* context, PFN_vkVoidFunction (*load)(void*, const char*)) +{ + /* VOLK_GENERATE_LOAD_DEVICE */ +#if defined(VK_VERSION_1_0) + vkAllocateCommandBuffers = (PFN_vkAllocateCommandBuffers)load(context, "vkAllocateCommandBuffers"); + vkAllocateDescriptorSets = (PFN_vkAllocateDescriptorSets)load(context, "vkAllocateDescriptorSets"); + vkAllocateMemory = (PFN_vkAllocateMemory)load(context, "vkAllocateMemory"); + vkBeginCommandBuffer = (PFN_vkBeginCommandBuffer)load(context, "vkBeginCommandBuffer"); + vkBindBufferMemory = (PFN_vkBindBufferMemory)load(context, "vkBindBufferMemory"); + vkBindImageMemory = (PFN_vkBindImageMemory)load(context, "vkBindImageMemory"); + vkCmdBeginQuery = (PFN_vkCmdBeginQuery)load(context, "vkCmdBeginQuery"); + vkCmdBeginRenderPass = (PFN_vkCmdBeginRenderPass)load(context, "vkCmdBeginRenderPass"); + vkCmdBindDescriptorSets = (PFN_vkCmdBindDescriptorSets)load(context, "vkCmdBindDescriptorSets"); + vkCmdBindIndexBuffer = (PFN_vkCmdBindIndexBuffer)load(context, "vkCmdBindIndexBuffer"); + vkCmdBindPipeline = (PFN_vkCmdBindPipeline)load(context, "vkCmdBindPipeline"); + vkCmdBindVertexBuffers = (PFN_vkCmdBindVertexBuffers)load(context, "vkCmdBindVertexBuffers"); + vkCmdBlitImage = (PFN_vkCmdBlitImage)load(context, "vkCmdBlitImage"); + vkCmdClearAttachments = (PFN_vkCmdClearAttachments)load(context, "vkCmdClearAttachments"); + vkCmdClearColorImage = (PFN_vkCmdClearColorImage)load(context, "vkCmdClearColorImage"); + vkCmdClearDepthStencilImage = (PFN_vkCmdClearDepthStencilImage)load(context, "vkCmdClearDepthStencilImage"); + vkCmdCopyBuffer = (PFN_vkCmdCopyBuffer)load(context, "vkCmdCopyBuffer"); + vkCmdCopyBufferToImage = (PFN_vkCmdCopyBufferToImage)load(context, "vkCmdCopyBufferToImage"); + vkCmdCopyImage = (PFN_vkCmdCopyImage)load(context, "vkCmdCopyImage"); + vkCmdCopyImageToBuffer = (PFN_vkCmdCopyImageToBuffer)load(context, "vkCmdCopyImageToBuffer"); + vkCmdCopyQueryPoolResults = (PFN_vkCmdCopyQueryPoolResults)load(context, "vkCmdCopyQueryPoolResults"); + vkCmdDispatch = (PFN_vkCmdDispatch)load(context, "vkCmdDispatch"); + vkCmdDispatchIndirect = (PFN_vkCmdDispatchIndirect)load(context, "vkCmdDispatchIndirect"); + vkCmdDraw = (PFN_vkCmdDraw)load(context, "vkCmdDraw"); + vkCmdDrawIndexed = (PFN_vkCmdDrawIndexed)load(context, "vkCmdDrawIndexed"); + vkCmdDrawIndexedIndirect = (PFN_vkCmdDrawIndexedIndirect)load(context, "vkCmdDrawIndexedIndirect"); + vkCmdDrawIndirect = (PFN_vkCmdDrawIndirect)load(context, "vkCmdDrawIndirect"); + vkCmdEndQuery = (PFN_vkCmdEndQuery)load(context, "vkCmdEndQuery"); + vkCmdEndRenderPass = (PFN_vkCmdEndRenderPass)load(context, "vkCmdEndRenderPass"); + vkCmdExecuteCommands = (PFN_vkCmdExecuteCommands)load(context, "vkCmdExecuteCommands"); + vkCmdFillBuffer = (PFN_vkCmdFillBuffer)load(context, "vkCmdFillBuffer"); + vkCmdNextSubpass = (PFN_vkCmdNextSubpass)load(context, "vkCmdNextSubpass"); + vkCmdPipelineBarrier = (PFN_vkCmdPipelineBarrier)load(context, "vkCmdPipelineBarrier"); + vkCmdPushConstants = (PFN_vkCmdPushConstants)load(context, "vkCmdPushConstants"); + vkCmdResetEvent = (PFN_vkCmdResetEvent)load(context, "vkCmdResetEvent"); + vkCmdResetQueryPool = (PFN_vkCmdResetQueryPool)load(context, "vkCmdResetQueryPool"); + vkCmdResolveImage = (PFN_vkCmdResolveImage)load(context, "vkCmdResolveImage"); + vkCmdSetBlendConstants = (PFN_vkCmdSetBlendConstants)load(context, "vkCmdSetBlendConstants"); + vkCmdSetDepthBias = (PFN_vkCmdSetDepthBias)load(context, "vkCmdSetDepthBias"); + vkCmdSetDepthBounds = (PFN_vkCmdSetDepthBounds)load(context, "vkCmdSetDepthBounds"); + vkCmdSetEvent = (PFN_vkCmdSetEvent)load(context, "vkCmdSetEvent"); + vkCmdSetLineWidth = (PFN_vkCmdSetLineWidth)load(context, "vkCmdSetLineWidth"); + vkCmdSetScissor = (PFN_vkCmdSetScissor)load(context, "vkCmdSetScissor"); + vkCmdSetStencilCompareMask = (PFN_vkCmdSetStencilCompareMask)load(context, "vkCmdSetStencilCompareMask"); + vkCmdSetStencilReference = (PFN_vkCmdSetStencilReference)load(context, "vkCmdSetStencilReference"); + vkCmdSetStencilWriteMask = (PFN_vkCmdSetStencilWriteMask)load(context, "vkCmdSetStencilWriteMask"); + vkCmdSetViewport = (PFN_vkCmdSetViewport)load(context, "vkCmdSetViewport"); + vkCmdUpdateBuffer = (PFN_vkCmdUpdateBuffer)load(context, "vkCmdUpdateBuffer"); + vkCmdWaitEvents = (PFN_vkCmdWaitEvents)load(context, "vkCmdWaitEvents"); + vkCmdWriteTimestamp = (PFN_vkCmdWriteTimestamp)load(context, "vkCmdWriteTimestamp"); + vkCreateBuffer = (PFN_vkCreateBuffer)load(context, "vkCreateBuffer"); + vkCreateBufferView = (PFN_vkCreateBufferView)load(context, "vkCreateBufferView"); + vkCreateCommandPool = (PFN_vkCreateCommandPool)load(context, "vkCreateCommandPool"); + vkCreateComputePipelines = (PFN_vkCreateComputePipelines)load(context, "vkCreateComputePipelines"); + vkCreateDescriptorPool = (PFN_vkCreateDescriptorPool)load(context, "vkCreateDescriptorPool"); + vkCreateDescriptorSetLayout = (PFN_vkCreateDescriptorSetLayout)load(context, "vkCreateDescriptorSetLayout"); + vkCreateEvent = (PFN_vkCreateEvent)load(context, "vkCreateEvent"); + vkCreateFence = (PFN_vkCreateFence)load(context, "vkCreateFence"); + vkCreateFramebuffer = (PFN_vkCreateFramebuffer)load(context, "vkCreateFramebuffer"); + vkCreateGraphicsPipelines = (PFN_vkCreateGraphicsPipelines)load(context, "vkCreateGraphicsPipelines"); + vkCreateImage = (PFN_vkCreateImage)load(context, "vkCreateImage"); + vkCreateImageView = (PFN_vkCreateImageView)load(context, "vkCreateImageView"); + vkCreatePipelineCache = (PFN_vkCreatePipelineCache)load(context, "vkCreatePipelineCache"); + vkCreatePipelineLayout = (PFN_vkCreatePipelineLayout)load(context, "vkCreatePipelineLayout"); + vkCreateQueryPool = (PFN_vkCreateQueryPool)load(context, "vkCreateQueryPool"); + vkCreateRenderPass = (PFN_vkCreateRenderPass)load(context, "vkCreateRenderPass"); + vkCreateSampler = (PFN_vkCreateSampler)load(context, "vkCreateSampler"); + vkCreateSemaphore = (PFN_vkCreateSemaphore)load(context, "vkCreateSemaphore"); + vkCreateShaderModule = (PFN_vkCreateShaderModule)load(context, "vkCreateShaderModule"); + vkDestroyBuffer = (PFN_vkDestroyBuffer)load(context, "vkDestroyBuffer"); + vkDestroyBufferView = (PFN_vkDestroyBufferView)load(context, "vkDestroyBufferView"); + vkDestroyCommandPool = (PFN_vkDestroyCommandPool)load(context, "vkDestroyCommandPool"); + vkDestroyDescriptorPool = (PFN_vkDestroyDescriptorPool)load(context, "vkDestroyDescriptorPool"); + vkDestroyDescriptorSetLayout = (PFN_vkDestroyDescriptorSetLayout)load(context, "vkDestroyDescriptorSetLayout"); + vkDestroyDevice = (PFN_vkDestroyDevice)load(context, "vkDestroyDevice"); + vkDestroyEvent = (PFN_vkDestroyEvent)load(context, "vkDestroyEvent"); + vkDestroyFence = (PFN_vkDestroyFence)load(context, "vkDestroyFence"); + vkDestroyFramebuffer = (PFN_vkDestroyFramebuffer)load(context, "vkDestroyFramebuffer"); + vkDestroyImage = (PFN_vkDestroyImage)load(context, "vkDestroyImage"); + vkDestroyImageView = (PFN_vkDestroyImageView)load(context, "vkDestroyImageView"); + vkDestroyPipeline = (PFN_vkDestroyPipeline)load(context, "vkDestroyPipeline"); + vkDestroyPipelineCache = (PFN_vkDestroyPipelineCache)load(context, "vkDestroyPipelineCache"); + vkDestroyPipelineLayout = (PFN_vkDestroyPipelineLayout)load(context, "vkDestroyPipelineLayout"); + vkDestroyQueryPool = (PFN_vkDestroyQueryPool)load(context, "vkDestroyQueryPool"); + vkDestroyRenderPass = (PFN_vkDestroyRenderPass)load(context, "vkDestroyRenderPass"); + vkDestroySampler = (PFN_vkDestroySampler)load(context, "vkDestroySampler"); + vkDestroySemaphore = (PFN_vkDestroySemaphore)load(context, "vkDestroySemaphore"); + vkDestroyShaderModule = (PFN_vkDestroyShaderModule)load(context, "vkDestroyShaderModule"); + vkDeviceWaitIdle = (PFN_vkDeviceWaitIdle)load(context, "vkDeviceWaitIdle"); + vkEndCommandBuffer = (PFN_vkEndCommandBuffer)load(context, "vkEndCommandBuffer"); + vkFlushMappedMemoryRanges = (PFN_vkFlushMappedMemoryRanges)load(context, "vkFlushMappedMemoryRanges"); + vkFreeCommandBuffers = (PFN_vkFreeCommandBuffers)load(context, "vkFreeCommandBuffers"); + vkFreeDescriptorSets = (PFN_vkFreeDescriptorSets)load(context, "vkFreeDescriptorSets"); + vkFreeMemory = (PFN_vkFreeMemory)load(context, "vkFreeMemory"); + vkGetBufferMemoryRequirements = (PFN_vkGetBufferMemoryRequirements)load(context, "vkGetBufferMemoryRequirements"); + vkGetDeviceMemoryCommitment = (PFN_vkGetDeviceMemoryCommitment)load(context, "vkGetDeviceMemoryCommitment"); + vkGetDeviceQueue = (PFN_vkGetDeviceQueue)load(context, "vkGetDeviceQueue"); + vkGetEventStatus = (PFN_vkGetEventStatus)load(context, "vkGetEventStatus"); + vkGetFenceStatus = (PFN_vkGetFenceStatus)load(context, "vkGetFenceStatus"); + vkGetImageMemoryRequirements = (PFN_vkGetImageMemoryRequirements)load(context, "vkGetImageMemoryRequirements"); + vkGetImageSparseMemoryRequirements = (PFN_vkGetImageSparseMemoryRequirements)load(context, "vkGetImageSparseMemoryRequirements"); + vkGetImageSubresourceLayout = (PFN_vkGetImageSubresourceLayout)load(context, "vkGetImageSubresourceLayout"); + vkGetPipelineCacheData = (PFN_vkGetPipelineCacheData)load(context, "vkGetPipelineCacheData"); + vkGetQueryPoolResults = (PFN_vkGetQueryPoolResults)load(context, "vkGetQueryPoolResults"); + vkGetRenderAreaGranularity = (PFN_vkGetRenderAreaGranularity)load(context, "vkGetRenderAreaGranularity"); + vkInvalidateMappedMemoryRanges = (PFN_vkInvalidateMappedMemoryRanges)load(context, "vkInvalidateMappedMemoryRanges"); + vkMapMemory = (PFN_vkMapMemory)load(context, "vkMapMemory"); + vkMergePipelineCaches = (PFN_vkMergePipelineCaches)load(context, "vkMergePipelineCaches"); + vkQueueBindSparse = (PFN_vkQueueBindSparse)load(context, "vkQueueBindSparse"); + vkQueueSubmit = (PFN_vkQueueSubmit)load(context, "vkQueueSubmit"); + vkQueueWaitIdle = (PFN_vkQueueWaitIdle)load(context, "vkQueueWaitIdle"); + vkResetCommandBuffer = (PFN_vkResetCommandBuffer)load(context, "vkResetCommandBuffer"); + vkResetCommandPool = (PFN_vkResetCommandPool)load(context, "vkResetCommandPool"); + vkResetDescriptorPool = (PFN_vkResetDescriptorPool)load(context, "vkResetDescriptorPool"); + vkResetEvent = (PFN_vkResetEvent)load(context, "vkResetEvent"); + vkResetFences = (PFN_vkResetFences)load(context, "vkResetFences"); + vkSetEvent = (PFN_vkSetEvent)load(context, "vkSetEvent"); + vkUnmapMemory = (PFN_vkUnmapMemory)load(context, "vkUnmapMemory"); + vkUpdateDescriptorSets = (PFN_vkUpdateDescriptorSets)load(context, "vkUpdateDescriptorSets"); + vkWaitForFences = (PFN_vkWaitForFences)load(context, "vkWaitForFences"); +#endif /* defined(VK_VERSION_1_0) */ +#if defined(VK_VERSION_1_1) + vkBindBufferMemory2 = (PFN_vkBindBufferMemory2)load(context, "vkBindBufferMemory2"); + vkBindImageMemory2 = (PFN_vkBindImageMemory2)load(context, "vkBindImageMemory2"); + vkCmdDispatchBase = (PFN_vkCmdDispatchBase)load(context, "vkCmdDispatchBase"); + vkCmdSetDeviceMask = (PFN_vkCmdSetDeviceMask)load(context, "vkCmdSetDeviceMask"); + vkCreateDescriptorUpdateTemplate = (PFN_vkCreateDescriptorUpdateTemplate)load(context, "vkCreateDescriptorUpdateTemplate"); + vkCreateSamplerYcbcrConversion = (PFN_vkCreateSamplerYcbcrConversion)load(context, "vkCreateSamplerYcbcrConversion"); + vkDestroyDescriptorUpdateTemplate = (PFN_vkDestroyDescriptorUpdateTemplate)load(context, "vkDestroyDescriptorUpdateTemplate"); + vkDestroySamplerYcbcrConversion = (PFN_vkDestroySamplerYcbcrConversion)load(context, "vkDestroySamplerYcbcrConversion"); + vkGetBufferMemoryRequirements2 = (PFN_vkGetBufferMemoryRequirements2)load(context, "vkGetBufferMemoryRequirements2"); + vkGetDescriptorSetLayoutSupport = (PFN_vkGetDescriptorSetLayoutSupport)load(context, "vkGetDescriptorSetLayoutSupport"); + vkGetDeviceGroupPeerMemoryFeatures = (PFN_vkGetDeviceGroupPeerMemoryFeatures)load(context, "vkGetDeviceGroupPeerMemoryFeatures"); + vkGetDeviceQueue2 = (PFN_vkGetDeviceQueue2)load(context, "vkGetDeviceQueue2"); + vkGetImageMemoryRequirements2 = (PFN_vkGetImageMemoryRequirements2)load(context, "vkGetImageMemoryRequirements2"); + vkGetImageSparseMemoryRequirements2 = (PFN_vkGetImageSparseMemoryRequirements2)load(context, "vkGetImageSparseMemoryRequirements2"); + vkTrimCommandPool = (PFN_vkTrimCommandPool)load(context, "vkTrimCommandPool"); + vkUpdateDescriptorSetWithTemplate = (PFN_vkUpdateDescriptorSetWithTemplate)load(context, "vkUpdateDescriptorSetWithTemplate"); +#endif /* defined(VK_VERSION_1_1) */ +#if defined(VK_VERSION_1_2) + vkCmdBeginRenderPass2 = (PFN_vkCmdBeginRenderPass2)load(context, "vkCmdBeginRenderPass2"); + vkCmdDrawIndexedIndirectCount = (PFN_vkCmdDrawIndexedIndirectCount)load(context, "vkCmdDrawIndexedIndirectCount"); + vkCmdDrawIndirectCount = (PFN_vkCmdDrawIndirectCount)load(context, "vkCmdDrawIndirectCount"); + vkCmdEndRenderPass2 = (PFN_vkCmdEndRenderPass2)load(context, "vkCmdEndRenderPass2"); + vkCmdNextSubpass2 = (PFN_vkCmdNextSubpass2)load(context, "vkCmdNextSubpass2"); + vkCreateRenderPass2 = (PFN_vkCreateRenderPass2)load(context, "vkCreateRenderPass2"); + vkGetBufferDeviceAddress = (PFN_vkGetBufferDeviceAddress)load(context, "vkGetBufferDeviceAddress"); + vkGetBufferOpaqueCaptureAddress = (PFN_vkGetBufferOpaqueCaptureAddress)load(context, "vkGetBufferOpaqueCaptureAddress"); + vkGetDeviceMemoryOpaqueCaptureAddress = (PFN_vkGetDeviceMemoryOpaqueCaptureAddress)load(context, "vkGetDeviceMemoryOpaqueCaptureAddress"); + vkGetSemaphoreCounterValue = (PFN_vkGetSemaphoreCounterValue)load(context, "vkGetSemaphoreCounterValue"); + vkResetQueryPool = (PFN_vkResetQueryPool)load(context, "vkResetQueryPool"); + vkSignalSemaphore = (PFN_vkSignalSemaphore)load(context, "vkSignalSemaphore"); + vkWaitSemaphores = (PFN_vkWaitSemaphores)load(context, "vkWaitSemaphores"); +#endif /* defined(VK_VERSION_1_2) */ +#if defined(VK_VERSION_1_3) + vkCmdBeginRendering = (PFN_vkCmdBeginRendering)load(context, "vkCmdBeginRendering"); + vkCmdBindVertexBuffers2 = (PFN_vkCmdBindVertexBuffers2)load(context, "vkCmdBindVertexBuffers2"); + vkCmdBlitImage2 = (PFN_vkCmdBlitImage2)load(context, "vkCmdBlitImage2"); + vkCmdCopyBuffer2 = (PFN_vkCmdCopyBuffer2)load(context, "vkCmdCopyBuffer2"); + vkCmdCopyBufferToImage2 = (PFN_vkCmdCopyBufferToImage2)load(context, "vkCmdCopyBufferToImage2"); + vkCmdCopyImage2 = (PFN_vkCmdCopyImage2)load(context, "vkCmdCopyImage2"); + vkCmdCopyImageToBuffer2 = (PFN_vkCmdCopyImageToBuffer2)load(context, "vkCmdCopyImageToBuffer2"); + vkCmdEndRendering = (PFN_vkCmdEndRendering)load(context, "vkCmdEndRendering"); + vkCmdPipelineBarrier2 = (PFN_vkCmdPipelineBarrier2)load(context, "vkCmdPipelineBarrier2"); + vkCmdResetEvent2 = (PFN_vkCmdResetEvent2)load(context, "vkCmdResetEvent2"); + vkCmdResolveImage2 = (PFN_vkCmdResolveImage2)load(context, "vkCmdResolveImage2"); + vkCmdSetCullMode = (PFN_vkCmdSetCullMode)load(context, "vkCmdSetCullMode"); + vkCmdSetDepthBiasEnable = (PFN_vkCmdSetDepthBiasEnable)load(context, "vkCmdSetDepthBiasEnable"); + vkCmdSetDepthBoundsTestEnable = (PFN_vkCmdSetDepthBoundsTestEnable)load(context, "vkCmdSetDepthBoundsTestEnable"); + vkCmdSetDepthCompareOp = (PFN_vkCmdSetDepthCompareOp)load(context, "vkCmdSetDepthCompareOp"); + vkCmdSetDepthTestEnable = (PFN_vkCmdSetDepthTestEnable)load(context, "vkCmdSetDepthTestEnable"); + vkCmdSetDepthWriteEnable = (PFN_vkCmdSetDepthWriteEnable)load(context, "vkCmdSetDepthWriteEnable"); + vkCmdSetEvent2 = (PFN_vkCmdSetEvent2)load(context, "vkCmdSetEvent2"); + vkCmdSetFrontFace = (PFN_vkCmdSetFrontFace)load(context, "vkCmdSetFrontFace"); + vkCmdSetPrimitiveRestartEnable = (PFN_vkCmdSetPrimitiveRestartEnable)load(context, "vkCmdSetPrimitiveRestartEnable"); + vkCmdSetPrimitiveTopology = (PFN_vkCmdSetPrimitiveTopology)load(context, "vkCmdSetPrimitiveTopology"); + vkCmdSetRasterizerDiscardEnable = (PFN_vkCmdSetRasterizerDiscardEnable)load(context, "vkCmdSetRasterizerDiscardEnable"); + vkCmdSetScissorWithCount = (PFN_vkCmdSetScissorWithCount)load(context, "vkCmdSetScissorWithCount"); + vkCmdSetStencilOp = (PFN_vkCmdSetStencilOp)load(context, "vkCmdSetStencilOp"); + vkCmdSetStencilTestEnable = (PFN_vkCmdSetStencilTestEnable)load(context, "vkCmdSetStencilTestEnable"); + vkCmdSetViewportWithCount = (PFN_vkCmdSetViewportWithCount)load(context, "vkCmdSetViewportWithCount"); + vkCmdWaitEvents2 = (PFN_vkCmdWaitEvents2)load(context, "vkCmdWaitEvents2"); + vkCmdWriteTimestamp2 = (PFN_vkCmdWriteTimestamp2)load(context, "vkCmdWriteTimestamp2"); + vkCreatePrivateDataSlot = (PFN_vkCreatePrivateDataSlot)load(context, "vkCreatePrivateDataSlot"); + vkDestroyPrivateDataSlot = (PFN_vkDestroyPrivateDataSlot)load(context, "vkDestroyPrivateDataSlot"); + vkGetDeviceBufferMemoryRequirements = (PFN_vkGetDeviceBufferMemoryRequirements)load(context, "vkGetDeviceBufferMemoryRequirements"); + vkGetDeviceImageMemoryRequirements = (PFN_vkGetDeviceImageMemoryRequirements)load(context, "vkGetDeviceImageMemoryRequirements"); + vkGetDeviceImageSparseMemoryRequirements = (PFN_vkGetDeviceImageSparseMemoryRequirements)load(context, "vkGetDeviceImageSparseMemoryRequirements"); + vkGetPrivateData = (PFN_vkGetPrivateData)load(context, "vkGetPrivateData"); + vkQueueSubmit2 = (PFN_vkQueueSubmit2)load(context, "vkQueueSubmit2"); + vkSetPrivateData = (PFN_vkSetPrivateData)load(context, "vkSetPrivateData"); +#endif /* defined(VK_VERSION_1_3) */ +#if defined(VK_AMDX_shader_enqueue) + vkCmdDispatchGraphAMDX = (PFN_vkCmdDispatchGraphAMDX)load(context, "vkCmdDispatchGraphAMDX"); + vkCmdDispatchGraphIndirectAMDX = (PFN_vkCmdDispatchGraphIndirectAMDX)load(context, "vkCmdDispatchGraphIndirectAMDX"); + vkCmdDispatchGraphIndirectCountAMDX = (PFN_vkCmdDispatchGraphIndirectCountAMDX)load(context, "vkCmdDispatchGraphIndirectCountAMDX"); + vkCmdInitializeGraphScratchMemoryAMDX = (PFN_vkCmdInitializeGraphScratchMemoryAMDX)load(context, "vkCmdInitializeGraphScratchMemoryAMDX"); + vkCreateExecutionGraphPipelinesAMDX = (PFN_vkCreateExecutionGraphPipelinesAMDX)load(context, "vkCreateExecutionGraphPipelinesAMDX"); + vkGetExecutionGraphPipelineNodeIndexAMDX = (PFN_vkGetExecutionGraphPipelineNodeIndexAMDX)load(context, "vkGetExecutionGraphPipelineNodeIndexAMDX"); + vkGetExecutionGraphPipelineScratchSizeAMDX = (PFN_vkGetExecutionGraphPipelineScratchSizeAMDX)load(context, "vkGetExecutionGraphPipelineScratchSizeAMDX"); +#endif /* defined(VK_AMDX_shader_enqueue) */ +#if defined(VK_AMD_anti_lag) + vkAntiLagUpdateAMD = (PFN_vkAntiLagUpdateAMD)load(context, "vkAntiLagUpdateAMD"); +#endif /* defined(VK_AMD_anti_lag) */ +#if defined(VK_AMD_buffer_marker) + vkCmdWriteBufferMarkerAMD = (PFN_vkCmdWriteBufferMarkerAMD)load(context, "vkCmdWriteBufferMarkerAMD"); +#endif /* defined(VK_AMD_buffer_marker) */ +#if defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) + vkCmdWriteBufferMarker2AMD = (PFN_vkCmdWriteBufferMarker2AMD)load(context, "vkCmdWriteBufferMarker2AMD"); +#endif /* defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_AMD_display_native_hdr) + vkSetLocalDimmingAMD = (PFN_vkSetLocalDimmingAMD)load(context, "vkSetLocalDimmingAMD"); +#endif /* defined(VK_AMD_display_native_hdr) */ +#if defined(VK_AMD_draw_indirect_count) + vkCmdDrawIndexedIndirectCountAMD = (PFN_vkCmdDrawIndexedIndirectCountAMD)load(context, "vkCmdDrawIndexedIndirectCountAMD"); + vkCmdDrawIndirectCountAMD = (PFN_vkCmdDrawIndirectCountAMD)load(context, "vkCmdDrawIndirectCountAMD"); +#endif /* defined(VK_AMD_draw_indirect_count) */ +#if defined(VK_AMD_shader_info) + vkGetShaderInfoAMD = (PFN_vkGetShaderInfoAMD)load(context, "vkGetShaderInfoAMD"); +#endif /* defined(VK_AMD_shader_info) */ +#if defined(VK_ANDROID_external_memory_android_hardware_buffer) + vkGetAndroidHardwareBufferPropertiesANDROID = (PFN_vkGetAndroidHardwareBufferPropertiesANDROID)load(context, "vkGetAndroidHardwareBufferPropertiesANDROID"); + vkGetMemoryAndroidHardwareBufferANDROID = (PFN_vkGetMemoryAndroidHardwareBufferANDROID)load(context, "vkGetMemoryAndroidHardwareBufferANDROID"); +#endif /* defined(VK_ANDROID_external_memory_android_hardware_buffer) */ +#if defined(VK_EXT_attachment_feedback_loop_dynamic_state) + vkCmdSetAttachmentFeedbackLoopEnableEXT = (PFN_vkCmdSetAttachmentFeedbackLoopEnableEXT)load(context, "vkCmdSetAttachmentFeedbackLoopEnableEXT"); +#endif /* defined(VK_EXT_attachment_feedback_loop_dynamic_state) */ +#if defined(VK_EXT_buffer_device_address) + vkGetBufferDeviceAddressEXT = (PFN_vkGetBufferDeviceAddressEXT)load(context, "vkGetBufferDeviceAddressEXT"); +#endif /* defined(VK_EXT_buffer_device_address) */ +#if defined(VK_EXT_calibrated_timestamps) + vkGetCalibratedTimestampsEXT = (PFN_vkGetCalibratedTimestampsEXT)load(context, "vkGetCalibratedTimestampsEXT"); +#endif /* defined(VK_EXT_calibrated_timestamps) */ +#if defined(VK_EXT_color_write_enable) + vkCmdSetColorWriteEnableEXT = (PFN_vkCmdSetColorWriteEnableEXT)load(context, "vkCmdSetColorWriteEnableEXT"); +#endif /* defined(VK_EXT_color_write_enable) */ +#if defined(VK_EXT_conditional_rendering) + vkCmdBeginConditionalRenderingEXT = (PFN_vkCmdBeginConditionalRenderingEXT)load(context, "vkCmdBeginConditionalRenderingEXT"); + vkCmdEndConditionalRenderingEXT = (PFN_vkCmdEndConditionalRenderingEXT)load(context, "vkCmdEndConditionalRenderingEXT"); +#endif /* defined(VK_EXT_conditional_rendering) */ +#if defined(VK_EXT_debug_marker) + vkCmdDebugMarkerBeginEXT = (PFN_vkCmdDebugMarkerBeginEXT)load(context, "vkCmdDebugMarkerBeginEXT"); + vkCmdDebugMarkerEndEXT = (PFN_vkCmdDebugMarkerEndEXT)load(context, "vkCmdDebugMarkerEndEXT"); + vkCmdDebugMarkerInsertEXT = (PFN_vkCmdDebugMarkerInsertEXT)load(context, "vkCmdDebugMarkerInsertEXT"); + vkDebugMarkerSetObjectNameEXT = (PFN_vkDebugMarkerSetObjectNameEXT)load(context, "vkDebugMarkerSetObjectNameEXT"); + vkDebugMarkerSetObjectTagEXT = (PFN_vkDebugMarkerSetObjectTagEXT)load(context, "vkDebugMarkerSetObjectTagEXT"); +#endif /* defined(VK_EXT_debug_marker) */ +#if defined(VK_EXT_depth_bias_control) + vkCmdSetDepthBias2EXT = (PFN_vkCmdSetDepthBias2EXT)load(context, "vkCmdSetDepthBias2EXT"); +#endif /* defined(VK_EXT_depth_bias_control) */ +#if defined(VK_EXT_descriptor_buffer) + vkCmdBindDescriptorBufferEmbeddedSamplersEXT = (PFN_vkCmdBindDescriptorBufferEmbeddedSamplersEXT)load(context, "vkCmdBindDescriptorBufferEmbeddedSamplersEXT"); + vkCmdBindDescriptorBuffersEXT = (PFN_vkCmdBindDescriptorBuffersEXT)load(context, "vkCmdBindDescriptorBuffersEXT"); + vkCmdSetDescriptorBufferOffsetsEXT = (PFN_vkCmdSetDescriptorBufferOffsetsEXT)load(context, "vkCmdSetDescriptorBufferOffsetsEXT"); + vkGetBufferOpaqueCaptureDescriptorDataEXT = (PFN_vkGetBufferOpaqueCaptureDescriptorDataEXT)load(context, "vkGetBufferOpaqueCaptureDescriptorDataEXT"); + vkGetDescriptorEXT = (PFN_vkGetDescriptorEXT)load(context, "vkGetDescriptorEXT"); + vkGetDescriptorSetLayoutBindingOffsetEXT = (PFN_vkGetDescriptorSetLayoutBindingOffsetEXT)load(context, "vkGetDescriptorSetLayoutBindingOffsetEXT"); + vkGetDescriptorSetLayoutSizeEXT = (PFN_vkGetDescriptorSetLayoutSizeEXT)load(context, "vkGetDescriptorSetLayoutSizeEXT"); + vkGetImageOpaqueCaptureDescriptorDataEXT = (PFN_vkGetImageOpaqueCaptureDescriptorDataEXT)load(context, "vkGetImageOpaqueCaptureDescriptorDataEXT"); + vkGetImageViewOpaqueCaptureDescriptorDataEXT = (PFN_vkGetImageViewOpaqueCaptureDescriptorDataEXT)load(context, "vkGetImageViewOpaqueCaptureDescriptorDataEXT"); + vkGetSamplerOpaqueCaptureDescriptorDataEXT = (PFN_vkGetSamplerOpaqueCaptureDescriptorDataEXT)load(context, "vkGetSamplerOpaqueCaptureDescriptorDataEXT"); +#endif /* defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) + vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT = (PFN_vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT)load(context, "vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT"); +#endif /* defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) */ +#if defined(VK_EXT_device_fault) + vkGetDeviceFaultInfoEXT = (PFN_vkGetDeviceFaultInfoEXT)load(context, "vkGetDeviceFaultInfoEXT"); +#endif /* defined(VK_EXT_device_fault) */ +#if defined(VK_EXT_device_generated_commands) + vkCmdExecuteGeneratedCommandsEXT = (PFN_vkCmdExecuteGeneratedCommandsEXT)load(context, "vkCmdExecuteGeneratedCommandsEXT"); + vkCmdPreprocessGeneratedCommandsEXT = (PFN_vkCmdPreprocessGeneratedCommandsEXT)load(context, "vkCmdPreprocessGeneratedCommandsEXT"); + vkCreateIndirectCommandsLayoutEXT = (PFN_vkCreateIndirectCommandsLayoutEXT)load(context, "vkCreateIndirectCommandsLayoutEXT"); + vkCreateIndirectExecutionSetEXT = (PFN_vkCreateIndirectExecutionSetEXT)load(context, "vkCreateIndirectExecutionSetEXT"); + vkDestroyIndirectCommandsLayoutEXT = (PFN_vkDestroyIndirectCommandsLayoutEXT)load(context, "vkDestroyIndirectCommandsLayoutEXT"); + vkDestroyIndirectExecutionSetEXT = (PFN_vkDestroyIndirectExecutionSetEXT)load(context, "vkDestroyIndirectExecutionSetEXT"); + vkGetGeneratedCommandsMemoryRequirementsEXT = (PFN_vkGetGeneratedCommandsMemoryRequirementsEXT)load(context, "vkGetGeneratedCommandsMemoryRequirementsEXT"); + vkUpdateIndirectExecutionSetPipelineEXT = (PFN_vkUpdateIndirectExecutionSetPipelineEXT)load(context, "vkUpdateIndirectExecutionSetPipelineEXT"); + vkUpdateIndirectExecutionSetShaderEXT = (PFN_vkUpdateIndirectExecutionSetShaderEXT)load(context, "vkUpdateIndirectExecutionSetShaderEXT"); +#endif /* defined(VK_EXT_device_generated_commands) */ +#if defined(VK_EXT_discard_rectangles) + vkCmdSetDiscardRectangleEXT = (PFN_vkCmdSetDiscardRectangleEXT)load(context, "vkCmdSetDiscardRectangleEXT"); +#endif /* defined(VK_EXT_discard_rectangles) */ +#if defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 + vkCmdSetDiscardRectangleEnableEXT = (PFN_vkCmdSetDiscardRectangleEnableEXT)load(context, "vkCmdSetDiscardRectangleEnableEXT"); + vkCmdSetDiscardRectangleModeEXT = (PFN_vkCmdSetDiscardRectangleModeEXT)load(context, "vkCmdSetDiscardRectangleModeEXT"); +#endif /* defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 */ +#if defined(VK_EXT_display_control) + vkDisplayPowerControlEXT = (PFN_vkDisplayPowerControlEXT)load(context, "vkDisplayPowerControlEXT"); + vkGetSwapchainCounterEXT = (PFN_vkGetSwapchainCounterEXT)load(context, "vkGetSwapchainCounterEXT"); + vkRegisterDeviceEventEXT = (PFN_vkRegisterDeviceEventEXT)load(context, "vkRegisterDeviceEventEXT"); + vkRegisterDisplayEventEXT = (PFN_vkRegisterDisplayEventEXT)load(context, "vkRegisterDisplayEventEXT"); +#endif /* defined(VK_EXT_display_control) */ +#if defined(VK_EXT_external_memory_host) + vkGetMemoryHostPointerPropertiesEXT = (PFN_vkGetMemoryHostPointerPropertiesEXT)load(context, "vkGetMemoryHostPointerPropertiesEXT"); +#endif /* defined(VK_EXT_external_memory_host) */ +#if defined(VK_EXT_full_screen_exclusive) + vkAcquireFullScreenExclusiveModeEXT = (PFN_vkAcquireFullScreenExclusiveModeEXT)load(context, "vkAcquireFullScreenExclusiveModeEXT"); + vkReleaseFullScreenExclusiveModeEXT = (PFN_vkReleaseFullScreenExclusiveModeEXT)load(context, "vkReleaseFullScreenExclusiveModeEXT"); +#endif /* defined(VK_EXT_full_screen_exclusive) */ +#if defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) + vkGetDeviceGroupSurfacePresentModes2EXT = (PFN_vkGetDeviceGroupSurfacePresentModes2EXT)load(context, "vkGetDeviceGroupSurfacePresentModes2EXT"); +#endif /* defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) */ +#if defined(VK_EXT_hdr_metadata) + vkSetHdrMetadataEXT = (PFN_vkSetHdrMetadataEXT)load(context, "vkSetHdrMetadataEXT"); +#endif /* defined(VK_EXT_hdr_metadata) */ +#if defined(VK_EXT_host_image_copy) + vkCopyImageToImageEXT = (PFN_vkCopyImageToImageEXT)load(context, "vkCopyImageToImageEXT"); + vkCopyImageToMemoryEXT = (PFN_vkCopyImageToMemoryEXT)load(context, "vkCopyImageToMemoryEXT"); + vkCopyMemoryToImageEXT = (PFN_vkCopyMemoryToImageEXT)load(context, "vkCopyMemoryToImageEXT"); + vkTransitionImageLayoutEXT = (PFN_vkTransitionImageLayoutEXT)load(context, "vkTransitionImageLayoutEXT"); +#endif /* defined(VK_EXT_host_image_copy) */ +#if defined(VK_EXT_host_query_reset) + vkResetQueryPoolEXT = (PFN_vkResetQueryPoolEXT)load(context, "vkResetQueryPoolEXT"); +#endif /* defined(VK_EXT_host_query_reset) */ +#if defined(VK_EXT_image_drm_format_modifier) + vkGetImageDrmFormatModifierPropertiesEXT = (PFN_vkGetImageDrmFormatModifierPropertiesEXT)load(context, "vkGetImageDrmFormatModifierPropertiesEXT"); +#endif /* defined(VK_EXT_image_drm_format_modifier) */ +#if defined(VK_EXT_line_rasterization) + vkCmdSetLineStippleEXT = (PFN_vkCmdSetLineStippleEXT)load(context, "vkCmdSetLineStippleEXT"); +#endif /* defined(VK_EXT_line_rasterization) */ +#if defined(VK_EXT_mesh_shader) + vkCmdDrawMeshTasksEXT = (PFN_vkCmdDrawMeshTasksEXT)load(context, "vkCmdDrawMeshTasksEXT"); + vkCmdDrawMeshTasksIndirectCountEXT = (PFN_vkCmdDrawMeshTasksIndirectCountEXT)load(context, "vkCmdDrawMeshTasksIndirectCountEXT"); + vkCmdDrawMeshTasksIndirectEXT = (PFN_vkCmdDrawMeshTasksIndirectEXT)load(context, "vkCmdDrawMeshTasksIndirectEXT"); +#endif /* defined(VK_EXT_mesh_shader) */ +#if defined(VK_EXT_metal_objects) + vkExportMetalObjectsEXT = (PFN_vkExportMetalObjectsEXT)load(context, "vkExportMetalObjectsEXT"); +#endif /* defined(VK_EXT_metal_objects) */ +#if defined(VK_EXT_multi_draw) + vkCmdDrawMultiEXT = (PFN_vkCmdDrawMultiEXT)load(context, "vkCmdDrawMultiEXT"); + vkCmdDrawMultiIndexedEXT = (PFN_vkCmdDrawMultiIndexedEXT)load(context, "vkCmdDrawMultiIndexedEXT"); +#endif /* defined(VK_EXT_multi_draw) */ +#if defined(VK_EXT_opacity_micromap) + vkBuildMicromapsEXT = (PFN_vkBuildMicromapsEXT)load(context, "vkBuildMicromapsEXT"); + vkCmdBuildMicromapsEXT = (PFN_vkCmdBuildMicromapsEXT)load(context, "vkCmdBuildMicromapsEXT"); + vkCmdCopyMemoryToMicromapEXT = (PFN_vkCmdCopyMemoryToMicromapEXT)load(context, "vkCmdCopyMemoryToMicromapEXT"); + vkCmdCopyMicromapEXT = (PFN_vkCmdCopyMicromapEXT)load(context, "vkCmdCopyMicromapEXT"); + vkCmdCopyMicromapToMemoryEXT = (PFN_vkCmdCopyMicromapToMemoryEXT)load(context, "vkCmdCopyMicromapToMemoryEXT"); + vkCmdWriteMicromapsPropertiesEXT = (PFN_vkCmdWriteMicromapsPropertiesEXT)load(context, "vkCmdWriteMicromapsPropertiesEXT"); + vkCopyMemoryToMicromapEXT = (PFN_vkCopyMemoryToMicromapEXT)load(context, "vkCopyMemoryToMicromapEXT"); + vkCopyMicromapEXT = (PFN_vkCopyMicromapEXT)load(context, "vkCopyMicromapEXT"); + vkCopyMicromapToMemoryEXT = (PFN_vkCopyMicromapToMemoryEXT)load(context, "vkCopyMicromapToMemoryEXT"); + vkCreateMicromapEXT = (PFN_vkCreateMicromapEXT)load(context, "vkCreateMicromapEXT"); + vkDestroyMicromapEXT = (PFN_vkDestroyMicromapEXT)load(context, "vkDestroyMicromapEXT"); + vkGetDeviceMicromapCompatibilityEXT = (PFN_vkGetDeviceMicromapCompatibilityEXT)load(context, "vkGetDeviceMicromapCompatibilityEXT"); + vkGetMicromapBuildSizesEXT = (PFN_vkGetMicromapBuildSizesEXT)load(context, "vkGetMicromapBuildSizesEXT"); + vkWriteMicromapsPropertiesEXT = (PFN_vkWriteMicromapsPropertiesEXT)load(context, "vkWriteMicromapsPropertiesEXT"); +#endif /* defined(VK_EXT_opacity_micromap) */ +#if defined(VK_EXT_pageable_device_local_memory) + vkSetDeviceMemoryPriorityEXT = (PFN_vkSetDeviceMemoryPriorityEXT)load(context, "vkSetDeviceMemoryPriorityEXT"); +#endif /* defined(VK_EXT_pageable_device_local_memory) */ +#if defined(VK_EXT_pipeline_properties) + vkGetPipelinePropertiesEXT = (PFN_vkGetPipelinePropertiesEXT)load(context, "vkGetPipelinePropertiesEXT"); +#endif /* defined(VK_EXT_pipeline_properties) */ +#if defined(VK_EXT_private_data) + vkCreatePrivateDataSlotEXT = (PFN_vkCreatePrivateDataSlotEXT)load(context, "vkCreatePrivateDataSlotEXT"); + vkDestroyPrivateDataSlotEXT = (PFN_vkDestroyPrivateDataSlotEXT)load(context, "vkDestroyPrivateDataSlotEXT"); + vkGetPrivateDataEXT = (PFN_vkGetPrivateDataEXT)load(context, "vkGetPrivateDataEXT"); + vkSetPrivateDataEXT = (PFN_vkSetPrivateDataEXT)load(context, "vkSetPrivateDataEXT"); +#endif /* defined(VK_EXT_private_data) */ +#if defined(VK_EXT_sample_locations) + vkCmdSetSampleLocationsEXT = (PFN_vkCmdSetSampleLocationsEXT)load(context, "vkCmdSetSampleLocationsEXT"); +#endif /* defined(VK_EXT_sample_locations) */ +#if defined(VK_EXT_shader_module_identifier) + vkGetShaderModuleCreateInfoIdentifierEXT = (PFN_vkGetShaderModuleCreateInfoIdentifierEXT)load(context, "vkGetShaderModuleCreateInfoIdentifierEXT"); + vkGetShaderModuleIdentifierEXT = (PFN_vkGetShaderModuleIdentifierEXT)load(context, "vkGetShaderModuleIdentifierEXT"); +#endif /* defined(VK_EXT_shader_module_identifier) */ +#if defined(VK_EXT_shader_object) + vkCmdBindShadersEXT = (PFN_vkCmdBindShadersEXT)load(context, "vkCmdBindShadersEXT"); + vkCreateShadersEXT = (PFN_vkCreateShadersEXT)load(context, "vkCreateShadersEXT"); + vkDestroyShaderEXT = (PFN_vkDestroyShaderEXT)load(context, "vkDestroyShaderEXT"); + vkGetShaderBinaryDataEXT = (PFN_vkGetShaderBinaryDataEXT)load(context, "vkGetShaderBinaryDataEXT"); +#endif /* defined(VK_EXT_shader_object) */ +#if defined(VK_EXT_swapchain_maintenance1) + vkReleaseSwapchainImagesEXT = (PFN_vkReleaseSwapchainImagesEXT)load(context, "vkReleaseSwapchainImagesEXT"); +#endif /* defined(VK_EXT_swapchain_maintenance1) */ +#if defined(VK_EXT_transform_feedback) + vkCmdBeginQueryIndexedEXT = (PFN_vkCmdBeginQueryIndexedEXT)load(context, "vkCmdBeginQueryIndexedEXT"); + vkCmdBeginTransformFeedbackEXT = (PFN_vkCmdBeginTransformFeedbackEXT)load(context, "vkCmdBeginTransformFeedbackEXT"); + vkCmdBindTransformFeedbackBuffersEXT = (PFN_vkCmdBindTransformFeedbackBuffersEXT)load(context, "vkCmdBindTransformFeedbackBuffersEXT"); + vkCmdDrawIndirectByteCountEXT = (PFN_vkCmdDrawIndirectByteCountEXT)load(context, "vkCmdDrawIndirectByteCountEXT"); + vkCmdEndQueryIndexedEXT = (PFN_vkCmdEndQueryIndexedEXT)load(context, "vkCmdEndQueryIndexedEXT"); + vkCmdEndTransformFeedbackEXT = (PFN_vkCmdEndTransformFeedbackEXT)load(context, "vkCmdEndTransformFeedbackEXT"); +#endif /* defined(VK_EXT_transform_feedback) */ +#if defined(VK_EXT_validation_cache) + vkCreateValidationCacheEXT = (PFN_vkCreateValidationCacheEXT)load(context, "vkCreateValidationCacheEXT"); + vkDestroyValidationCacheEXT = (PFN_vkDestroyValidationCacheEXT)load(context, "vkDestroyValidationCacheEXT"); + vkGetValidationCacheDataEXT = (PFN_vkGetValidationCacheDataEXT)load(context, "vkGetValidationCacheDataEXT"); + vkMergeValidationCachesEXT = (PFN_vkMergeValidationCachesEXT)load(context, "vkMergeValidationCachesEXT"); +#endif /* defined(VK_EXT_validation_cache) */ +#if defined(VK_FUCHSIA_buffer_collection) + vkCreateBufferCollectionFUCHSIA = (PFN_vkCreateBufferCollectionFUCHSIA)load(context, "vkCreateBufferCollectionFUCHSIA"); + vkDestroyBufferCollectionFUCHSIA = (PFN_vkDestroyBufferCollectionFUCHSIA)load(context, "vkDestroyBufferCollectionFUCHSIA"); + vkGetBufferCollectionPropertiesFUCHSIA = (PFN_vkGetBufferCollectionPropertiesFUCHSIA)load(context, "vkGetBufferCollectionPropertiesFUCHSIA"); + vkSetBufferCollectionBufferConstraintsFUCHSIA = (PFN_vkSetBufferCollectionBufferConstraintsFUCHSIA)load(context, "vkSetBufferCollectionBufferConstraintsFUCHSIA"); + vkSetBufferCollectionImageConstraintsFUCHSIA = (PFN_vkSetBufferCollectionImageConstraintsFUCHSIA)load(context, "vkSetBufferCollectionImageConstraintsFUCHSIA"); +#endif /* defined(VK_FUCHSIA_buffer_collection) */ +#if defined(VK_FUCHSIA_external_memory) + vkGetMemoryZirconHandleFUCHSIA = (PFN_vkGetMemoryZirconHandleFUCHSIA)load(context, "vkGetMemoryZirconHandleFUCHSIA"); + vkGetMemoryZirconHandlePropertiesFUCHSIA = (PFN_vkGetMemoryZirconHandlePropertiesFUCHSIA)load(context, "vkGetMemoryZirconHandlePropertiesFUCHSIA"); +#endif /* defined(VK_FUCHSIA_external_memory) */ +#if defined(VK_FUCHSIA_external_semaphore) + vkGetSemaphoreZirconHandleFUCHSIA = (PFN_vkGetSemaphoreZirconHandleFUCHSIA)load(context, "vkGetSemaphoreZirconHandleFUCHSIA"); + vkImportSemaphoreZirconHandleFUCHSIA = (PFN_vkImportSemaphoreZirconHandleFUCHSIA)load(context, "vkImportSemaphoreZirconHandleFUCHSIA"); +#endif /* defined(VK_FUCHSIA_external_semaphore) */ +#if defined(VK_GOOGLE_display_timing) + vkGetPastPresentationTimingGOOGLE = (PFN_vkGetPastPresentationTimingGOOGLE)load(context, "vkGetPastPresentationTimingGOOGLE"); + vkGetRefreshCycleDurationGOOGLE = (PFN_vkGetRefreshCycleDurationGOOGLE)load(context, "vkGetRefreshCycleDurationGOOGLE"); +#endif /* defined(VK_GOOGLE_display_timing) */ +#if defined(VK_HUAWEI_cluster_culling_shader) + vkCmdDrawClusterHUAWEI = (PFN_vkCmdDrawClusterHUAWEI)load(context, "vkCmdDrawClusterHUAWEI"); + vkCmdDrawClusterIndirectHUAWEI = (PFN_vkCmdDrawClusterIndirectHUAWEI)load(context, "vkCmdDrawClusterIndirectHUAWEI"); +#endif /* defined(VK_HUAWEI_cluster_culling_shader) */ +#if defined(VK_HUAWEI_invocation_mask) + vkCmdBindInvocationMaskHUAWEI = (PFN_vkCmdBindInvocationMaskHUAWEI)load(context, "vkCmdBindInvocationMaskHUAWEI"); +#endif /* defined(VK_HUAWEI_invocation_mask) */ +#if defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 + vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI = (PFN_vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI)load(context, "vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI"); +#endif /* defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 */ +#if defined(VK_HUAWEI_subpass_shading) + vkCmdSubpassShadingHUAWEI = (PFN_vkCmdSubpassShadingHUAWEI)load(context, "vkCmdSubpassShadingHUAWEI"); +#endif /* defined(VK_HUAWEI_subpass_shading) */ +#if defined(VK_INTEL_performance_query) + vkAcquirePerformanceConfigurationINTEL = (PFN_vkAcquirePerformanceConfigurationINTEL)load(context, "vkAcquirePerformanceConfigurationINTEL"); + vkCmdSetPerformanceMarkerINTEL = (PFN_vkCmdSetPerformanceMarkerINTEL)load(context, "vkCmdSetPerformanceMarkerINTEL"); + vkCmdSetPerformanceOverrideINTEL = (PFN_vkCmdSetPerformanceOverrideINTEL)load(context, "vkCmdSetPerformanceOverrideINTEL"); + vkCmdSetPerformanceStreamMarkerINTEL = (PFN_vkCmdSetPerformanceStreamMarkerINTEL)load(context, "vkCmdSetPerformanceStreamMarkerINTEL"); + vkGetPerformanceParameterINTEL = (PFN_vkGetPerformanceParameterINTEL)load(context, "vkGetPerformanceParameterINTEL"); + vkInitializePerformanceApiINTEL = (PFN_vkInitializePerformanceApiINTEL)load(context, "vkInitializePerformanceApiINTEL"); + vkQueueSetPerformanceConfigurationINTEL = (PFN_vkQueueSetPerformanceConfigurationINTEL)load(context, "vkQueueSetPerformanceConfigurationINTEL"); + vkReleasePerformanceConfigurationINTEL = (PFN_vkReleasePerformanceConfigurationINTEL)load(context, "vkReleasePerformanceConfigurationINTEL"); + vkUninitializePerformanceApiINTEL = (PFN_vkUninitializePerformanceApiINTEL)load(context, "vkUninitializePerformanceApiINTEL"); +#endif /* defined(VK_INTEL_performance_query) */ +#if defined(VK_KHR_acceleration_structure) + vkBuildAccelerationStructuresKHR = (PFN_vkBuildAccelerationStructuresKHR)load(context, "vkBuildAccelerationStructuresKHR"); + vkCmdBuildAccelerationStructuresIndirectKHR = (PFN_vkCmdBuildAccelerationStructuresIndirectKHR)load(context, "vkCmdBuildAccelerationStructuresIndirectKHR"); + vkCmdBuildAccelerationStructuresKHR = (PFN_vkCmdBuildAccelerationStructuresKHR)load(context, "vkCmdBuildAccelerationStructuresKHR"); + vkCmdCopyAccelerationStructureKHR = (PFN_vkCmdCopyAccelerationStructureKHR)load(context, "vkCmdCopyAccelerationStructureKHR"); + vkCmdCopyAccelerationStructureToMemoryKHR = (PFN_vkCmdCopyAccelerationStructureToMemoryKHR)load(context, "vkCmdCopyAccelerationStructureToMemoryKHR"); + vkCmdCopyMemoryToAccelerationStructureKHR = (PFN_vkCmdCopyMemoryToAccelerationStructureKHR)load(context, "vkCmdCopyMemoryToAccelerationStructureKHR"); + vkCmdWriteAccelerationStructuresPropertiesKHR = (PFN_vkCmdWriteAccelerationStructuresPropertiesKHR)load(context, "vkCmdWriteAccelerationStructuresPropertiesKHR"); + vkCopyAccelerationStructureKHR = (PFN_vkCopyAccelerationStructureKHR)load(context, "vkCopyAccelerationStructureKHR"); + vkCopyAccelerationStructureToMemoryKHR = (PFN_vkCopyAccelerationStructureToMemoryKHR)load(context, "vkCopyAccelerationStructureToMemoryKHR"); + vkCopyMemoryToAccelerationStructureKHR = (PFN_vkCopyMemoryToAccelerationStructureKHR)load(context, "vkCopyMemoryToAccelerationStructureKHR"); + vkCreateAccelerationStructureKHR = (PFN_vkCreateAccelerationStructureKHR)load(context, "vkCreateAccelerationStructureKHR"); + vkDestroyAccelerationStructureKHR = (PFN_vkDestroyAccelerationStructureKHR)load(context, "vkDestroyAccelerationStructureKHR"); + vkGetAccelerationStructureBuildSizesKHR = (PFN_vkGetAccelerationStructureBuildSizesKHR)load(context, "vkGetAccelerationStructureBuildSizesKHR"); + vkGetAccelerationStructureDeviceAddressKHR = (PFN_vkGetAccelerationStructureDeviceAddressKHR)load(context, "vkGetAccelerationStructureDeviceAddressKHR"); + vkGetDeviceAccelerationStructureCompatibilityKHR = (PFN_vkGetDeviceAccelerationStructureCompatibilityKHR)load(context, "vkGetDeviceAccelerationStructureCompatibilityKHR"); + vkWriteAccelerationStructuresPropertiesKHR = (PFN_vkWriteAccelerationStructuresPropertiesKHR)load(context, "vkWriteAccelerationStructuresPropertiesKHR"); +#endif /* defined(VK_KHR_acceleration_structure) */ +#if defined(VK_KHR_bind_memory2) + vkBindBufferMemory2KHR = (PFN_vkBindBufferMemory2KHR)load(context, "vkBindBufferMemory2KHR"); + vkBindImageMemory2KHR = (PFN_vkBindImageMemory2KHR)load(context, "vkBindImageMemory2KHR"); +#endif /* defined(VK_KHR_bind_memory2) */ +#if defined(VK_KHR_buffer_device_address) + vkGetBufferDeviceAddressKHR = (PFN_vkGetBufferDeviceAddressKHR)load(context, "vkGetBufferDeviceAddressKHR"); + vkGetBufferOpaqueCaptureAddressKHR = (PFN_vkGetBufferOpaqueCaptureAddressKHR)load(context, "vkGetBufferOpaqueCaptureAddressKHR"); + vkGetDeviceMemoryOpaqueCaptureAddressKHR = (PFN_vkGetDeviceMemoryOpaqueCaptureAddressKHR)load(context, "vkGetDeviceMemoryOpaqueCaptureAddressKHR"); +#endif /* defined(VK_KHR_buffer_device_address) */ +#if defined(VK_KHR_calibrated_timestamps) + vkGetCalibratedTimestampsKHR = (PFN_vkGetCalibratedTimestampsKHR)load(context, "vkGetCalibratedTimestampsKHR"); +#endif /* defined(VK_KHR_calibrated_timestamps) */ +#if defined(VK_KHR_copy_commands2) + vkCmdBlitImage2KHR = (PFN_vkCmdBlitImage2KHR)load(context, "vkCmdBlitImage2KHR"); + vkCmdCopyBuffer2KHR = (PFN_vkCmdCopyBuffer2KHR)load(context, "vkCmdCopyBuffer2KHR"); + vkCmdCopyBufferToImage2KHR = (PFN_vkCmdCopyBufferToImage2KHR)load(context, "vkCmdCopyBufferToImage2KHR"); + vkCmdCopyImage2KHR = (PFN_vkCmdCopyImage2KHR)load(context, "vkCmdCopyImage2KHR"); + vkCmdCopyImageToBuffer2KHR = (PFN_vkCmdCopyImageToBuffer2KHR)load(context, "vkCmdCopyImageToBuffer2KHR"); + vkCmdResolveImage2KHR = (PFN_vkCmdResolveImage2KHR)load(context, "vkCmdResolveImage2KHR"); +#endif /* defined(VK_KHR_copy_commands2) */ +#if defined(VK_KHR_create_renderpass2) + vkCmdBeginRenderPass2KHR = (PFN_vkCmdBeginRenderPass2KHR)load(context, "vkCmdBeginRenderPass2KHR"); + vkCmdEndRenderPass2KHR = (PFN_vkCmdEndRenderPass2KHR)load(context, "vkCmdEndRenderPass2KHR"); + vkCmdNextSubpass2KHR = (PFN_vkCmdNextSubpass2KHR)load(context, "vkCmdNextSubpass2KHR"); + vkCreateRenderPass2KHR = (PFN_vkCreateRenderPass2KHR)load(context, "vkCreateRenderPass2KHR"); +#endif /* defined(VK_KHR_create_renderpass2) */ +#if defined(VK_KHR_deferred_host_operations) + vkCreateDeferredOperationKHR = (PFN_vkCreateDeferredOperationKHR)load(context, "vkCreateDeferredOperationKHR"); + vkDeferredOperationJoinKHR = (PFN_vkDeferredOperationJoinKHR)load(context, "vkDeferredOperationJoinKHR"); + vkDestroyDeferredOperationKHR = (PFN_vkDestroyDeferredOperationKHR)load(context, "vkDestroyDeferredOperationKHR"); + vkGetDeferredOperationMaxConcurrencyKHR = (PFN_vkGetDeferredOperationMaxConcurrencyKHR)load(context, "vkGetDeferredOperationMaxConcurrencyKHR"); + vkGetDeferredOperationResultKHR = (PFN_vkGetDeferredOperationResultKHR)load(context, "vkGetDeferredOperationResultKHR"); +#endif /* defined(VK_KHR_deferred_host_operations) */ +#if defined(VK_KHR_descriptor_update_template) + vkCreateDescriptorUpdateTemplateKHR = (PFN_vkCreateDescriptorUpdateTemplateKHR)load(context, "vkCreateDescriptorUpdateTemplateKHR"); + vkDestroyDescriptorUpdateTemplateKHR = (PFN_vkDestroyDescriptorUpdateTemplateKHR)load(context, "vkDestroyDescriptorUpdateTemplateKHR"); + vkUpdateDescriptorSetWithTemplateKHR = (PFN_vkUpdateDescriptorSetWithTemplateKHR)load(context, "vkUpdateDescriptorSetWithTemplateKHR"); +#endif /* defined(VK_KHR_descriptor_update_template) */ +#if defined(VK_KHR_device_group) + vkCmdDispatchBaseKHR = (PFN_vkCmdDispatchBaseKHR)load(context, "vkCmdDispatchBaseKHR"); + vkCmdSetDeviceMaskKHR = (PFN_vkCmdSetDeviceMaskKHR)load(context, "vkCmdSetDeviceMaskKHR"); + vkGetDeviceGroupPeerMemoryFeaturesKHR = (PFN_vkGetDeviceGroupPeerMemoryFeaturesKHR)load(context, "vkGetDeviceGroupPeerMemoryFeaturesKHR"); +#endif /* defined(VK_KHR_device_group) */ +#if defined(VK_KHR_display_swapchain) + vkCreateSharedSwapchainsKHR = (PFN_vkCreateSharedSwapchainsKHR)load(context, "vkCreateSharedSwapchainsKHR"); +#endif /* defined(VK_KHR_display_swapchain) */ +#if defined(VK_KHR_draw_indirect_count) + vkCmdDrawIndexedIndirectCountKHR = (PFN_vkCmdDrawIndexedIndirectCountKHR)load(context, "vkCmdDrawIndexedIndirectCountKHR"); + vkCmdDrawIndirectCountKHR = (PFN_vkCmdDrawIndirectCountKHR)load(context, "vkCmdDrawIndirectCountKHR"); +#endif /* defined(VK_KHR_draw_indirect_count) */ +#if defined(VK_KHR_dynamic_rendering) + vkCmdBeginRenderingKHR = (PFN_vkCmdBeginRenderingKHR)load(context, "vkCmdBeginRenderingKHR"); + vkCmdEndRenderingKHR = (PFN_vkCmdEndRenderingKHR)load(context, "vkCmdEndRenderingKHR"); +#endif /* defined(VK_KHR_dynamic_rendering) */ +#if defined(VK_KHR_dynamic_rendering_local_read) + vkCmdSetRenderingAttachmentLocationsKHR = (PFN_vkCmdSetRenderingAttachmentLocationsKHR)load(context, "vkCmdSetRenderingAttachmentLocationsKHR"); + vkCmdSetRenderingInputAttachmentIndicesKHR = (PFN_vkCmdSetRenderingInputAttachmentIndicesKHR)load(context, "vkCmdSetRenderingInputAttachmentIndicesKHR"); +#endif /* defined(VK_KHR_dynamic_rendering_local_read) */ +#if defined(VK_KHR_external_fence_fd) + vkGetFenceFdKHR = (PFN_vkGetFenceFdKHR)load(context, "vkGetFenceFdKHR"); + vkImportFenceFdKHR = (PFN_vkImportFenceFdKHR)load(context, "vkImportFenceFdKHR"); +#endif /* defined(VK_KHR_external_fence_fd) */ +#if defined(VK_KHR_external_fence_win32) + vkGetFenceWin32HandleKHR = (PFN_vkGetFenceWin32HandleKHR)load(context, "vkGetFenceWin32HandleKHR"); + vkImportFenceWin32HandleKHR = (PFN_vkImportFenceWin32HandleKHR)load(context, "vkImportFenceWin32HandleKHR"); +#endif /* defined(VK_KHR_external_fence_win32) */ +#if defined(VK_KHR_external_memory_fd) + vkGetMemoryFdKHR = (PFN_vkGetMemoryFdKHR)load(context, "vkGetMemoryFdKHR"); + vkGetMemoryFdPropertiesKHR = (PFN_vkGetMemoryFdPropertiesKHR)load(context, "vkGetMemoryFdPropertiesKHR"); +#endif /* defined(VK_KHR_external_memory_fd) */ +#if defined(VK_KHR_external_memory_win32) + vkGetMemoryWin32HandleKHR = (PFN_vkGetMemoryWin32HandleKHR)load(context, "vkGetMemoryWin32HandleKHR"); + vkGetMemoryWin32HandlePropertiesKHR = (PFN_vkGetMemoryWin32HandlePropertiesKHR)load(context, "vkGetMemoryWin32HandlePropertiesKHR"); +#endif /* defined(VK_KHR_external_memory_win32) */ +#if defined(VK_KHR_external_semaphore_fd) + vkGetSemaphoreFdKHR = (PFN_vkGetSemaphoreFdKHR)load(context, "vkGetSemaphoreFdKHR"); + vkImportSemaphoreFdKHR = (PFN_vkImportSemaphoreFdKHR)load(context, "vkImportSemaphoreFdKHR"); +#endif /* defined(VK_KHR_external_semaphore_fd) */ +#if defined(VK_KHR_external_semaphore_win32) + vkGetSemaphoreWin32HandleKHR = (PFN_vkGetSemaphoreWin32HandleKHR)load(context, "vkGetSemaphoreWin32HandleKHR"); + vkImportSemaphoreWin32HandleKHR = (PFN_vkImportSemaphoreWin32HandleKHR)load(context, "vkImportSemaphoreWin32HandleKHR"); +#endif /* defined(VK_KHR_external_semaphore_win32) */ +#if defined(VK_KHR_fragment_shading_rate) + vkCmdSetFragmentShadingRateKHR = (PFN_vkCmdSetFragmentShadingRateKHR)load(context, "vkCmdSetFragmentShadingRateKHR"); +#endif /* defined(VK_KHR_fragment_shading_rate) */ +#if defined(VK_KHR_get_memory_requirements2) + vkGetBufferMemoryRequirements2KHR = (PFN_vkGetBufferMemoryRequirements2KHR)load(context, "vkGetBufferMemoryRequirements2KHR"); + vkGetImageMemoryRequirements2KHR = (PFN_vkGetImageMemoryRequirements2KHR)load(context, "vkGetImageMemoryRequirements2KHR"); + vkGetImageSparseMemoryRequirements2KHR = (PFN_vkGetImageSparseMemoryRequirements2KHR)load(context, "vkGetImageSparseMemoryRequirements2KHR"); +#endif /* defined(VK_KHR_get_memory_requirements2) */ +#if defined(VK_KHR_line_rasterization) + vkCmdSetLineStippleKHR = (PFN_vkCmdSetLineStippleKHR)load(context, "vkCmdSetLineStippleKHR"); +#endif /* defined(VK_KHR_line_rasterization) */ +#if defined(VK_KHR_maintenance1) + vkTrimCommandPoolKHR = (PFN_vkTrimCommandPoolKHR)load(context, "vkTrimCommandPoolKHR"); +#endif /* defined(VK_KHR_maintenance1) */ +#if defined(VK_KHR_maintenance3) + vkGetDescriptorSetLayoutSupportKHR = (PFN_vkGetDescriptorSetLayoutSupportKHR)load(context, "vkGetDescriptorSetLayoutSupportKHR"); +#endif /* defined(VK_KHR_maintenance3) */ +#if defined(VK_KHR_maintenance4) + vkGetDeviceBufferMemoryRequirementsKHR = (PFN_vkGetDeviceBufferMemoryRequirementsKHR)load(context, "vkGetDeviceBufferMemoryRequirementsKHR"); + vkGetDeviceImageMemoryRequirementsKHR = (PFN_vkGetDeviceImageMemoryRequirementsKHR)load(context, "vkGetDeviceImageMemoryRequirementsKHR"); + vkGetDeviceImageSparseMemoryRequirementsKHR = (PFN_vkGetDeviceImageSparseMemoryRequirementsKHR)load(context, "vkGetDeviceImageSparseMemoryRequirementsKHR"); +#endif /* defined(VK_KHR_maintenance4) */ +#if defined(VK_KHR_maintenance5) + vkCmdBindIndexBuffer2KHR = (PFN_vkCmdBindIndexBuffer2KHR)load(context, "vkCmdBindIndexBuffer2KHR"); + vkGetDeviceImageSubresourceLayoutKHR = (PFN_vkGetDeviceImageSubresourceLayoutKHR)load(context, "vkGetDeviceImageSubresourceLayoutKHR"); + vkGetImageSubresourceLayout2KHR = (PFN_vkGetImageSubresourceLayout2KHR)load(context, "vkGetImageSubresourceLayout2KHR"); + vkGetRenderingAreaGranularityKHR = (PFN_vkGetRenderingAreaGranularityKHR)load(context, "vkGetRenderingAreaGranularityKHR"); +#endif /* defined(VK_KHR_maintenance5) */ +#if defined(VK_KHR_maintenance6) + vkCmdBindDescriptorSets2KHR = (PFN_vkCmdBindDescriptorSets2KHR)load(context, "vkCmdBindDescriptorSets2KHR"); + vkCmdPushConstants2KHR = (PFN_vkCmdPushConstants2KHR)load(context, "vkCmdPushConstants2KHR"); +#endif /* defined(VK_KHR_maintenance6) */ +#if defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) + vkCmdPushDescriptorSet2KHR = (PFN_vkCmdPushDescriptorSet2KHR)load(context, "vkCmdPushDescriptorSet2KHR"); + vkCmdPushDescriptorSetWithTemplate2KHR = (PFN_vkCmdPushDescriptorSetWithTemplate2KHR)load(context, "vkCmdPushDescriptorSetWithTemplate2KHR"); +#endif /* defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) + vkCmdBindDescriptorBufferEmbeddedSamplers2EXT = (PFN_vkCmdBindDescriptorBufferEmbeddedSamplers2EXT)load(context, "vkCmdBindDescriptorBufferEmbeddedSamplers2EXT"); + vkCmdSetDescriptorBufferOffsets2EXT = (PFN_vkCmdSetDescriptorBufferOffsets2EXT)load(context, "vkCmdSetDescriptorBufferOffsets2EXT"); +#endif /* defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_KHR_map_memory2) + vkMapMemory2KHR = (PFN_vkMapMemory2KHR)load(context, "vkMapMemory2KHR"); + vkUnmapMemory2KHR = (PFN_vkUnmapMemory2KHR)load(context, "vkUnmapMemory2KHR"); +#endif /* defined(VK_KHR_map_memory2) */ +#if defined(VK_KHR_performance_query) + vkAcquireProfilingLockKHR = (PFN_vkAcquireProfilingLockKHR)load(context, "vkAcquireProfilingLockKHR"); + vkReleaseProfilingLockKHR = (PFN_vkReleaseProfilingLockKHR)load(context, "vkReleaseProfilingLockKHR"); +#endif /* defined(VK_KHR_performance_query) */ +#if defined(VK_KHR_pipeline_binary) + vkCreatePipelineBinariesKHR = (PFN_vkCreatePipelineBinariesKHR)load(context, "vkCreatePipelineBinariesKHR"); + vkDestroyPipelineBinaryKHR = (PFN_vkDestroyPipelineBinaryKHR)load(context, "vkDestroyPipelineBinaryKHR"); + vkGetPipelineBinaryDataKHR = (PFN_vkGetPipelineBinaryDataKHR)load(context, "vkGetPipelineBinaryDataKHR"); + vkGetPipelineKeyKHR = (PFN_vkGetPipelineKeyKHR)load(context, "vkGetPipelineKeyKHR"); + vkReleaseCapturedPipelineDataKHR = (PFN_vkReleaseCapturedPipelineDataKHR)load(context, "vkReleaseCapturedPipelineDataKHR"); +#endif /* defined(VK_KHR_pipeline_binary) */ +#if defined(VK_KHR_pipeline_executable_properties) + vkGetPipelineExecutableInternalRepresentationsKHR = (PFN_vkGetPipelineExecutableInternalRepresentationsKHR)load(context, "vkGetPipelineExecutableInternalRepresentationsKHR"); + vkGetPipelineExecutablePropertiesKHR = (PFN_vkGetPipelineExecutablePropertiesKHR)load(context, "vkGetPipelineExecutablePropertiesKHR"); + vkGetPipelineExecutableStatisticsKHR = (PFN_vkGetPipelineExecutableStatisticsKHR)load(context, "vkGetPipelineExecutableStatisticsKHR"); +#endif /* defined(VK_KHR_pipeline_executable_properties) */ +#if defined(VK_KHR_present_wait) + vkWaitForPresentKHR = (PFN_vkWaitForPresentKHR)load(context, "vkWaitForPresentKHR"); +#endif /* defined(VK_KHR_present_wait) */ +#if defined(VK_KHR_push_descriptor) + vkCmdPushDescriptorSetKHR = (PFN_vkCmdPushDescriptorSetKHR)load(context, "vkCmdPushDescriptorSetKHR"); +#endif /* defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) + vkCmdTraceRaysIndirect2KHR = (PFN_vkCmdTraceRaysIndirect2KHR)load(context, "vkCmdTraceRaysIndirect2KHR"); +#endif /* defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_ray_tracing_pipeline) + vkCmdSetRayTracingPipelineStackSizeKHR = (PFN_vkCmdSetRayTracingPipelineStackSizeKHR)load(context, "vkCmdSetRayTracingPipelineStackSizeKHR"); + vkCmdTraceRaysIndirectKHR = (PFN_vkCmdTraceRaysIndirectKHR)load(context, "vkCmdTraceRaysIndirectKHR"); + vkCmdTraceRaysKHR = (PFN_vkCmdTraceRaysKHR)load(context, "vkCmdTraceRaysKHR"); + vkCreateRayTracingPipelinesKHR = (PFN_vkCreateRayTracingPipelinesKHR)load(context, "vkCreateRayTracingPipelinesKHR"); + vkGetRayTracingCaptureReplayShaderGroupHandlesKHR = (PFN_vkGetRayTracingCaptureReplayShaderGroupHandlesKHR)load(context, "vkGetRayTracingCaptureReplayShaderGroupHandlesKHR"); + vkGetRayTracingShaderGroupHandlesKHR = (PFN_vkGetRayTracingShaderGroupHandlesKHR)load(context, "vkGetRayTracingShaderGroupHandlesKHR"); + vkGetRayTracingShaderGroupStackSizeKHR = (PFN_vkGetRayTracingShaderGroupStackSizeKHR)load(context, "vkGetRayTracingShaderGroupStackSizeKHR"); +#endif /* defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_sampler_ycbcr_conversion) + vkCreateSamplerYcbcrConversionKHR = (PFN_vkCreateSamplerYcbcrConversionKHR)load(context, "vkCreateSamplerYcbcrConversionKHR"); + vkDestroySamplerYcbcrConversionKHR = (PFN_vkDestroySamplerYcbcrConversionKHR)load(context, "vkDestroySamplerYcbcrConversionKHR"); +#endif /* defined(VK_KHR_sampler_ycbcr_conversion) */ +#if defined(VK_KHR_shared_presentable_image) + vkGetSwapchainStatusKHR = (PFN_vkGetSwapchainStatusKHR)load(context, "vkGetSwapchainStatusKHR"); +#endif /* defined(VK_KHR_shared_presentable_image) */ +#if defined(VK_KHR_swapchain) + vkAcquireNextImageKHR = (PFN_vkAcquireNextImageKHR)load(context, "vkAcquireNextImageKHR"); + vkCreateSwapchainKHR = (PFN_vkCreateSwapchainKHR)load(context, "vkCreateSwapchainKHR"); + vkDestroySwapchainKHR = (PFN_vkDestroySwapchainKHR)load(context, "vkDestroySwapchainKHR"); + vkGetSwapchainImagesKHR = (PFN_vkGetSwapchainImagesKHR)load(context, "vkGetSwapchainImagesKHR"); + vkQueuePresentKHR = (PFN_vkQueuePresentKHR)load(context, "vkQueuePresentKHR"); +#endif /* defined(VK_KHR_swapchain) */ +#if defined(VK_KHR_synchronization2) + vkCmdPipelineBarrier2KHR = (PFN_vkCmdPipelineBarrier2KHR)load(context, "vkCmdPipelineBarrier2KHR"); + vkCmdResetEvent2KHR = (PFN_vkCmdResetEvent2KHR)load(context, "vkCmdResetEvent2KHR"); + vkCmdSetEvent2KHR = (PFN_vkCmdSetEvent2KHR)load(context, "vkCmdSetEvent2KHR"); + vkCmdWaitEvents2KHR = (PFN_vkCmdWaitEvents2KHR)load(context, "vkCmdWaitEvents2KHR"); + vkCmdWriteTimestamp2KHR = (PFN_vkCmdWriteTimestamp2KHR)load(context, "vkCmdWriteTimestamp2KHR"); + vkQueueSubmit2KHR = (PFN_vkQueueSubmit2KHR)load(context, "vkQueueSubmit2KHR"); +#endif /* defined(VK_KHR_synchronization2) */ +#if defined(VK_KHR_timeline_semaphore) + vkGetSemaphoreCounterValueKHR = (PFN_vkGetSemaphoreCounterValueKHR)load(context, "vkGetSemaphoreCounterValueKHR"); + vkSignalSemaphoreKHR = (PFN_vkSignalSemaphoreKHR)load(context, "vkSignalSemaphoreKHR"); + vkWaitSemaphoresKHR = (PFN_vkWaitSemaphoresKHR)load(context, "vkWaitSemaphoresKHR"); +#endif /* defined(VK_KHR_timeline_semaphore) */ +#if defined(VK_KHR_video_decode_queue) + vkCmdDecodeVideoKHR = (PFN_vkCmdDecodeVideoKHR)load(context, "vkCmdDecodeVideoKHR"); +#endif /* defined(VK_KHR_video_decode_queue) */ +#if defined(VK_KHR_video_encode_queue) + vkCmdEncodeVideoKHR = (PFN_vkCmdEncodeVideoKHR)load(context, "vkCmdEncodeVideoKHR"); + vkGetEncodedVideoSessionParametersKHR = (PFN_vkGetEncodedVideoSessionParametersKHR)load(context, "vkGetEncodedVideoSessionParametersKHR"); +#endif /* defined(VK_KHR_video_encode_queue) */ +#if defined(VK_KHR_video_queue) + vkBindVideoSessionMemoryKHR = (PFN_vkBindVideoSessionMemoryKHR)load(context, "vkBindVideoSessionMemoryKHR"); + vkCmdBeginVideoCodingKHR = (PFN_vkCmdBeginVideoCodingKHR)load(context, "vkCmdBeginVideoCodingKHR"); + vkCmdControlVideoCodingKHR = (PFN_vkCmdControlVideoCodingKHR)load(context, "vkCmdControlVideoCodingKHR"); + vkCmdEndVideoCodingKHR = (PFN_vkCmdEndVideoCodingKHR)load(context, "vkCmdEndVideoCodingKHR"); + vkCreateVideoSessionKHR = (PFN_vkCreateVideoSessionKHR)load(context, "vkCreateVideoSessionKHR"); + vkCreateVideoSessionParametersKHR = (PFN_vkCreateVideoSessionParametersKHR)load(context, "vkCreateVideoSessionParametersKHR"); + vkDestroyVideoSessionKHR = (PFN_vkDestroyVideoSessionKHR)load(context, "vkDestroyVideoSessionKHR"); + vkDestroyVideoSessionParametersKHR = (PFN_vkDestroyVideoSessionParametersKHR)load(context, "vkDestroyVideoSessionParametersKHR"); + vkGetVideoSessionMemoryRequirementsKHR = (PFN_vkGetVideoSessionMemoryRequirementsKHR)load(context, "vkGetVideoSessionMemoryRequirementsKHR"); + vkUpdateVideoSessionParametersKHR = (PFN_vkUpdateVideoSessionParametersKHR)load(context, "vkUpdateVideoSessionParametersKHR"); +#endif /* defined(VK_KHR_video_queue) */ +#if defined(VK_NVX_binary_import) + vkCmdCuLaunchKernelNVX = (PFN_vkCmdCuLaunchKernelNVX)load(context, "vkCmdCuLaunchKernelNVX"); + vkCreateCuFunctionNVX = (PFN_vkCreateCuFunctionNVX)load(context, "vkCreateCuFunctionNVX"); + vkCreateCuModuleNVX = (PFN_vkCreateCuModuleNVX)load(context, "vkCreateCuModuleNVX"); + vkDestroyCuFunctionNVX = (PFN_vkDestroyCuFunctionNVX)load(context, "vkDestroyCuFunctionNVX"); + vkDestroyCuModuleNVX = (PFN_vkDestroyCuModuleNVX)load(context, "vkDestroyCuModuleNVX"); +#endif /* defined(VK_NVX_binary_import) */ +#if defined(VK_NVX_image_view_handle) + vkGetImageViewHandleNVX = (PFN_vkGetImageViewHandleNVX)load(context, "vkGetImageViewHandleNVX"); +#endif /* defined(VK_NVX_image_view_handle) */ +#if defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 + vkGetImageViewAddressNVX = (PFN_vkGetImageViewAddressNVX)load(context, "vkGetImageViewAddressNVX"); +#endif /* defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_clip_space_w_scaling) + vkCmdSetViewportWScalingNV = (PFN_vkCmdSetViewportWScalingNV)load(context, "vkCmdSetViewportWScalingNV"); +#endif /* defined(VK_NV_clip_space_w_scaling) */ +#if defined(VK_NV_copy_memory_indirect) + vkCmdCopyMemoryIndirectNV = (PFN_vkCmdCopyMemoryIndirectNV)load(context, "vkCmdCopyMemoryIndirectNV"); + vkCmdCopyMemoryToImageIndirectNV = (PFN_vkCmdCopyMemoryToImageIndirectNV)load(context, "vkCmdCopyMemoryToImageIndirectNV"); +#endif /* defined(VK_NV_copy_memory_indirect) */ +#if defined(VK_NV_cuda_kernel_launch) + vkCmdCudaLaunchKernelNV = (PFN_vkCmdCudaLaunchKernelNV)load(context, "vkCmdCudaLaunchKernelNV"); + vkCreateCudaFunctionNV = (PFN_vkCreateCudaFunctionNV)load(context, "vkCreateCudaFunctionNV"); + vkCreateCudaModuleNV = (PFN_vkCreateCudaModuleNV)load(context, "vkCreateCudaModuleNV"); + vkDestroyCudaFunctionNV = (PFN_vkDestroyCudaFunctionNV)load(context, "vkDestroyCudaFunctionNV"); + vkDestroyCudaModuleNV = (PFN_vkDestroyCudaModuleNV)load(context, "vkDestroyCudaModuleNV"); + vkGetCudaModuleCacheNV = (PFN_vkGetCudaModuleCacheNV)load(context, "vkGetCudaModuleCacheNV"); +#endif /* defined(VK_NV_cuda_kernel_launch) */ +#if defined(VK_NV_device_diagnostic_checkpoints) + vkCmdSetCheckpointNV = (PFN_vkCmdSetCheckpointNV)load(context, "vkCmdSetCheckpointNV"); + vkGetQueueCheckpointDataNV = (PFN_vkGetQueueCheckpointDataNV)load(context, "vkGetQueueCheckpointDataNV"); +#endif /* defined(VK_NV_device_diagnostic_checkpoints) */ +#if defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) + vkGetQueueCheckpointData2NV = (PFN_vkGetQueueCheckpointData2NV)load(context, "vkGetQueueCheckpointData2NV"); +#endif /* defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_NV_device_generated_commands) + vkCmdBindPipelineShaderGroupNV = (PFN_vkCmdBindPipelineShaderGroupNV)load(context, "vkCmdBindPipelineShaderGroupNV"); + vkCmdExecuteGeneratedCommandsNV = (PFN_vkCmdExecuteGeneratedCommandsNV)load(context, "vkCmdExecuteGeneratedCommandsNV"); + vkCmdPreprocessGeneratedCommandsNV = (PFN_vkCmdPreprocessGeneratedCommandsNV)load(context, "vkCmdPreprocessGeneratedCommandsNV"); + vkCreateIndirectCommandsLayoutNV = (PFN_vkCreateIndirectCommandsLayoutNV)load(context, "vkCreateIndirectCommandsLayoutNV"); + vkDestroyIndirectCommandsLayoutNV = (PFN_vkDestroyIndirectCommandsLayoutNV)load(context, "vkDestroyIndirectCommandsLayoutNV"); + vkGetGeneratedCommandsMemoryRequirementsNV = (PFN_vkGetGeneratedCommandsMemoryRequirementsNV)load(context, "vkGetGeneratedCommandsMemoryRequirementsNV"); +#endif /* defined(VK_NV_device_generated_commands) */ +#if defined(VK_NV_device_generated_commands_compute) + vkCmdUpdatePipelineIndirectBufferNV = (PFN_vkCmdUpdatePipelineIndirectBufferNV)load(context, "vkCmdUpdatePipelineIndirectBufferNV"); + vkGetPipelineIndirectDeviceAddressNV = (PFN_vkGetPipelineIndirectDeviceAddressNV)load(context, "vkGetPipelineIndirectDeviceAddressNV"); + vkGetPipelineIndirectMemoryRequirementsNV = (PFN_vkGetPipelineIndirectMemoryRequirementsNV)load(context, "vkGetPipelineIndirectMemoryRequirementsNV"); +#endif /* defined(VK_NV_device_generated_commands_compute) */ +#if defined(VK_NV_external_memory_rdma) + vkGetMemoryRemoteAddressNV = (PFN_vkGetMemoryRemoteAddressNV)load(context, "vkGetMemoryRemoteAddressNV"); +#endif /* defined(VK_NV_external_memory_rdma) */ +#if defined(VK_NV_external_memory_win32) + vkGetMemoryWin32HandleNV = (PFN_vkGetMemoryWin32HandleNV)load(context, "vkGetMemoryWin32HandleNV"); +#endif /* defined(VK_NV_external_memory_win32) */ +#if defined(VK_NV_fragment_shading_rate_enums) + vkCmdSetFragmentShadingRateEnumNV = (PFN_vkCmdSetFragmentShadingRateEnumNV)load(context, "vkCmdSetFragmentShadingRateEnumNV"); +#endif /* defined(VK_NV_fragment_shading_rate_enums) */ +#if defined(VK_NV_low_latency2) + vkGetLatencyTimingsNV = (PFN_vkGetLatencyTimingsNV)load(context, "vkGetLatencyTimingsNV"); + vkLatencySleepNV = (PFN_vkLatencySleepNV)load(context, "vkLatencySleepNV"); + vkQueueNotifyOutOfBandNV = (PFN_vkQueueNotifyOutOfBandNV)load(context, "vkQueueNotifyOutOfBandNV"); + vkSetLatencyMarkerNV = (PFN_vkSetLatencyMarkerNV)load(context, "vkSetLatencyMarkerNV"); + vkSetLatencySleepModeNV = (PFN_vkSetLatencySleepModeNV)load(context, "vkSetLatencySleepModeNV"); +#endif /* defined(VK_NV_low_latency2) */ +#if defined(VK_NV_memory_decompression) + vkCmdDecompressMemoryIndirectCountNV = (PFN_vkCmdDecompressMemoryIndirectCountNV)load(context, "vkCmdDecompressMemoryIndirectCountNV"); + vkCmdDecompressMemoryNV = (PFN_vkCmdDecompressMemoryNV)load(context, "vkCmdDecompressMemoryNV"); +#endif /* defined(VK_NV_memory_decompression) */ +#if defined(VK_NV_mesh_shader) + vkCmdDrawMeshTasksIndirectCountNV = (PFN_vkCmdDrawMeshTasksIndirectCountNV)load(context, "vkCmdDrawMeshTasksIndirectCountNV"); + vkCmdDrawMeshTasksIndirectNV = (PFN_vkCmdDrawMeshTasksIndirectNV)load(context, "vkCmdDrawMeshTasksIndirectNV"); + vkCmdDrawMeshTasksNV = (PFN_vkCmdDrawMeshTasksNV)load(context, "vkCmdDrawMeshTasksNV"); +#endif /* defined(VK_NV_mesh_shader) */ +#if defined(VK_NV_optical_flow) + vkBindOpticalFlowSessionImageNV = (PFN_vkBindOpticalFlowSessionImageNV)load(context, "vkBindOpticalFlowSessionImageNV"); + vkCmdOpticalFlowExecuteNV = (PFN_vkCmdOpticalFlowExecuteNV)load(context, "vkCmdOpticalFlowExecuteNV"); + vkCreateOpticalFlowSessionNV = (PFN_vkCreateOpticalFlowSessionNV)load(context, "vkCreateOpticalFlowSessionNV"); + vkDestroyOpticalFlowSessionNV = (PFN_vkDestroyOpticalFlowSessionNV)load(context, "vkDestroyOpticalFlowSessionNV"); +#endif /* defined(VK_NV_optical_flow) */ +#if defined(VK_NV_ray_tracing) + vkBindAccelerationStructureMemoryNV = (PFN_vkBindAccelerationStructureMemoryNV)load(context, "vkBindAccelerationStructureMemoryNV"); + vkCmdBuildAccelerationStructureNV = (PFN_vkCmdBuildAccelerationStructureNV)load(context, "vkCmdBuildAccelerationStructureNV"); + vkCmdCopyAccelerationStructureNV = (PFN_vkCmdCopyAccelerationStructureNV)load(context, "vkCmdCopyAccelerationStructureNV"); + vkCmdTraceRaysNV = (PFN_vkCmdTraceRaysNV)load(context, "vkCmdTraceRaysNV"); + vkCmdWriteAccelerationStructuresPropertiesNV = (PFN_vkCmdWriteAccelerationStructuresPropertiesNV)load(context, "vkCmdWriteAccelerationStructuresPropertiesNV"); + vkCompileDeferredNV = (PFN_vkCompileDeferredNV)load(context, "vkCompileDeferredNV"); + vkCreateAccelerationStructureNV = (PFN_vkCreateAccelerationStructureNV)load(context, "vkCreateAccelerationStructureNV"); + vkCreateRayTracingPipelinesNV = (PFN_vkCreateRayTracingPipelinesNV)load(context, "vkCreateRayTracingPipelinesNV"); + vkDestroyAccelerationStructureNV = (PFN_vkDestroyAccelerationStructureNV)load(context, "vkDestroyAccelerationStructureNV"); + vkGetAccelerationStructureHandleNV = (PFN_vkGetAccelerationStructureHandleNV)load(context, "vkGetAccelerationStructureHandleNV"); + vkGetAccelerationStructureMemoryRequirementsNV = (PFN_vkGetAccelerationStructureMemoryRequirementsNV)load(context, "vkGetAccelerationStructureMemoryRequirementsNV"); + vkGetRayTracingShaderGroupHandlesNV = (PFN_vkGetRayTracingShaderGroupHandlesNV)load(context, "vkGetRayTracingShaderGroupHandlesNV"); +#endif /* defined(VK_NV_ray_tracing) */ +#if defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 + vkCmdSetExclusiveScissorEnableNV = (PFN_vkCmdSetExclusiveScissorEnableNV)load(context, "vkCmdSetExclusiveScissorEnableNV"); +#endif /* defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_scissor_exclusive) + vkCmdSetExclusiveScissorNV = (PFN_vkCmdSetExclusiveScissorNV)load(context, "vkCmdSetExclusiveScissorNV"); +#endif /* defined(VK_NV_scissor_exclusive) */ +#if defined(VK_NV_shading_rate_image) + vkCmdBindShadingRateImageNV = (PFN_vkCmdBindShadingRateImageNV)load(context, "vkCmdBindShadingRateImageNV"); + vkCmdSetCoarseSampleOrderNV = (PFN_vkCmdSetCoarseSampleOrderNV)load(context, "vkCmdSetCoarseSampleOrderNV"); + vkCmdSetViewportShadingRatePaletteNV = (PFN_vkCmdSetViewportShadingRatePaletteNV)load(context, "vkCmdSetViewportShadingRatePaletteNV"); +#endif /* defined(VK_NV_shading_rate_image) */ +#if defined(VK_QCOM_tile_properties) + vkGetDynamicRenderingTilePropertiesQCOM = (PFN_vkGetDynamicRenderingTilePropertiesQCOM)load(context, "vkGetDynamicRenderingTilePropertiesQCOM"); + vkGetFramebufferTilePropertiesQCOM = (PFN_vkGetFramebufferTilePropertiesQCOM)load(context, "vkGetFramebufferTilePropertiesQCOM"); +#endif /* defined(VK_QCOM_tile_properties) */ +#if defined(VK_QNX_external_memory_screen_buffer) + vkGetScreenBufferPropertiesQNX = (PFN_vkGetScreenBufferPropertiesQNX)load(context, "vkGetScreenBufferPropertiesQNX"); +#endif /* defined(VK_QNX_external_memory_screen_buffer) */ +#if defined(VK_VALVE_descriptor_set_host_mapping) + vkGetDescriptorSetHostMappingVALVE = (PFN_vkGetDescriptorSetHostMappingVALVE)load(context, "vkGetDescriptorSetHostMappingVALVE"); + vkGetDescriptorSetLayoutHostMappingInfoVALVE = (PFN_vkGetDescriptorSetLayoutHostMappingInfoVALVE)load(context, "vkGetDescriptorSetLayoutHostMappingInfoVALVE"); +#endif /* defined(VK_VALVE_descriptor_set_host_mapping) */ +#if (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) + vkCmdSetDepthClampRangeEXT = (PFN_vkCmdSetDepthClampRangeEXT)load(context, "vkCmdSetDepthClampRangeEXT"); +#endif /* (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) */ +#if (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) + vkCmdBindVertexBuffers2EXT = (PFN_vkCmdBindVertexBuffers2EXT)load(context, "vkCmdBindVertexBuffers2EXT"); + vkCmdSetCullModeEXT = (PFN_vkCmdSetCullModeEXT)load(context, "vkCmdSetCullModeEXT"); + vkCmdSetDepthBoundsTestEnableEXT = (PFN_vkCmdSetDepthBoundsTestEnableEXT)load(context, "vkCmdSetDepthBoundsTestEnableEXT"); + vkCmdSetDepthCompareOpEXT = (PFN_vkCmdSetDepthCompareOpEXT)load(context, "vkCmdSetDepthCompareOpEXT"); + vkCmdSetDepthTestEnableEXT = (PFN_vkCmdSetDepthTestEnableEXT)load(context, "vkCmdSetDepthTestEnableEXT"); + vkCmdSetDepthWriteEnableEXT = (PFN_vkCmdSetDepthWriteEnableEXT)load(context, "vkCmdSetDepthWriteEnableEXT"); + vkCmdSetFrontFaceEXT = (PFN_vkCmdSetFrontFaceEXT)load(context, "vkCmdSetFrontFaceEXT"); + vkCmdSetPrimitiveTopologyEXT = (PFN_vkCmdSetPrimitiveTopologyEXT)load(context, "vkCmdSetPrimitiveTopologyEXT"); + vkCmdSetScissorWithCountEXT = (PFN_vkCmdSetScissorWithCountEXT)load(context, "vkCmdSetScissorWithCountEXT"); + vkCmdSetStencilOpEXT = (PFN_vkCmdSetStencilOpEXT)load(context, "vkCmdSetStencilOpEXT"); + vkCmdSetStencilTestEnableEXT = (PFN_vkCmdSetStencilTestEnableEXT)load(context, "vkCmdSetStencilTestEnableEXT"); + vkCmdSetViewportWithCountEXT = (PFN_vkCmdSetViewportWithCountEXT)load(context, "vkCmdSetViewportWithCountEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) + vkCmdSetDepthBiasEnableEXT = (PFN_vkCmdSetDepthBiasEnableEXT)load(context, "vkCmdSetDepthBiasEnableEXT"); + vkCmdSetLogicOpEXT = (PFN_vkCmdSetLogicOpEXT)load(context, "vkCmdSetLogicOpEXT"); + vkCmdSetPatchControlPointsEXT = (PFN_vkCmdSetPatchControlPointsEXT)load(context, "vkCmdSetPatchControlPointsEXT"); + vkCmdSetPrimitiveRestartEnableEXT = (PFN_vkCmdSetPrimitiveRestartEnableEXT)load(context, "vkCmdSetPrimitiveRestartEnableEXT"); + vkCmdSetRasterizerDiscardEnableEXT = (PFN_vkCmdSetRasterizerDiscardEnableEXT)load(context, "vkCmdSetRasterizerDiscardEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) + vkCmdSetAlphaToCoverageEnableEXT = (PFN_vkCmdSetAlphaToCoverageEnableEXT)load(context, "vkCmdSetAlphaToCoverageEnableEXT"); + vkCmdSetAlphaToOneEnableEXT = (PFN_vkCmdSetAlphaToOneEnableEXT)load(context, "vkCmdSetAlphaToOneEnableEXT"); + vkCmdSetColorBlendEnableEXT = (PFN_vkCmdSetColorBlendEnableEXT)load(context, "vkCmdSetColorBlendEnableEXT"); + vkCmdSetColorBlendEquationEXT = (PFN_vkCmdSetColorBlendEquationEXT)load(context, "vkCmdSetColorBlendEquationEXT"); + vkCmdSetColorWriteMaskEXT = (PFN_vkCmdSetColorWriteMaskEXT)load(context, "vkCmdSetColorWriteMaskEXT"); + vkCmdSetDepthClampEnableEXT = (PFN_vkCmdSetDepthClampEnableEXT)load(context, "vkCmdSetDepthClampEnableEXT"); + vkCmdSetLogicOpEnableEXT = (PFN_vkCmdSetLogicOpEnableEXT)load(context, "vkCmdSetLogicOpEnableEXT"); + vkCmdSetPolygonModeEXT = (PFN_vkCmdSetPolygonModeEXT)load(context, "vkCmdSetPolygonModeEXT"); + vkCmdSetRasterizationSamplesEXT = (PFN_vkCmdSetRasterizationSamplesEXT)load(context, "vkCmdSetRasterizationSamplesEXT"); + vkCmdSetSampleMaskEXT = (PFN_vkCmdSetSampleMaskEXT)load(context, "vkCmdSetSampleMaskEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) + vkCmdSetTessellationDomainOriginEXT = (PFN_vkCmdSetTessellationDomainOriginEXT)load(context, "vkCmdSetTessellationDomainOriginEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) + vkCmdSetRasterizationStreamEXT = (PFN_vkCmdSetRasterizationStreamEXT)load(context, "vkCmdSetRasterizationStreamEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) + vkCmdSetConservativeRasterizationModeEXT = (PFN_vkCmdSetConservativeRasterizationModeEXT)load(context, "vkCmdSetConservativeRasterizationModeEXT"); + vkCmdSetExtraPrimitiveOverestimationSizeEXT = (PFN_vkCmdSetExtraPrimitiveOverestimationSizeEXT)load(context, "vkCmdSetExtraPrimitiveOverestimationSizeEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) + vkCmdSetDepthClipEnableEXT = (PFN_vkCmdSetDepthClipEnableEXT)load(context, "vkCmdSetDepthClipEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) + vkCmdSetSampleLocationsEnableEXT = (PFN_vkCmdSetSampleLocationsEnableEXT)load(context, "vkCmdSetSampleLocationsEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) + vkCmdSetColorBlendAdvancedEXT = (PFN_vkCmdSetColorBlendAdvancedEXT)load(context, "vkCmdSetColorBlendAdvancedEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) + vkCmdSetProvokingVertexModeEXT = (PFN_vkCmdSetProvokingVertexModeEXT)load(context, "vkCmdSetProvokingVertexModeEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) + vkCmdSetLineRasterizationModeEXT = (PFN_vkCmdSetLineRasterizationModeEXT)load(context, "vkCmdSetLineRasterizationModeEXT"); + vkCmdSetLineStippleEnableEXT = (PFN_vkCmdSetLineStippleEnableEXT)load(context, "vkCmdSetLineStippleEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) + vkCmdSetDepthClipNegativeOneToOneEXT = (PFN_vkCmdSetDepthClipNegativeOneToOneEXT)load(context, "vkCmdSetDepthClipNegativeOneToOneEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) + vkCmdSetViewportWScalingEnableNV = (PFN_vkCmdSetViewportWScalingEnableNV)load(context, "vkCmdSetViewportWScalingEnableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) + vkCmdSetViewportSwizzleNV = (PFN_vkCmdSetViewportSwizzleNV)load(context, "vkCmdSetViewportSwizzleNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) + vkCmdSetCoverageToColorEnableNV = (PFN_vkCmdSetCoverageToColorEnableNV)load(context, "vkCmdSetCoverageToColorEnableNV"); + vkCmdSetCoverageToColorLocationNV = (PFN_vkCmdSetCoverageToColorLocationNV)load(context, "vkCmdSetCoverageToColorLocationNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) + vkCmdSetCoverageModulationModeNV = (PFN_vkCmdSetCoverageModulationModeNV)load(context, "vkCmdSetCoverageModulationModeNV"); + vkCmdSetCoverageModulationTableEnableNV = (PFN_vkCmdSetCoverageModulationTableEnableNV)load(context, "vkCmdSetCoverageModulationTableEnableNV"); + vkCmdSetCoverageModulationTableNV = (PFN_vkCmdSetCoverageModulationTableNV)load(context, "vkCmdSetCoverageModulationTableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) + vkCmdSetShadingRateImageEnableNV = (PFN_vkCmdSetShadingRateImageEnableNV)load(context, "vkCmdSetShadingRateImageEnableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) + vkCmdSetRepresentativeFragmentTestEnableNV = (PFN_vkCmdSetRepresentativeFragmentTestEnableNV)load(context, "vkCmdSetRepresentativeFragmentTestEnableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) + vkCmdSetCoverageReductionModeNV = (PFN_vkCmdSetCoverageReductionModeNV)load(context, "vkCmdSetCoverageReductionModeNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) */ +#if (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) + vkGetImageSubresourceLayout2EXT = (PFN_vkGetImageSubresourceLayout2EXT)load(context, "vkGetImageSubresourceLayout2EXT"); +#endif /* (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) */ +#if (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) + vkCmdSetVertexInputEXT = (PFN_vkCmdSetVertexInputEXT)load(context, "vkCmdSetVertexInputEXT"); +#endif /* (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) */ +#if (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) + vkCmdPushDescriptorSetWithTemplateKHR = (PFN_vkCmdPushDescriptorSetWithTemplateKHR)load(context, "vkCmdPushDescriptorSetWithTemplateKHR"); +#endif /* (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) + vkGetDeviceGroupPresentCapabilitiesKHR = (PFN_vkGetDeviceGroupPresentCapabilitiesKHR)load(context, "vkGetDeviceGroupPresentCapabilitiesKHR"); + vkGetDeviceGroupSurfacePresentModesKHR = (PFN_vkGetDeviceGroupSurfacePresentModesKHR)load(context, "vkGetDeviceGroupSurfacePresentModesKHR"); +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) + vkAcquireNextImage2KHR = (PFN_vkAcquireNextImage2KHR)load(context, "vkAcquireNextImage2KHR"); +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ + /* VOLK_GENERATE_LOAD_DEVICE */ +} + +static void volkGenLoadDeviceTable(struct VolkDeviceTable* table, void* context, PFN_vkVoidFunction (*load)(void*, const char*)) +{ + /* VOLK_GENERATE_LOAD_DEVICE_TABLE */ +#if defined(VK_VERSION_1_0) + table->vkAllocateCommandBuffers = (PFN_vkAllocateCommandBuffers)load(context, "vkAllocateCommandBuffers"); + table->vkAllocateDescriptorSets = (PFN_vkAllocateDescriptorSets)load(context, "vkAllocateDescriptorSets"); + table->vkAllocateMemory = (PFN_vkAllocateMemory)load(context, "vkAllocateMemory"); + table->vkBeginCommandBuffer = (PFN_vkBeginCommandBuffer)load(context, "vkBeginCommandBuffer"); + table->vkBindBufferMemory = (PFN_vkBindBufferMemory)load(context, "vkBindBufferMemory"); + table->vkBindImageMemory = (PFN_vkBindImageMemory)load(context, "vkBindImageMemory"); + table->vkCmdBeginQuery = (PFN_vkCmdBeginQuery)load(context, "vkCmdBeginQuery"); + table->vkCmdBeginRenderPass = (PFN_vkCmdBeginRenderPass)load(context, "vkCmdBeginRenderPass"); + table->vkCmdBindDescriptorSets = (PFN_vkCmdBindDescriptorSets)load(context, "vkCmdBindDescriptorSets"); + table->vkCmdBindIndexBuffer = (PFN_vkCmdBindIndexBuffer)load(context, "vkCmdBindIndexBuffer"); + table->vkCmdBindPipeline = (PFN_vkCmdBindPipeline)load(context, "vkCmdBindPipeline"); + table->vkCmdBindVertexBuffers = (PFN_vkCmdBindVertexBuffers)load(context, "vkCmdBindVertexBuffers"); + table->vkCmdBlitImage = (PFN_vkCmdBlitImage)load(context, "vkCmdBlitImage"); + table->vkCmdClearAttachments = (PFN_vkCmdClearAttachments)load(context, "vkCmdClearAttachments"); + table->vkCmdClearColorImage = (PFN_vkCmdClearColorImage)load(context, "vkCmdClearColorImage"); + table->vkCmdClearDepthStencilImage = (PFN_vkCmdClearDepthStencilImage)load(context, "vkCmdClearDepthStencilImage"); + table->vkCmdCopyBuffer = (PFN_vkCmdCopyBuffer)load(context, "vkCmdCopyBuffer"); + table->vkCmdCopyBufferToImage = (PFN_vkCmdCopyBufferToImage)load(context, "vkCmdCopyBufferToImage"); + table->vkCmdCopyImage = (PFN_vkCmdCopyImage)load(context, "vkCmdCopyImage"); + table->vkCmdCopyImageToBuffer = (PFN_vkCmdCopyImageToBuffer)load(context, "vkCmdCopyImageToBuffer"); + table->vkCmdCopyQueryPoolResults = (PFN_vkCmdCopyQueryPoolResults)load(context, "vkCmdCopyQueryPoolResults"); + table->vkCmdDispatch = (PFN_vkCmdDispatch)load(context, "vkCmdDispatch"); + table->vkCmdDispatchIndirect = (PFN_vkCmdDispatchIndirect)load(context, "vkCmdDispatchIndirect"); + table->vkCmdDraw = (PFN_vkCmdDraw)load(context, "vkCmdDraw"); + table->vkCmdDrawIndexed = (PFN_vkCmdDrawIndexed)load(context, "vkCmdDrawIndexed"); + table->vkCmdDrawIndexedIndirect = (PFN_vkCmdDrawIndexedIndirect)load(context, "vkCmdDrawIndexedIndirect"); + table->vkCmdDrawIndirect = (PFN_vkCmdDrawIndirect)load(context, "vkCmdDrawIndirect"); + table->vkCmdEndQuery = (PFN_vkCmdEndQuery)load(context, "vkCmdEndQuery"); + table->vkCmdEndRenderPass = (PFN_vkCmdEndRenderPass)load(context, "vkCmdEndRenderPass"); + table->vkCmdExecuteCommands = (PFN_vkCmdExecuteCommands)load(context, "vkCmdExecuteCommands"); + table->vkCmdFillBuffer = (PFN_vkCmdFillBuffer)load(context, "vkCmdFillBuffer"); + table->vkCmdNextSubpass = (PFN_vkCmdNextSubpass)load(context, "vkCmdNextSubpass"); + table->vkCmdPipelineBarrier = (PFN_vkCmdPipelineBarrier)load(context, "vkCmdPipelineBarrier"); + table->vkCmdPushConstants = (PFN_vkCmdPushConstants)load(context, "vkCmdPushConstants"); + table->vkCmdResetEvent = (PFN_vkCmdResetEvent)load(context, "vkCmdResetEvent"); + table->vkCmdResetQueryPool = (PFN_vkCmdResetQueryPool)load(context, "vkCmdResetQueryPool"); + table->vkCmdResolveImage = (PFN_vkCmdResolveImage)load(context, "vkCmdResolveImage"); + table->vkCmdSetBlendConstants = (PFN_vkCmdSetBlendConstants)load(context, "vkCmdSetBlendConstants"); + table->vkCmdSetDepthBias = (PFN_vkCmdSetDepthBias)load(context, "vkCmdSetDepthBias"); + table->vkCmdSetDepthBounds = (PFN_vkCmdSetDepthBounds)load(context, "vkCmdSetDepthBounds"); + table->vkCmdSetEvent = (PFN_vkCmdSetEvent)load(context, "vkCmdSetEvent"); + table->vkCmdSetLineWidth = (PFN_vkCmdSetLineWidth)load(context, "vkCmdSetLineWidth"); + table->vkCmdSetScissor = (PFN_vkCmdSetScissor)load(context, "vkCmdSetScissor"); + table->vkCmdSetStencilCompareMask = (PFN_vkCmdSetStencilCompareMask)load(context, "vkCmdSetStencilCompareMask"); + table->vkCmdSetStencilReference = (PFN_vkCmdSetStencilReference)load(context, "vkCmdSetStencilReference"); + table->vkCmdSetStencilWriteMask = (PFN_vkCmdSetStencilWriteMask)load(context, "vkCmdSetStencilWriteMask"); + table->vkCmdSetViewport = (PFN_vkCmdSetViewport)load(context, "vkCmdSetViewport"); + table->vkCmdUpdateBuffer = (PFN_vkCmdUpdateBuffer)load(context, "vkCmdUpdateBuffer"); + table->vkCmdWaitEvents = (PFN_vkCmdWaitEvents)load(context, "vkCmdWaitEvents"); + table->vkCmdWriteTimestamp = (PFN_vkCmdWriteTimestamp)load(context, "vkCmdWriteTimestamp"); + table->vkCreateBuffer = (PFN_vkCreateBuffer)load(context, "vkCreateBuffer"); + table->vkCreateBufferView = (PFN_vkCreateBufferView)load(context, "vkCreateBufferView"); + table->vkCreateCommandPool = (PFN_vkCreateCommandPool)load(context, "vkCreateCommandPool"); + table->vkCreateComputePipelines = (PFN_vkCreateComputePipelines)load(context, "vkCreateComputePipelines"); + table->vkCreateDescriptorPool = (PFN_vkCreateDescriptorPool)load(context, "vkCreateDescriptorPool"); + table->vkCreateDescriptorSetLayout = (PFN_vkCreateDescriptorSetLayout)load(context, "vkCreateDescriptorSetLayout"); + table->vkCreateEvent = (PFN_vkCreateEvent)load(context, "vkCreateEvent"); + table->vkCreateFence = (PFN_vkCreateFence)load(context, "vkCreateFence"); + table->vkCreateFramebuffer = (PFN_vkCreateFramebuffer)load(context, "vkCreateFramebuffer"); + table->vkCreateGraphicsPipelines = (PFN_vkCreateGraphicsPipelines)load(context, "vkCreateGraphicsPipelines"); + table->vkCreateImage = (PFN_vkCreateImage)load(context, "vkCreateImage"); + table->vkCreateImageView = (PFN_vkCreateImageView)load(context, "vkCreateImageView"); + table->vkCreatePipelineCache = (PFN_vkCreatePipelineCache)load(context, "vkCreatePipelineCache"); + table->vkCreatePipelineLayout = (PFN_vkCreatePipelineLayout)load(context, "vkCreatePipelineLayout"); + table->vkCreateQueryPool = (PFN_vkCreateQueryPool)load(context, "vkCreateQueryPool"); + table->vkCreateRenderPass = (PFN_vkCreateRenderPass)load(context, "vkCreateRenderPass"); + table->vkCreateSampler = (PFN_vkCreateSampler)load(context, "vkCreateSampler"); + table->vkCreateSemaphore = (PFN_vkCreateSemaphore)load(context, "vkCreateSemaphore"); + table->vkCreateShaderModule = (PFN_vkCreateShaderModule)load(context, "vkCreateShaderModule"); + table->vkDestroyBuffer = (PFN_vkDestroyBuffer)load(context, "vkDestroyBuffer"); + table->vkDestroyBufferView = (PFN_vkDestroyBufferView)load(context, "vkDestroyBufferView"); + table->vkDestroyCommandPool = (PFN_vkDestroyCommandPool)load(context, "vkDestroyCommandPool"); + table->vkDestroyDescriptorPool = (PFN_vkDestroyDescriptorPool)load(context, "vkDestroyDescriptorPool"); + table->vkDestroyDescriptorSetLayout = (PFN_vkDestroyDescriptorSetLayout)load(context, "vkDestroyDescriptorSetLayout"); + table->vkDestroyDevice = (PFN_vkDestroyDevice)load(context, "vkDestroyDevice"); + table->vkDestroyEvent = (PFN_vkDestroyEvent)load(context, "vkDestroyEvent"); + table->vkDestroyFence = (PFN_vkDestroyFence)load(context, "vkDestroyFence"); + table->vkDestroyFramebuffer = (PFN_vkDestroyFramebuffer)load(context, "vkDestroyFramebuffer"); + table->vkDestroyImage = (PFN_vkDestroyImage)load(context, "vkDestroyImage"); + table->vkDestroyImageView = (PFN_vkDestroyImageView)load(context, "vkDestroyImageView"); + table->vkDestroyPipeline = (PFN_vkDestroyPipeline)load(context, "vkDestroyPipeline"); + table->vkDestroyPipelineCache = (PFN_vkDestroyPipelineCache)load(context, "vkDestroyPipelineCache"); + table->vkDestroyPipelineLayout = (PFN_vkDestroyPipelineLayout)load(context, "vkDestroyPipelineLayout"); + table->vkDestroyQueryPool = (PFN_vkDestroyQueryPool)load(context, "vkDestroyQueryPool"); + table->vkDestroyRenderPass = (PFN_vkDestroyRenderPass)load(context, "vkDestroyRenderPass"); + table->vkDestroySampler = (PFN_vkDestroySampler)load(context, "vkDestroySampler"); + table->vkDestroySemaphore = (PFN_vkDestroySemaphore)load(context, "vkDestroySemaphore"); + table->vkDestroyShaderModule = (PFN_vkDestroyShaderModule)load(context, "vkDestroyShaderModule"); + table->vkDeviceWaitIdle = (PFN_vkDeviceWaitIdle)load(context, "vkDeviceWaitIdle"); + table->vkEndCommandBuffer = (PFN_vkEndCommandBuffer)load(context, "vkEndCommandBuffer"); + table->vkFlushMappedMemoryRanges = (PFN_vkFlushMappedMemoryRanges)load(context, "vkFlushMappedMemoryRanges"); + table->vkFreeCommandBuffers = (PFN_vkFreeCommandBuffers)load(context, "vkFreeCommandBuffers"); + table->vkFreeDescriptorSets = (PFN_vkFreeDescriptorSets)load(context, "vkFreeDescriptorSets"); + table->vkFreeMemory = (PFN_vkFreeMemory)load(context, "vkFreeMemory"); + table->vkGetBufferMemoryRequirements = (PFN_vkGetBufferMemoryRequirements)load(context, "vkGetBufferMemoryRequirements"); + table->vkGetDeviceMemoryCommitment = (PFN_vkGetDeviceMemoryCommitment)load(context, "vkGetDeviceMemoryCommitment"); + table->vkGetDeviceQueue = (PFN_vkGetDeviceQueue)load(context, "vkGetDeviceQueue"); + table->vkGetEventStatus = (PFN_vkGetEventStatus)load(context, "vkGetEventStatus"); + table->vkGetFenceStatus = (PFN_vkGetFenceStatus)load(context, "vkGetFenceStatus"); + table->vkGetImageMemoryRequirements = (PFN_vkGetImageMemoryRequirements)load(context, "vkGetImageMemoryRequirements"); + table->vkGetImageSparseMemoryRequirements = (PFN_vkGetImageSparseMemoryRequirements)load(context, "vkGetImageSparseMemoryRequirements"); + table->vkGetImageSubresourceLayout = (PFN_vkGetImageSubresourceLayout)load(context, "vkGetImageSubresourceLayout"); + table->vkGetPipelineCacheData = (PFN_vkGetPipelineCacheData)load(context, "vkGetPipelineCacheData"); + table->vkGetQueryPoolResults = (PFN_vkGetQueryPoolResults)load(context, "vkGetQueryPoolResults"); + table->vkGetRenderAreaGranularity = (PFN_vkGetRenderAreaGranularity)load(context, "vkGetRenderAreaGranularity"); + table->vkInvalidateMappedMemoryRanges = (PFN_vkInvalidateMappedMemoryRanges)load(context, "vkInvalidateMappedMemoryRanges"); + table->vkMapMemory = (PFN_vkMapMemory)load(context, "vkMapMemory"); + table->vkMergePipelineCaches = (PFN_vkMergePipelineCaches)load(context, "vkMergePipelineCaches"); + table->vkQueueBindSparse = (PFN_vkQueueBindSparse)load(context, "vkQueueBindSparse"); + table->vkQueueSubmit = (PFN_vkQueueSubmit)load(context, "vkQueueSubmit"); + table->vkQueueWaitIdle = (PFN_vkQueueWaitIdle)load(context, "vkQueueWaitIdle"); + table->vkResetCommandBuffer = (PFN_vkResetCommandBuffer)load(context, "vkResetCommandBuffer"); + table->vkResetCommandPool = (PFN_vkResetCommandPool)load(context, "vkResetCommandPool"); + table->vkResetDescriptorPool = (PFN_vkResetDescriptorPool)load(context, "vkResetDescriptorPool"); + table->vkResetEvent = (PFN_vkResetEvent)load(context, "vkResetEvent"); + table->vkResetFences = (PFN_vkResetFences)load(context, "vkResetFences"); + table->vkSetEvent = (PFN_vkSetEvent)load(context, "vkSetEvent"); + table->vkUnmapMemory = (PFN_vkUnmapMemory)load(context, "vkUnmapMemory"); + table->vkUpdateDescriptorSets = (PFN_vkUpdateDescriptorSets)load(context, "vkUpdateDescriptorSets"); + table->vkWaitForFences = (PFN_vkWaitForFences)load(context, "vkWaitForFences"); +#endif /* defined(VK_VERSION_1_0) */ +#if defined(VK_VERSION_1_1) + table->vkBindBufferMemory2 = (PFN_vkBindBufferMemory2)load(context, "vkBindBufferMemory2"); + table->vkBindImageMemory2 = (PFN_vkBindImageMemory2)load(context, "vkBindImageMemory2"); + table->vkCmdDispatchBase = (PFN_vkCmdDispatchBase)load(context, "vkCmdDispatchBase"); + table->vkCmdSetDeviceMask = (PFN_vkCmdSetDeviceMask)load(context, "vkCmdSetDeviceMask"); + table->vkCreateDescriptorUpdateTemplate = (PFN_vkCreateDescriptorUpdateTemplate)load(context, "vkCreateDescriptorUpdateTemplate"); + table->vkCreateSamplerYcbcrConversion = (PFN_vkCreateSamplerYcbcrConversion)load(context, "vkCreateSamplerYcbcrConversion"); + table->vkDestroyDescriptorUpdateTemplate = (PFN_vkDestroyDescriptorUpdateTemplate)load(context, "vkDestroyDescriptorUpdateTemplate"); + table->vkDestroySamplerYcbcrConversion = (PFN_vkDestroySamplerYcbcrConversion)load(context, "vkDestroySamplerYcbcrConversion"); + table->vkGetBufferMemoryRequirements2 = (PFN_vkGetBufferMemoryRequirements2)load(context, "vkGetBufferMemoryRequirements2"); + table->vkGetDescriptorSetLayoutSupport = (PFN_vkGetDescriptorSetLayoutSupport)load(context, "vkGetDescriptorSetLayoutSupport"); + table->vkGetDeviceGroupPeerMemoryFeatures = (PFN_vkGetDeviceGroupPeerMemoryFeatures)load(context, "vkGetDeviceGroupPeerMemoryFeatures"); + table->vkGetDeviceQueue2 = (PFN_vkGetDeviceQueue2)load(context, "vkGetDeviceQueue2"); + table->vkGetImageMemoryRequirements2 = (PFN_vkGetImageMemoryRequirements2)load(context, "vkGetImageMemoryRequirements2"); + table->vkGetImageSparseMemoryRequirements2 = (PFN_vkGetImageSparseMemoryRequirements2)load(context, "vkGetImageSparseMemoryRequirements2"); + table->vkTrimCommandPool = (PFN_vkTrimCommandPool)load(context, "vkTrimCommandPool"); + table->vkUpdateDescriptorSetWithTemplate = (PFN_vkUpdateDescriptorSetWithTemplate)load(context, "vkUpdateDescriptorSetWithTemplate"); +#endif /* defined(VK_VERSION_1_1) */ +#if defined(VK_VERSION_1_2) + table->vkCmdBeginRenderPass2 = (PFN_vkCmdBeginRenderPass2)load(context, "vkCmdBeginRenderPass2"); + table->vkCmdDrawIndexedIndirectCount = (PFN_vkCmdDrawIndexedIndirectCount)load(context, "vkCmdDrawIndexedIndirectCount"); + table->vkCmdDrawIndirectCount = (PFN_vkCmdDrawIndirectCount)load(context, "vkCmdDrawIndirectCount"); + table->vkCmdEndRenderPass2 = (PFN_vkCmdEndRenderPass2)load(context, "vkCmdEndRenderPass2"); + table->vkCmdNextSubpass2 = (PFN_vkCmdNextSubpass2)load(context, "vkCmdNextSubpass2"); + table->vkCreateRenderPass2 = (PFN_vkCreateRenderPass2)load(context, "vkCreateRenderPass2"); + table->vkGetBufferDeviceAddress = (PFN_vkGetBufferDeviceAddress)load(context, "vkGetBufferDeviceAddress"); + table->vkGetBufferOpaqueCaptureAddress = (PFN_vkGetBufferOpaqueCaptureAddress)load(context, "vkGetBufferOpaqueCaptureAddress"); + table->vkGetDeviceMemoryOpaqueCaptureAddress = (PFN_vkGetDeviceMemoryOpaqueCaptureAddress)load(context, "vkGetDeviceMemoryOpaqueCaptureAddress"); + table->vkGetSemaphoreCounterValue = (PFN_vkGetSemaphoreCounterValue)load(context, "vkGetSemaphoreCounterValue"); + table->vkResetQueryPool = (PFN_vkResetQueryPool)load(context, "vkResetQueryPool"); + table->vkSignalSemaphore = (PFN_vkSignalSemaphore)load(context, "vkSignalSemaphore"); + table->vkWaitSemaphores = (PFN_vkWaitSemaphores)load(context, "vkWaitSemaphores"); +#endif /* defined(VK_VERSION_1_2) */ +#if defined(VK_VERSION_1_3) + table->vkCmdBeginRendering = (PFN_vkCmdBeginRendering)load(context, "vkCmdBeginRendering"); + table->vkCmdBindVertexBuffers2 = (PFN_vkCmdBindVertexBuffers2)load(context, "vkCmdBindVertexBuffers2"); + table->vkCmdBlitImage2 = (PFN_vkCmdBlitImage2)load(context, "vkCmdBlitImage2"); + table->vkCmdCopyBuffer2 = (PFN_vkCmdCopyBuffer2)load(context, "vkCmdCopyBuffer2"); + table->vkCmdCopyBufferToImage2 = (PFN_vkCmdCopyBufferToImage2)load(context, "vkCmdCopyBufferToImage2"); + table->vkCmdCopyImage2 = (PFN_vkCmdCopyImage2)load(context, "vkCmdCopyImage2"); + table->vkCmdCopyImageToBuffer2 = (PFN_vkCmdCopyImageToBuffer2)load(context, "vkCmdCopyImageToBuffer2"); + table->vkCmdEndRendering = (PFN_vkCmdEndRendering)load(context, "vkCmdEndRendering"); + table->vkCmdPipelineBarrier2 = (PFN_vkCmdPipelineBarrier2)load(context, "vkCmdPipelineBarrier2"); + table->vkCmdResetEvent2 = (PFN_vkCmdResetEvent2)load(context, "vkCmdResetEvent2"); + table->vkCmdResolveImage2 = (PFN_vkCmdResolveImage2)load(context, "vkCmdResolveImage2"); + table->vkCmdSetCullMode = (PFN_vkCmdSetCullMode)load(context, "vkCmdSetCullMode"); + table->vkCmdSetDepthBiasEnable = (PFN_vkCmdSetDepthBiasEnable)load(context, "vkCmdSetDepthBiasEnable"); + table->vkCmdSetDepthBoundsTestEnable = (PFN_vkCmdSetDepthBoundsTestEnable)load(context, "vkCmdSetDepthBoundsTestEnable"); + table->vkCmdSetDepthCompareOp = (PFN_vkCmdSetDepthCompareOp)load(context, "vkCmdSetDepthCompareOp"); + table->vkCmdSetDepthTestEnable = (PFN_vkCmdSetDepthTestEnable)load(context, "vkCmdSetDepthTestEnable"); + table->vkCmdSetDepthWriteEnable = (PFN_vkCmdSetDepthWriteEnable)load(context, "vkCmdSetDepthWriteEnable"); + table->vkCmdSetEvent2 = (PFN_vkCmdSetEvent2)load(context, "vkCmdSetEvent2"); + table->vkCmdSetFrontFace = (PFN_vkCmdSetFrontFace)load(context, "vkCmdSetFrontFace"); + table->vkCmdSetPrimitiveRestartEnable = (PFN_vkCmdSetPrimitiveRestartEnable)load(context, "vkCmdSetPrimitiveRestartEnable"); + table->vkCmdSetPrimitiveTopology = (PFN_vkCmdSetPrimitiveTopology)load(context, "vkCmdSetPrimitiveTopology"); + table->vkCmdSetRasterizerDiscardEnable = (PFN_vkCmdSetRasterizerDiscardEnable)load(context, "vkCmdSetRasterizerDiscardEnable"); + table->vkCmdSetScissorWithCount = (PFN_vkCmdSetScissorWithCount)load(context, "vkCmdSetScissorWithCount"); + table->vkCmdSetStencilOp = (PFN_vkCmdSetStencilOp)load(context, "vkCmdSetStencilOp"); + table->vkCmdSetStencilTestEnable = (PFN_vkCmdSetStencilTestEnable)load(context, "vkCmdSetStencilTestEnable"); + table->vkCmdSetViewportWithCount = (PFN_vkCmdSetViewportWithCount)load(context, "vkCmdSetViewportWithCount"); + table->vkCmdWaitEvents2 = (PFN_vkCmdWaitEvents2)load(context, "vkCmdWaitEvents2"); + table->vkCmdWriteTimestamp2 = (PFN_vkCmdWriteTimestamp2)load(context, "vkCmdWriteTimestamp2"); + table->vkCreatePrivateDataSlot = (PFN_vkCreatePrivateDataSlot)load(context, "vkCreatePrivateDataSlot"); + table->vkDestroyPrivateDataSlot = (PFN_vkDestroyPrivateDataSlot)load(context, "vkDestroyPrivateDataSlot"); + table->vkGetDeviceBufferMemoryRequirements = (PFN_vkGetDeviceBufferMemoryRequirements)load(context, "vkGetDeviceBufferMemoryRequirements"); + table->vkGetDeviceImageMemoryRequirements = (PFN_vkGetDeviceImageMemoryRequirements)load(context, "vkGetDeviceImageMemoryRequirements"); + table->vkGetDeviceImageSparseMemoryRequirements = (PFN_vkGetDeviceImageSparseMemoryRequirements)load(context, "vkGetDeviceImageSparseMemoryRequirements"); + table->vkGetPrivateData = (PFN_vkGetPrivateData)load(context, "vkGetPrivateData"); + table->vkQueueSubmit2 = (PFN_vkQueueSubmit2)load(context, "vkQueueSubmit2"); + table->vkSetPrivateData = (PFN_vkSetPrivateData)load(context, "vkSetPrivateData"); +#endif /* defined(VK_VERSION_1_3) */ +#if defined(VK_AMDX_shader_enqueue) + table->vkCmdDispatchGraphAMDX = (PFN_vkCmdDispatchGraphAMDX)load(context, "vkCmdDispatchGraphAMDX"); + table->vkCmdDispatchGraphIndirectAMDX = (PFN_vkCmdDispatchGraphIndirectAMDX)load(context, "vkCmdDispatchGraphIndirectAMDX"); + table->vkCmdDispatchGraphIndirectCountAMDX = (PFN_vkCmdDispatchGraphIndirectCountAMDX)load(context, "vkCmdDispatchGraphIndirectCountAMDX"); + table->vkCmdInitializeGraphScratchMemoryAMDX = (PFN_vkCmdInitializeGraphScratchMemoryAMDX)load(context, "vkCmdInitializeGraphScratchMemoryAMDX"); + table->vkCreateExecutionGraphPipelinesAMDX = (PFN_vkCreateExecutionGraphPipelinesAMDX)load(context, "vkCreateExecutionGraphPipelinesAMDX"); + table->vkGetExecutionGraphPipelineNodeIndexAMDX = (PFN_vkGetExecutionGraphPipelineNodeIndexAMDX)load(context, "vkGetExecutionGraphPipelineNodeIndexAMDX"); + table->vkGetExecutionGraphPipelineScratchSizeAMDX = (PFN_vkGetExecutionGraphPipelineScratchSizeAMDX)load(context, "vkGetExecutionGraphPipelineScratchSizeAMDX"); +#endif /* defined(VK_AMDX_shader_enqueue) */ +#if defined(VK_AMD_anti_lag) + table->vkAntiLagUpdateAMD = (PFN_vkAntiLagUpdateAMD)load(context, "vkAntiLagUpdateAMD"); +#endif /* defined(VK_AMD_anti_lag) */ +#if defined(VK_AMD_buffer_marker) + table->vkCmdWriteBufferMarkerAMD = (PFN_vkCmdWriteBufferMarkerAMD)load(context, "vkCmdWriteBufferMarkerAMD"); +#endif /* defined(VK_AMD_buffer_marker) */ +#if defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) + table->vkCmdWriteBufferMarker2AMD = (PFN_vkCmdWriteBufferMarker2AMD)load(context, "vkCmdWriteBufferMarker2AMD"); +#endif /* defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_AMD_display_native_hdr) + table->vkSetLocalDimmingAMD = (PFN_vkSetLocalDimmingAMD)load(context, "vkSetLocalDimmingAMD"); +#endif /* defined(VK_AMD_display_native_hdr) */ +#if defined(VK_AMD_draw_indirect_count) + table->vkCmdDrawIndexedIndirectCountAMD = (PFN_vkCmdDrawIndexedIndirectCountAMD)load(context, "vkCmdDrawIndexedIndirectCountAMD"); + table->vkCmdDrawIndirectCountAMD = (PFN_vkCmdDrawIndirectCountAMD)load(context, "vkCmdDrawIndirectCountAMD"); +#endif /* defined(VK_AMD_draw_indirect_count) */ +#if defined(VK_AMD_shader_info) + table->vkGetShaderInfoAMD = (PFN_vkGetShaderInfoAMD)load(context, "vkGetShaderInfoAMD"); +#endif /* defined(VK_AMD_shader_info) */ +#if defined(VK_ANDROID_external_memory_android_hardware_buffer) + table->vkGetAndroidHardwareBufferPropertiesANDROID = (PFN_vkGetAndroidHardwareBufferPropertiesANDROID)load(context, "vkGetAndroidHardwareBufferPropertiesANDROID"); + table->vkGetMemoryAndroidHardwareBufferANDROID = (PFN_vkGetMemoryAndroidHardwareBufferANDROID)load(context, "vkGetMemoryAndroidHardwareBufferANDROID"); +#endif /* defined(VK_ANDROID_external_memory_android_hardware_buffer) */ +#if defined(VK_EXT_attachment_feedback_loop_dynamic_state) + table->vkCmdSetAttachmentFeedbackLoopEnableEXT = (PFN_vkCmdSetAttachmentFeedbackLoopEnableEXT)load(context, "vkCmdSetAttachmentFeedbackLoopEnableEXT"); +#endif /* defined(VK_EXT_attachment_feedback_loop_dynamic_state) */ +#if defined(VK_EXT_buffer_device_address) + table->vkGetBufferDeviceAddressEXT = (PFN_vkGetBufferDeviceAddressEXT)load(context, "vkGetBufferDeviceAddressEXT"); +#endif /* defined(VK_EXT_buffer_device_address) */ +#if defined(VK_EXT_calibrated_timestamps) + table->vkGetCalibratedTimestampsEXT = (PFN_vkGetCalibratedTimestampsEXT)load(context, "vkGetCalibratedTimestampsEXT"); +#endif /* defined(VK_EXT_calibrated_timestamps) */ +#if defined(VK_EXT_color_write_enable) + table->vkCmdSetColorWriteEnableEXT = (PFN_vkCmdSetColorWriteEnableEXT)load(context, "vkCmdSetColorWriteEnableEXT"); +#endif /* defined(VK_EXT_color_write_enable) */ +#if defined(VK_EXT_conditional_rendering) + table->vkCmdBeginConditionalRenderingEXT = (PFN_vkCmdBeginConditionalRenderingEXT)load(context, "vkCmdBeginConditionalRenderingEXT"); + table->vkCmdEndConditionalRenderingEXT = (PFN_vkCmdEndConditionalRenderingEXT)load(context, "vkCmdEndConditionalRenderingEXT"); +#endif /* defined(VK_EXT_conditional_rendering) */ +#if defined(VK_EXT_debug_marker) + table->vkCmdDebugMarkerBeginEXT = (PFN_vkCmdDebugMarkerBeginEXT)load(context, "vkCmdDebugMarkerBeginEXT"); + table->vkCmdDebugMarkerEndEXT = (PFN_vkCmdDebugMarkerEndEXT)load(context, "vkCmdDebugMarkerEndEXT"); + table->vkCmdDebugMarkerInsertEXT = (PFN_vkCmdDebugMarkerInsertEXT)load(context, "vkCmdDebugMarkerInsertEXT"); + table->vkDebugMarkerSetObjectNameEXT = (PFN_vkDebugMarkerSetObjectNameEXT)load(context, "vkDebugMarkerSetObjectNameEXT"); + table->vkDebugMarkerSetObjectTagEXT = (PFN_vkDebugMarkerSetObjectTagEXT)load(context, "vkDebugMarkerSetObjectTagEXT"); +#endif /* defined(VK_EXT_debug_marker) */ +#if defined(VK_EXT_depth_bias_control) + table->vkCmdSetDepthBias2EXT = (PFN_vkCmdSetDepthBias2EXT)load(context, "vkCmdSetDepthBias2EXT"); +#endif /* defined(VK_EXT_depth_bias_control) */ +#if defined(VK_EXT_descriptor_buffer) + table->vkCmdBindDescriptorBufferEmbeddedSamplersEXT = (PFN_vkCmdBindDescriptorBufferEmbeddedSamplersEXT)load(context, "vkCmdBindDescriptorBufferEmbeddedSamplersEXT"); + table->vkCmdBindDescriptorBuffersEXT = (PFN_vkCmdBindDescriptorBuffersEXT)load(context, "vkCmdBindDescriptorBuffersEXT"); + table->vkCmdSetDescriptorBufferOffsetsEXT = (PFN_vkCmdSetDescriptorBufferOffsetsEXT)load(context, "vkCmdSetDescriptorBufferOffsetsEXT"); + table->vkGetBufferOpaqueCaptureDescriptorDataEXT = (PFN_vkGetBufferOpaqueCaptureDescriptorDataEXT)load(context, "vkGetBufferOpaqueCaptureDescriptorDataEXT"); + table->vkGetDescriptorEXT = (PFN_vkGetDescriptorEXT)load(context, "vkGetDescriptorEXT"); + table->vkGetDescriptorSetLayoutBindingOffsetEXT = (PFN_vkGetDescriptorSetLayoutBindingOffsetEXT)load(context, "vkGetDescriptorSetLayoutBindingOffsetEXT"); + table->vkGetDescriptorSetLayoutSizeEXT = (PFN_vkGetDescriptorSetLayoutSizeEXT)load(context, "vkGetDescriptorSetLayoutSizeEXT"); + table->vkGetImageOpaqueCaptureDescriptorDataEXT = (PFN_vkGetImageOpaqueCaptureDescriptorDataEXT)load(context, "vkGetImageOpaqueCaptureDescriptorDataEXT"); + table->vkGetImageViewOpaqueCaptureDescriptorDataEXT = (PFN_vkGetImageViewOpaqueCaptureDescriptorDataEXT)load(context, "vkGetImageViewOpaqueCaptureDescriptorDataEXT"); + table->vkGetSamplerOpaqueCaptureDescriptorDataEXT = (PFN_vkGetSamplerOpaqueCaptureDescriptorDataEXT)load(context, "vkGetSamplerOpaqueCaptureDescriptorDataEXT"); +#endif /* defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) + table->vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT = (PFN_vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT)load(context, "vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT"); +#endif /* defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) */ +#if defined(VK_EXT_device_fault) + table->vkGetDeviceFaultInfoEXT = (PFN_vkGetDeviceFaultInfoEXT)load(context, "vkGetDeviceFaultInfoEXT"); +#endif /* defined(VK_EXT_device_fault) */ +#if defined(VK_EXT_device_generated_commands) + table->vkCmdExecuteGeneratedCommandsEXT = (PFN_vkCmdExecuteGeneratedCommandsEXT)load(context, "vkCmdExecuteGeneratedCommandsEXT"); + table->vkCmdPreprocessGeneratedCommandsEXT = (PFN_vkCmdPreprocessGeneratedCommandsEXT)load(context, "vkCmdPreprocessGeneratedCommandsEXT"); + table->vkCreateIndirectCommandsLayoutEXT = (PFN_vkCreateIndirectCommandsLayoutEXT)load(context, "vkCreateIndirectCommandsLayoutEXT"); + table->vkCreateIndirectExecutionSetEXT = (PFN_vkCreateIndirectExecutionSetEXT)load(context, "vkCreateIndirectExecutionSetEXT"); + table->vkDestroyIndirectCommandsLayoutEXT = (PFN_vkDestroyIndirectCommandsLayoutEXT)load(context, "vkDestroyIndirectCommandsLayoutEXT"); + table->vkDestroyIndirectExecutionSetEXT = (PFN_vkDestroyIndirectExecutionSetEXT)load(context, "vkDestroyIndirectExecutionSetEXT"); + table->vkGetGeneratedCommandsMemoryRequirementsEXT = (PFN_vkGetGeneratedCommandsMemoryRequirementsEXT)load(context, "vkGetGeneratedCommandsMemoryRequirementsEXT"); + table->vkUpdateIndirectExecutionSetPipelineEXT = (PFN_vkUpdateIndirectExecutionSetPipelineEXT)load(context, "vkUpdateIndirectExecutionSetPipelineEXT"); + table->vkUpdateIndirectExecutionSetShaderEXT = (PFN_vkUpdateIndirectExecutionSetShaderEXT)load(context, "vkUpdateIndirectExecutionSetShaderEXT"); +#endif /* defined(VK_EXT_device_generated_commands) */ +#if defined(VK_EXT_discard_rectangles) + table->vkCmdSetDiscardRectangleEXT = (PFN_vkCmdSetDiscardRectangleEXT)load(context, "vkCmdSetDiscardRectangleEXT"); +#endif /* defined(VK_EXT_discard_rectangles) */ +#if defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 + table->vkCmdSetDiscardRectangleEnableEXT = (PFN_vkCmdSetDiscardRectangleEnableEXT)load(context, "vkCmdSetDiscardRectangleEnableEXT"); + table->vkCmdSetDiscardRectangleModeEXT = (PFN_vkCmdSetDiscardRectangleModeEXT)load(context, "vkCmdSetDiscardRectangleModeEXT"); +#endif /* defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 */ +#if defined(VK_EXT_display_control) + table->vkDisplayPowerControlEXT = (PFN_vkDisplayPowerControlEXT)load(context, "vkDisplayPowerControlEXT"); + table->vkGetSwapchainCounterEXT = (PFN_vkGetSwapchainCounterEXT)load(context, "vkGetSwapchainCounterEXT"); + table->vkRegisterDeviceEventEXT = (PFN_vkRegisterDeviceEventEXT)load(context, "vkRegisterDeviceEventEXT"); + table->vkRegisterDisplayEventEXT = (PFN_vkRegisterDisplayEventEXT)load(context, "vkRegisterDisplayEventEXT"); +#endif /* defined(VK_EXT_display_control) */ +#if defined(VK_EXT_external_memory_host) + table->vkGetMemoryHostPointerPropertiesEXT = (PFN_vkGetMemoryHostPointerPropertiesEXT)load(context, "vkGetMemoryHostPointerPropertiesEXT"); +#endif /* defined(VK_EXT_external_memory_host) */ +#if defined(VK_EXT_full_screen_exclusive) + table->vkAcquireFullScreenExclusiveModeEXT = (PFN_vkAcquireFullScreenExclusiveModeEXT)load(context, "vkAcquireFullScreenExclusiveModeEXT"); + table->vkReleaseFullScreenExclusiveModeEXT = (PFN_vkReleaseFullScreenExclusiveModeEXT)load(context, "vkReleaseFullScreenExclusiveModeEXT"); +#endif /* defined(VK_EXT_full_screen_exclusive) */ +#if defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) + table->vkGetDeviceGroupSurfacePresentModes2EXT = (PFN_vkGetDeviceGroupSurfacePresentModes2EXT)load(context, "vkGetDeviceGroupSurfacePresentModes2EXT"); +#endif /* defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) */ +#if defined(VK_EXT_hdr_metadata) + table->vkSetHdrMetadataEXT = (PFN_vkSetHdrMetadataEXT)load(context, "vkSetHdrMetadataEXT"); +#endif /* defined(VK_EXT_hdr_metadata) */ +#if defined(VK_EXT_host_image_copy) + table->vkCopyImageToImageEXT = (PFN_vkCopyImageToImageEXT)load(context, "vkCopyImageToImageEXT"); + table->vkCopyImageToMemoryEXT = (PFN_vkCopyImageToMemoryEXT)load(context, "vkCopyImageToMemoryEXT"); + table->vkCopyMemoryToImageEXT = (PFN_vkCopyMemoryToImageEXT)load(context, "vkCopyMemoryToImageEXT"); + table->vkTransitionImageLayoutEXT = (PFN_vkTransitionImageLayoutEXT)load(context, "vkTransitionImageLayoutEXT"); +#endif /* defined(VK_EXT_host_image_copy) */ +#if defined(VK_EXT_host_query_reset) + table->vkResetQueryPoolEXT = (PFN_vkResetQueryPoolEXT)load(context, "vkResetQueryPoolEXT"); +#endif /* defined(VK_EXT_host_query_reset) */ +#if defined(VK_EXT_image_drm_format_modifier) + table->vkGetImageDrmFormatModifierPropertiesEXT = (PFN_vkGetImageDrmFormatModifierPropertiesEXT)load(context, "vkGetImageDrmFormatModifierPropertiesEXT"); +#endif /* defined(VK_EXT_image_drm_format_modifier) */ +#if defined(VK_EXT_line_rasterization) + table->vkCmdSetLineStippleEXT = (PFN_vkCmdSetLineStippleEXT)load(context, "vkCmdSetLineStippleEXT"); +#endif /* defined(VK_EXT_line_rasterization) */ +#if defined(VK_EXT_mesh_shader) + table->vkCmdDrawMeshTasksEXT = (PFN_vkCmdDrawMeshTasksEXT)load(context, "vkCmdDrawMeshTasksEXT"); + table->vkCmdDrawMeshTasksIndirectCountEXT = (PFN_vkCmdDrawMeshTasksIndirectCountEXT)load(context, "vkCmdDrawMeshTasksIndirectCountEXT"); + table->vkCmdDrawMeshTasksIndirectEXT = (PFN_vkCmdDrawMeshTasksIndirectEXT)load(context, "vkCmdDrawMeshTasksIndirectEXT"); +#endif /* defined(VK_EXT_mesh_shader) */ +#if defined(VK_EXT_metal_objects) + table->vkExportMetalObjectsEXT = (PFN_vkExportMetalObjectsEXT)load(context, "vkExportMetalObjectsEXT"); +#endif /* defined(VK_EXT_metal_objects) */ +#if defined(VK_EXT_multi_draw) + table->vkCmdDrawMultiEXT = (PFN_vkCmdDrawMultiEXT)load(context, "vkCmdDrawMultiEXT"); + table->vkCmdDrawMultiIndexedEXT = (PFN_vkCmdDrawMultiIndexedEXT)load(context, "vkCmdDrawMultiIndexedEXT"); +#endif /* defined(VK_EXT_multi_draw) */ +#if defined(VK_EXT_opacity_micromap) + table->vkBuildMicromapsEXT = (PFN_vkBuildMicromapsEXT)load(context, "vkBuildMicromapsEXT"); + table->vkCmdBuildMicromapsEXT = (PFN_vkCmdBuildMicromapsEXT)load(context, "vkCmdBuildMicromapsEXT"); + table->vkCmdCopyMemoryToMicromapEXT = (PFN_vkCmdCopyMemoryToMicromapEXT)load(context, "vkCmdCopyMemoryToMicromapEXT"); + table->vkCmdCopyMicromapEXT = (PFN_vkCmdCopyMicromapEXT)load(context, "vkCmdCopyMicromapEXT"); + table->vkCmdCopyMicromapToMemoryEXT = (PFN_vkCmdCopyMicromapToMemoryEXT)load(context, "vkCmdCopyMicromapToMemoryEXT"); + table->vkCmdWriteMicromapsPropertiesEXT = (PFN_vkCmdWriteMicromapsPropertiesEXT)load(context, "vkCmdWriteMicromapsPropertiesEXT"); + table->vkCopyMemoryToMicromapEXT = (PFN_vkCopyMemoryToMicromapEXT)load(context, "vkCopyMemoryToMicromapEXT"); + table->vkCopyMicromapEXT = (PFN_vkCopyMicromapEXT)load(context, "vkCopyMicromapEXT"); + table->vkCopyMicromapToMemoryEXT = (PFN_vkCopyMicromapToMemoryEXT)load(context, "vkCopyMicromapToMemoryEXT"); + table->vkCreateMicromapEXT = (PFN_vkCreateMicromapEXT)load(context, "vkCreateMicromapEXT"); + table->vkDestroyMicromapEXT = (PFN_vkDestroyMicromapEXT)load(context, "vkDestroyMicromapEXT"); + table->vkGetDeviceMicromapCompatibilityEXT = (PFN_vkGetDeviceMicromapCompatibilityEXT)load(context, "vkGetDeviceMicromapCompatibilityEXT"); + table->vkGetMicromapBuildSizesEXT = (PFN_vkGetMicromapBuildSizesEXT)load(context, "vkGetMicromapBuildSizesEXT"); + table->vkWriteMicromapsPropertiesEXT = (PFN_vkWriteMicromapsPropertiesEXT)load(context, "vkWriteMicromapsPropertiesEXT"); +#endif /* defined(VK_EXT_opacity_micromap) */ +#if defined(VK_EXT_pageable_device_local_memory) + table->vkSetDeviceMemoryPriorityEXT = (PFN_vkSetDeviceMemoryPriorityEXT)load(context, "vkSetDeviceMemoryPriorityEXT"); +#endif /* defined(VK_EXT_pageable_device_local_memory) */ +#if defined(VK_EXT_pipeline_properties) + table->vkGetPipelinePropertiesEXT = (PFN_vkGetPipelinePropertiesEXT)load(context, "vkGetPipelinePropertiesEXT"); +#endif /* defined(VK_EXT_pipeline_properties) */ +#if defined(VK_EXT_private_data) + table->vkCreatePrivateDataSlotEXT = (PFN_vkCreatePrivateDataSlotEXT)load(context, "vkCreatePrivateDataSlotEXT"); + table->vkDestroyPrivateDataSlotEXT = (PFN_vkDestroyPrivateDataSlotEXT)load(context, "vkDestroyPrivateDataSlotEXT"); + table->vkGetPrivateDataEXT = (PFN_vkGetPrivateDataEXT)load(context, "vkGetPrivateDataEXT"); + table->vkSetPrivateDataEXT = (PFN_vkSetPrivateDataEXT)load(context, "vkSetPrivateDataEXT"); +#endif /* defined(VK_EXT_private_data) */ +#if defined(VK_EXT_sample_locations) + table->vkCmdSetSampleLocationsEXT = (PFN_vkCmdSetSampleLocationsEXT)load(context, "vkCmdSetSampleLocationsEXT"); +#endif /* defined(VK_EXT_sample_locations) */ +#if defined(VK_EXT_shader_module_identifier) + table->vkGetShaderModuleCreateInfoIdentifierEXT = (PFN_vkGetShaderModuleCreateInfoIdentifierEXT)load(context, "vkGetShaderModuleCreateInfoIdentifierEXT"); + table->vkGetShaderModuleIdentifierEXT = (PFN_vkGetShaderModuleIdentifierEXT)load(context, "vkGetShaderModuleIdentifierEXT"); +#endif /* defined(VK_EXT_shader_module_identifier) */ +#if defined(VK_EXT_shader_object) + table->vkCmdBindShadersEXT = (PFN_vkCmdBindShadersEXT)load(context, "vkCmdBindShadersEXT"); + table->vkCreateShadersEXT = (PFN_vkCreateShadersEXT)load(context, "vkCreateShadersEXT"); + table->vkDestroyShaderEXT = (PFN_vkDestroyShaderEXT)load(context, "vkDestroyShaderEXT"); + table->vkGetShaderBinaryDataEXT = (PFN_vkGetShaderBinaryDataEXT)load(context, "vkGetShaderBinaryDataEXT"); +#endif /* defined(VK_EXT_shader_object) */ +#if defined(VK_EXT_swapchain_maintenance1) + table->vkReleaseSwapchainImagesEXT = (PFN_vkReleaseSwapchainImagesEXT)load(context, "vkReleaseSwapchainImagesEXT"); +#endif /* defined(VK_EXT_swapchain_maintenance1) */ +#if defined(VK_EXT_transform_feedback) + table->vkCmdBeginQueryIndexedEXT = (PFN_vkCmdBeginQueryIndexedEXT)load(context, "vkCmdBeginQueryIndexedEXT"); + table->vkCmdBeginTransformFeedbackEXT = (PFN_vkCmdBeginTransformFeedbackEXT)load(context, "vkCmdBeginTransformFeedbackEXT"); + table->vkCmdBindTransformFeedbackBuffersEXT = (PFN_vkCmdBindTransformFeedbackBuffersEXT)load(context, "vkCmdBindTransformFeedbackBuffersEXT"); + table->vkCmdDrawIndirectByteCountEXT = (PFN_vkCmdDrawIndirectByteCountEXT)load(context, "vkCmdDrawIndirectByteCountEXT"); + table->vkCmdEndQueryIndexedEXT = (PFN_vkCmdEndQueryIndexedEXT)load(context, "vkCmdEndQueryIndexedEXT"); + table->vkCmdEndTransformFeedbackEXT = (PFN_vkCmdEndTransformFeedbackEXT)load(context, "vkCmdEndTransformFeedbackEXT"); +#endif /* defined(VK_EXT_transform_feedback) */ +#if defined(VK_EXT_validation_cache) + table->vkCreateValidationCacheEXT = (PFN_vkCreateValidationCacheEXT)load(context, "vkCreateValidationCacheEXT"); + table->vkDestroyValidationCacheEXT = (PFN_vkDestroyValidationCacheEXT)load(context, "vkDestroyValidationCacheEXT"); + table->vkGetValidationCacheDataEXT = (PFN_vkGetValidationCacheDataEXT)load(context, "vkGetValidationCacheDataEXT"); + table->vkMergeValidationCachesEXT = (PFN_vkMergeValidationCachesEXT)load(context, "vkMergeValidationCachesEXT"); +#endif /* defined(VK_EXT_validation_cache) */ +#if defined(VK_FUCHSIA_buffer_collection) + table->vkCreateBufferCollectionFUCHSIA = (PFN_vkCreateBufferCollectionFUCHSIA)load(context, "vkCreateBufferCollectionFUCHSIA"); + table->vkDestroyBufferCollectionFUCHSIA = (PFN_vkDestroyBufferCollectionFUCHSIA)load(context, "vkDestroyBufferCollectionFUCHSIA"); + table->vkGetBufferCollectionPropertiesFUCHSIA = (PFN_vkGetBufferCollectionPropertiesFUCHSIA)load(context, "vkGetBufferCollectionPropertiesFUCHSIA"); + table->vkSetBufferCollectionBufferConstraintsFUCHSIA = (PFN_vkSetBufferCollectionBufferConstraintsFUCHSIA)load(context, "vkSetBufferCollectionBufferConstraintsFUCHSIA"); + table->vkSetBufferCollectionImageConstraintsFUCHSIA = (PFN_vkSetBufferCollectionImageConstraintsFUCHSIA)load(context, "vkSetBufferCollectionImageConstraintsFUCHSIA"); +#endif /* defined(VK_FUCHSIA_buffer_collection) */ +#if defined(VK_FUCHSIA_external_memory) + table->vkGetMemoryZirconHandleFUCHSIA = (PFN_vkGetMemoryZirconHandleFUCHSIA)load(context, "vkGetMemoryZirconHandleFUCHSIA"); + table->vkGetMemoryZirconHandlePropertiesFUCHSIA = (PFN_vkGetMemoryZirconHandlePropertiesFUCHSIA)load(context, "vkGetMemoryZirconHandlePropertiesFUCHSIA"); +#endif /* defined(VK_FUCHSIA_external_memory) */ +#if defined(VK_FUCHSIA_external_semaphore) + table->vkGetSemaphoreZirconHandleFUCHSIA = (PFN_vkGetSemaphoreZirconHandleFUCHSIA)load(context, "vkGetSemaphoreZirconHandleFUCHSIA"); + table->vkImportSemaphoreZirconHandleFUCHSIA = (PFN_vkImportSemaphoreZirconHandleFUCHSIA)load(context, "vkImportSemaphoreZirconHandleFUCHSIA"); +#endif /* defined(VK_FUCHSIA_external_semaphore) */ +#if defined(VK_GOOGLE_display_timing) + table->vkGetPastPresentationTimingGOOGLE = (PFN_vkGetPastPresentationTimingGOOGLE)load(context, "vkGetPastPresentationTimingGOOGLE"); + table->vkGetRefreshCycleDurationGOOGLE = (PFN_vkGetRefreshCycleDurationGOOGLE)load(context, "vkGetRefreshCycleDurationGOOGLE"); +#endif /* defined(VK_GOOGLE_display_timing) */ +#if defined(VK_HUAWEI_cluster_culling_shader) + table->vkCmdDrawClusterHUAWEI = (PFN_vkCmdDrawClusterHUAWEI)load(context, "vkCmdDrawClusterHUAWEI"); + table->vkCmdDrawClusterIndirectHUAWEI = (PFN_vkCmdDrawClusterIndirectHUAWEI)load(context, "vkCmdDrawClusterIndirectHUAWEI"); +#endif /* defined(VK_HUAWEI_cluster_culling_shader) */ +#if defined(VK_HUAWEI_invocation_mask) + table->vkCmdBindInvocationMaskHUAWEI = (PFN_vkCmdBindInvocationMaskHUAWEI)load(context, "vkCmdBindInvocationMaskHUAWEI"); +#endif /* defined(VK_HUAWEI_invocation_mask) */ +#if defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 + table->vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI = (PFN_vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI)load(context, "vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI"); +#endif /* defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 */ +#if defined(VK_HUAWEI_subpass_shading) + table->vkCmdSubpassShadingHUAWEI = (PFN_vkCmdSubpassShadingHUAWEI)load(context, "vkCmdSubpassShadingHUAWEI"); +#endif /* defined(VK_HUAWEI_subpass_shading) */ +#if defined(VK_INTEL_performance_query) + table->vkAcquirePerformanceConfigurationINTEL = (PFN_vkAcquirePerformanceConfigurationINTEL)load(context, "vkAcquirePerformanceConfigurationINTEL"); + table->vkCmdSetPerformanceMarkerINTEL = (PFN_vkCmdSetPerformanceMarkerINTEL)load(context, "vkCmdSetPerformanceMarkerINTEL"); + table->vkCmdSetPerformanceOverrideINTEL = (PFN_vkCmdSetPerformanceOverrideINTEL)load(context, "vkCmdSetPerformanceOverrideINTEL"); + table->vkCmdSetPerformanceStreamMarkerINTEL = (PFN_vkCmdSetPerformanceStreamMarkerINTEL)load(context, "vkCmdSetPerformanceStreamMarkerINTEL"); + table->vkGetPerformanceParameterINTEL = (PFN_vkGetPerformanceParameterINTEL)load(context, "vkGetPerformanceParameterINTEL"); + table->vkInitializePerformanceApiINTEL = (PFN_vkInitializePerformanceApiINTEL)load(context, "vkInitializePerformanceApiINTEL"); + table->vkQueueSetPerformanceConfigurationINTEL = (PFN_vkQueueSetPerformanceConfigurationINTEL)load(context, "vkQueueSetPerformanceConfigurationINTEL"); + table->vkReleasePerformanceConfigurationINTEL = (PFN_vkReleasePerformanceConfigurationINTEL)load(context, "vkReleasePerformanceConfigurationINTEL"); + table->vkUninitializePerformanceApiINTEL = (PFN_vkUninitializePerformanceApiINTEL)load(context, "vkUninitializePerformanceApiINTEL"); +#endif /* defined(VK_INTEL_performance_query) */ +#if defined(VK_KHR_acceleration_structure) + table->vkBuildAccelerationStructuresKHR = (PFN_vkBuildAccelerationStructuresKHR)load(context, "vkBuildAccelerationStructuresKHR"); + table->vkCmdBuildAccelerationStructuresIndirectKHR = (PFN_vkCmdBuildAccelerationStructuresIndirectKHR)load(context, "vkCmdBuildAccelerationStructuresIndirectKHR"); + table->vkCmdBuildAccelerationStructuresKHR = (PFN_vkCmdBuildAccelerationStructuresKHR)load(context, "vkCmdBuildAccelerationStructuresKHR"); + table->vkCmdCopyAccelerationStructureKHR = (PFN_vkCmdCopyAccelerationStructureKHR)load(context, "vkCmdCopyAccelerationStructureKHR"); + table->vkCmdCopyAccelerationStructureToMemoryKHR = (PFN_vkCmdCopyAccelerationStructureToMemoryKHR)load(context, "vkCmdCopyAccelerationStructureToMemoryKHR"); + table->vkCmdCopyMemoryToAccelerationStructureKHR = (PFN_vkCmdCopyMemoryToAccelerationStructureKHR)load(context, "vkCmdCopyMemoryToAccelerationStructureKHR"); + table->vkCmdWriteAccelerationStructuresPropertiesKHR = (PFN_vkCmdWriteAccelerationStructuresPropertiesKHR)load(context, "vkCmdWriteAccelerationStructuresPropertiesKHR"); + table->vkCopyAccelerationStructureKHR = (PFN_vkCopyAccelerationStructureKHR)load(context, "vkCopyAccelerationStructureKHR"); + table->vkCopyAccelerationStructureToMemoryKHR = (PFN_vkCopyAccelerationStructureToMemoryKHR)load(context, "vkCopyAccelerationStructureToMemoryKHR"); + table->vkCopyMemoryToAccelerationStructureKHR = (PFN_vkCopyMemoryToAccelerationStructureKHR)load(context, "vkCopyMemoryToAccelerationStructureKHR"); + table->vkCreateAccelerationStructureKHR = (PFN_vkCreateAccelerationStructureKHR)load(context, "vkCreateAccelerationStructureKHR"); + table->vkDestroyAccelerationStructureKHR = (PFN_vkDestroyAccelerationStructureKHR)load(context, "vkDestroyAccelerationStructureKHR"); + table->vkGetAccelerationStructureBuildSizesKHR = (PFN_vkGetAccelerationStructureBuildSizesKHR)load(context, "vkGetAccelerationStructureBuildSizesKHR"); + table->vkGetAccelerationStructureDeviceAddressKHR = (PFN_vkGetAccelerationStructureDeviceAddressKHR)load(context, "vkGetAccelerationStructureDeviceAddressKHR"); + table->vkGetDeviceAccelerationStructureCompatibilityKHR = (PFN_vkGetDeviceAccelerationStructureCompatibilityKHR)load(context, "vkGetDeviceAccelerationStructureCompatibilityKHR"); + table->vkWriteAccelerationStructuresPropertiesKHR = (PFN_vkWriteAccelerationStructuresPropertiesKHR)load(context, "vkWriteAccelerationStructuresPropertiesKHR"); +#endif /* defined(VK_KHR_acceleration_structure) */ +#if defined(VK_KHR_bind_memory2) + table->vkBindBufferMemory2KHR = (PFN_vkBindBufferMemory2KHR)load(context, "vkBindBufferMemory2KHR"); + table->vkBindImageMemory2KHR = (PFN_vkBindImageMemory2KHR)load(context, "vkBindImageMemory2KHR"); +#endif /* defined(VK_KHR_bind_memory2) */ +#if defined(VK_KHR_buffer_device_address) + table->vkGetBufferDeviceAddressKHR = (PFN_vkGetBufferDeviceAddressKHR)load(context, "vkGetBufferDeviceAddressKHR"); + table->vkGetBufferOpaqueCaptureAddressKHR = (PFN_vkGetBufferOpaqueCaptureAddressKHR)load(context, "vkGetBufferOpaqueCaptureAddressKHR"); + table->vkGetDeviceMemoryOpaqueCaptureAddressKHR = (PFN_vkGetDeviceMemoryOpaqueCaptureAddressKHR)load(context, "vkGetDeviceMemoryOpaqueCaptureAddressKHR"); +#endif /* defined(VK_KHR_buffer_device_address) */ +#if defined(VK_KHR_calibrated_timestamps) + table->vkGetCalibratedTimestampsKHR = (PFN_vkGetCalibratedTimestampsKHR)load(context, "vkGetCalibratedTimestampsKHR"); +#endif /* defined(VK_KHR_calibrated_timestamps) */ +#if defined(VK_KHR_copy_commands2) + table->vkCmdBlitImage2KHR = (PFN_vkCmdBlitImage2KHR)load(context, "vkCmdBlitImage2KHR"); + table->vkCmdCopyBuffer2KHR = (PFN_vkCmdCopyBuffer2KHR)load(context, "vkCmdCopyBuffer2KHR"); + table->vkCmdCopyBufferToImage2KHR = (PFN_vkCmdCopyBufferToImage2KHR)load(context, "vkCmdCopyBufferToImage2KHR"); + table->vkCmdCopyImage2KHR = (PFN_vkCmdCopyImage2KHR)load(context, "vkCmdCopyImage2KHR"); + table->vkCmdCopyImageToBuffer2KHR = (PFN_vkCmdCopyImageToBuffer2KHR)load(context, "vkCmdCopyImageToBuffer2KHR"); + table->vkCmdResolveImage2KHR = (PFN_vkCmdResolveImage2KHR)load(context, "vkCmdResolveImage2KHR"); +#endif /* defined(VK_KHR_copy_commands2) */ +#if defined(VK_KHR_create_renderpass2) + table->vkCmdBeginRenderPass2KHR = (PFN_vkCmdBeginRenderPass2KHR)load(context, "vkCmdBeginRenderPass2KHR"); + table->vkCmdEndRenderPass2KHR = (PFN_vkCmdEndRenderPass2KHR)load(context, "vkCmdEndRenderPass2KHR"); + table->vkCmdNextSubpass2KHR = (PFN_vkCmdNextSubpass2KHR)load(context, "vkCmdNextSubpass2KHR"); + table->vkCreateRenderPass2KHR = (PFN_vkCreateRenderPass2KHR)load(context, "vkCreateRenderPass2KHR"); +#endif /* defined(VK_KHR_create_renderpass2) */ +#if defined(VK_KHR_deferred_host_operations) + table->vkCreateDeferredOperationKHR = (PFN_vkCreateDeferredOperationKHR)load(context, "vkCreateDeferredOperationKHR"); + table->vkDeferredOperationJoinKHR = (PFN_vkDeferredOperationJoinKHR)load(context, "vkDeferredOperationJoinKHR"); + table->vkDestroyDeferredOperationKHR = (PFN_vkDestroyDeferredOperationKHR)load(context, "vkDestroyDeferredOperationKHR"); + table->vkGetDeferredOperationMaxConcurrencyKHR = (PFN_vkGetDeferredOperationMaxConcurrencyKHR)load(context, "vkGetDeferredOperationMaxConcurrencyKHR"); + table->vkGetDeferredOperationResultKHR = (PFN_vkGetDeferredOperationResultKHR)load(context, "vkGetDeferredOperationResultKHR"); +#endif /* defined(VK_KHR_deferred_host_operations) */ +#if defined(VK_KHR_descriptor_update_template) + table->vkCreateDescriptorUpdateTemplateKHR = (PFN_vkCreateDescriptorUpdateTemplateKHR)load(context, "vkCreateDescriptorUpdateTemplateKHR"); + table->vkDestroyDescriptorUpdateTemplateKHR = (PFN_vkDestroyDescriptorUpdateTemplateKHR)load(context, "vkDestroyDescriptorUpdateTemplateKHR"); + table->vkUpdateDescriptorSetWithTemplateKHR = (PFN_vkUpdateDescriptorSetWithTemplateKHR)load(context, "vkUpdateDescriptorSetWithTemplateKHR"); +#endif /* defined(VK_KHR_descriptor_update_template) */ +#if defined(VK_KHR_device_group) + table->vkCmdDispatchBaseKHR = (PFN_vkCmdDispatchBaseKHR)load(context, "vkCmdDispatchBaseKHR"); + table->vkCmdSetDeviceMaskKHR = (PFN_vkCmdSetDeviceMaskKHR)load(context, "vkCmdSetDeviceMaskKHR"); + table->vkGetDeviceGroupPeerMemoryFeaturesKHR = (PFN_vkGetDeviceGroupPeerMemoryFeaturesKHR)load(context, "vkGetDeviceGroupPeerMemoryFeaturesKHR"); +#endif /* defined(VK_KHR_device_group) */ +#if defined(VK_KHR_display_swapchain) + table->vkCreateSharedSwapchainsKHR = (PFN_vkCreateSharedSwapchainsKHR)load(context, "vkCreateSharedSwapchainsKHR"); +#endif /* defined(VK_KHR_display_swapchain) */ +#if defined(VK_KHR_draw_indirect_count) + table->vkCmdDrawIndexedIndirectCountKHR = (PFN_vkCmdDrawIndexedIndirectCountKHR)load(context, "vkCmdDrawIndexedIndirectCountKHR"); + table->vkCmdDrawIndirectCountKHR = (PFN_vkCmdDrawIndirectCountKHR)load(context, "vkCmdDrawIndirectCountKHR"); +#endif /* defined(VK_KHR_draw_indirect_count) */ +#if defined(VK_KHR_dynamic_rendering) + table->vkCmdBeginRenderingKHR = (PFN_vkCmdBeginRenderingKHR)load(context, "vkCmdBeginRenderingKHR"); + table->vkCmdEndRenderingKHR = (PFN_vkCmdEndRenderingKHR)load(context, "vkCmdEndRenderingKHR"); +#endif /* defined(VK_KHR_dynamic_rendering) */ +#if defined(VK_KHR_dynamic_rendering_local_read) + table->vkCmdSetRenderingAttachmentLocationsKHR = (PFN_vkCmdSetRenderingAttachmentLocationsKHR)load(context, "vkCmdSetRenderingAttachmentLocationsKHR"); + table->vkCmdSetRenderingInputAttachmentIndicesKHR = (PFN_vkCmdSetRenderingInputAttachmentIndicesKHR)load(context, "vkCmdSetRenderingInputAttachmentIndicesKHR"); +#endif /* defined(VK_KHR_dynamic_rendering_local_read) */ +#if defined(VK_KHR_external_fence_fd) + table->vkGetFenceFdKHR = (PFN_vkGetFenceFdKHR)load(context, "vkGetFenceFdKHR"); + table->vkImportFenceFdKHR = (PFN_vkImportFenceFdKHR)load(context, "vkImportFenceFdKHR"); +#endif /* defined(VK_KHR_external_fence_fd) */ +#if defined(VK_KHR_external_fence_win32) + table->vkGetFenceWin32HandleKHR = (PFN_vkGetFenceWin32HandleKHR)load(context, "vkGetFenceWin32HandleKHR"); + table->vkImportFenceWin32HandleKHR = (PFN_vkImportFenceWin32HandleKHR)load(context, "vkImportFenceWin32HandleKHR"); +#endif /* defined(VK_KHR_external_fence_win32) */ +#if defined(VK_KHR_external_memory_fd) + table->vkGetMemoryFdKHR = (PFN_vkGetMemoryFdKHR)load(context, "vkGetMemoryFdKHR"); + table->vkGetMemoryFdPropertiesKHR = (PFN_vkGetMemoryFdPropertiesKHR)load(context, "vkGetMemoryFdPropertiesKHR"); +#endif /* defined(VK_KHR_external_memory_fd) */ +#if defined(VK_KHR_external_memory_win32) + table->vkGetMemoryWin32HandleKHR = (PFN_vkGetMemoryWin32HandleKHR)load(context, "vkGetMemoryWin32HandleKHR"); + table->vkGetMemoryWin32HandlePropertiesKHR = (PFN_vkGetMemoryWin32HandlePropertiesKHR)load(context, "vkGetMemoryWin32HandlePropertiesKHR"); +#endif /* defined(VK_KHR_external_memory_win32) */ +#if defined(VK_KHR_external_semaphore_fd) + table->vkGetSemaphoreFdKHR = (PFN_vkGetSemaphoreFdKHR)load(context, "vkGetSemaphoreFdKHR"); + table->vkImportSemaphoreFdKHR = (PFN_vkImportSemaphoreFdKHR)load(context, "vkImportSemaphoreFdKHR"); +#endif /* defined(VK_KHR_external_semaphore_fd) */ +#if defined(VK_KHR_external_semaphore_win32) + table->vkGetSemaphoreWin32HandleKHR = (PFN_vkGetSemaphoreWin32HandleKHR)load(context, "vkGetSemaphoreWin32HandleKHR"); + table->vkImportSemaphoreWin32HandleKHR = (PFN_vkImportSemaphoreWin32HandleKHR)load(context, "vkImportSemaphoreWin32HandleKHR"); +#endif /* defined(VK_KHR_external_semaphore_win32) */ +#if defined(VK_KHR_fragment_shading_rate) + table->vkCmdSetFragmentShadingRateKHR = (PFN_vkCmdSetFragmentShadingRateKHR)load(context, "vkCmdSetFragmentShadingRateKHR"); +#endif /* defined(VK_KHR_fragment_shading_rate) */ +#if defined(VK_KHR_get_memory_requirements2) + table->vkGetBufferMemoryRequirements2KHR = (PFN_vkGetBufferMemoryRequirements2KHR)load(context, "vkGetBufferMemoryRequirements2KHR"); + table->vkGetImageMemoryRequirements2KHR = (PFN_vkGetImageMemoryRequirements2KHR)load(context, "vkGetImageMemoryRequirements2KHR"); + table->vkGetImageSparseMemoryRequirements2KHR = (PFN_vkGetImageSparseMemoryRequirements2KHR)load(context, "vkGetImageSparseMemoryRequirements2KHR"); +#endif /* defined(VK_KHR_get_memory_requirements2) */ +#if defined(VK_KHR_line_rasterization) + table->vkCmdSetLineStippleKHR = (PFN_vkCmdSetLineStippleKHR)load(context, "vkCmdSetLineStippleKHR"); +#endif /* defined(VK_KHR_line_rasterization) */ +#if defined(VK_KHR_maintenance1) + table->vkTrimCommandPoolKHR = (PFN_vkTrimCommandPoolKHR)load(context, "vkTrimCommandPoolKHR"); +#endif /* defined(VK_KHR_maintenance1) */ +#if defined(VK_KHR_maintenance3) + table->vkGetDescriptorSetLayoutSupportKHR = (PFN_vkGetDescriptorSetLayoutSupportKHR)load(context, "vkGetDescriptorSetLayoutSupportKHR"); +#endif /* defined(VK_KHR_maintenance3) */ +#if defined(VK_KHR_maintenance4) + table->vkGetDeviceBufferMemoryRequirementsKHR = (PFN_vkGetDeviceBufferMemoryRequirementsKHR)load(context, "vkGetDeviceBufferMemoryRequirementsKHR"); + table->vkGetDeviceImageMemoryRequirementsKHR = (PFN_vkGetDeviceImageMemoryRequirementsKHR)load(context, "vkGetDeviceImageMemoryRequirementsKHR"); + table->vkGetDeviceImageSparseMemoryRequirementsKHR = (PFN_vkGetDeviceImageSparseMemoryRequirementsKHR)load(context, "vkGetDeviceImageSparseMemoryRequirementsKHR"); +#endif /* defined(VK_KHR_maintenance4) */ +#if defined(VK_KHR_maintenance5) + table->vkCmdBindIndexBuffer2KHR = (PFN_vkCmdBindIndexBuffer2KHR)load(context, "vkCmdBindIndexBuffer2KHR"); + table->vkGetDeviceImageSubresourceLayoutKHR = (PFN_vkGetDeviceImageSubresourceLayoutKHR)load(context, "vkGetDeviceImageSubresourceLayoutKHR"); + table->vkGetImageSubresourceLayout2KHR = (PFN_vkGetImageSubresourceLayout2KHR)load(context, "vkGetImageSubresourceLayout2KHR"); + table->vkGetRenderingAreaGranularityKHR = (PFN_vkGetRenderingAreaGranularityKHR)load(context, "vkGetRenderingAreaGranularityKHR"); +#endif /* defined(VK_KHR_maintenance5) */ +#if defined(VK_KHR_maintenance6) + table->vkCmdBindDescriptorSets2KHR = (PFN_vkCmdBindDescriptorSets2KHR)load(context, "vkCmdBindDescriptorSets2KHR"); + table->vkCmdPushConstants2KHR = (PFN_vkCmdPushConstants2KHR)load(context, "vkCmdPushConstants2KHR"); +#endif /* defined(VK_KHR_maintenance6) */ +#if defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) + table->vkCmdPushDescriptorSet2KHR = (PFN_vkCmdPushDescriptorSet2KHR)load(context, "vkCmdPushDescriptorSet2KHR"); + table->vkCmdPushDescriptorSetWithTemplate2KHR = (PFN_vkCmdPushDescriptorSetWithTemplate2KHR)load(context, "vkCmdPushDescriptorSetWithTemplate2KHR"); +#endif /* defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) + table->vkCmdBindDescriptorBufferEmbeddedSamplers2EXT = (PFN_vkCmdBindDescriptorBufferEmbeddedSamplers2EXT)load(context, "vkCmdBindDescriptorBufferEmbeddedSamplers2EXT"); + table->vkCmdSetDescriptorBufferOffsets2EXT = (PFN_vkCmdSetDescriptorBufferOffsets2EXT)load(context, "vkCmdSetDescriptorBufferOffsets2EXT"); +#endif /* defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_KHR_map_memory2) + table->vkMapMemory2KHR = (PFN_vkMapMemory2KHR)load(context, "vkMapMemory2KHR"); + table->vkUnmapMemory2KHR = (PFN_vkUnmapMemory2KHR)load(context, "vkUnmapMemory2KHR"); +#endif /* defined(VK_KHR_map_memory2) */ +#if defined(VK_KHR_performance_query) + table->vkAcquireProfilingLockKHR = (PFN_vkAcquireProfilingLockKHR)load(context, "vkAcquireProfilingLockKHR"); + table->vkReleaseProfilingLockKHR = (PFN_vkReleaseProfilingLockKHR)load(context, "vkReleaseProfilingLockKHR"); +#endif /* defined(VK_KHR_performance_query) */ +#if defined(VK_KHR_pipeline_binary) + table->vkCreatePipelineBinariesKHR = (PFN_vkCreatePipelineBinariesKHR)load(context, "vkCreatePipelineBinariesKHR"); + table->vkDestroyPipelineBinaryKHR = (PFN_vkDestroyPipelineBinaryKHR)load(context, "vkDestroyPipelineBinaryKHR"); + table->vkGetPipelineBinaryDataKHR = (PFN_vkGetPipelineBinaryDataKHR)load(context, "vkGetPipelineBinaryDataKHR"); + table->vkGetPipelineKeyKHR = (PFN_vkGetPipelineKeyKHR)load(context, "vkGetPipelineKeyKHR"); + table->vkReleaseCapturedPipelineDataKHR = (PFN_vkReleaseCapturedPipelineDataKHR)load(context, "vkReleaseCapturedPipelineDataKHR"); +#endif /* defined(VK_KHR_pipeline_binary) */ +#if defined(VK_KHR_pipeline_executable_properties) + table->vkGetPipelineExecutableInternalRepresentationsKHR = (PFN_vkGetPipelineExecutableInternalRepresentationsKHR)load(context, "vkGetPipelineExecutableInternalRepresentationsKHR"); + table->vkGetPipelineExecutablePropertiesKHR = (PFN_vkGetPipelineExecutablePropertiesKHR)load(context, "vkGetPipelineExecutablePropertiesKHR"); + table->vkGetPipelineExecutableStatisticsKHR = (PFN_vkGetPipelineExecutableStatisticsKHR)load(context, "vkGetPipelineExecutableStatisticsKHR"); +#endif /* defined(VK_KHR_pipeline_executable_properties) */ +#if defined(VK_KHR_present_wait) + table->vkWaitForPresentKHR = (PFN_vkWaitForPresentKHR)load(context, "vkWaitForPresentKHR"); +#endif /* defined(VK_KHR_present_wait) */ +#if defined(VK_KHR_push_descriptor) + table->vkCmdPushDescriptorSetKHR = (PFN_vkCmdPushDescriptorSetKHR)load(context, "vkCmdPushDescriptorSetKHR"); +#endif /* defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) + table->vkCmdTraceRaysIndirect2KHR = (PFN_vkCmdTraceRaysIndirect2KHR)load(context, "vkCmdTraceRaysIndirect2KHR"); +#endif /* defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_ray_tracing_pipeline) + table->vkCmdSetRayTracingPipelineStackSizeKHR = (PFN_vkCmdSetRayTracingPipelineStackSizeKHR)load(context, "vkCmdSetRayTracingPipelineStackSizeKHR"); + table->vkCmdTraceRaysIndirectKHR = (PFN_vkCmdTraceRaysIndirectKHR)load(context, "vkCmdTraceRaysIndirectKHR"); + table->vkCmdTraceRaysKHR = (PFN_vkCmdTraceRaysKHR)load(context, "vkCmdTraceRaysKHR"); + table->vkCreateRayTracingPipelinesKHR = (PFN_vkCreateRayTracingPipelinesKHR)load(context, "vkCreateRayTracingPipelinesKHR"); + table->vkGetRayTracingCaptureReplayShaderGroupHandlesKHR = (PFN_vkGetRayTracingCaptureReplayShaderGroupHandlesKHR)load(context, "vkGetRayTracingCaptureReplayShaderGroupHandlesKHR"); + table->vkGetRayTracingShaderGroupHandlesKHR = (PFN_vkGetRayTracingShaderGroupHandlesKHR)load(context, "vkGetRayTracingShaderGroupHandlesKHR"); + table->vkGetRayTracingShaderGroupStackSizeKHR = (PFN_vkGetRayTracingShaderGroupStackSizeKHR)load(context, "vkGetRayTracingShaderGroupStackSizeKHR"); +#endif /* defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_sampler_ycbcr_conversion) + table->vkCreateSamplerYcbcrConversionKHR = (PFN_vkCreateSamplerYcbcrConversionKHR)load(context, "vkCreateSamplerYcbcrConversionKHR"); + table->vkDestroySamplerYcbcrConversionKHR = (PFN_vkDestroySamplerYcbcrConversionKHR)load(context, "vkDestroySamplerYcbcrConversionKHR"); +#endif /* defined(VK_KHR_sampler_ycbcr_conversion) */ +#if defined(VK_KHR_shared_presentable_image) + table->vkGetSwapchainStatusKHR = (PFN_vkGetSwapchainStatusKHR)load(context, "vkGetSwapchainStatusKHR"); +#endif /* defined(VK_KHR_shared_presentable_image) */ +#if defined(VK_KHR_swapchain) + table->vkAcquireNextImageKHR = (PFN_vkAcquireNextImageKHR)load(context, "vkAcquireNextImageKHR"); + table->vkCreateSwapchainKHR = (PFN_vkCreateSwapchainKHR)load(context, "vkCreateSwapchainKHR"); + table->vkDestroySwapchainKHR = (PFN_vkDestroySwapchainKHR)load(context, "vkDestroySwapchainKHR"); + table->vkGetSwapchainImagesKHR = (PFN_vkGetSwapchainImagesKHR)load(context, "vkGetSwapchainImagesKHR"); + table->vkQueuePresentKHR = (PFN_vkQueuePresentKHR)load(context, "vkQueuePresentKHR"); +#endif /* defined(VK_KHR_swapchain) */ +#if defined(VK_KHR_synchronization2) + table->vkCmdPipelineBarrier2KHR = (PFN_vkCmdPipelineBarrier2KHR)load(context, "vkCmdPipelineBarrier2KHR"); + table->vkCmdResetEvent2KHR = (PFN_vkCmdResetEvent2KHR)load(context, "vkCmdResetEvent2KHR"); + table->vkCmdSetEvent2KHR = (PFN_vkCmdSetEvent2KHR)load(context, "vkCmdSetEvent2KHR"); + table->vkCmdWaitEvents2KHR = (PFN_vkCmdWaitEvents2KHR)load(context, "vkCmdWaitEvents2KHR"); + table->vkCmdWriteTimestamp2KHR = (PFN_vkCmdWriteTimestamp2KHR)load(context, "vkCmdWriteTimestamp2KHR"); + table->vkQueueSubmit2KHR = (PFN_vkQueueSubmit2KHR)load(context, "vkQueueSubmit2KHR"); +#endif /* defined(VK_KHR_synchronization2) */ +#if defined(VK_KHR_timeline_semaphore) + table->vkGetSemaphoreCounterValueKHR = (PFN_vkGetSemaphoreCounterValueKHR)load(context, "vkGetSemaphoreCounterValueKHR"); + table->vkSignalSemaphoreKHR = (PFN_vkSignalSemaphoreKHR)load(context, "vkSignalSemaphoreKHR"); + table->vkWaitSemaphoresKHR = (PFN_vkWaitSemaphoresKHR)load(context, "vkWaitSemaphoresKHR"); +#endif /* defined(VK_KHR_timeline_semaphore) */ +#if defined(VK_KHR_video_decode_queue) + table->vkCmdDecodeVideoKHR = (PFN_vkCmdDecodeVideoKHR)load(context, "vkCmdDecodeVideoKHR"); +#endif /* defined(VK_KHR_video_decode_queue) */ +#if defined(VK_KHR_video_encode_queue) + table->vkCmdEncodeVideoKHR = (PFN_vkCmdEncodeVideoKHR)load(context, "vkCmdEncodeVideoKHR"); + table->vkGetEncodedVideoSessionParametersKHR = (PFN_vkGetEncodedVideoSessionParametersKHR)load(context, "vkGetEncodedVideoSessionParametersKHR"); +#endif /* defined(VK_KHR_video_encode_queue) */ +#if defined(VK_KHR_video_queue) + table->vkBindVideoSessionMemoryKHR = (PFN_vkBindVideoSessionMemoryKHR)load(context, "vkBindVideoSessionMemoryKHR"); + table->vkCmdBeginVideoCodingKHR = (PFN_vkCmdBeginVideoCodingKHR)load(context, "vkCmdBeginVideoCodingKHR"); + table->vkCmdControlVideoCodingKHR = (PFN_vkCmdControlVideoCodingKHR)load(context, "vkCmdControlVideoCodingKHR"); + table->vkCmdEndVideoCodingKHR = (PFN_vkCmdEndVideoCodingKHR)load(context, "vkCmdEndVideoCodingKHR"); + table->vkCreateVideoSessionKHR = (PFN_vkCreateVideoSessionKHR)load(context, "vkCreateVideoSessionKHR"); + table->vkCreateVideoSessionParametersKHR = (PFN_vkCreateVideoSessionParametersKHR)load(context, "vkCreateVideoSessionParametersKHR"); + table->vkDestroyVideoSessionKHR = (PFN_vkDestroyVideoSessionKHR)load(context, "vkDestroyVideoSessionKHR"); + table->vkDestroyVideoSessionParametersKHR = (PFN_vkDestroyVideoSessionParametersKHR)load(context, "vkDestroyVideoSessionParametersKHR"); + table->vkGetVideoSessionMemoryRequirementsKHR = (PFN_vkGetVideoSessionMemoryRequirementsKHR)load(context, "vkGetVideoSessionMemoryRequirementsKHR"); + table->vkUpdateVideoSessionParametersKHR = (PFN_vkUpdateVideoSessionParametersKHR)load(context, "vkUpdateVideoSessionParametersKHR"); +#endif /* defined(VK_KHR_video_queue) */ +#if defined(VK_NVX_binary_import) + table->vkCmdCuLaunchKernelNVX = (PFN_vkCmdCuLaunchKernelNVX)load(context, "vkCmdCuLaunchKernelNVX"); + table->vkCreateCuFunctionNVX = (PFN_vkCreateCuFunctionNVX)load(context, "vkCreateCuFunctionNVX"); + table->vkCreateCuModuleNVX = (PFN_vkCreateCuModuleNVX)load(context, "vkCreateCuModuleNVX"); + table->vkDestroyCuFunctionNVX = (PFN_vkDestroyCuFunctionNVX)load(context, "vkDestroyCuFunctionNVX"); + table->vkDestroyCuModuleNVX = (PFN_vkDestroyCuModuleNVX)load(context, "vkDestroyCuModuleNVX"); +#endif /* defined(VK_NVX_binary_import) */ +#if defined(VK_NVX_image_view_handle) + table->vkGetImageViewHandleNVX = (PFN_vkGetImageViewHandleNVX)load(context, "vkGetImageViewHandleNVX"); +#endif /* defined(VK_NVX_image_view_handle) */ +#if defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 + table->vkGetImageViewAddressNVX = (PFN_vkGetImageViewAddressNVX)load(context, "vkGetImageViewAddressNVX"); +#endif /* defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_clip_space_w_scaling) + table->vkCmdSetViewportWScalingNV = (PFN_vkCmdSetViewportWScalingNV)load(context, "vkCmdSetViewportWScalingNV"); +#endif /* defined(VK_NV_clip_space_w_scaling) */ +#if defined(VK_NV_copy_memory_indirect) + table->vkCmdCopyMemoryIndirectNV = (PFN_vkCmdCopyMemoryIndirectNV)load(context, "vkCmdCopyMemoryIndirectNV"); + table->vkCmdCopyMemoryToImageIndirectNV = (PFN_vkCmdCopyMemoryToImageIndirectNV)load(context, "vkCmdCopyMemoryToImageIndirectNV"); +#endif /* defined(VK_NV_copy_memory_indirect) */ +#if defined(VK_NV_cuda_kernel_launch) + table->vkCmdCudaLaunchKernelNV = (PFN_vkCmdCudaLaunchKernelNV)load(context, "vkCmdCudaLaunchKernelNV"); + table->vkCreateCudaFunctionNV = (PFN_vkCreateCudaFunctionNV)load(context, "vkCreateCudaFunctionNV"); + table->vkCreateCudaModuleNV = (PFN_vkCreateCudaModuleNV)load(context, "vkCreateCudaModuleNV"); + table->vkDestroyCudaFunctionNV = (PFN_vkDestroyCudaFunctionNV)load(context, "vkDestroyCudaFunctionNV"); + table->vkDestroyCudaModuleNV = (PFN_vkDestroyCudaModuleNV)load(context, "vkDestroyCudaModuleNV"); + table->vkGetCudaModuleCacheNV = (PFN_vkGetCudaModuleCacheNV)load(context, "vkGetCudaModuleCacheNV"); +#endif /* defined(VK_NV_cuda_kernel_launch) */ +#if defined(VK_NV_device_diagnostic_checkpoints) + table->vkCmdSetCheckpointNV = (PFN_vkCmdSetCheckpointNV)load(context, "vkCmdSetCheckpointNV"); + table->vkGetQueueCheckpointDataNV = (PFN_vkGetQueueCheckpointDataNV)load(context, "vkGetQueueCheckpointDataNV"); +#endif /* defined(VK_NV_device_diagnostic_checkpoints) */ +#if defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) + table->vkGetQueueCheckpointData2NV = (PFN_vkGetQueueCheckpointData2NV)load(context, "vkGetQueueCheckpointData2NV"); +#endif /* defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_NV_device_generated_commands) + table->vkCmdBindPipelineShaderGroupNV = (PFN_vkCmdBindPipelineShaderGroupNV)load(context, "vkCmdBindPipelineShaderGroupNV"); + table->vkCmdExecuteGeneratedCommandsNV = (PFN_vkCmdExecuteGeneratedCommandsNV)load(context, "vkCmdExecuteGeneratedCommandsNV"); + table->vkCmdPreprocessGeneratedCommandsNV = (PFN_vkCmdPreprocessGeneratedCommandsNV)load(context, "vkCmdPreprocessGeneratedCommandsNV"); + table->vkCreateIndirectCommandsLayoutNV = (PFN_vkCreateIndirectCommandsLayoutNV)load(context, "vkCreateIndirectCommandsLayoutNV"); + table->vkDestroyIndirectCommandsLayoutNV = (PFN_vkDestroyIndirectCommandsLayoutNV)load(context, "vkDestroyIndirectCommandsLayoutNV"); + table->vkGetGeneratedCommandsMemoryRequirementsNV = (PFN_vkGetGeneratedCommandsMemoryRequirementsNV)load(context, "vkGetGeneratedCommandsMemoryRequirementsNV"); +#endif /* defined(VK_NV_device_generated_commands) */ +#if defined(VK_NV_device_generated_commands_compute) + table->vkCmdUpdatePipelineIndirectBufferNV = (PFN_vkCmdUpdatePipelineIndirectBufferNV)load(context, "vkCmdUpdatePipelineIndirectBufferNV"); + table->vkGetPipelineIndirectDeviceAddressNV = (PFN_vkGetPipelineIndirectDeviceAddressNV)load(context, "vkGetPipelineIndirectDeviceAddressNV"); + table->vkGetPipelineIndirectMemoryRequirementsNV = (PFN_vkGetPipelineIndirectMemoryRequirementsNV)load(context, "vkGetPipelineIndirectMemoryRequirementsNV"); +#endif /* defined(VK_NV_device_generated_commands_compute) */ +#if defined(VK_NV_external_memory_rdma) + table->vkGetMemoryRemoteAddressNV = (PFN_vkGetMemoryRemoteAddressNV)load(context, "vkGetMemoryRemoteAddressNV"); +#endif /* defined(VK_NV_external_memory_rdma) */ +#if defined(VK_NV_external_memory_win32) + table->vkGetMemoryWin32HandleNV = (PFN_vkGetMemoryWin32HandleNV)load(context, "vkGetMemoryWin32HandleNV"); +#endif /* defined(VK_NV_external_memory_win32) */ +#if defined(VK_NV_fragment_shading_rate_enums) + table->vkCmdSetFragmentShadingRateEnumNV = (PFN_vkCmdSetFragmentShadingRateEnumNV)load(context, "vkCmdSetFragmentShadingRateEnumNV"); +#endif /* defined(VK_NV_fragment_shading_rate_enums) */ +#if defined(VK_NV_low_latency2) + table->vkGetLatencyTimingsNV = (PFN_vkGetLatencyTimingsNV)load(context, "vkGetLatencyTimingsNV"); + table->vkLatencySleepNV = (PFN_vkLatencySleepNV)load(context, "vkLatencySleepNV"); + table->vkQueueNotifyOutOfBandNV = (PFN_vkQueueNotifyOutOfBandNV)load(context, "vkQueueNotifyOutOfBandNV"); + table->vkSetLatencyMarkerNV = (PFN_vkSetLatencyMarkerNV)load(context, "vkSetLatencyMarkerNV"); + table->vkSetLatencySleepModeNV = (PFN_vkSetLatencySleepModeNV)load(context, "vkSetLatencySleepModeNV"); +#endif /* defined(VK_NV_low_latency2) */ +#if defined(VK_NV_memory_decompression) + table->vkCmdDecompressMemoryIndirectCountNV = (PFN_vkCmdDecompressMemoryIndirectCountNV)load(context, "vkCmdDecompressMemoryIndirectCountNV"); + table->vkCmdDecompressMemoryNV = (PFN_vkCmdDecompressMemoryNV)load(context, "vkCmdDecompressMemoryNV"); +#endif /* defined(VK_NV_memory_decompression) */ +#if defined(VK_NV_mesh_shader) + table->vkCmdDrawMeshTasksIndirectCountNV = (PFN_vkCmdDrawMeshTasksIndirectCountNV)load(context, "vkCmdDrawMeshTasksIndirectCountNV"); + table->vkCmdDrawMeshTasksIndirectNV = (PFN_vkCmdDrawMeshTasksIndirectNV)load(context, "vkCmdDrawMeshTasksIndirectNV"); + table->vkCmdDrawMeshTasksNV = (PFN_vkCmdDrawMeshTasksNV)load(context, "vkCmdDrawMeshTasksNV"); +#endif /* defined(VK_NV_mesh_shader) */ +#if defined(VK_NV_optical_flow) + table->vkBindOpticalFlowSessionImageNV = (PFN_vkBindOpticalFlowSessionImageNV)load(context, "vkBindOpticalFlowSessionImageNV"); + table->vkCmdOpticalFlowExecuteNV = (PFN_vkCmdOpticalFlowExecuteNV)load(context, "vkCmdOpticalFlowExecuteNV"); + table->vkCreateOpticalFlowSessionNV = (PFN_vkCreateOpticalFlowSessionNV)load(context, "vkCreateOpticalFlowSessionNV"); + table->vkDestroyOpticalFlowSessionNV = (PFN_vkDestroyOpticalFlowSessionNV)load(context, "vkDestroyOpticalFlowSessionNV"); +#endif /* defined(VK_NV_optical_flow) */ +#if defined(VK_NV_ray_tracing) + table->vkBindAccelerationStructureMemoryNV = (PFN_vkBindAccelerationStructureMemoryNV)load(context, "vkBindAccelerationStructureMemoryNV"); + table->vkCmdBuildAccelerationStructureNV = (PFN_vkCmdBuildAccelerationStructureNV)load(context, "vkCmdBuildAccelerationStructureNV"); + table->vkCmdCopyAccelerationStructureNV = (PFN_vkCmdCopyAccelerationStructureNV)load(context, "vkCmdCopyAccelerationStructureNV"); + table->vkCmdTraceRaysNV = (PFN_vkCmdTraceRaysNV)load(context, "vkCmdTraceRaysNV"); + table->vkCmdWriteAccelerationStructuresPropertiesNV = (PFN_vkCmdWriteAccelerationStructuresPropertiesNV)load(context, "vkCmdWriteAccelerationStructuresPropertiesNV"); + table->vkCompileDeferredNV = (PFN_vkCompileDeferredNV)load(context, "vkCompileDeferredNV"); + table->vkCreateAccelerationStructureNV = (PFN_vkCreateAccelerationStructureNV)load(context, "vkCreateAccelerationStructureNV"); + table->vkCreateRayTracingPipelinesNV = (PFN_vkCreateRayTracingPipelinesNV)load(context, "vkCreateRayTracingPipelinesNV"); + table->vkDestroyAccelerationStructureNV = (PFN_vkDestroyAccelerationStructureNV)load(context, "vkDestroyAccelerationStructureNV"); + table->vkGetAccelerationStructureHandleNV = (PFN_vkGetAccelerationStructureHandleNV)load(context, "vkGetAccelerationStructureHandleNV"); + table->vkGetAccelerationStructureMemoryRequirementsNV = (PFN_vkGetAccelerationStructureMemoryRequirementsNV)load(context, "vkGetAccelerationStructureMemoryRequirementsNV"); + table->vkGetRayTracingShaderGroupHandlesNV = (PFN_vkGetRayTracingShaderGroupHandlesNV)load(context, "vkGetRayTracingShaderGroupHandlesNV"); +#endif /* defined(VK_NV_ray_tracing) */ +#if defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 + table->vkCmdSetExclusiveScissorEnableNV = (PFN_vkCmdSetExclusiveScissorEnableNV)load(context, "vkCmdSetExclusiveScissorEnableNV"); +#endif /* defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_scissor_exclusive) + table->vkCmdSetExclusiveScissorNV = (PFN_vkCmdSetExclusiveScissorNV)load(context, "vkCmdSetExclusiveScissorNV"); +#endif /* defined(VK_NV_scissor_exclusive) */ +#if defined(VK_NV_shading_rate_image) + table->vkCmdBindShadingRateImageNV = (PFN_vkCmdBindShadingRateImageNV)load(context, "vkCmdBindShadingRateImageNV"); + table->vkCmdSetCoarseSampleOrderNV = (PFN_vkCmdSetCoarseSampleOrderNV)load(context, "vkCmdSetCoarseSampleOrderNV"); + table->vkCmdSetViewportShadingRatePaletteNV = (PFN_vkCmdSetViewportShadingRatePaletteNV)load(context, "vkCmdSetViewportShadingRatePaletteNV"); +#endif /* defined(VK_NV_shading_rate_image) */ +#if defined(VK_QCOM_tile_properties) + table->vkGetDynamicRenderingTilePropertiesQCOM = (PFN_vkGetDynamicRenderingTilePropertiesQCOM)load(context, "vkGetDynamicRenderingTilePropertiesQCOM"); + table->vkGetFramebufferTilePropertiesQCOM = (PFN_vkGetFramebufferTilePropertiesQCOM)load(context, "vkGetFramebufferTilePropertiesQCOM"); +#endif /* defined(VK_QCOM_tile_properties) */ +#if defined(VK_QNX_external_memory_screen_buffer) + table->vkGetScreenBufferPropertiesQNX = (PFN_vkGetScreenBufferPropertiesQNX)load(context, "vkGetScreenBufferPropertiesQNX"); +#endif /* defined(VK_QNX_external_memory_screen_buffer) */ +#if defined(VK_VALVE_descriptor_set_host_mapping) + table->vkGetDescriptorSetHostMappingVALVE = (PFN_vkGetDescriptorSetHostMappingVALVE)load(context, "vkGetDescriptorSetHostMappingVALVE"); + table->vkGetDescriptorSetLayoutHostMappingInfoVALVE = (PFN_vkGetDescriptorSetLayoutHostMappingInfoVALVE)load(context, "vkGetDescriptorSetLayoutHostMappingInfoVALVE"); +#endif /* defined(VK_VALVE_descriptor_set_host_mapping) */ +#if (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) + table->vkCmdSetDepthClampRangeEXT = (PFN_vkCmdSetDepthClampRangeEXT)load(context, "vkCmdSetDepthClampRangeEXT"); +#endif /* (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) */ +#if (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) + table->vkCmdBindVertexBuffers2EXT = (PFN_vkCmdBindVertexBuffers2EXT)load(context, "vkCmdBindVertexBuffers2EXT"); + table->vkCmdSetCullModeEXT = (PFN_vkCmdSetCullModeEXT)load(context, "vkCmdSetCullModeEXT"); + table->vkCmdSetDepthBoundsTestEnableEXT = (PFN_vkCmdSetDepthBoundsTestEnableEXT)load(context, "vkCmdSetDepthBoundsTestEnableEXT"); + table->vkCmdSetDepthCompareOpEXT = (PFN_vkCmdSetDepthCompareOpEXT)load(context, "vkCmdSetDepthCompareOpEXT"); + table->vkCmdSetDepthTestEnableEXT = (PFN_vkCmdSetDepthTestEnableEXT)load(context, "vkCmdSetDepthTestEnableEXT"); + table->vkCmdSetDepthWriteEnableEXT = (PFN_vkCmdSetDepthWriteEnableEXT)load(context, "vkCmdSetDepthWriteEnableEXT"); + table->vkCmdSetFrontFaceEXT = (PFN_vkCmdSetFrontFaceEXT)load(context, "vkCmdSetFrontFaceEXT"); + table->vkCmdSetPrimitiveTopologyEXT = (PFN_vkCmdSetPrimitiveTopologyEXT)load(context, "vkCmdSetPrimitiveTopologyEXT"); + table->vkCmdSetScissorWithCountEXT = (PFN_vkCmdSetScissorWithCountEXT)load(context, "vkCmdSetScissorWithCountEXT"); + table->vkCmdSetStencilOpEXT = (PFN_vkCmdSetStencilOpEXT)load(context, "vkCmdSetStencilOpEXT"); + table->vkCmdSetStencilTestEnableEXT = (PFN_vkCmdSetStencilTestEnableEXT)load(context, "vkCmdSetStencilTestEnableEXT"); + table->vkCmdSetViewportWithCountEXT = (PFN_vkCmdSetViewportWithCountEXT)load(context, "vkCmdSetViewportWithCountEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) + table->vkCmdSetDepthBiasEnableEXT = (PFN_vkCmdSetDepthBiasEnableEXT)load(context, "vkCmdSetDepthBiasEnableEXT"); + table->vkCmdSetLogicOpEXT = (PFN_vkCmdSetLogicOpEXT)load(context, "vkCmdSetLogicOpEXT"); + table->vkCmdSetPatchControlPointsEXT = (PFN_vkCmdSetPatchControlPointsEXT)load(context, "vkCmdSetPatchControlPointsEXT"); + table->vkCmdSetPrimitiveRestartEnableEXT = (PFN_vkCmdSetPrimitiveRestartEnableEXT)load(context, "vkCmdSetPrimitiveRestartEnableEXT"); + table->vkCmdSetRasterizerDiscardEnableEXT = (PFN_vkCmdSetRasterizerDiscardEnableEXT)load(context, "vkCmdSetRasterizerDiscardEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) + table->vkCmdSetAlphaToCoverageEnableEXT = (PFN_vkCmdSetAlphaToCoverageEnableEXT)load(context, "vkCmdSetAlphaToCoverageEnableEXT"); + table->vkCmdSetAlphaToOneEnableEXT = (PFN_vkCmdSetAlphaToOneEnableEXT)load(context, "vkCmdSetAlphaToOneEnableEXT"); + table->vkCmdSetColorBlendEnableEXT = (PFN_vkCmdSetColorBlendEnableEXT)load(context, "vkCmdSetColorBlendEnableEXT"); + table->vkCmdSetColorBlendEquationEXT = (PFN_vkCmdSetColorBlendEquationEXT)load(context, "vkCmdSetColorBlendEquationEXT"); + table->vkCmdSetColorWriteMaskEXT = (PFN_vkCmdSetColorWriteMaskEXT)load(context, "vkCmdSetColorWriteMaskEXT"); + table->vkCmdSetDepthClampEnableEXT = (PFN_vkCmdSetDepthClampEnableEXT)load(context, "vkCmdSetDepthClampEnableEXT"); + table->vkCmdSetLogicOpEnableEXT = (PFN_vkCmdSetLogicOpEnableEXT)load(context, "vkCmdSetLogicOpEnableEXT"); + table->vkCmdSetPolygonModeEXT = (PFN_vkCmdSetPolygonModeEXT)load(context, "vkCmdSetPolygonModeEXT"); + table->vkCmdSetRasterizationSamplesEXT = (PFN_vkCmdSetRasterizationSamplesEXT)load(context, "vkCmdSetRasterizationSamplesEXT"); + table->vkCmdSetSampleMaskEXT = (PFN_vkCmdSetSampleMaskEXT)load(context, "vkCmdSetSampleMaskEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) + table->vkCmdSetTessellationDomainOriginEXT = (PFN_vkCmdSetTessellationDomainOriginEXT)load(context, "vkCmdSetTessellationDomainOriginEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) + table->vkCmdSetRasterizationStreamEXT = (PFN_vkCmdSetRasterizationStreamEXT)load(context, "vkCmdSetRasterizationStreamEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) + table->vkCmdSetConservativeRasterizationModeEXT = (PFN_vkCmdSetConservativeRasterizationModeEXT)load(context, "vkCmdSetConservativeRasterizationModeEXT"); + table->vkCmdSetExtraPrimitiveOverestimationSizeEXT = (PFN_vkCmdSetExtraPrimitiveOverestimationSizeEXT)load(context, "vkCmdSetExtraPrimitiveOverestimationSizeEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) + table->vkCmdSetDepthClipEnableEXT = (PFN_vkCmdSetDepthClipEnableEXT)load(context, "vkCmdSetDepthClipEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) + table->vkCmdSetSampleLocationsEnableEXT = (PFN_vkCmdSetSampleLocationsEnableEXT)load(context, "vkCmdSetSampleLocationsEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) + table->vkCmdSetColorBlendAdvancedEXT = (PFN_vkCmdSetColorBlendAdvancedEXT)load(context, "vkCmdSetColorBlendAdvancedEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) + table->vkCmdSetProvokingVertexModeEXT = (PFN_vkCmdSetProvokingVertexModeEXT)load(context, "vkCmdSetProvokingVertexModeEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) + table->vkCmdSetLineRasterizationModeEXT = (PFN_vkCmdSetLineRasterizationModeEXT)load(context, "vkCmdSetLineRasterizationModeEXT"); + table->vkCmdSetLineStippleEnableEXT = (PFN_vkCmdSetLineStippleEnableEXT)load(context, "vkCmdSetLineStippleEnableEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) + table->vkCmdSetDepthClipNegativeOneToOneEXT = (PFN_vkCmdSetDepthClipNegativeOneToOneEXT)load(context, "vkCmdSetDepthClipNegativeOneToOneEXT"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) + table->vkCmdSetViewportWScalingEnableNV = (PFN_vkCmdSetViewportWScalingEnableNV)load(context, "vkCmdSetViewportWScalingEnableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) + table->vkCmdSetViewportSwizzleNV = (PFN_vkCmdSetViewportSwizzleNV)load(context, "vkCmdSetViewportSwizzleNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) + table->vkCmdSetCoverageToColorEnableNV = (PFN_vkCmdSetCoverageToColorEnableNV)load(context, "vkCmdSetCoverageToColorEnableNV"); + table->vkCmdSetCoverageToColorLocationNV = (PFN_vkCmdSetCoverageToColorLocationNV)load(context, "vkCmdSetCoverageToColorLocationNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) + table->vkCmdSetCoverageModulationModeNV = (PFN_vkCmdSetCoverageModulationModeNV)load(context, "vkCmdSetCoverageModulationModeNV"); + table->vkCmdSetCoverageModulationTableEnableNV = (PFN_vkCmdSetCoverageModulationTableEnableNV)load(context, "vkCmdSetCoverageModulationTableEnableNV"); + table->vkCmdSetCoverageModulationTableNV = (PFN_vkCmdSetCoverageModulationTableNV)load(context, "vkCmdSetCoverageModulationTableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) + table->vkCmdSetShadingRateImageEnableNV = (PFN_vkCmdSetShadingRateImageEnableNV)load(context, "vkCmdSetShadingRateImageEnableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) + table->vkCmdSetRepresentativeFragmentTestEnableNV = (PFN_vkCmdSetRepresentativeFragmentTestEnableNV)load(context, "vkCmdSetRepresentativeFragmentTestEnableNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) + table->vkCmdSetCoverageReductionModeNV = (PFN_vkCmdSetCoverageReductionModeNV)load(context, "vkCmdSetCoverageReductionModeNV"); +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) */ +#if (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) + table->vkGetImageSubresourceLayout2EXT = (PFN_vkGetImageSubresourceLayout2EXT)load(context, "vkGetImageSubresourceLayout2EXT"); +#endif /* (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) */ +#if (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) + table->vkCmdSetVertexInputEXT = (PFN_vkCmdSetVertexInputEXT)load(context, "vkCmdSetVertexInputEXT"); +#endif /* (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) */ +#if (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) + table->vkCmdPushDescriptorSetWithTemplateKHR = (PFN_vkCmdPushDescriptorSetWithTemplateKHR)load(context, "vkCmdPushDescriptorSetWithTemplateKHR"); +#endif /* (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) + table->vkGetDeviceGroupPresentCapabilitiesKHR = (PFN_vkGetDeviceGroupPresentCapabilitiesKHR)load(context, "vkGetDeviceGroupPresentCapabilitiesKHR"); + table->vkGetDeviceGroupSurfacePresentModesKHR = (PFN_vkGetDeviceGroupSurfacePresentModesKHR)load(context, "vkGetDeviceGroupSurfacePresentModesKHR"); +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) + table->vkAcquireNextImage2KHR = (PFN_vkAcquireNextImage2KHR)load(context, "vkAcquireNextImage2KHR"); +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ + /* VOLK_GENERATE_LOAD_DEVICE_TABLE */ +} + +#ifdef __GNUC__ +#ifdef VOLK_DEFAULT_VISIBILITY +# pragma GCC visibility push(default) +#else +# pragma GCC visibility push(hidden) +#endif +#endif + +/* VOLK_GENERATE_PROTOTYPES_C */ +#if defined(VK_VERSION_1_0) +PFN_vkAllocateCommandBuffers vkAllocateCommandBuffers; +PFN_vkAllocateDescriptorSets vkAllocateDescriptorSets; +PFN_vkAllocateMemory vkAllocateMemory; +PFN_vkBeginCommandBuffer vkBeginCommandBuffer; +PFN_vkBindBufferMemory vkBindBufferMemory; +PFN_vkBindImageMemory vkBindImageMemory; +PFN_vkCmdBeginQuery vkCmdBeginQuery; +PFN_vkCmdBeginRenderPass vkCmdBeginRenderPass; +PFN_vkCmdBindDescriptorSets vkCmdBindDescriptorSets; +PFN_vkCmdBindIndexBuffer vkCmdBindIndexBuffer; +PFN_vkCmdBindPipeline vkCmdBindPipeline; +PFN_vkCmdBindVertexBuffers vkCmdBindVertexBuffers; +PFN_vkCmdBlitImage vkCmdBlitImage; +PFN_vkCmdClearAttachments vkCmdClearAttachments; +PFN_vkCmdClearColorImage vkCmdClearColorImage; +PFN_vkCmdClearDepthStencilImage vkCmdClearDepthStencilImage; +PFN_vkCmdCopyBuffer vkCmdCopyBuffer; +PFN_vkCmdCopyBufferToImage vkCmdCopyBufferToImage; +PFN_vkCmdCopyImage vkCmdCopyImage; +PFN_vkCmdCopyImageToBuffer vkCmdCopyImageToBuffer; +PFN_vkCmdCopyQueryPoolResults vkCmdCopyQueryPoolResults; +PFN_vkCmdDispatch vkCmdDispatch; +PFN_vkCmdDispatchIndirect vkCmdDispatchIndirect; +PFN_vkCmdDraw vkCmdDraw; +PFN_vkCmdDrawIndexed vkCmdDrawIndexed; +PFN_vkCmdDrawIndexedIndirect vkCmdDrawIndexedIndirect; +PFN_vkCmdDrawIndirect vkCmdDrawIndirect; +PFN_vkCmdEndQuery vkCmdEndQuery; +PFN_vkCmdEndRenderPass vkCmdEndRenderPass; +PFN_vkCmdExecuteCommands vkCmdExecuteCommands; +PFN_vkCmdFillBuffer vkCmdFillBuffer; +PFN_vkCmdNextSubpass vkCmdNextSubpass; +PFN_vkCmdPipelineBarrier vkCmdPipelineBarrier; +PFN_vkCmdPushConstants vkCmdPushConstants; +PFN_vkCmdResetEvent vkCmdResetEvent; +PFN_vkCmdResetQueryPool vkCmdResetQueryPool; +PFN_vkCmdResolveImage vkCmdResolveImage; +PFN_vkCmdSetBlendConstants vkCmdSetBlendConstants; +PFN_vkCmdSetDepthBias vkCmdSetDepthBias; +PFN_vkCmdSetDepthBounds vkCmdSetDepthBounds; +PFN_vkCmdSetEvent vkCmdSetEvent; +PFN_vkCmdSetLineWidth vkCmdSetLineWidth; +PFN_vkCmdSetScissor vkCmdSetScissor; +PFN_vkCmdSetStencilCompareMask vkCmdSetStencilCompareMask; +PFN_vkCmdSetStencilReference vkCmdSetStencilReference; +PFN_vkCmdSetStencilWriteMask vkCmdSetStencilWriteMask; +PFN_vkCmdSetViewport vkCmdSetViewport; +PFN_vkCmdUpdateBuffer vkCmdUpdateBuffer; +PFN_vkCmdWaitEvents vkCmdWaitEvents; +PFN_vkCmdWriteTimestamp vkCmdWriteTimestamp; +PFN_vkCreateBuffer vkCreateBuffer; +PFN_vkCreateBufferView vkCreateBufferView; +PFN_vkCreateCommandPool vkCreateCommandPool; +PFN_vkCreateComputePipelines vkCreateComputePipelines; +PFN_vkCreateDescriptorPool vkCreateDescriptorPool; +PFN_vkCreateDescriptorSetLayout vkCreateDescriptorSetLayout; +PFN_vkCreateDevice vkCreateDevice; +PFN_vkCreateEvent vkCreateEvent; +PFN_vkCreateFence vkCreateFence; +PFN_vkCreateFramebuffer vkCreateFramebuffer; +PFN_vkCreateGraphicsPipelines vkCreateGraphicsPipelines; +PFN_vkCreateImage vkCreateImage; +PFN_vkCreateImageView vkCreateImageView; +PFN_vkCreateInstance vkCreateInstance; +PFN_vkCreatePipelineCache vkCreatePipelineCache; +PFN_vkCreatePipelineLayout vkCreatePipelineLayout; +PFN_vkCreateQueryPool vkCreateQueryPool; +PFN_vkCreateRenderPass vkCreateRenderPass; +PFN_vkCreateSampler vkCreateSampler; +PFN_vkCreateSemaphore vkCreateSemaphore; +PFN_vkCreateShaderModule vkCreateShaderModule; +PFN_vkDestroyBuffer vkDestroyBuffer; +PFN_vkDestroyBufferView vkDestroyBufferView; +PFN_vkDestroyCommandPool vkDestroyCommandPool; +PFN_vkDestroyDescriptorPool vkDestroyDescriptorPool; +PFN_vkDestroyDescriptorSetLayout vkDestroyDescriptorSetLayout; +PFN_vkDestroyDevice vkDestroyDevice; +PFN_vkDestroyEvent vkDestroyEvent; +PFN_vkDestroyFence vkDestroyFence; +PFN_vkDestroyFramebuffer vkDestroyFramebuffer; +PFN_vkDestroyImage vkDestroyImage; +PFN_vkDestroyImageView vkDestroyImageView; +PFN_vkDestroyInstance vkDestroyInstance; +PFN_vkDestroyPipeline vkDestroyPipeline; +PFN_vkDestroyPipelineCache vkDestroyPipelineCache; +PFN_vkDestroyPipelineLayout vkDestroyPipelineLayout; +PFN_vkDestroyQueryPool vkDestroyQueryPool; +PFN_vkDestroyRenderPass vkDestroyRenderPass; +PFN_vkDestroySampler vkDestroySampler; +PFN_vkDestroySemaphore vkDestroySemaphore; +PFN_vkDestroyShaderModule vkDestroyShaderModule; +PFN_vkDeviceWaitIdle vkDeviceWaitIdle; +PFN_vkEndCommandBuffer vkEndCommandBuffer; +PFN_vkEnumerateDeviceExtensionProperties vkEnumerateDeviceExtensionProperties; +PFN_vkEnumerateDeviceLayerProperties vkEnumerateDeviceLayerProperties; +PFN_vkEnumerateInstanceExtensionProperties vkEnumerateInstanceExtensionProperties; +PFN_vkEnumerateInstanceLayerProperties vkEnumerateInstanceLayerProperties; +PFN_vkEnumeratePhysicalDevices vkEnumeratePhysicalDevices; +PFN_vkFlushMappedMemoryRanges vkFlushMappedMemoryRanges; +PFN_vkFreeCommandBuffers vkFreeCommandBuffers; +PFN_vkFreeDescriptorSets vkFreeDescriptorSets; +PFN_vkFreeMemory vkFreeMemory; +PFN_vkGetBufferMemoryRequirements vkGetBufferMemoryRequirements; +PFN_vkGetDeviceMemoryCommitment vkGetDeviceMemoryCommitment; +PFN_vkGetDeviceProcAddr vkGetDeviceProcAddr; +PFN_vkGetDeviceQueue vkGetDeviceQueue; +PFN_vkGetEventStatus vkGetEventStatus; +PFN_vkGetFenceStatus vkGetFenceStatus; +PFN_vkGetImageMemoryRequirements vkGetImageMemoryRequirements; +PFN_vkGetImageSparseMemoryRequirements vkGetImageSparseMemoryRequirements; +PFN_vkGetImageSubresourceLayout vkGetImageSubresourceLayout; +PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr; +PFN_vkGetPhysicalDeviceFeatures vkGetPhysicalDeviceFeatures; +PFN_vkGetPhysicalDeviceFormatProperties vkGetPhysicalDeviceFormatProperties; +PFN_vkGetPhysicalDeviceImageFormatProperties vkGetPhysicalDeviceImageFormatProperties; +PFN_vkGetPhysicalDeviceMemoryProperties vkGetPhysicalDeviceMemoryProperties; +PFN_vkGetPhysicalDeviceProperties vkGetPhysicalDeviceProperties; +PFN_vkGetPhysicalDeviceQueueFamilyProperties vkGetPhysicalDeviceQueueFamilyProperties; +PFN_vkGetPhysicalDeviceSparseImageFormatProperties vkGetPhysicalDeviceSparseImageFormatProperties; +PFN_vkGetPipelineCacheData vkGetPipelineCacheData; +PFN_vkGetQueryPoolResults vkGetQueryPoolResults; +PFN_vkGetRenderAreaGranularity vkGetRenderAreaGranularity; +PFN_vkInvalidateMappedMemoryRanges vkInvalidateMappedMemoryRanges; +PFN_vkMapMemory vkMapMemory; +PFN_vkMergePipelineCaches vkMergePipelineCaches; +PFN_vkQueueBindSparse vkQueueBindSparse; +PFN_vkQueueSubmit vkQueueSubmit; +PFN_vkQueueWaitIdle vkQueueWaitIdle; +PFN_vkResetCommandBuffer vkResetCommandBuffer; +PFN_vkResetCommandPool vkResetCommandPool; +PFN_vkResetDescriptorPool vkResetDescriptorPool; +PFN_vkResetEvent vkResetEvent; +PFN_vkResetFences vkResetFences; +PFN_vkSetEvent vkSetEvent; +PFN_vkUnmapMemory vkUnmapMemory; +PFN_vkUpdateDescriptorSets vkUpdateDescriptorSets; +PFN_vkWaitForFences vkWaitForFences; +#endif /* defined(VK_VERSION_1_0) */ +#if defined(VK_VERSION_1_1) +PFN_vkBindBufferMemory2 vkBindBufferMemory2; +PFN_vkBindImageMemory2 vkBindImageMemory2; +PFN_vkCmdDispatchBase vkCmdDispatchBase; +PFN_vkCmdSetDeviceMask vkCmdSetDeviceMask; +PFN_vkCreateDescriptorUpdateTemplate vkCreateDescriptorUpdateTemplate; +PFN_vkCreateSamplerYcbcrConversion vkCreateSamplerYcbcrConversion; +PFN_vkDestroyDescriptorUpdateTemplate vkDestroyDescriptorUpdateTemplate; +PFN_vkDestroySamplerYcbcrConversion vkDestroySamplerYcbcrConversion; +PFN_vkEnumerateInstanceVersion vkEnumerateInstanceVersion; +PFN_vkEnumeratePhysicalDeviceGroups vkEnumeratePhysicalDeviceGroups; +PFN_vkGetBufferMemoryRequirements2 vkGetBufferMemoryRequirements2; +PFN_vkGetDescriptorSetLayoutSupport vkGetDescriptorSetLayoutSupport; +PFN_vkGetDeviceGroupPeerMemoryFeatures vkGetDeviceGroupPeerMemoryFeatures; +PFN_vkGetDeviceQueue2 vkGetDeviceQueue2; +PFN_vkGetImageMemoryRequirements2 vkGetImageMemoryRequirements2; +PFN_vkGetImageSparseMemoryRequirements2 vkGetImageSparseMemoryRequirements2; +PFN_vkGetPhysicalDeviceExternalBufferProperties vkGetPhysicalDeviceExternalBufferProperties; +PFN_vkGetPhysicalDeviceExternalFenceProperties vkGetPhysicalDeviceExternalFenceProperties; +PFN_vkGetPhysicalDeviceExternalSemaphoreProperties vkGetPhysicalDeviceExternalSemaphoreProperties; +PFN_vkGetPhysicalDeviceFeatures2 vkGetPhysicalDeviceFeatures2; +PFN_vkGetPhysicalDeviceFormatProperties2 vkGetPhysicalDeviceFormatProperties2; +PFN_vkGetPhysicalDeviceImageFormatProperties2 vkGetPhysicalDeviceImageFormatProperties2; +PFN_vkGetPhysicalDeviceMemoryProperties2 vkGetPhysicalDeviceMemoryProperties2; +PFN_vkGetPhysicalDeviceProperties2 vkGetPhysicalDeviceProperties2; +PFN_vkGetPhysicalDeviceQueueFamilyProperties2 vkGetPhysicalDeviceQueueFamilyProperties2; +PFN_vkGetPhysicalDeviceSparseImageFormatProperties2 vkGetPhysicalDeviceSparseImageFormatProperties2; +PFN_vkTrimCommandPool vkTrimCommandPool; +PFN_vkUpdateDescriptorSetWithTemplate vkUpdateDescriptorSetWithTemplate; +#endif /* defined(VK_VERSION_1_1) */ +#if defined(VK_VERSION_1_2) +PFN_vkCmdBeginRenderPass2 vkCmdBeginRenderPass2; +PFN_vkCmdDrawIndexedIndirectCount vkCmdDrawIndexedIndirectCount; +PFN_vkCmdDrawIndirectCount vkCmdDrawIndirectCount; +PFN_vkCmdEndRenderPass2 vkCmdEndRenderPass2; +PFN_vkCmdNextSubpass2 vkCmdNextSubpass2; +PFN_vkCreateRenderPass2 vkCreateRenderPass2; +PFN_vkGetBufferDeviceAddress vkGetBufferDeviceAddress; +PFN_vkGetBufferOpaqueCaptureAddress vkGetBufferOpaqueCaptureAddress; +PFN_vkGetDeviceMemoryOpaqueCaptureAddress vkGetDeviceMemoryOpaqueCaptureAddress; +PFN_vkGetSemaphoreCounterValue vkGetSemaphoreCounterValue; +PFN_vkResetQueryPool vkResetQueryPool; +PFN_vkSignalSemaphore vkSignalSemaphore; +PFN_vkWaitSemaphores vkWaitSemaphores; +#endif /* defined(VK_VERSION_1_2) */ +#if defined(VK_VERSION_1_3) +PFN_vkCmdBeginRendering vkCmdBeginRendering; +PFN_vkCmdBindVertexBuffers2 vkCmdBindVertexBuffers2; +PFN_vkCmdBlitImage2 vkCmdBlitImage2; +PFN_vkCmdCopyBuffer2 vkCmdCopyBuffer2; +PFN_vkCmdCopyBufferToImage2 vkCmdCopyBufferToImage2; +PFN_vkCmdCopyImage2 vkCmdCopyImage2; +PFN_vkCmdCopyImageToBuffer2 vkCmdCopyImageToBuffer2; +PFN_vkCmdEndRendering vkCmdEndRendering; +PFN_vkCmdPipelineBarrier2 vkCmdPipelineBarrier2; +PFN_vkCmdResetEvent2 vkCmdResetEvent2; +PFN_vkCmdResolveImage2 vkCmdResolveImage2; +PFN_vkCmdSetCullMode vkCmdSetCullMode; +PFN_vkCmdSetDepthBiasEnable vkCmdSetDepthBiasEnable; +PFN_vkCmdSetDepthBoundsTestEnable vkCmdSetDepthBoundsTestEnable; +PFN_vkCmdSetDepthCompareOp vkCmdSetDepthCompareOp; +PFN_vkCmdSetDepthTestEnable vkCmdSetDepthTestEnable; +PFN_vkCmdSetDepthWriteEnable vkCmdSetDepthWriteEnable; +PFN_vkCmdSetEvent2 vkCmdSetEvent2; +PFN_vkCmdSetFrontFace vkCmdSetFrontFace; +PFN_vkCmdSetPrimitiveRestartEnable vkCmdSetPrimitiveRestartEnable; +PFN_vkCmdSetPrimitiveTopology vkCmdSetPrimitiveTopology; +PFN_vkCmdSetRasterizerDiscardEnable vkCmdSetRasterizerDiscardEnable; +PFN_vkCmdSetScissorWithCount vkCmdSetScissorWithCount; +PFN_vkCmdSetStencilOp vkCmdSetStencilOp; +PFN_vkCmdSetStencilTestEnable vkCmdSetStencilTestEnable; +PFN_vkCmdSetViewportWithCount vkCmdSetViewportWithCount; +PFN_vkCmdWaitEvents2 vkCmdWaitEvents2; +PFN_vkCmdWriteTimestamp2 vkCmdWriteTimestamp2; +PFN_vkCreatePrivateDataSlot vkCreatePrivateDataSlot; +PFN_vkDestroyPrivateDataSlot vkDestroyPrivateDataSlot; +PFN_vkGetDeviceBufferMemoryRequirements vkGetDeviceBufferMemoryRequirements; +PFN_vkGetDeviceImageMemoryRequirements vkGetDeviceImageMemoryRequirements; +PFN_vkGetDeviceImageSparseMemoryRequirements vkGetDeviceImageSparseMemoryRequirements; +PFN_vkGetPhysicalDeviceToolProperties vkGetPhysicalDeviceToolProperties; +PFN_vkGetPrivateData vkGetPrivateData; +PFN_vkQueueSubmit2 vkQueueSubmit2; +PFN_vkSetPrivateData vkSetPrivateData; +#endif /* defined(VK_VERSION_1_3) */ +#if defined(VK_AMDX_shader_enqueue) +PFN_vkCmdDispatchGraphAMDX vkCmdDispatchGraphAMDX; +PFN_vkCmdDispatchGraphIndirectAMDX vkCmdDispatchGraphIndirectAMDX; +PFN_vkCmdDispatchGraphIndirectCountAMDX vkCmdDispatchGraphIndirectCountAMDX; +PFN_vkCmdInitializeGraphScratchMemoryAMDX vkCmdInitializeGraphScratchMemoryAMDX; +PFN_vkCreateExecutionGraphPipelinesAMDX vkCreateExecutionGraphPipelinesAMDX; +PFN_vkGetExecutionGraphPipelineNodeIndexAMDX vkGetExecutionGraphPipelineNodeIndexAMDX; +PFN_vkGetExecutionGraphPipelineScratchSizeAMDX vkGetExecutionGraphPipelineScratchSizeAMDX; +#endif /* defined(VK_AMDX_shader_enqueue) */ +#if defined(VK_AMD_anti_lag) +PFN_vkAntiLagUpdateAMD vkAntiLagUpdateAMD; +#endif /* defined(VK_AMD_anti_lag) */ +#if defined(VK_AMD_buffer_marker) +PFN_vkCmdWriteBufferMarkerAMD vkCmdWriteBufferMarkerAMD; +#endif /* defined(VK_AMD_buffer_marker) */ +#if defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) +PFN_vkCmdWriteBufferMarker2AMD vkCmdWriteBufferMarker2AMD; +#endif /* defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_AMD_display_native_hdr) +PFN_vkSetLocalDimmingAMD vkSetLocalDimmingAMD; +#endif /* defined(VK_AMD_display_native_hdr) */ +#if defined(VK_AMD_draw_indirect_count) +PFN_vkCmdDrawIndexedIndirectCountAMD vkCmdDrawIndexedIndirectCountAMD; +PFN_vkCmdDrawIndirectCountAMD vkCmdDrawIndirectCountAMD; +#endif /* defined(VK_AMD_draw_indirect_count) */ +#if defined(VK_AMD_shader_info) +PFN_vkGetShaderInfoAMD vkGetShaderInfoAMD; +#endif /* defined(VK_AMD_shader_info) */ +#if defined(VK_ANDROID_external_memory_android_hardware_buffer) +PFN_vkGetAndroidHardwareBufferPropertiesANDROID vkGetAndroidHardwareBufferPropertiesANDROID; +PFN_vkGetMemoryAndroidHardwareBufferANDROID vkGetMemoryAndroidHardwareBufferANDROID; +#endif /* defined(VK_ANDROID_external_memory_android_hardware_buffer) */ +#if defined(VK_EXT_acquire_drm_display) +PFN_vkAcquireDrmDisplayEXT vkAcquireDrmDisplayEXT; +PFN_vkGetDrmDisplayEXT vkGetDrmDisplayEXT; +#endif /* defined(VK_EXT_acquire_drm_display) */ +#if defined(VK_EXT_acquire_xlib_display) +PFN_vkAcquireXlibDisplayEXT vkAcquireXlibDisplayEXT; +PFN_vkGetRandROutputDisplayEXT vkGetRandROutputDisplayEXT; +#endif /* defined(VK_EXT_acquire_xlib_display) */ +#if defined(VK_EXT_attachment_feedback_loop_dynamic_state) +PFN_vkCmdSetAttachmentFeedbackLoopEnableEXT vkCmdSetAttachmentFeedbackLoopEnableEXT; +#endif /* defined(VK_EXT_attachment_feedback_loop_dynamic_state) */ +#if defined(VK_EXT_buffer_device_address) +PFN_vkGetBufferDeviceAddressEXT vkGetBufferDeviceAddressEXT; +#endif /* defined(VK_EXT_buffer_device_address) */ +#if defined(VK_EXT_calibrated_timestamps) +PFN_vkGetCalibratedTimestampsEXT vkGetCalibratedTimestampsEXT; +PFN_vkGetPhysicalDeviceCalibrateableTimeDomainsEXT vkGetPhysicalDeviceCalibrateableTimeDomainsEXT; +#endif /* defined(VK_EXT_calibrated_timestamps) */ +#if defined(VK_EXT_color_write_enable) +PFN_vkCmdSetColorWriteEnableEXT vkCmdSetColorWriteEnableEXT; +#endif /* defined(VK_EXT_color_write_enable) */ +#if defined(VK_EXT_conditional_rendering) +PFN_vkCmdBeginConditionalRenderingEXT vkCmdBeginConditionalRenderingEXT; +PFN_vkCmdEndConditionalRenderingEXT vkCmdEndConditionalRenderingEXT; +#endif /* defined(VK_EXT_conditional_rendering) */ +#if defined(VK_EXT_debug_marker) +PFN_vkCmdDebugMarkerBeginEXT vkCmdDebugMarkerBeginEXT; +PFN_vkCmdDebugMarkerEndEXT vkCmdDebugMarkerEndEXT; +PFN_vkCmdDebugMarkerInsertEXT vkCmdDebugMarkerInsertEXT; +PFN_vkDebugMarkerSetObjectNameEXT vkDebugMarkerSetObjectNameEXT; +PFN_vkDebugMarkerSetObjectTagEXT vkDebugMarkerSetObjectTagEXT; +#endif /* defined(VK_EXT_debug_marker) */ +#if defined(VK_EXT_debug_report) +PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT; +PFN_vkDebugReportMessageEXT vkDebugReportMessageEXT; +PFN_vkDestroyDebugReportCallbackEXT vkDestroyDebugReportCallbackEXT; +#endif /* defined(VK_EXT_debug_report) */ +#if defined(VK_EXT_debug_utils) +PFN_vkCmdBeginDebugUtilsLabelEXT vkCmdBeginDebugUtilsLabelEXT; +PFN_vkCmdEndDebugUtilsLabelEXT vkCmdEndDebugUtilsLabelEXT; +PFN_vkCmdInsertDebugUtilsLabelEXT vkCmdInsertDebugUtilsLabelEXT; +PFN_vkCreateDebugUtilsMessengerEXT vkCreateDebugUtilsMessengerEXT; +PFN_vkDestroyDebugUtilsMessengerEXT vkDestroyDebugUtilsMessengerEXT; +PFN_vkQueueBeginDebugUtilsLabelEXT vkQueueBeginDebugUtilsLabelEXT; +PFN_vkQueueEndDebugUtilsLabelEXT vkQueueEndDebugUtilsLabelEXT; +PFN_vkQueueInsertDebugUtilsLabelEXT vkQueueInsertDebugUtilsLabelEXT; +PFN_vkSetDebugUtilsObjectNameEXT vkSetDebugUtilsObjectNameEXT; +PFN_vkSetDebugUtilsObjectTagEXT vkSetDebugUtilsObjectTagEXT; +PFN_vkSubmitDebugUtilsMessageEXT vkSubmitDebugUtilsMessageEXT; +#endif /* defined(VK_EXT_debug_utils) */ +#if defined(VK_EXT_depth_bias_control) +PFN_vkCmdSetDepthBias2EXT vkCmdSetDepthBias2EXT; +#endif /* defined(VK_EXT_depth_bias_control) */ +#if defined(VK_EXT_descriptor_buffer) +PFN_vkCmdBindDescriptorBufferEmbeddedSamplersEXT vkCmdBindDescriptorBufferEmbeddedSamplersEXT; +PFN_vkCmdBindDescriptorBuffersEXT vkCmdBindDescriptorBuffersEXT; +PFN_vkCmdSetDescriptorBufferOffsetsEXT vkCmdSetDescriptorBufferOffsetsEXT; +PFN_vkGetBufferOpaqueCaptureDescriptorDataEXT vkGetBufferOpaqueCaptureDescriptorDataEXT; +PFN_vkGetDescriptorEXT vkGetDescriptorEXT; +PFN_vkGetDescriptorSetLayoutBindingOffsetEXT vkGetDescriptorSetLayoutBindingOffsetEXT; +PFN_vkGetDescriptorSetLayoutSizeEXT vkGetDescriptorSetLayoutSizeEXT; +PFN_vkGetImageOpaqueCaptureDescriptorDataEXT vkGetImageOpaqueCaptureDescriptorDataEXT; +PFN_vkGetImageViewOpaqueCaptureDescriptorDataEXT vkGetImageViewOpaqueCaptureDescriptorDataEXT; +PFN_vkGetSamplerOpaqueCaptureDescriptorDataEXT vkGetSamplerOpaqueCaptureDescriptorDataEXT; +#endif /* defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) +PFN_vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT; +#endif /* defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) */ +#if defined(VK_EXT_device_fault) +PFN_vkGetDeviceFaultInfoEXT vkGetDeviceFaultInfoEXT; +#endif /* defined(VK_EXT_device_fault) */ +#if defined(VK_EXT_device_generated_commands) +PFN_vkCmdExecuteGeneratedCommandsEXT vkCmdExecuteGeneratedCommandsEXT; +PFN_vkCmdPreprocessGeneratedCommandsEXT vkCmdPreprocessGeneratedCommandsEXT; +PFN_vkCreateIndirectCommandsLayoutEXT vkCreateIndirectCommandsLayoutEXT; +PFN_vkCreateIndirectExecutionSetEXT vkCreateIndirectExecutionSetEXT; +PFN_vkDestroyIndirectCommandsLayoutEXT vkDestroyIndirectCommandsLayoutEXT; +PFN_vkDestroyIndirectExecutionSetEXT vkDestroyIndirectExecutionSetEXT; +PFN_vkGetGeneratedCommandsMemoryRequirementsEXT vkGetGeneratedCommandsMemoryRequirementsEXT; +PFN_vkUpdateIndirectExecutionSetPipelineEXT vkUpdateIndirectExecutionSetPipelineEXT; +PFN_vkUpdateIndirectExecutionSetShaderEXT vkUpdateIndirectExecutionSetShaderEXT; +#endif /* defined(VK_EXT_device_generated_commands) */ +#if defined(VK_EXT_direct_mode_display) +PFN_vkReleaseDisplayEXT vkReleaseDisplayEXT; +#endif /* defined(VK_EXT_direct_mode_display) */ +#if defined(VK_EXT_directfb_surface) +PFN_vkCreateDirectFBSurfaceEXT vkCreateDirectFBSurfaceEXT; +PFN_vkGetPhysicalDeviceDirectFBPresentationSupportEXT vkGetPhysicalDeviceDirectFBPresentationSupportEXT; +#endif /* defined(VK_EXT_directfb_surface) */ +#if defined(VK_EXT_discard_rectangles) +PFN_vkCmdSetDiscardRectangleEXT vkCmdSetDiscardRectangleEXT; +#endif /* defined(VK_EXT_discard_rectangles) */ +#if defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 +PFN_vkCmdSetDiscardRectangleEnableEXT vkCmdSetDiscardRectangleEnableEXT; +PFN_vkCmdSetDiscardRectangleModeEXT vkCmdSetDiscardRectangleModeEXT; +#endif /* defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 */ +#if defined(VK_EXT_display_control) +PFN_vkDisplayPowerControlEXT vkDisplayPowerControlEXT; +PFN_vkGetSwapchainCounterEXT vkGetSwapchainCounterEXT; +PFN_vkRegisterDeviceEventEXT vkRegisterDeviceEventEXT; +PFN_vkRegisterDisplayEventEXT vkRegisterDisplayEventEXT; +#endif /* defined(VK_EXT_display_control) */ +#if defined(VK_EXT_display_surface_counter) +PFN_vkGetPhysicalDeviceSurfaceCapabilities2EXT vkGetPhysicalDeviceSurfaceCapabilities2EXT; +#endif /* defined(VK_EXT_display_surface_counter) */ +#if defined(VK_EXT_external_memory_host) +PFN_vkGetMemoryHostPointerPropertiesEXT vkGetMemoryHostPointerPropertiesEXT; +#endif /* defined(VK_EXT_external_memory_host) */ +#if defined(VK_EXT_full_screen_exclusive) +PFN_vkAcquireFullScreenExclusiveModeEXT vkAcquireFullScreenExclusiveModeEXT; +PFN_vkGetPhysicalDeviceSurfacePresentModes2EXT vkGetPhysicalDeviceSurfacePresentModes2EXT; +PFN_vkReleaseFullScreenExclusiveModeEXT vkReleaseFullScreenExclusiveModeEXT; +#endif /* defined(VK_EXT_full_screen_exclusive) */ +#if defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) +PFN_vkGetDeviceGroupSurfacePresentModes2EXT vkGetDeviceGroupSurfacePresentModes2EXT; +#endif /* defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) */ +#if defined(VK_EXT_hdr_metadata) +PFN_vkSetHdrMetadataEXT vkSetHdrMetadataEXT; +#endif /* defined(VK_EXT_hdr_metadata) */ +#if defined(VK_EXT_headless_surface) +PFN_vkCreateHeadlessSurfaceEXT vkCreateHeadlessSurfaceEXT; +#endif /* defined(VK_EXT_headless_surface) */ +#if defined(VK_EXT_host_image_copy) +PFN_vkCopyImageToImageEXT vkCopyImageToImageEXT; +PFN_vkCopyImageToMemoryEXT vkCopyImageToMemoryEXT; +PFN_vkCopyMemoryToImageEXT vkCopyMemoryToImageEXT; +PFN_vkTransitionImageLayoutEXT vkTransitionImageLayoutEXT; +#endif /* defined(VK_EXT_host_image_copy) */ +#if defined(VK_EXT_host_query_reset) +PFN_vkResetQueryPoolEXT vkResetQueryPoolEXT; +#endif /* defined(VK_EXT_host_query_reset) */ +#if defined(VK_EXT_image_drm_format_modifier) +PFN_vkGetImageDrmFormatModifierPropertiesEXT vkGetImageDrmFormatModifierPropertiesEXT; +#endif /* defined(VK_EXT_image_drm_format_modifier) */ +#if defined(VK_EXT_line_rasterization) +PFN_vkCmdSetLineStippleEXT vkCmdSetLineStippleEXT; +#endif /* defined(VK_EXT_line_rasterization) */ +#if defined(VK_EXT_mesh_shader) +PFN_vkCmdDrawMeshTasksEXT vkCmdDrawMeshTasksEXT; +PFN_vkCmdDrawMeshTasksIndirectCountEXT vkCmdDrawMeshTasksIndirectCountEXT; +PFN_vkCmdDrawMeshTasksIndirectEXT vkCmdDrawMeshTasksIndirectEXT; +#endif /* defined(VK_EXT_mesh_shader) */ +#if defined(VK_EXT_metal_objects) +PFN_vkExportMetalObjectsEXT vkExportMetalObjectsEXT; +#endif /* defined(VK_EXT_metal_objects) */ +#if defined(VK_EXT_metal_surface) +PFN_vkCreateMetalSurfaceEXT vkCreateMetalSurfaceEXT; +#endif /* defined(VK_EXT_metal_surface) */ +#if defined(VK_EXT_multi_draw) +PFN_vkCmdDrawMultiEXT vkCmdDrawMultiEXT; +PFN_vkCmdDrawMultiIndexedEXT vkCmdDrawMultiIndexedEXT; +#endif /* defined(VK_EXT_multi_draw) */ +#if defined(VK_EXT_opacity_micromap) +PFN_vkBuildMicromapsEXT vkBuildMicromapsEXT; +PFN_vkCmdBuildMicromapsEXT vkCmdBuildMicromapsEXT; +PFN_vkCmdCopyMemoryToMicromapEXT vkCmdCopyMemoryToMicromapEXT; +PFN_vkCmdCopyMicromapEXT vkCmdCopyMicromapEXT; +PFN_vkCmdCopyMicromapToMemoryEXT vkCmdCopyMicromapToMemoryEXT; +PFN_vkCmdWriteMicromapsPropertiesEXT vkCmdWriteMicromapsPropertiesEXT; +PFN_vkCopyMemoryToMicromapEXT vkCopyMemoryToMicromapEXT; +PFN_vkCopyMicromapEXT vkCopyMicromapEXT; +PFN_vkCopyMicromapToMemoryEXT vkCopyMicromapToMemoryEXT; +PFN_vkCreateMicromapEXT vkCreateMicromapEXT; +PFN_vkDestroyMicromapEXT vkDestroyMicromapEXT; +PFN_vkGetDeviceMicromapCompatibilityEXT vkGetDeviceMicromapCompatibilityEXT; +PFN_vkGetMicromapBuildSizesEXT vkGetMicromapBuildSizesEXT; +PFN_vkWriteMicromapsPropertiesEXT vkWriteMicromapsPropertiesEXT; +#endif /* defined(VK_EXT_opacity_micromap) */ +#if defined(VK_EXT_pageable_device_local_memory) +PFN_vkSetDeviceMemoryPriorityEXT vkSetDeviceMemoryPriorityEXT; +#endif /* defined(VK_EXT_pageable_device_local_memory) */ +#if defined(VK_EXT_pipeline_properties) +PFN_vkGetPipelinePropertiesEXT vkGetPipelinePropertiesEXT; +#endif /* defined(VK_EXT_pipeline_properties) */ +#if defined(VK_EXT_private_data) +PFN_vkCreatePrivateDataSlotEXT vkCreatePrivateDataSlotEXT; +PFN_vkDestroyPrivateDataSlotEXT vkDestroyPrivateDataSlotEXT; +PFN_vkGetPrivateDataEXT vkGetPrivateDataEXT; +PFN_vkSetPrivateDataEXT vkSetPrivateDataEXT; +#endif /* defined(VK_EXT_private_data) */ +#if defined(VK_EXT_sample_locations) +PFN_vkCmdSetSampleLocationsEXT vkCmdSetSampleLocationsEXT; +PFN_vkGetPhysicalDeviceMultisamplePropertiesEXT vkGetPhysicalDeviceMultisamplePropertiesEXT; +#endif /* defined(VK_EXT_sample_locations) */ +#if defined(VK_EXT_shader_module_identifier) +PFN_vkGetShaderModuleCreateInfoIdentifierEXT vkGetShaderModuleCreateInfoIdentifierEXT; +PFN_vkGetShaderModuleIdentifierEXT vkGetShaderModuleIdentifierEXT; +#endif /* defined(VK_EXT_shader_module_identifier) */ +#if defined(VK_EXT_shader_object) +PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT; +PFN_vkCreateShadersEXT vkCreateShadersEXT; +PFN_vkDestroyShaderEXT vkDestroyShaderEXT; +PFN_vkGetShaderBinaryDataEXT vkGetShaderBinaryDataEXT; +#endif /* defined(VK_EXT_shader_object) */ +#if defined(VK_EXT_swapchain_maintenance1) +PFN_vkReleaseSwapchainImagesEXT vkReleaseSwapchainImagesEXT; +#endif /* defined(VK_EXT_swapchain_maintenance1) */ +#if defined(VK_EXT_tooling_info) +PFN_vkGetPhysicalDeviceToolPropertiesEXT vkGetPhysicalDeviceToolPropertiesEXT; +#endif /* defined(VK_EXT_tooling_info) */ +#if defined(VK_EXT_transform_feedback) +PFN_vkCmdBeginQueryIndexedEXT vkCmdBeginQueryIndexedEXT; +PFN_vkCmdBeginTransformFeedbackEXT vkCmdBeginTransformFeedbackEXT; +PFN_vkCmdBindTransformFeedbackBuffersEXT vkCmdBindTransformFeedbackBuffersEXT; +PFN_vkCmdDrawIndirectByteCountEXT vkCmdDrawIndirectByteCountEXT; +PFN_vkCmdEndQueryIndexedEXT vkCmdEndQueryIndexedEXT; +PFN_vkCmdEndTransformFeedbackEXT vkCmdEndTransformFeedbackEXT; +#endif /* defined(VK_EXT_transform_feedback) */ +#if defined(VK_EXT_validation_cache) +PFN_vkCreateValidationCacheEXT vkCreateValidationCacheEXT; +PFN_vkDestroyValidationCacheEXT vkDestroyValidationCacheEXT; +PFN_vkGetValidationCacheDataEXT vkGetValidationCacheDataEXT; +PFN_vkMergeValidationCachesEXT vkMergeValidationCachesEXT; +#endif /* defined(VK_EXT_validation_cache) */ +#if defined(VK_FUCHSIA_buffer_collection) +PFN_vkCreateBufferCollectionFUCHSIA vkCreateBufferCollectionFUCHSIA; +PFN_vkDestroyBufferCollectionFUCHSIA vkDestroyBufferCollectionFUCHSIA; +PFN_vkGetBufferCollectionPropertiesFUCHSIA vkGetBufferCollectionPropertiesFUCHSIA; +PFN_vkSetBufferCollectionBufferConstraintsFUCHSIA vkSetBufferCollectionBufferConstraintsFUCHSIA; +PFN_vkSetBufferCollectionImageConstraintsFUCHSIA vkSetBufferCollectionImageConstraintsFUCHSIA; +#endif /* defined(VK_FUCHSIA_buffer_collection) */ +#if defined(VK_FUCHSIA_external_memory) +PFN_vkGetMemoryZirconHandleFUCHSIA vkGetMemoryZirconHandleFUCHSIA; +PFN_vkGetMemoryZirconHandlePropertiesFUCHSIA vkGetMemoryZirconHandlePropertiesFUCHSIA; +#endif /* defined(VK_FUCHSIA_external_memory) */ +#if defined(VK_FUCHSIA_external_semaphore) +PFN_vkGetSemaphoreZirconHandleFUCHSIA vkGetSemaphoreZirconHandleFUCHSIA; +PFN_vkImportSemaphoreZirconHandleFUCHSIA vkImportSemaphoreZirconHandleFUCHSIA; +#endif /* defined(VK_FUCHSIA_external_semaphore) */ +#if defined(VK_FUCHSIA_imagepipe_surface) +PFN_vkCreateImagePipeSurfaceFUCHSIA vkCreateImagePipeSurfaceFUCHSIA; +#endif /* defined(VK_FUCHSIA_imagepipe_surface) */ +#if defined(VK_GGP_stream_descriptor_surface) +PFN_vkCreateStreamDescriptorSurfaceGGP vkCreateStreamDescriptorSurfaceGGP; +#endif /* defined(VK_GGP_stream_descriptor_surface) */ +#if defined(VK_GOOGLE_display_timing) +PFN_vkGetPastPresentationTimingGOOGLE vkGetPastPresentationTimingGOOGLE; +PFN_vkGetRefreshCycleDurationGOOGLE vkGetRefreshCycleDurationGOOGLE; +#endif /* defined(VK_GOOGLE_display_timing) */ +#if defined(VK_HUAWEI_cluster_culling_shader) +PFN_vkCmdDrawClusterHUAWEI vkCmdDrawClusterHUAWEI; +PFN_vkCmdDrawClusterIndirectHUAWEI vkCmdDrawClusterIndirectHUAWEI; +#endif /* defined(VK_HUAWEI_cluster_culling_shader) */ +#if defined(VK_HUAWEI_invocation_mask) +PFN_vkCmdBindInvocationMaskHUAWEI vkCmdBindInvocationMaskHUAWEI; +#endif /* defined(VK_HUAWEI_invocation_mask) */ +#if defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 +PFN_vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI; +#endif /* defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 */ +#if defined(VK_HUAWEI_subpass_shading) +PFN_vkCmdSubpassShadingHUAWEI vkCmdSubpassShadingHUAWEI; +#endif /* defined(VK_HUAWEI_subpass_shading) */ +#if defined(VK_INTEL_performance_query) +PFN_vkAcquirePerformanceConfigurationINTEL vkAcquirePerformanceConfigurationINTEL; +PFN_vkCmdSetPerformanceMarkerINTEL vkCmdSetPerformanceMarkerINTEL; +PFN_vkCmdSetPerformanceOverrideINTEL vkCmdSetPerformanceOverrideINTEL; +PFN_vkCmdSetPerformanceStreamMarkerINTEL vkCmdSetPerformanceStreamMarkerINTEL; +PFN_vkGetPerformanceParameterINTEL vkGetPerformanceParameterINTEL; +PFN_vkInitializePerformanceApiINTEL vkInitializePerformanceApiINTEL; +PFN_vkQueueSetPerformanceConfigurationINTEL vkQueueSetPerformanceConfigurationINTEL; +PFN_vkReleasePerformanceConfigurationINTEL vkReleasePerformanceConfigurationINTEL; +PFN_vkUninitializePerformanceApiINTEL vkUninitializePerformanceApiINTEL; +#endif /* defined(VK_INTEL_performance_query) */ +#if defined(VK_KHR_acceleration_structure) +PFN_vkBuildAccelerationStructuresKHR vkBuildAccelerationStructuresKHR; +PFN_vkCmdBuildAccelerationStructuresIndirectKHR vkCmdBuildAccelerationStructuresIndirectKHR; +PFN_vkCmdBuildAccelerationStructuresKHR vkCmdBuildAccelerationStructuresKHR; +PFN_vkCmdCopyAccelerationStructureKHR vkCmdCopyAccelerationStructureKHR; +PFN_vkCmdCopyAccelerationStructureToMemoryKHR vkCmdCopyAccelerationStructureToMemoryKHR; +PFN_vkCmdCopyMemoryToAccelerationStructureKHR vkCmdCopyMemoryToAccelerationStructureKHR; +PFN_vkCmdWriteAccelerationStructuresPropertiesKHR vkCmdWriteAccelerationStructuresPropertiesKHR; +PFN_vkCopyAccelerationStructureKHR vkCopyAccelerationStructureKHR; +PFN_vkCopyAccelerationStructureToMemoryKHR vkCopyAccelerationStructureToMemoryKHR; +PFN_vkCopyMemoryToAccelerationStructureKHR vkCopyMemoryToAccelerationStructureKHR; +PFN_vkCreateAccelerationStructureKHR vkCreateAccelerationStructureKHR; +PFN_vkDestroyAccelerationStructureKHR vkDestroyAccelerationStructureKHR; +PFN_vkGetAccelerationStructureBuildSizesKHR vkGetAccelerationStructureBuildSizesKHR; +PFN_vkGetAccelerationStructureDeviceAddressKHR vkGetAccelerationStructureDeviceAddressKHR; +PFN_vkGetDeviceAccelerationStructureCompatibilityKHR vkGetDeviceAccelerationStructureCompatibilityKHR; +PFN_vkWriteAccelerationStructuresPropertiesKHR vkWriteAccelerationStructuresPropertiesKHR; +#endif /* defined(VK_KHR_acceleration_structure) */ +#if defined(VK_KHR_android_surface) +PFN_vkCreateAndroidSurfaceKHR vkCreateAndroidSurfaceKHR; +#endif /* defined(VK_KHR_android_surface) */ +#if defined(VK_KHR_bind_memory2) +PFN_vkBindBufferMemory2KHR vkBindBufferMemory2KHR; +PFN_vkBindImageMemory2KHR vkBindImageMemory2KHR; +#endif /* defined(VK_KHR_bind_memory2) */ +#if defined(VK_KHR_buffer_device_address) +PFN_vkGetBufferDeviceAddressKHR vkGetBufferDeviceAddressKHR; +PFN_vkGetBufferOpaqueCaptureAddressKHR vkGetBufferOpaqueCaptureAddressKHR; +PFN_vkGetDeviceMemoryOpaqueCaptureAddressKHR vkGetDeviceMemoryOpaqueCaptureAddressKHR; +#endif /* defined(VK_KHR_buffer_device_address) */ +#if defined(VK_KHR_calibrated_timestamps) +PFN_vkGetCalibratedTimestampsKHR vkGetCalibratedTimestampsKHR; +PFN_vkGetPhysicalDeviceCalibrateableTimeDomainsKHR vkGetPhysicalDeviceCalibrateableTimeDomainsKHR; +#endif /* defined(VK_KHR_calibrated_timestamps) */ +#if defined(VK_KHR_cooperative_matrix) +PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR; +#endif /* defined(VK_KHR_cooperative_matrix) */ +#if defined(VK_KHR_copy_commands2) +PFN_vkCmdBlitImage2KHR vkCmdBlitImage2KHR; +PFN_vkCmdCopyBuffer2KHR vkCmdCopyBuffer2KHR; +PFN_vkCmdCopyBufferToImage2KHR vkCmdCopyBufferToImage2KHR; +PFN_vkCmdCopyImage2KHR vkCmdCopyImage2KHR; +PFN_vkCmdCopyImageToBuffer2KHR vkCmdCopyImageToBuffer2KHR; +PFN_vkCmdResolveImage2KHR vkCmdResolveImage2KHR; +#endif /* defined(VK_KHR_copy_commands2) */ +#if defined(VK_KHR_create_renderpass2) +PFN_vkCmdBeginRenderPass2KHR vkCmdBeginRenderPass2KHR; +PFN_vkCmdEndRenderPass2KHR vkCmdEndRenderPass2KHR; +PFN_vkCmdNextSubpass2KHR vkCmdNextSubpass2KHR; +PFN_vkCreateRenderPass2KHR vkCreateRenderPass2KHR; +#endif /* defined(VK_KHR_create_renderpass2) */ +#if defined(VK_KHR_deferred_host_operations) +PFN_vkCreateDeferredOperationKHR vkCreateDeferredOperationKHR; +PFN_vkDeferredOperationJoinKHR vkDeferredOperationJoinKHR; +PFN_vkDestroyDeferredOperationKHR vkDestroyDeferredOperationKHR; +PFN_vkGetDeferredOperationMaxConcurrencyKHR vkGetDeferredOperationMaxConcurrencyKHR; +PFN_vkGetDeferredOperationResultKHR vkGetDeferredOperationResultKHR; +#endif /* defined(VK_KHR_deferred_host_operations) */ +#if defined(VK_KHR_descriptor_update_template) +PFN_vkCreateDescriptorUpdateTemplateKHR vkCreateDescriptorUpdateTemplateKHR; +PFN_vkDestroyDescriptorUpdateTemplateKHR vkDestroyDescriptorUpdateTemplateKHR; +PFN_vkUpdateDescriptorSetWithTemplateKHR vkUpdateDescriptorSetWithTemplateKHR; +#endif /* defined(VK_KHR_descriptor_update_template) */ +#if defined(VK_KHR_device_group) +PFN_vkCmdDispatchBaseKHR vkCmdDispatchBaseKHR; +PFN_vkCmdSetDeviceMaskKHR vkCmdSetDeviceMaskKHR; +PFN_vkGetDeviceGroupPeerMemoryFeaturesKHR vkGetDeviceGroupPeerMemoryFeaturesKHR; +#endif /* defined(VK_KHR_device_group) */ +#if defined(VK_KHR_device_group_creation) +PFN_vkEnumeratePhysicalDeviceGroupsKHR vkEnumeratePhysicalDeviceGroupsKHR; +#endif /* defined(VK_KHR_device_group_creation) */ +#if defined(VK_KHR_display) +PFN_vkCreateDisplayModeKHR vkCreateDisplayModeKHR; +PFN_vkCreateDisplayPlaneSurfaceKHR vkCreateDisplayPlaneSurfaceKHR; +PFN_vkGetDisplayModePropertiesKHR vkGetDisplayModePropertiesKHR; +PFN_vkGetDisplayPlaneCapabilitiesKHR vkGetDisplayPlaneCapabilitiesKHR; +PFN_vkGetDisplayPlaneSupportedDisplaysKHR vkGetDisplayPlaneSupportedDisplaysKHR; +PFN_vkGetPhysicalDeviceDisplayPlanePropertiesKHR vkGetPhysicalDeviceDisplayPlanePropertiesKHR; +PFN_vkGetPhysicalDeviceDisplayPropertiesKHR vkGetPhysicalDeviceDisplayPropertiesKHR; +#endif /* defined(VK_KHR_display) */ +#if defined(VK_KHR_display_swapchain) +PFN_vkCreateSharedSwapchainsKHR vkCreateSharedSwapchainsKHR; +#endif /* defined(VK_KHR_display_swapchain) */ +#if defined(VK_KHR_draw_indirect_count) +PFN_vkCmdDrawIndexedIndirectCountKHR vkCmdDrawIndexedIndirectCountKHR; +PFN_vkCmdDrawIndirectCountKHR vkCmdDrawIndirectCountKHR; +#endif /* defined(VK_KHR_draw_indirect_count) */ +#if defined(VK_KHR_dynamic_rendering) +PFN_vkCmdBeginRenderingKHR vkCmdBeginRenderingKHR; +PFN_vkCmdEndRenderingKHR vkCmdEndRenderingKHR; +#endif /* defined(VK_KHR_dynamic_rendering) */ +#if defined(VK_KHR_dynamic_rendering_local_read) +PFN_vkCmdSetRenderingAttachmentLocationsKHR vkCmdSetRenderingAttachmentLocationsKHR; +PFN_vkCmdSetRenderingInputAttachmentIndicesKHR vkCmdSetRenderingInputAttachmentIndicesKHR; +#endif /* defined(VK_KHR_dynamic_rendering_local_read) */ +#if defined(VK_KHR_external_fence_capabilities) +PFN_vkGetPhysicalDeviceExternalFencePropertiesKHR vkGetPhysicalDeviceExternalFencePropertiesKHR; +#endif /* defined(VK_KHR_external_fence_capabilities) */ +#if defined(VK_KHR_external_fence_fd) +PFN_vkGetFenceFdKHR vkGetFenceFdKHR; +PFN_vkImportFenceFdKHR vkImportFenceFdKHR; +#endif /* defined(VK_KHR_external_fence_fd) */ +#if defined(VK_KHR_external_fence_win32) +PFN_vkGetFenceWin32HandleKHR vkGetFenceWin32HandleKHR; +PFN_vkImportFenceWin32HandleKHR vkImportFenceWin32HandleKHR; +#endif /* defined(VK_KHR_external_fence_win32) */ +#if defined(VK_KHR_external_memory_capabilities) +PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR vkGetPhysicalDeviceExternalBufferPropertiesKHR; +#endif /* defined(VK_KHR_external_memory_capabilities) */ +#if defined(VK_KHR_external_memory_fd) +PFN_vkGetMemoryFdKHR vkGetMemoryFdKHR; +PFN_vkGetMemoryFdPropertiesKHR vkGetMemoryFdPropertiesKHR; +#endif /* defined(VK_KHR_external_memory_fd) */ +#if defined(VK_KHR_external_memory_win32) +PFN_vkGetMemoryWin32HandleKHR vkGetMemoryWin32HandleKHR; +PFN_vkGetMemoryWin32HandlePropertiesKHR vkGetMemoryWin32HandlePropertiesKHR; +#endif /* defined(VK_KHR_external_memory_win32) */ +#if defined(VK_KHR_external_semaphore_capabilities) +PFN_vkGetPhysicalDeviceExternalSemaphorePropertiesKHR vkGetPhysicalDeviceExternalSemaphorePropertiesKHR; +#endif /* defined(VK_KHR_external_semaphore_capabilities) */ +#if defined(VK_KHR_external_semaphore_fd) +PFN_vkGetSemaphoreFdKHR vkGetSemaphoreFdKHR; +PFN_vkImportSemaphoreFdKHR vkImportSemaphoreFdKHR; +#endif /* defined(VK_KHR_external_semaphore_fd) */ +#if defined(VK_KHR_external_semaphore_win32) +PFN_vkGetSemaphoreWin32HandleKHR vkGetSemaphoreWin32HandleKHR; +PFN_vkImportSemaphoreWin32HandleKHR vkImportSemaphoreWin32HandleKHR; +#endif /* defined(VK_KHR_external_semaphore_win32) */ +#if defined(VK_KHR_fragment_shading_rate) +PFN_vkCmdSetFragmentShadingRateKHR vkCmdSetFragmentShadingRateKHR; +PFN_vkGetPhysicalDeviceFragmentShadingRatesKHR vkGetPhysicalDeviceFragmentShadingRatesKHR; +#endif /* defined(VK_KHR_fragment_shading_rate) */ +#if defined(VK_KHR_get_display_properties2) +PFN_vkGetDisplayModeProperties2KHR vkGetDisplayModeProperties2KHR; +PFN_vkGetDisplayPlaneCapabilities2KHR vkGetDisplayPlaneCapabilities2KHR; +PFN_vkGetPhysicalDeviceDisplayPlaneProperties2KHR vkGetPhysicalDeviceDisplayPlaneProperties2KHR; +PFN_vkGetPhysicalDeviceDisplayProperties2KHR vkGetPhysicalDeviceDisplayProperties2KHR; +#endif /* defined(VK_KHR_get_display_properties2) */ +#if defined(VK_KHR_get_memory_requirements2) +PFN_vkGetBufferMemoryRequirements2KHR vkGetBufferMemoryRequirements2KHR; +PFN_vkGetImageMemoryRequirements2KHR vkGetImageMemoryRequirements2KHR; +PFN_vkGetImageSparseMemoryRequirements2KHR vkGetImageSparseMemoryRequirements2KHR; +#endif /* defined(VK_KHR_get_memory_requirements2) */ +#if defined(VK_KHR_get_physical_device_properties2) +PFN_vkGetPhysicalDeviceFeatures2KHR vkGetPhysicalDeviceFeatures2KHR; +PFN_vkGetPhysicalDeviceFormatProperties2KHR vkGetPhysicalDeviceFormatProperties2KHR; +PFN_vkGetPhysicalDeviceImageFormatProperties2KHR vkGetPhysicalDeviceImageFormatProperties2KHR; +PFN_vkGetPhysicalDeviceMemoryProperties2KHR vkGetPhysicalDeviceMemoryProperties2KHR; +PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR; +PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR vkGetPhysicalDeviceQueueFamilyProperties2KHR; +PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR vkGetPhysicalDeviceSparseImageFormatProperties2KHR; +#endif /* defined(VK_KHR_get_physical_device_properties2) */ +#if defined(VK_KHR_get_surface_capabilities2) +PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR vkGetPhysicalDeviceSurfaceCapabilities2KHR; +PFN_vkGetPhysicalDeviceSurfaceFormats2KHR vkGetPhysicalDeviceSurfaceFormats2KHR; +#endif /* defined(VK_KHR_get_surface_capabilities2) */ +#if defined(VK_KHR_line_rasterization) +PFN_vkCmdSetLineStippleKHR vkCmdSetLineStippleKHR; +#endif /* defined(VK_KHR_line_rasterization) */ +#if defined(VK_KHR_maintenance1) +PFN_vkTrimCommandPoolKHR vkTrimCommandPoolKHR; +#endif /* defined(VK_KHR_maintenance1) */ +#if defined(VK_KHR_maintenance3) +PFN_vkGetDescriptorSetLayoutSupportKHR vkGetDescriptorSetLayoutSupportKHR; +#endif /* defined(VK_KHR_maintenance3) */ +#if defined(VK_KHR_maintenance4) +PFN_vkGetDeviceBufferMemoryRequirementsKHR vkGetDeviceBufferMemoryRequirementsKHR; +PFN_vkGetDeviceImageMemoryRequirementsKHR vkGetDeviceImageMemoryRequirementsKHR; +PFN_vkGetDeviceImageSparseMemoryRequirementsKHR vkGetDeviceImageSparseMemoryRequirementsKHR; +#endif /* defined(VK_KHR_maintenance4) */ +#if defined(VK_KHR_maintenance5) +PFN_vkCmdBindIndexBuffer2KHR vkCmdBindIndexBuffer2KHR; +PFN_vkGetDeviceImageSubresourceLayoutKHR vkGetDeviceImageSubresourceLayoutKHR; +PFN_vkGetImageSubresourceLayout2KHR vkGetImageSubresourceLayout2KHR; +PFN_vkGetRenderingAreaGranularityKHR vkGetRenderingAreaGranularityKHR; +#endif /* defined(VK_KHR_maintenance5) */ +#if defined(VK_KHR_maintenance6) +PFN_vkCmdBindDescriptorSets2KHR vkCmdBindDescriptorSets2KHR; +PFN_vkCmdPushConstants2KHR vkCmdPushConstants2KHR; +#endif /* defined(VK_KHR_maintenance6) */ +#if defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) +PFN_vkCmdPushDescriptorSet2KHR vkCmdPushDescriptorSet2KHR; +PFN_vkCmdPushDescriptorSetWithTemplate2KHR vkCmdPushDescriptorSetWithTemplate2KHR; +#endif /* defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) +PFN_vkCmdBindDescriptorBufferEmbeddedSamplers2EXT vkCmdBindDescriptorBufferEmbeddedSamplers2EXT; +PFN_vkCmdSetDescriptorBufferOffsets2EXT vkCmdSetDescriptorBufferOffsets2EXT; +#endif /* defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_KHR_map_memory2) +PFN_vkMapMemory2KHR vkMapMemory2KHR; +PFN_vkUnmapMemory2KHR vkUnmapMemory2KHR; +#endif /* defined(VK_KHR_map_memory2) */ +#if defined(VK_KHR_performance_query) +PFN_vkAcquireProfilingLockKHR vkAcquireProfilingLockKHR; +PFN_vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR; +PFN_vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR; +PFN_vkReleaseProfilingLockKHR vkReleaseProfilingLockKHR; +#endif /* defined(VK_KHR_performance_query) */ +#if defined(VK_KHR_pipeline_binary) +PFN_vkCreatePipelineBinariesKHR vkCreatePipelineBinariesKHR; +PFN_vkDestroyPipelineBinaryKHR vkDestroyPipelineBinaryKHR; +PFN_vkGetPipelineBinaryDataKHR vkGetPipelineBinaryDataKHR; +PFN_vkGetPipelineKeyKHR vkGetPipelineKeyKHR; +PFN_vkReleaseCapturedPipelineDataKHR vkReleaseCapturedPipelineDataKHR; +#endif /* defined(VK_KHR_pipeline_binary) */ +#if defined(VK_KHR_pipeline_executable_properties) +PFN_vkGetPipelineExecutableInternalRepresentationsKHR vkGetPipelineExecutableInternalRepresentationsKHR; +PFN_vkGetPipelineExecutablePropertiesKHR vkGetPipelineExecutablePropertiesKHR; +PFN_vkGetPipelineExecutableStatisticsKHR vkGetPipelineExecutableStatisticsKHR; +#endif /* defined(VK_KHR_pipeline_executable_properties) */ +#if defined(VK_KHR_present_wait) +PFN_vkWaitForPresentKHR vkWaitForPresentKHR; +#endif /* defined(VK_KHR_present_wait) */ +#if defined(VK_KHR_push_descriptor) +PFN_vkCmdPushDescriptorSetKHR vkCmdPushDescriptorSetKHR; +#endif /* defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) +PFN_vkCmdTraceRaysIndirect2KHR vkCmdTraceRaysIndirect2KHR; +#endif /* defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_ray_tracing_pipeline) +PFN_vkCmdSetRayTracingPipelineStackSizeKHR vkCmdSetRayTracingPipelineStackSizeKHR; +PFN_vkCmdTraceRaysIndirectKHR vkCmdTraceRaysIndirectKHR; +PFN_vkCmdTraceRaysKHR vkCmdTraceRaysKHR; +PFN_vkCreateRayTracingPipelinesKHR vkCreateRayTracingPipelinesKHR; +PFN_vkGetRayTracingCaptureReplayShaderGroupHandlesKHR vkGetRayTracingCaptureReplayShaderGroupHandlesKHR; +PFN_vkGetRayTracingShaderGroupHandlesKHR vkGetRayTracingShaderGroupHandlesKHR; +PFN_vkGetRayTracingShaderGroupStackSizeKHR vkGetRayTracingShaderGroupStackSizeKHR; +#endif /* defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_sampler_ycbcr_conversion) +PFN_vkCreateSamplerYcbcrConversionKHR vkCreateSamplerYcbcrConversionKHR; +PFN_vkDestroySamplerYcbcrConversionKHR vkDestroySamplerYcbcrConversionKHR; +#endif /* defined(VK_KHR_sampler_ycbcr_conversion) */ +#if defined(VK_KHR_shared_presentable_image) +PFN_vkGetSwapchainStatusKHR vkGetSwapchainStatusKHR; +#endif /* defined(VK_KHR_shared_presentable_image) */ +#if defined(VK_KHR_surface) +PFN_vkDestroySurfaceKHR vkDestroySurfaceKHR; +PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR vkGetPhysicalDeviceSurfaceCapabilitiesKHR; +PFN_vkGetPhysicalDeviceSurfaceFormatsKHR vkGetPhysicalDeviceSurfaceFormatsKHR; +PFN_vkGetPhysicalDeviceSurfacePresentModesKHR vkGetPhysicalDeviceSurfacePresentModesKHR; +PFN_vkGetPhysicalDeviceSurfaceSupportKHR vkGetPhysicalDeviceSurfaceSupportKHR; +#endif /* defined(VK_KHR_surface) */ +#if defined(VK_KHR_swapchain) +PFN_vkAcquireNextImageKHR vkAcquireNextImageKHR; +PFN_vkCreateSwapchainKHR vkCreateSwapchainKHR; +PFN_vkDestroySwapchainKHR vkDestroySwapchainKHR; +PFN_vkGetSwapchainImagesKHR vkGetSwapchainImagesKHR; +PFN_vkQueuePresentKHR vkQueuePresentKHR; +#endif /* defined(VK_KHR_swapchain) */ +#if defined(VK_KHR_synchronization2) +PFN_vkCmdPipelineBarrier2KHR vkCmdPipelineBarrier2KHR; +PFN_vkCmdResetEvent2KHR vkCmdResetEvent2KHR; +PFN_vkCmdSetEvent2KHR vkCmdSetEvent2KHR; +PFN_vkCmdWaitEvents2KHR vkCmdWaitEvents2KHR; +PFN_vkCmdWriteTimestamp2KHR vkCmdWriteTimestamp2KHR; +PFN_vkQueueSubmit2KHR vkQueueSubmit2KHR; +#endif /* defined(VK_KHR_synchronization2) */ +#if defined(VK_KHR_timeline_semaphore) +PFN_vkGetSemaphoreCounterValueKHR vkGetSemaphoreCounterValueKHR; +PFN_vkSignalSemaphoreKHR vkSignalSemaphoreKHR; +PFN_vkWaitSemaphoresKHR vkWaitSemaphoresKHR; +#endif /* defined(VK_KHR_timeline_semaphore) */ +#if defined(VK_KHR_video_decode_queue) +PFN_vkCmdDecodeVideoKHR vkCmdDecodeVideoKHR; +#endif /* defined(VK_KHR_video_decode_queue) */ +#if defined(VK_KHR_video_encode_queue) +PFN_vkCmdEncodeVideoKHR vkCmdEncodeVideoKHR; +PFN_vkGetEncodedVideoSessionParametersKHR vkGetEncodedVideoSessionParametersKHR; +PFN_vkGetPhysicalDeviceVideoEncodeQualityLevelPropertiesKHR vkGetPhysicalDeviceVideoEncodeQualityLevelPropertiesKHR; +#endif /* defined(VK_KHR_video_encode_queue) */ +#if defined(VK_KHR_video_queue) +PFN_vkBindVideoSessionMemoryKHR vkBindVideoSessionMemoryKHR; +PFN_vkCmdBeginVideoCodingKHR vkCmdBeginVideoCodingKHR; +PFN_vkCmdControlVideoCodingKHR vkCmdControlVideoCodingKHR; +PFN_vkCmdEndVideoCodingKHR vkCmdEndVideoCodingKHR; +PFN_vkCreateVideoSessionKHR vkCreateVideoSessionKHR; +PFN_vkCreateVideoSessionParametersKHR vkCreateVideoSessionParametersKHR; +PFN_vkDestroyVideoSessionKHR vkDestroyVideoSessionKHR; +PFN_vkDestroyVideoSessionParametersKHR vkDestroyVideoSessionParametersKHR; +PFN_vkGetPhysicalDeviceVideoCapabilitiesKHR vkGetPhysicalDeviceVideoCapabilitiesKHR; +PFN_vkGetPhysicalDeviceVideoFormatPropertiesKHR vkGetPhysicalDeviceVideoFormatPropertiesKHR; +PFN_vkGetVideoSessionMemoryRequirementsKHR vkGetVideoSessionMemoryRequirementsKHR; +PFN_vkUpdateVideoSessionParametersKHR vkUpdateVideoSessionParametersKHR; +#endif /* defined(VK_KHR_video_queue) */ +#if defined(VK_KHR_wayland_surface) +PFN_vkCreateWaylandSurfaceKHR vkCreateWaylandSurfaceKHR; +PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR vkGetPhysicalDeviceWaylandPresentationSupportKHR; +#endif /* defined(VK_KHR_wayland_surface) */ +#if defined(VK_KHR_win32_surface) +PFN_vkCreateWin32SurfaceKHR vkCreateWin32SurfaceKHR; +PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR vkGetPhysicalDeviceWin32PresentationSupportKHR; +#endif /* defined(VK_KHR_win32_surface) */ +#if defined(VK_KHR_xcb_surface) +PFN_vkCreateXcbSurfaceKHR vkCreateXcbSurfaceKHR; +PFN_vkGetPhysicalDeviceXcbPresentationSupportKHR vkGetPhysicalDeviceXcbPresentationSupportKHR; +#endif /* defined(VK_KHR_xcb_surface) */ +#if defined(VK_KHR_xlib_surface) +PFN_vkCreateXlibSurfaceKHR vkCreateXlibSurfaceKHR; +PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR vkGetPhysicalDeviceXlibPresentationSupportKHR; +#endif /* defined(VK_KHR_xlib_surface) */ +#if defined(VK_MVK_ios_surface) +PFN_vkCreateIOSSurfaceMVK vkCreateIOSSurfaceMVK; +#endif /* defined(VK_MVK_ios_surface) */ +#if defined(VK_MVK_macos_surface) +PFN_vkCreateMacOSSurfaceMVK vkCreateMacOSSurfaceMVK; +#endif /* defined(VK_MVK_macos_surface) */ +#if defined(VK_NN_vi_surface) +PFN_vkCreateViSurfaceNN vkCreateViSurfaceNN; +#endif /* defined(VK_NN_vi_surface) */ +#if defined(VK_NVX_binary_import) +PFN_vkCmdCuLaunchKernelNVX vkCmdCuLaunchKernelNVX; +PFN_vkCreateCuFunctionNVX vkCreateCuFunctionNVX; +PFN_vkCreateCuModuleNVX vkCreateCuModuleNVX; +PFN_vkDestroyCuFunctionNVX vkDestroyCuFunctionNVX; +PFN_vkDestroyCuModuleNVX vkDestroyCuModuleNVX; +#endif /* defined(VK_NVX_binary_import) */ +#if defined(VK_NVX_image_view_handle) +PFN_vkGetImageViewHandleNVX vkGetImageViewHandleNVX; +#endif /* defined(VK_NVX_image_view_handle) */ +#if defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 +PFN_vkGetImageViewAddressNVX vkGetImageViewAddressNVX; +#endif /* defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_acquire_winrt_display) +PFN_vkAcquireWinrtDisplayNV vkAcquireWinrtDisplayNV; +PFN_vkGetWinrtDisplayNV vkGetWinrtDisplayNV; +#endif /* defined(VK_NV_acquire_winrt_display) */ +#if defined(VK_NV_clip_space_w_scaling) +PFN_vkCmdSetViewportWScalingNV vkCmdSetViewportWScalingNV; +#endif /* defined(VK_NV_clip_space_w_scaling) */ +#if defined(VK_NV_cooperative_matrix) +PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesNV vkGetPhysicalDeviceCooperativeMatrixPropertiesNV; +#endif /* defined(VK_NV_cooperative_matrix) */ +#if defined(VK_NV_cooperative_matrix2) +PFN_vkGetPhysicalDeviceCooperativeMatrixFlexibleDimensionsPropertiesNV vkGetPhysicalDeviceCooperativeMatrixFlexibleDimensionsPropertiesNV; +#endif /* defined(VK_NV_cooperative_matrix2) */ +#if defined(VK_NV_copy_memory_indirect) +PFN_vkCmdCopyMemoryIndirectNV vkCmdCopyMemoryIndirectNV; +PFN_vkCmdCopyMemoryToImageIndirectNV vkCmdCopyMemoryToImageIndirectNV; +#endif /* defined(VK_NV_copy_memory_indirect) */ +#if defined(VK_NV_coverage_reduction_mode) +PFN_vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV; +#endif /* defined(VK_NV_coverage_reduction_mode) */ +#if defined(VK_NV_cuda_kernel_launch) +PFN_vkCmdCudaLaunchKernelNV vkCmdCudaLaunchKernelNV; +PFN_vkCreateCudaFunctionNV vkCreateCudaFunctionNV; +PFN_vkCreateCudaModuleNV vkCreateCudaModuleNV; +PFN_vkDestroyCudaFunctionNV vkDestroyCudaFunctionNV; +PFN_vkDestroyCudaModuleNV vkDestroyCudaModuleNV; +PFN_vkGetCudaModuleCacheNV vkGetCudaModuleCacheNV; +#endif /* defined(VK_NV_cuda_kernel_launch) */ +#if defined(VK_NV_device_diagnostic_checkpoints) +PFN_vkCmdSetCheckpointNV vkCmdSetCheckpointNV; +PFN_vkGetQueueCheckpointDataNV vkGetQueueCheckpointDataNV; +#endif /* defined(VK_NV_device_diagnostic_checkpoints) */ +#if defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) +PFN_vkGetQueueCheckpointData2NV vkGetQueueCheckpointData2NV; +#endif /* defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_NV_device_generated_commands) +PFN_vkCmdBindPipelineShaderGroupNV vkCmdBindPipelineShaderGroupNV; +PFN_vkCmdExecuteGeneratedCommandsNV vkCmdExecuteGeneratedCommandsNV; +PFN_vkCmdPreprocessGeneratedCommandsNV vkCmdPreprocessGeneratedCommandsNV; +PFN_vkCreateIndirectCommandsLayoutNV vkCreateIndirectCommandsLayoutNV; +PFN_vkDestroyIndirectCommandsLayoutNV vkDestroyIndirectCommandsLayoutNV; +PFN_vkGetGeneratedCommandsMemoryRequirementsNV vkGetGeneratedCommandsMemoryRequirementsNV; +#endif /* defined(VK_NV_device_generated_commands) */ +#if defined(VK_NV_device_generated_commands_compute) +PFN_vkCmdUpdatePipelineIndirectBufferNV vkCmdUpdatePipelineIndirectBufferNV; +PFN_vkGetPipelineIndirectDeviceAddressNV vkGetPipelineIndirectDeviceAddressNV; +PFN_vkGetPipelineIndirectMemoryRequirementsNV vkGetPipelineIndirectMemoryRequirementsNV; +#endif /* defined(VK_NV_device_generated_commands_compute) */ +#if defined(VK_NV_external_memory_capabilities) +PFN_vkGetPhysicalDeviceExternalImageFormatPropertiesNV vkGetPhysicalDeviceExternalImageFormatPropertiesNV; +#endif /* defined(VK_NV_external_memory_capabilities) */ +#if defined(VK_NV_external_memory_rdma) +PFN_vkGetMemoryRemoteAddressNV vkGetMemoryRemoteAddressNV; +#endif /* defined(VK_NV_external_memory_rdma) */ +#if defined(VK_NV_external_memory_win32) +PFN_vkGetMemoryWin32HandleNV vkGetMemoryWin32HandleNV; +#endif /* defined(VK_NV_external_memory_win32) */ +#if defined(VK_NV_fragment_shading_rate_enums) +PFN_vkCmdSetFragmentShadingRateEnumNV vkCmdSetFragmentShadingRateEnumNV; +#endif /* defined(VK_NV_fragment_shading_rate_enums) */ +#if defined(VK_NV_low_latency2) +PFN_vkGetLatencyTimingsNV vkGetLatencyTimingsNV; +PFN_vkLatencySleepNV vkLatencySleepNV; +PFN_vkQueueNotifyOutOfBandNV vkQueueNotifyOutOfBandNV; +PFN_vkSetLatencyMarkerNV vkSetLatencyMarkerNV; +PFN_vkSetLatencySleepModeNV vkSetLatencySleepModeNV; +#endif /* defined(VK_NV_low_latency2) */ +#if defined(VK_NV_memory_decompression) +PFN_vkCmdDecompressMemoryIndirectCountNV vkCmdDecompressMemoryIndirectCountNV; +PFN_vkCmdDecompressMemoryNV vkCmdDecompressMemoryNV; +#endif /* defined(VK_NV_memory_decompression) */ +#if defined(VK_NV_mesh_shader) +PFN_vkCmdDrawMeshTasksIndirectCountNV vkCmdDrawMeshTasksIndirectCountNV; +PFN_vkCmdDrawMeshTasksIndirectNV vkCmdDrawMeshTasksIndirectNV; +PFN_vkCmdDrawMeshTasksNV vkCmdDrawMeshTasksNV; +#endif /* defined(VK_NV_mesh_shader) */ +#if defined(VK_NV_optical_flow) +PFN_vkBindOpticalFlowSessionImageNV vkBindOpticalFlowSessionImageNV; +PFN_vkCmdOpticalFlowExecuteNV vkCmdOpticalFlowExecuteNV; +PFN_vkCreateOpticalFlowSessionNV vkCreateOpticalFlowSessionNV; +PFN_vkDestroyOpticalFlowSessionNV vkDestroyOpticalFlowSessionNV; +PFN_vkGetPhysicalDeviceOpticalFlowImageFormatsNV vkGetPhysicalDeviceOpticalFlowImageFormatsNV; +#endif /* defined(VK_NV_optical_flow) */ +#if defined(VK_NV_ray_tracing) +PFN_vkBindAccelerationStructureMemoryNV vkBindAccelerationStructureMemoryNV; +PFN_vkCmdBuildAccelerationStructureNV vkCmdBuildAccelerationStructureNV; +PFN_vkCmdCopyAccelerationStructureNV vkCmdCopyAccelerationStructureNV; +PFN_vkCmdTraceRaysNV vkCmdTraceRaysNV; +PFN_vkCmdWriteAccelerationStructuresPropertiesNV vkCmdWriteAccelerationStructuresPropertiesNV; +PFN_vkCompileDeferredNV vkCompileDeferredNV; +PFN_vkCreateAccelerationStructureNV vkCreateAccelerationStructureNV; +PFN_vkCreateRayTracingPipelinesNV vkCreateRayTracingPipelinesNV; +PFN_vkDestroyAccelerationStructureNV vkDestroyAccelerationStructureNV; +PFN_vkGetAccelerationStructureHandleNV vkGetAccelerationStructureHandleNV; +PFN_vkGetAccelerationStructureMemoryRequirementsNV vkGetAccelerationStructureMemoryRequirementsNV; +PFN_vkGetRayTracingShaderGroupHandlesNV vkGetRayTracingShaderGroupHandlesNV; +#endif /* defined(VK_NV_ray_tracing) */ +#if defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 +PFN_vkCmdSetExclusiveScissorEnableNV vkCmdSetExclusiveScissorEnableNV; +#endif /* defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_scissor_exclusive) +PFN_vkCmdSetExclusiveScissorNV vkCmdSetExclusiveScissorNV; +#endif /* defined(VK_NV_scissor_exclusive) */ +#if defined(VK_NV_shading_rate_image) +PFN_vkCmdBindShadingRateImageNV vkCmdBindShadingRateImageNV; +PFN_vkCmdSetCoarseSampleOrderNV vkCmdSetCoarseSampleOrderNV; +PFN_vkCmdSetViewportShadingRatePaletteNV vkCmdSetViewportShadingRatePaletteNV; +#endif /* defined(VK_NV_shading_rate_image) */ +#if defined(VK_QCOM_tile_properties) +PFN_vkGetDynamicRenderingTilePropertiesQCOM vkGetDynamicRenderingTilePropertiesQCOM; +PFN_vkGetFramebufferTilePropertiesQCOM vkGetFramebufferTilePropertiesQCOM; +#endif /* defined(VK_QCOM_tile_properties) */ +#if defined(VK_QNX_external_memory_screen_buffer) +PFN_vkGetScreenBufferPropertiesQNX vkGetScreenBufferPropertiesQNX; +#endif /* defined(VK_QNX_external_memory_screen_buffer) */ +#if defined(VK_QNX_screen_surface) +PFN_vkCreateScreenSurfaceQNX vkCreateScreenSurfaceQNX; +PFN_vkGetPhysicalDeviceScreenPresentationSupportQNX vkGetPhysicalDeviceScreenPresentationSupportQNX; +#endif /* defined(VK_QNX_screen_surface) */ +#if defined(VK_VALVE_descriptor_set_host_mapping) +PFN_vkGetDescriptorSetHostMappingVALVE vkGetDescriptorSetHostMappingVALVE; +PFN_vkGetDescriptorSetLayoutHostMappingInfoVALVE vkGetDescriptorSetLayoutHostMappingInfoVALVE; +#endif /* defined(VK_VALVE_descriptor_set_host_mapping) */ +#if (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) +PFN_vkCmdSetDepthClampRangeEXT vkCmdSetDepthClampRangeEXT; +#endif /* (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) */ +#if (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) +PFN_vkCmdBindVertexBuffers2EXT vkCmdBindVertexBuffers2EXT; +PFN_vkCmdSetCullModeEXT vkCmdSetCullModeEXT; +PFN_vkCmdSetDepthBoundsTestEnableEXT vkCmdSetDepthBoundsTestEnableEXT; +PFN_vkCmdSetDepthCompareOpEXT vkCmdSetDepthCompareOpEXT; +PFN_vkCmdSetDepthTestEnableEXT vkCmdSetDepthTestEnableEXT; +PFN_vkCmdSetDepthWriteEnableEXT vkCmdSetDepthWriteEnableEXT; +PFN_vkCmdSetFrontFaceEXT vkCmdSetFrontFaceEXT; +PFN_vkCmdSetPrimitiveTopologyEXT vkCmdSetPrimitiveTopologyEXT; +PFN_vkCmdSetScissorWithCountEXT vkCmdSetScissorWithCountEXT; +PFN_vkCmdSetStencilOpEXT vkCmdSetStencilOpEXT; +PFN_vkCmdSetStencilTestEnableEXT vkCmdSetStencilTestEnableEXT; +PFN_vkCmdSetViewportWithCountEXT vkCmdSetViewportWithCountEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) +PFN_vkCmdSetDepthBiasEnableEXT vkCmdSetDepthBiasEnableEXT; +PFN_vkCmdSetLogicOpEXT vkCmdSetLogicOpEXT; +PFN_vkCmdSetPatchControlPointsEXT vkCmdSetPatchControlPointsEXT; +PFN_vkCmdSetPrimitiveRestartEnableEXT vkCmdSetPrimitiveRestartEnableEXT; +PFN_vkCmdSetRasterizerDiscardEnableEXT vkCmdSetRasterizerDiscardEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) +PFN_vkCmdSetAlphaToCoverageEnableEXT vkCmdSetAlphaToCoverageEnableEXT; +PFN_vkCmdSetAlphaToOneEnableEXT vkCmdSetAlphaToOneEnableEXT; +PFN_vkCmdSetColorBlendEnableEXT vkCmdSetColorBlendEnableEXT; +PFN_vkCmdSetColorBlendEquationEXT vkCmdSetColorBlendEquationEXT; +PFN_vkCmdSetColorWriteMaskEXT vkCmdSetColorWriteMaskEXT; +PFN_vkCmdSetDepthClampEnableEXT vkCmdSetDepthClampEnableEXT; +PFN_vkCmdSetLogicOpEnableEXT vkCmdSetLogicOpEnableEXT; +PFN_vkCmdSetPolygonModeEXT vkCmdSetPolygonModeEXT; +PFN_vkCmdSetRasterizationSamplesEXT vkCmdSetRasterizationSamplesEXT; +PFN_vkCmdSetSampleMaskEXT vkCmdSetSampleMaskEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) +PFN_vkCmdSetTessellationDomainOriginEXT vkCmdSetTessellationDomainOriginEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) +PFN_vkCmdSetRasterizationStreamEXT vkCmdSetRasterizationStreamEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) +PFN_vkCmdSetConservativeRasterizationModeEXT vkCmdSetConservativeRasterizationModeEXT; +PFN_vkCmdSetExtraPrimitiveOverestimationSizeEXT vkCmdSetExtraPrimitiveOverestimationSizeEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) +PFN_vkCmdSetDepthClipEnableEXT vkCmdSetDepthClipEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) +PFN_vkCmdSetSampleLocationsEnableEXT vkCmdSetSampleLocationsEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) +PFN_vkCmdSetColorBlendAdvancedEXT vkCmdSetColorBlendAdvancedEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) +PFN_vkCmdSetProvokingVertexModeEXT vkCmdSetProvokingVertexModeEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) +PFN_vkCmdSetLineRasterizationModeEXT vkCmdSetLineRasterizationModeEXT; +PFN_vkCmdSetLineStippleEnableEXT vkCmdSetLineStippleEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) +PFN_vkCmdSetDepthClipNegativeOneToOneEXT vkCmdSetDepthClipNegativeOneToOneEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) +PFN_vkCmdSetViewportWScalingEnableNV vkCmdSetViewportWScalingEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) +PFN_vkCmdSetViewportSwizzleNV vkCmdSetViewportSwizzleNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) +PFN_vkCmdSetCoverageToColorEnableNV vkCmdSetCoverageToColorEnableNV; +PFN_vkCmdSetCoverageToColorLocationNV vkCmdSetCoverageToColorLocationNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) +PFN_vkCmdSetCoverageModulationModeNV vkCmdSetCoverageModulationModeNV; +PFN_vkCmdSetCoverageModulationTableEnableNV vkCmdSetCoverageModulationTableEnableNV; +PFN_vkCmdSetCoverageModulationTableNV vkCmdSetCoverageModulationTableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) +PFN_vkCmdSetShadingRateImageEnableNV vkCmdSetShadingRateImageEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) +PFN_vkCmdSetRepresentativeFragmentTestEnableNV vkCmdSetRepresentativeFragmentTestEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) +PFN_vkCmdSetCoverageReductionModeNV vkCmdSetCoverageReductionModeNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) */ +#if (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) +PFN_vkGetImageSubresourceLayout2EXT vkGetImageSubresourceLayout2EXT; +#endif /* (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) */ +#if (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) +PFN_vkCmdSetVertexInputEXT vkCmdSetVertexInputEXT; +#endif /* (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) */ +#if (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) +PFN_vkCmdPushDescriptorSetWithTemplateKHR vkCmdPushDescriptorSetWithTemplateKHR; +#endif /* (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) +PFN_vkGetDeviceGroupPresentCapabilitiesKHR vkGetDeviceGroupPresentCapabilitiesKHR; +PFN_vkGetDeviceGroupSurfacePresentModesKHR vkGetDeviceGroupSurfacePresentModesKHR; +PFN_vkGetPhysicalDevicePresentRectanglesKHR vkGetPhysicalDevicePresentRectanglesKHR; +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) +PFN_vkAcquireNextImage2KHR vkAcquireNextImage2KHR; +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ +/* VOLK_GENERATE_PROTOTYPES_C */ + +#ifdef __GNUC__ +# pragma GCC visibility pop +#endif + +#ifdef __cplusplus +} +#endif +/* clang-format on */ diff --git a/dependencies/volk-1.3.301/volk.h b/dependencies/volk-1.3.301/volk.h new file mode 100644 index 0000000..21c50a5 --- /dev/null +++ b/dependencies/volk-1.3.301/volk.h @@ -0,0 +1,2120 @@ +/** + * volk + * + * Copyright (C) 2018-2024, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com) + * Report bugs and download new versions at https://github.com/zeux/volk + * + * This library is distributed under the MIT License. See notice at the end of this file. + */ +/* clang-format off */ +#ifndef VOLK_H_ +#define VOLK_H_ + +#if defined(VULKAN_H_) && !defined(VK_NO_PROTOTYPES) +# error To use volk, you need to define VK_NO_PROTOTYPES before including vulkan.h +#endif + +/* VOLK_GENERATE_VERSION_DEFINE */ +#define VOLK_HEADER_VERSION 301 +/* VOLK_GENERATE_VERSION_DEFINE */ + +#ifndef VK_NO_PROTOTYPES +# define VK_NO_PROTOTYPES +#endif + +#ifndef VULKAN_H_ +# ifdef VOLK_VULKAN_H_PATH +# include VOLK_VULKAN_H_PATH +# elif defined(VK_USE_PLATFORM_WIN32_KHR) +# include +# include + + /* When VK_USE_PLATFORM_WIN32_KHR is defined, instead of including vulkan.h directly, we include individual parts of the SDK + * This is necessary to avoid including which is very heavy - it takes 200ms to parse without WIN32_LEAN_AND_MEAN + * and 100ms to parse with it. vulkan_win32.h only needs a few symbols that are easy to redefine ourselves. + */ + typedef unsigned long DWORD; + typedef const wchar_t* LPCWSTR; + typedef void* HANDLE; + typedef struct HINSTANCE__* HINSTANCE; + typedef struct HWND__* HWND; + typedef struct HMONITOR__* HMONITOR; + typedef struct _SECURITY_ATTRIBUTES SECURITY_ATTRIBUTES; + +# include + +# ifdef VK_ENABLE_BETA_EXTENSIONS +# include +# endif +# else +# include +# endif +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +struct VolkDeviceTable; + +/** + * Initialize library by loading Vulkan loader; call this function before creating the Vulkan instance. + * + * Returns VK_SUCCESS on success and VK_ERROR_INITIALIZATION_FAILED otherwise. + */ +VkResult volkInitialize(void); + +/** + * Initialize library by providing a custom handler to load global symbols. + * + * This function can be used instead of volkInitialize. + * The handler function pointer will be asked to load global Vulkan symbols which require no instance + * (such as vkCreateInstance, vkEnumerateInstance* and vkEnumerateInstanceVersion if available). + */ +void volkInitializeCustom(PFN_vkGetInstanceProcAddr handler); + +/** + * Finalize library by unloading Vulkan loader and resetting global symbols to NULL. + * + * This function does not need to be called on process exit (as loader will be unloaded automatically) or if volkInitialize failed. + * In general this function is optional to call but may be useful in rare cases eg if volk needs to be reinitialized multiple times. + */ +void volkFinalize(void); + +/** + * Get Vulkan instance version supported by the Vulkan loader, or 0 if Vulkan isn't supported + * + * Returns 0 if volkInitialize wasn't called or failed. + */ +uint32_t volkGetInstanceVersion(void); + +/** + * Load global function pointers using application-created VkInstance; call this function after creating the Vulkan instance. + */ +void volkLoadInstance(VkInstance instance); + +/** + * Load global function pointers using application-created VkInstance; call this function after creating the Vulkan instance. + * Skips loading device-based function pointers, requires usage of volkLoadDevice afterwards. + */ +void volkLoadInstanceOnly(VkInstance instance); + +/** + * Load global function pointers using application-created VkDevice; call this function after creating the Vulkan device. + * + * Note: this is not suitable for applications that want to use multiple VkDevice objects concurrently. + */ +void volkLoadDevice(VkDevice device); + +/** + * Return last VkInstance for which global function pointers have been loaded via volkLoadInstance(), + * or VK_NULL_HANDLE if volkLoadInstance() has not been called. + */ +VkInstance volkGetLoadedInstance(void); + +/** + * Return last VkDevice for which global function pointers have been loaded via volkLoadDevice(), + * or VK_NULL_HANDLE if volkLoadDevice() has not been called. + */ +VkDevice volkGetLoadedDevice(void); + +/** + * Load function pointers using application-created VkDevice into a table. + * Application should use function pointers from that table instead of using global function pointers. + */ +void volkLoadDeviceTable(struct VolkDeviceTable* table, VkDevice device); + +/** + * Device-specific function pointer table + */ +struct VolkDeviceTable +{ + /* VOLK_GENERATE_DEVICE_TABLE */ +#if defined(VK_VERSION_1_0) + PFN_vkAllocateCommandBuffers vkAllocateCommandBuffers; + PFN_vkAllocateDescriptorSets vkAllocateDescriptorSets; + PFN_vkAllocateMemory vkAllocateMemory; + PFN_vkBeginCommandBuffer vkBeginCommandBuffer; + PFN_vkBindBufferMemory vkBindBufferMemory; + PFN_vkBindImageMemory vkBindImageMemory; + PFN_vkCmdBeginQuery vkCmdBeginQuery; + PFN_vkCmdBeginRenderPass vkCmdBeginRenderPass; + PFN_vkCmdBindDescriptorSets vkCmdBindDescriptorSets; + PFN_vkCmdBindIndexBuffer vkCmdBindIndexBuffer; + PFN_vkCmdBindPipeline vkCmdBindPipeline; + PFN_vkCmdBindVertexBuffers vkCmdBindVertexBuffers; + PFN_vkCmdBlitImage vkCmdBlitImage; + PFN_vkCmdClearAttachments vkCmdClearAttachments; + PFN_vkCmdClearColorImage vkCmdClearColorImage; + PFN_vkCmdClearDepthStencilImage vkCmdClearDepthStencilImage; + PFN_vkCmdCopyBuffer vkCmdCopyBuffer; + PFN_vkCmdCopyBufferToImage vkCmdCopyBufferToImage; + PFN_vkCmdCopyImage vkCmdCopyImage; + PFN_vkCmdCopyImageToBuffer vkCmdCopyImageToBuffer; + PFN_vkCmdCopyQueryPoolResults vkCmdCopyQueryPoolResults; + PFN_vkCmdDispatch vkCmdDispatch; + PFN_vkCmdDispatchIndirect vkCmdDispatchIndirect; + PFN_vkCmdDraw vkCmdDraw; + PFN_vkCmdDrawIndexed vkCmdDrawIndexed; + PFN_vkCmdDrawIndexedIndirect vkCmdDrawIndexedIndirect; + PFN_vkCmdDrawIndirect vkCmdDrawIndirect; + PFN_vkCmdEndQuery vkCmdEndQuery; + PFN_vkCmdEndRenderPass vkCmdEndRenderPass; + PFN_vkCmdExecuteCommands vkCmdExecuteCommands; + PFN_vkCmdFillBuffer vkCmdFillBuffer; + PFN_vkCmdNextSubpass vkCmdNextSubpass; + PFN_vkCmdPipelineBarrier vkCmdPipelineBarrier; + PFN_vkCmdPushConstants vkCmdPushConstants; + PFN_vkCmdResetEvent vkCmdResetEvent; + PFN_vkCmdResetQueryPool vkCmdResetQueryPool; + PFN_vkCmdResolveImage vkCmdResolveImage; + PFN_vkCmdSetBlendConstants vkCmdSetBlendConstants; + PFN_vkCmdSetDepthBias vkCmdSetDepthBias; + PFN_vkCmdSetDepthBounds vkCmdSetDepthBounds; + PFN_vkCmdSetEvent vkCmdSetEvent; + PFN_vkCmdSetLineWidth vkCmdSetLineWidth; + PFN_vkCmdSetScissor vkCmdSetScissor; + PFN_vkCmdSetStencilCompareMask vkCmdSetStencilCompareMask; + PFN_vkCmdSetStencilReference vkCmdSetStencilReference; + PFN_vkCmdSetStencilWriteMask vkCmdSetStencilWriteMask; + PFN_vkCmdSetViewport vkCmdSetViewport; + PFN_vkCmdUpdateBuffer vkCmdUpdateBuffer; + PFN_vkCmdWaitEvents vkCmdWaitEvents; + PFN_vkCmdWriteTimestamp vkCmdWriteTimestamp; + PFN_vkCreateBuffer vkCreateBuffer; + PFN_vkCreateBufferView vkCreateBufferView; + PFN_vkCreateCommandPool vkCreateCommandPool; + PFN_vkCreateComputePipelines vkCreateComputePipelines; + PFN_vkCreateDescriptorPool vkCreateDescriptorPool; + PFN_vkCreateDescriptorSetLayout vkCreateDescriptorSetLayout; + PFN_vkCreateEvent vkCreateEvent; + PFN_vkCreateFence vkCreateFence; + PFN_vkCreateFramebuffer vkCreateFramebuffer; + PFN_vkCreateGraphicsPipelines vkCreateGraphicsPipelines; + PFN_vkCreateImage vkCreateImage; + PFN_vkCreateImageView vkCreateImageView; + PFN_vkCreatePipelineCache vkCreatePipelineCache; + PFN_vkCreatePipelineLayout vkCreatePipelineLayout; + PFN_vkCreateQueryPool vkCreateQueryPool; + PFN_vkCreateRenderPass vkCreateRenderPass; + PFN_vkCreateSampler vkCreateSampler; + PFN_vkCreateSemaphore vkCreateSemaphore; + PFN_vkCreateShaderModule vkCreateShaderModule; + PFN_vkDestroyBuffer vkDestroyBuffer; + PFN_vkDestroyBufferView vkDestroyBufferView; + PFN_vkDestroyCommandPool vkDestroyCommandPool; + PFN_vkDestroyDescriptorPool vkDestroyDescriptorPool; + PFN_vkDestroyDescriptorSetLayout vkDestroyDescriptorSetLayout; + PFN_vkDestroyDevice vkDestroyDevice; + PFN_vkDestroyEvent vkDestroyEvent; + PFN_vkDestroyFence vkDestroyFence; + PFN_vkDestroyFramebuffer vkDestroyFramebuffer; + PFN_vkDestroyImage vkDestroyImage; + PFN_vkDestroyImageView vkDestroyImageView; + PFN_vkDestroyPipeline vkDestroyPipeline; + PFN_vkDestroyPipelineCache vkDestroyPipelineCache; + PFN_vkDestroyPipelineLayout vkDestroyPipelineLayout; + PFN_vkDestroyQueryPool vkDestroyQueryPool; + PFN_vkDestroyRenderPass vkDestroyRenderPass; + PFN_vkDestroySampler vkDestroySampler; + PFN_vkDestroySemaphore vkDestroySemaphore; + PFN_vkDestroyShaderModule vkDestroyShaderModule; + PFN_vkDeviceWaitIdle vkDeviceWaitIdle; + PFN_vkEndCommandBuffer vkEndCommandBuffer; + PFN_vkFlushMappedMemoryRanges vkFlushMappedMemoryRanges; + PFN_vkFreeCommandBuffers vkFreeCommandBuffers; + PFN_vkFreeDescriptorSets vkFreeDescriptorSets; + PFN_vkFreeMemory vkFreeMemory; + PFN_vkGetBufferMemoryRequirements vkGetBufferMemoryRequirements; + PFN_vkGetDeviceMemoryCommitment vkGetDeviceMemoryCommitment; + PFN_vkGetDeviceQueue vkGetDeviceQueue; + PFN_vkGetEventStatus vkGetEventStatus; + PFN_vkGetFenceStatus vkGetFenceStatus; + PFN_vkGetImageMemoryRequirements vkGetImageMemoryRequirements; + PFN_vkGetImageSparseMemoryRequirements vkGetImageSparseMemoryRequirements; + PFN_vkGetImageSubresourceLayout vkGetImageSubresourceLayout; + PFN_vkGetPipelineCacheData vkGetPipelineCacheData; + PFN_vkGetQueryPoolResults vkGetQueryPoolResults; + PFN_vkGetRenderAreaGranularity vkGetRenderAreaGranularity; + PFN_vkInvalidateMappedMemoryRanges vkInvalidateMappedMemoryRanges; + PFN_vkMapMemory vkMapMemory; + PFN_vkMergePipelineCaches vkMergePipelineCaches; + PFN_vkQueueBindSparse vkQueueBindSparse; + PFN_vkQueueSubmit vkQueueSubmit; + PFN_vkQueueWaitIdle vkQueueWaitIdle; + PFN_vkResetCommandBuffer vkResetCommandBuffer; + PFN_vkResetCommandPool vkResetCommandPool; + PFN_vkResetDescriptorPool vkResetDescriptorPool; + PFN_vkResetEvent vkResetEvent; + PFN_vkResetFences vkResetFences; + PFN_vkSetEvent vkSetEvent; + PFN_vkUnmapMemory vkUnmapMemory; + PFN_vkUpdateDescriptorSets vkUpdateDescriptorSets; + PFN_vkWaitForFences vkWaitForFences; +#endif /* defined(VK_VERSION_1_0) */ +#if defined(VK_VERSION_1_1) + PFN_vkBindBufferMemory2 vkBindBufferMemory2; + PFN_vkBindImageMemory2 vkBindImageMemory2; + PFN_vkCmdDispatchBase vkCmdDispatchBase; + PFN_vkCmdSetDeviceMask vkCmdSetDeviceMask; + PFN_vkCreateDescriptorUpdateTemplate vkCreateDescriptorUpdateTemplate; + PFN_vkCreateSamplerYcbcrConversion vkCreateSamplerYcbcrConversion; + PFN_vkDestroyDescriptorUpdateTemplate vkDestroyDescriptorUpdateTemplate; + PFN_vkDestroySamplerYcbcrConversion vkDestroySamplerYcbcrConversion; + PFN_vkGetBufferMemoryRequirements2 vkGetBufferMemoryRequirements2; + PFN_vkGetDescriptorSetLayoutSupport vkGetDescriptorSetLayoutSupport; + PFN_vkGetDeviceGroupPeerMemoryFeatures vkGetDeviceGroupPeerMemoryFeatures; + PFN_vkGetDeviceQueue2 vkGetDeviceQueue2; + PFN_vkGetImageMemoryRequirements2 vkGetImageMemoryRequirements2; + PFN_vkGetImageSparseMemoryRequirements2 vkGetImageSparseMemoryRequirements2; + PFN_vkTrimCommandPool vkTrimCommandPool; + PFN_vkUpdateDescriptorSetWithTemplate vkUpdateDescriptorSetWithTemplate; +#endif /* defined(VK_VERSION_1_1) */ +#if defined(VK_VERSION_1_2) + PFN_vkCmdBeginRenderPass2 vkCmdBeginRenderPass2; + PFN_vkCmdDrawIndexedIndirectCount vkCmdDrawIndexedIndirectCount; + PFN_vkCmdDrawIndirectCount vkCmdDrawIndirectCount; + PFN_vkCmdEndRenderPass2 vkCmdEndRenderPass2; + PFN_vkCmdNextSubpass2 vkCmdNextSubpass2; + PFN_vkCreateRenderPass2 vkCreateRenderPass2; + PFN_vkGetBufferDeviceAddress vkGetBufferDeviceAddress; + PFN_vkGetBufferOpaqueCaptureAddress vkGetBufferOpaqueCaptureAddress; + PFN_vkGetDeviceMemoryOpaqueCaptureAddress vkGetDeviceMemoryOpaqueCaptureAddress; + PFN_vkGetSemaphoreCounterValue vkGetSemaphoreCounterValue; + PFN_vkResetQueryPool vkResetQueryPool; + PFN_vkSignalSemaphore vkSignalSemaphore; + PFN_vkWaitSemaphores vkWaitSemaphores; +#endif /* defined(VK_VERSION_1_2) */ +#if defined(VK_VERSION_1_3) + PFN_vkCmdBeginRendering vkCmdBeginRendering; + PFN_vkCmdBindVertexBuffers2 vkCmdBindVertexBuffers2; + PFN_vkCmdBlitImage2 vkCmdBlitImage2; + PFN_vkCmdCopyBuffer2 vkCmdCopyBuffer2; + PFN_vkCmdCopyBufferToImage2 vkCmdCopyBufferToImage2; + PFN_vkCmdCopyImage2 vkCmdCopyImage2; + PFN_vkCmdCopyImageToBuffer2 vkCmdCopyImageToBuffer2; + PFN_vkCmdEndRendering vkCmdEndRendering; + PFN_vkCmdPipelineBarrier2 vkCmdPipelineBarrier2; + PFN_vkCmdResetEvent2 vkCmdResetEvent2; + PFN_vkCmdResolveImage2 vkCmdResolveImage2; + PFN_vkCmdSetCullMode vkCmdSetCullMode; + PFN_vkCmdSetDepthBiasEnable vkCmdSetDepthBiasEnable; + PFN_vkCmdSetDepthBoundsTestEnable vkCmdSetDepthBoundsTestEnable; + PFN_vkCmdSetDepthCompareOp vkCmdSetDepthCompareOp; + PFN_vkCmdSetDepthTestEnable vkCmdSetDepthTestEnable; + PFN_vkCmdSetDepthWriteEnable vkCmdSetDepthWriteEnable; + PFN_vkCmdSetEvent2 vkCmdSetEvent2; + PFN_vkCmdSetFrontFace vkCmdSetFrontFace; + PFN_vkCmdSetPrimitiveRestartEnable vkCmdSetPrimitiveRestartEnable; + PFN_vkCmdSetPrimitiveTopology vkCmdSetPrimitiveTopology; + PFN_vkCmdSetRasterizerDiscardEnable vkCmdSetRasterizerDiscardEnable; + PFN_vkCmdSetScissorWithCount vkCmdSetScissorWithCount; + PFN_vkCmdSetStencilOp vkCmdSetStencilOp; + PFN_vkCmdSetStencilTestEnable vkCmdSetStencilTestEnable; + PFN_vkCmdSetViewportWithCount vkCmdSetViewportWithCount; + PFN_vkCmdWaitEvents2 vkCmdWaitEvents2; + PFN_vkCmdWriteTimestamp2 vkCmdWriteTimestamp2; + PFN_vkCreatePrivateDataSlot vkCreatePrivateDataSlot; + PFN_vkDestroyPrivateDataSlot vkDestroyPrivateDataSlot; + PFN_vkGetDeviceBufferMemoryRequirements vkGetDeviceBufferMemoryRequirements; + PFN_vkGetDeviceImageMemoryRequirements vkGetDeviceImageMemoryRequirements; + PFN_vkGetDeviceImageSparseMemoryRequirements vkGetDeviceImageSparseMemoryRequirements; + PFN_vkGetPrivateData vkGetPrivateData; + PFN_vkQueueSubmit2 vkQueueSubmit2; + PFN_vkSetPrivateData vkSetPrivateData; +#endif /* defined(VK_VERSION_1_3) */ +#if defined(VK_AMDX_shader_enqueue) + PFN_vkCmdDispatchGraphAMDX vkCmdDispatchGraphAMDX; + PFN_vkCmdDispatchGraphIndirectAMDX vkCmdDispatchGraphIndirectAMDX; + PFN_vkCmdDispatchGraphIndirectCountAMDX vkCmdDispatchGraphIndirectCountAMDX; + PFN_vkCmdInitializeGraphScratchMemoryAMDX vkCmdInitializeGraphScratchMemoryAMDX; + PFN_vkCreateExecutionGraphPipelinesAMDX vkCreateExecutionGraphPipelinesAMDX; + PFN_vkGetExecutionGraphPipelineNodeIndexAMDX vkGetExecutionGraphPipelineNodeIndexAMDX; + PFN_vkGetExecutionGraphPipelineScratchSizeAMDX vkGetExecutionGraphPipelineScratchSizeAMDX; +#endif /* defined(VK_AMDX_shader_enqueue) */ +#if defined(VK_AMD_anti_lag) + PFN_vkAntiLagUpdateAMD vkAntiLagUpdateAMD; +#endif /* defined(VK_AMD_anti_lag) */ +#if defined(VK_AMD_buffer_marker) + PFN_vkCmdWriteBufferMarkerAMD vkCmdWriteBufferMarkerAMD; +#endif /* defined(VK_AMD_buffer_marker) */ +#if defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) + PFN_vkCmdWriteBufferMarker2AMD vkCmdWriteBufferMarker2AMD; +#endif /* defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_AMD_display_native_hdr) + PFN_vkSetLocalDimmingAMD vkSetLocalDimmingAMD; +#endif /* defined(VK_AMD_display_native_hdr) */ +#if defined(VK_AMD_draw_indirect_count) + PFN_vkCmdDrawIndexedIndirectCountAMD vkCmdDrawIndexedIndirectCountAMD; + PFN_vkCmdDrawIndirectCountAMD vkCmdDrawIndirectCountAMD; +#endif /* defined(VK_AMD_draw_indirect_count) */ +#if defined(VK_AMD_shader_info) + PFN_vkGetShaderInfoAMD vkGetShaderInfoAMD; +#endif /* defined(VK_AMD_shader_info) */ +#if defined(VK_ANDROID_external_memory_android_hardware_buffer) + PFN_vkGetAndroidHardwareBufferPropertiesANDROID vkGetAndroidHardwareBufferPropertiesANDROID; + PFN_vkGetMemoryAndroidHardwareBufferANDROID vkGetMemoryAndroidHardwareBufferANDROID; +#endif /* defined(VK_ANDROID_external_memory_android_hardware_buffer) */ +#if defined(VK_EXT_attachment_feedback_loop_dynamic_state) + PFN_vkCmdSetAttachmentFeedbackLoopEnableEXT vkCmdSetAttachmentFeedbackLoopEnableEXT; +#endif /* defined(VK_EXT_attachment_feedback_loop_dynamic_state) */ +#if defined(VK_EXT_buffer_device_address) + PFN_vkGetBufferDeviceAddressEXT vkGetBufferDeviceAddressEXT; +#endif /* defined(VK_EXT_buffer_device_address) */ +#if defined(VK_EXT_calibrated_timestamps) + PFN_vkGetCalibratedTimestampsEXT vkGetCalibratedTimestampsEXT; +#endif /* defined(VK_EXT_calibrated_timestamps) */ +#if defined(VK_EXT_color_write_enable) + PFN_vkCmdSetColorWriteEnableEXT vkCmdSetColorWriteEnableEXT; +#endif /* defined(VK_EXT_color_write_enable) */ +#if defined(VK_EXT_conditional_rendering) + PFN_vkCmdBeginConditionalRenderingEXT vkCmdBeginConditionalRenderingEXT; + PFN_vkCmdEndConditionalRenderingEXT vkCmdEndConditionalRenderingEXT; +#endif /* defined(VK_EXT_conditional_rendering) */ +#if defined(VK_EXT_debug_marker) + PFN_vkCmdDebugMarkerBeginEXT vkCmdDebugMarkerBeginEXT; + PFN_vkCmdDebugMarkerEndEXT vkCmdDebugMarkerEndEXT; + PFN_vkCmdDebugMarkerInsertEXT vkCmdDebugMarkerInsertEXT; + PFN_vkDebugMarkerSetObjectNameEXT vkDebugMarkerSetObjectNameEXT; + PFN_vkDebugMarkerSetObjectTagEXT vkDebugMarkerSetObjectTagEXT; +#endif /* defined(VK_EXT_debug_marker) */ +#if defined(VK_EXT_depth_bias_control) + PFN_vkCmdSetDepthBias2EXT vkCmdSetDepthBias2EXT; +#endif /* defined(VK_EXT_depth_bias_control) */ +#if defined(VK_EXT_descriptor_buffer) + PFN_vkCmdBindDescriptorBufferEmbeddedSamplersEXT vkCmdBindDescriptorBufferEmbeddedSamplersEXT; + PFN_vkCmdBindDescriptorBuffersEXT vkCmdBindDescriptorBuffersEXT; + PFN_vkCmdSetDescriptorBufferOffsetsEXT vkCmdSetDescriptorBufferOffsetsEXT; + PFN_vkGetBufferOpaqueCaptureDescriptorDataEXT vkGetBufferOpaqueCaptureDescriptorDataEXT; + PFN_vkGetDescriptorEXT vkGetDescriptorEXT; + PFN_vkGetDescriptorSetLayoutBindingOffsetEXT vkGetDescriptorSetLayoutBindingOffsetEXT; + PFN_vkGetDescriptorSetLayoutSizeEXT vkGetDescriptorSetLayoutSizeEXT; + PFN_vkGetImageOpaqueCaptureDescriptorDataEXT vkGetImageOpaqueCaptureDescriptorDataEXT; + PFN_vkGetImageViewOpaqueCaptureDescriptorDataEXT vkGetImageViewOpaqueCaptureDescriptorDataEXT; + PFN_vkGetSamplerOpaqueCaptureDescriptorDataEXT vkGetSamplerOpaqueCaptureDescriptorDataEXT; +#endif /* defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) + PFN_vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT; +#endif /* defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) */ +#if defined(VK_EXT_device_fault) + PFN_vkGetDeviceFaultInfoEXT vkGetDeviceFaultInfoEXT; +#endif /* defined(VK_EXT_device_fault) */ +#if defined(VK_EXT_device_generated_commands) + PFN_vkCmdExecuteGeneratedCommandsEXT vkCmdExecuteGeneratedCommandsEXT; + PFN_vkCmdPreprocessGeneratedCommandsEXT vkCmdPreprocessGeneratedCommandsEXT; + PFN_vkCreateIndirectCommandsLayoutEXT vkCreateIndirectCommandsLayoutEXT; + PFN_vkCreateIndirectExecutionSetEXT vkCreateIndirectExecutionSetEXT; + PFN_vkDestroyIndirectCommandsLayoutEXT vkDestroyIndirectCommandsLayoutEXT; + PFN_vkDestroyIndirectExecutionSetEXT vkDestroyIndirectExecutionSetEXT; + PFN_vkGetGeneratedCommandsMemoryRequirementsEXT vkGetGeneratedCommandsMemoryRequirementsEXT; + PFN_vkUpdateIndirectExecutionSetPipelineEXT vkUpdateIndirectExecutionSetPipelineEXT; + PFN_vkUpdateIndirectExecutionSetShaderEXT vkUpdateIndirectExecutionSetShaderEXT; +#endif /* defined(VK_EXT_device_generated_commands) */ +#if defined(VK_EXT_discard_rectangles) + PFN_vkCmdSetDiscardRectangleEXT vkCmdSetDiscardRectangleEXT; +#endif /* defined(VK_EXT_discard_rectangles) */ +#if defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 + PFN_vkCmdSetDiscardRectangleEnableEXT vkCmdSetDiscardRectangleEnableEXT; + PFN_vkCmdSetDiscardRectangleModeEXT vkCmdSetDiscardRectangleModeEXT; +#endif /* defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 */ +#if defined(VK_EXT_display_control) + PFN_vkDisplayPowerControlEXT vkDisplayPowerControlEXT; + PFN_vkGetSwapchainCounterEXT vkGetSwapchainCounterEXT; + PFN_vkRegisterDeviceEventEXT vkRegisterDeviceEventEXT; + PFN_vkRegisterDisplayEventEXT vkRegisterDisplayEventEXT; +#endif /* defined(VK_EXT_display_control) */ +#if defined(VK_EXT_external_memory_host) + PFN_vkGetMemoryHostPointerPropertiesEXT vkGetMemoryHostPointerPropertiesEXT; +#endif /* defined(VK_EXT_external_memory_host) */ +#if defined(VK_EXT_full_screen_exclusive) + PFN_vkAcquireFullScreenExclusiveModeEXT vkAcquireFullScreenExclusiveModeEXT; + PFN_vkReleaseFullScreenExclusiveModeEXT vkReleaseFullScreenExclusiveModeEXT; +#endif /* defined(VK_EXT_full_screen_exclusive) */ +#if defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) + PFN_vkGetDeviceGroupSurfacePresentModes2EXT vkGetDeviceGroupSurfacePresentModes2EXT; +#endif /* defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) */ +#if defined(VK_EXT_hdr_metadata) + PFN_vkSetHdrMetadataEXT vkSetHdrMetadataEXT; +#endif /* defined(VK_EXT_hdr_metadata) */ +#if defined(VK_EXT_host_image_copy) + PFN_vkCopyImageToImageEXT vkCopyImageToImageEXT; + PFN_vkCopyImageToMemoryEXT vkCopyImageToMemoryEXT; + PFN_vkCopyMemoryToImageEXT vkCopyMemoryToImageEXT; + PFN_vkTransitionImageLayoutEXT vkTransitionImageLayoutEXT; +#endif /* defined(VK_EXT_host_image_copy) */ +#if defined(VK_EXT_host_query_reset) + PFN_vkResetQueryPoolEXT vkResetQueryPoolEXT; +#endif /* defined(VK_EXT_host_query_reset) */ +#if defined(VK_EXT_image_drm_format_modifier) + PFN_vkGetImageDrmFormatModifierPropertiesEXT vkGetImageDrmFormatModifierPropertiesEXT; +#endif /* defined(VK_EXT_image_drm_format_modifier) */ +#if defined(VK_EXT_line_rasterization) + PFN_vkCmdSetLineStippleEXT vkCmdSetLineStippleEXT; +#endif /* defined(VK_EXT_line_rasterization) */ +#if defined(VK_EXT_mesh_shader) + PFN_vkCmdDrawMeshTasksEXT vkCmdDrawMeshTasksEXT; + PFN_vkCmdDrawMeshTasksIndirectCountEXT vkCmdDrawMeshTasksIndirectCountEXT; + PFN_vkCmdDrawMeshTasksIndirectEXT vkCmdDrawMeshTasksIndirectEXT; +#endif /* defined(VK_EXT_mesh_shader) */ +#if defined(VK_EXT_metal_objects) + PFN_vkExportMetalObjectsEXT vkExportMetalObjectsEXT; +#endif /* defined(VK_EXT_metal_objects) */ +#if defined(VK_EXT_multi_draw) + PFN_vkCmdDrawMultiEXT vkCmdDrawMultiEXT; + PFN_vkCmdDrawMultiIndexedEXT vkCmdDrawMultiIndexedEXT; +#endif /* defined(VK_EXT_multi_draw) */ +#if defined(VK_EXT_opacity_micromap) + PFN_vkBuildMicromapsEXT vkBuildMicromapsEXT; + PFN_vkCmdBuildMicromapsEXT vkCmdBuildMicromapsEXT; + PFN_vkCmdCopyMemoryToMicromapEXT vkCmdCopyMemoryToMicromapEXT; + PFN_vkCmdCopyMicromapEXT vkCmdCopyMicromapEXT; + PFN_vkCmdCopyMicromapToMemoryEXT vkCmdCopyMicromapToMemoryEXT; + PFN_vkCmdWriteMicromapsPropertiesEXT vkCmdWriteMicromapsPropertiesEXT; + PFN_vkCopyMemoryToMicromapEXT vkCopyMemoryToMicromapEXT; + PFN_vkCopyMicromapEXT vkCopyMicromapEXT; + PFN_vkCopyMicromapToMemoryEXT vkCopyMicromapToMemoryEXT; + PFN_vkCreateMicromapEXT vkCreateMicromapEXT; + PFN_vkDestroyMicromapEXT vkDestroyMicromapEXT; + PFN_vkGetDeviceMicromapCompatibilityEXT vkGetDeviceMicromapCompatibilityEXT; + PFN_vkGetMicromapBuildSizesEXT vkGetMicromapBuildSizesEXT; + PFN_vkWriteMicromapsPropertiesEXT vkWriteMicromapsPropertiesEXT; +#endif /* defined(VK_EXT_opacity_micromap) */ +#if defined(VK_EXT_pageable_device_local_memory) + PFN_vkSetDeviceMemoryPriorityEXT vkSetDeviceMemoryPriorityEXT; +#endif /* defined(VK_EXT_pageable_device_local_memory) */ +#if defined(VK_EXT_pipeline_properties) + PFN_vkGetPipelinePropertiesEXT vkGetPipelinePropertiesEXT; +#endif /* defined(VK_EXT_pipeline_properties) */ +#if defined(VK_EXT_private_data) + PFN_vkCreatePrivateDataSlotEXT vkCreatePrivateDataSlotEXT; + PFN_vkDestroyPrivateDataSlotEXT vkDestroyPrivateDataSlotEXT; + PFN_vkGetPrivateDataEXT vkGetPrivateDataEXT; + PFN_vkSetPrivateDataEXT vkSetPrivateDataEXT; +#endif /* defined(VK_EXT_private_data) */ +#if defined(VK_EXT_sample_locations) + PFN_vkCmdSetSampleLocationsEXT vkCmdSetSampleLocationsEXT; +#endif /* defined(VK_EXT_sample_locations) */ +#if defined(VK_EXT_shader_module_identifier) + PFN_vkGetShaderModuleCreateInfoIdentifierEXT vkGetShaderModuleCreateInfoIdentifierEXT; + PFN_vkGetShaderModuleIdentifierEXT vkGetShaderModuleIdentifierEXT; +#endif /* defined(VK_EXT_shader_module_identifier) */ +#if defined(VK_EXT_shader_object) + PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT; + PFN_vkCreateShadersEXT vkCreateShadersEXT; + PFN_vkDestroyShaderEXT vkDestroyShaderEXT; + PFN_vkGetShaderBinaryDataEXT vkGetShaderBinaryDataEXT; +#endif /* defined(VK_EXT_shader_object) */ +#if defined(VK_EXT_swapchain_maintenance1) + PFN_vkReleaseSwapchainImagesEXT vkReleaseSwapchainImagesEXT; +#endif /* defined(VK_EXT_swapchain_maintenance1) */ +#if defined(VK_EXT_transform_feedback) + PFN_vkCmdBeginQueryIndexedEXT vkCmdBeginQueryIndexedEXT; + PFN_vkCmdBeginTransformFeedbackEXT vkCmdBeginTransformFeedbackEXT; + PFN_vkCmdBindTransformFeedbackBuffersEXT vkCmdBindTransformFeedbackBuffersEXT; + PFN_vkCmdDrawIndirectByteCountEXT vkCmdDrawIndirectByteCountEXT; + PFN_vkCmdEndQueryIndexedEXT vkCmdEndQueryIndexedEXT; + PFN_vkCmdEndTransformFeedbackEXT vkCmdEndTransformFeedbackEXT; +#endif /* defined(VK_EXT_transform_feedback) */ +#if defined(VK_EXT_validation_cache) + PFN_vkCreateValidationCacheEXT vkCreateValidationCacheEXT; + PFN_vkDestroyValidationCacheEXT vkDestroyValidationCacheEXT; + PFN_vkGetValidationCacheDataEXT vkGetValidationCacheDataEXT; + PFN_vkMergeValidationCachesEXT vkMergeValidationCachesEXT; +#endif /* defined(VK_EXT_validation_cache) */ +#if defined(VK_FUCHSIA_buffer_collection) + PFN_vkCreateBufferCollectionFUCHSIA vkCreateBufferCollectionFUCHSIA; + PFN_vkDestroyBufferCollectionFUCHSIA vkDestroyBufferCollectionFUCHSIA; + PFN_vkGetBufferCollectionPropertiesFUCHSIA vkGetBufferCollectionPropertiesFUCHSIA; + PFN_vkSetBufferCollectionBufferConstraintsFUCHSIA vkSetBufferCollectionBufferConstraintsFUCHSIA; + PFN_vkSetBufferCollectionImageConstraintsFUCHSIA vkSetBufferCollectionImageConstraintsFUCHSIA; +#endif /* defined(VK_FUCHSIA_buffer_collection) */ +#if defined(VK_FUCHSIA_external_memory) + PFN_vkGetMemoryZirconHandleFUCHSIA vkGetMemoryZirconHandleFUCHSIA; + PFN_vkGetMemoryZirconHandlePropertiesFUCHSIA vkGetMemoryZirconHandlePropertiesFUCHSIA; +#endif /* defined(VK_FUCHSIA_external_memory) */ +#if defined(VK_FUCHSIA_external_semaphore) + PFN_vkGetSemaphoreZirconHandleFUCHSIA vkGetSemaphoreZirconHandleFUCHSIA; + PFN_vkImportSemaphoreZirconHandleFUCHSIA vkImportSemaphoreZirconHandleFUCHSIA; +#endif /* defined(VK_FUCHSIA_external_semaphore) */ +#if defined(VK_GOOGLE_display_timing) + PFN_vkGetPastPresentationTimingGOOGLE vkGetPastPresentationTimingGOOGLE; + PFN_vkGetRefreshCycleDurationGOOGLE vkGetRefreshCycleDurationGOOGLE; +#endif /* defined(VK_GOOGLE_display_timing) */ +#if defined(VK_HUAWEI_cluster_culling_shader) + PFN_vkCmdDrawClusterHUAWEI vkCmdDrawClusterHUAWEI; + PFN_vkCmdDrawClusterIndirectHUAWEI vkCmdDrawClusterIndirectHUAWEI; +#endif /* defined(VK_HUAWEI_cluster_culling_shader) */ +#if defined(VK_HUAWEI_invocation_mask) + PFN_vkCmdBindInvocationMaskHUAWEI vkCmdBindInvocationMaskHUAWEI; +#endif /* defined(VK_HUAWEI_invocation_mask) */ +#if defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 + PFN_vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI; +#endif /* defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 */ +#if defined(VK_HUAWEI_subpass_shading) + PFN_vkCmdSubpassShadingHUAWEI vkCmdSubpassShadingHUAWEI; +#endif /* defined(VK_HUAWEI_subpass_shading) */ +#if defined(VK_INTEL_performance_query) + PFN_vkAcquirePerformanceConfigurationINTEL vkAcquirePerformanceConfigurationINTEL; + PFN_vkCmdSetPerformanceMarkerINTEL vkCmdSetPerformanceMarkerINTEL; + PFN_vkCmdSetPerformanceOverrideINTEL vkCmdSetPerformanceOverrideINTEL; + PFN_vkCmdSetPerformanceStreamMarkerINTEL vkCmdSetPerformanceStreamMarkerINTEL; + PFN_vkGetPerformanceParameterINTEL vkGetPerformanceParameterINTEL; + PFN_vkInitializePerformanceApiINTEL vkInitializePerformanceApiINTEL; + PFN_vkQueueSetPerformanceConfigurationINTEL vkQueueSetPerformanceConfigurationINTEL; + PFN_vkReleasePerformanceConfigurationINTEL vkReleasePerformanceConfigurationINTEL; + PFN_vkUninitializePerformanceApiINTEL vkUninitializePerformanceApiINTEL; +#endif /* defined(VK_INTEL_performance_query) */ +#if defined(VK_KHR_acceleration_structure) + PFN_vkBuildAccelerationStructuresKHR vkBuildAccelerationStructuresKHR; + PFN_vkCmdBuildAccelerationStructuresIndirectKHR vkCmdBuildAccelerationStructuresIndirectKHR; + PFN_vkCmdBuildAccelerationStructuresKHR vkCmdBuildAccelerationStructuresKHR; + PFN_vkCmdCopyAccelerationStructureKHR vkCmdCopyAccelerationStructureKHR; + PFN_vkCmdCopyAccelerationStructureToMemoryKHR vkCmdCopyAccelerationStructureToMemoryKHR; + PFN_vkCmdCopyMemoryToAccelerationStructureKHR vkCmdCopyMemoryToAccelerationStructureKHR; + PFN_vkCmdWriteAccelerationStructuresPropertiesKHR vkCmdWriteAccelerationStructuresPropertiesKHR; + PFN_vkCopyAccelerationStructureKHR vkCopyAccelerationStructureKHR; + PFN_vkCopyAccelerationStructureToMemoryKHR vkCopyAccelerationStructureToMemoryKHR; + PFN_vkCopyMemoryToAccelerationStructureKHR vkCopyMemoryToAccelerationStructureKHR; + PFN_vkCreateAccelerationStructureKHR vkCreateAccelerationStructureKHR; + PFN_vkDestroyAccelerationStructureKHR vkDestroyAccelerationStructureKHR; + PFN_vkGetAccelerationStructureBuildSizesKHR vkGetAccelerationStructureBuildSizesKHR; + PFN_vkGetAccelerationStructureDeviceAddressKHR vkGetAccelerationStructureDeviceAddressKHR; + PFN_vkGetDeviceAccelerationStructureCompatibilityKHR vkGetDeviceAccelerationStructureCompatibilityKHR; + PFN_vkWriteAccelerationStructuresPropertiesKHR vkWriteAccelerationStructuresPropertiesKHR; +#endif /* defined(VK_KHR_acceleration_structure) */ +#if defined(VK_KHR_bind_memory2) + PFN_vkBindBufferMemory2KHR vkBindBufferMemory2KHR; + PFN_vkBindImageMemory2KHR vkBindImageMemory2KHR; +#endif /* defined(VK_KHR_bind_memory2) */ +#if defined(VK_KHR_buffer_device_address) + PFN_vkGetBufferDeviceAddressKHR vkGetBufferDeviceAddressKHR; + PFN_vkGetBufferOpaqueCaptureAddressKHR vkGetBufferOpaqueCaptureAddressKHR; + PFN_vkGetDeviceMemoryOpaqueCaptureAddressKHR vkGetDeviceMemoryOpaqueCaptureAddressKHR; +#endif /* defined(VK_KHR_buffer_device_address) */ +#if defined(VK_KHR_calibrated_timestamps) + PFN_vkGetCalibratedTimestampsKHR vkGetCalibratedTimestampsKHR; +#endif /* defined(VK_KHR_calibrated_timestamps) */ +#if defined(VK_KHR_copy_commands2) + PFN_vkCmdBlitImage2KHR vkCmdBlitImage2KHR; + PFN_vkCmdCopyBuffer2KHR vkCmdCopyBuffer2KHR; + PFN_vkCmdCopyBufferToImage2KHR vkCmdCopyBufferToImage2KHR; + PFN_vkCmdCopyImage2KHR vkCmdCopyImage2KHR; + PFN_vkCmdCopyImageToBuffer2KHR vkCmdCopyImageToBuffer2KHR; + PFN_vkCmdResolveImage2KHR vkCmdResolveImage2KHR; +#endif /* defined(VK_KHR_copy_commands2) */ +#if defined(VK_KHR_create_renderpass2) + PFN_vkCmdBeginRenderPass2KHR vkCmdBeginRenderPass2KHR; + PFN_vkCmdEndRenderPass2KHR vkCmdEndRenderPass2KHR; + PFN_vkCmdNextSubpass2KHR vkCmdNextSubpass2KHR; + PFN_vkCreateRenderPass2KHR vkCreateRenderPass2KHR; +#endif /* defined(VK_KHR_create_renderpass2) */ +#if defined(VK_KHR_deferred_host_operations) + PFN_vkCreateDeferredOperationKHR vkCreateDeferredOperationKHR; + PFN_vkDeferredOperationJoinKHR vkDeferredOperationJoinKHR; + PFN_vkDestroyDeferredOperationKHR vkDestroyDeferredOperationKHR; + PFN_vkGetDeferredOperationMaxConcurrencyKHR vkGetDeferredOperationMaxConcurrencyKHR; + PFN_vkGetDeferredOperationResultKHR vkGetDeferredOperationResultKHR; +#endif /* defined(VK_KHR_deferred_host_operations) */ +#if defined(VK_KHR_descriptor_update_template) + PFN_vkCreateDescriptorUpdateTemplateKHR vkCreateDescriptorUpdateTemplateKHR; + PFN_vkDestroyDescriptorUpdateTemplateKHR vkDestroyDescriptorUpdateTemplateKHR; + PFN_vkUpdateDescriptorSetWithTemplateKHR vkUpdateDescriptorSetWithTemplateKHR; +#endif /* defined(VK_KHR_descriptor_update_template) */ +#if defined(VK_KHR_device_group) + PFN_vkCmdDispatchBaseKHR vkCmdDispatchBaseKHR; + PFN_vkCmdSetDeviceMaskKHR vkCmdSetDeviceMaskKHR; + PFN_vkGetDeviceGroupPeerMemoryFeaturesKHR vkGetDeviceGroupPeerMemoryFeaturesKHR; +#endif /* defined(VK_KHR_device_group) */ +#if defined(VK_KHR_display_swapchain) + PFN_vkCreateSharedSwapchainsKHR vkCreateSharedSwapchainsKHR; +#endif /* defined(VK_KHR_display_swapchain) */ +#if defined(VK_KHR_draw_indirect_count) + PFN_vkCmdDrawIndexedIndirectCountKHR vkCmdDrawIndexedIndirectCountKHR; + PFN_vkCmdDrawIndirectCountKHR vkCmdDrawIndirectCountKHR; +#endif /* defined(VK_KHR_draw_indirect_count) */ +#if defined(VK_KHR_dynamic_rendering) + PFN_vkCmdBeginRenderingKHR vkCmdBeginRenderingKHR; + PFN_vkCmdEndRenderingKHR vkCmdEndRenderingKHR; +#endif /* defined(VK_KHR_dynamic_rendering) */ +#if defined(VK_KHR_dynamic_rendering_local_read) + PFN_vkCmdSetRenderingAttachmentLocationsKHR vkCmdSetRenderingAttachmentLocationsKHR; + PFN_vkCmdSetRenderingInputAttachmentIndicesKHR vkCmdSetRenderingInputAttachmentIndicesKHR; +#endif /* defined(VK_KHR_dynamic_rendering_local_read) */ +#if defined(VK_KHR_external_fence_fd) + PFN_vkGetFenceFdKHR vkGetFenceFdKHR; + PFN_vkImportFenceFdKHR vkImportFenceFdKHR; +#endif /* defined(VK_KHR_external_fence_fd) */ +#if defined(VK_KHR_external_fence_win32) + PFN_vkGetFenceWin32HandleKHR vkGetFenceWin32HandleKHR; + PFN_vkImportFenceWin32HandleKHR vkImportFenceWin32HandleKHR; +#endif /* defined(VK_KHR_external_fence_win32) */ +#if defined(VK_KHR_external_memory_fd) + PFN_vkGetMemoryFdKHR vkGetMemoryFdKHR; + PFN_vkGetMemoryFdPropertiesKHR vkGetMemoryFdPropertiesKHR; +#endif /* defined(VK_KHR_external_memory_fd) */ +#if defined(VK_KHR_external_memory_win32) + PFN_vkGetMemoryWin32HandleKHR vkGetMemoryWin32HandleKHR; + PFN_vkGetMemoryWin32HandlePropertiesKHR vkGetMemoryWin32HandlePropertiesKHR; +#endif /* defined(VK_KHR_external_memory_win32) */ +#if defined(VK_KHR_external_semaphore_fd) + PFN_vkGetSemaphoreFdKHR vkGetSemaphoreFdKHR; + PFN_vkImportSemaphoreFdKHR vkImportSemaphoreFdKHR; +#endif /* defined(VK_KHR_external_semaphore_fd) */ +#if defined(VK_KHR_external_semaphore_win32) + PFN_vkGetSemaphoreWin32HandleKHR vkGetSemaphoreWin32HandleKHR; + PFN_vkImportSemaphoreWin32HandleKHR vkImportSemaphoreWin32HandleKHR; +#endif /* defined(VK_KHR_external_semaphore_win32) */ +#if defined(VK_KHR_fragment_shading_rate) + PFN_vkCmdSetFragmentShadingRateKHR vkCmdSetFragmentShadingRateKHR; +#endif /* defined(VK_KHR_fragment_shading_rate) */ +#if defined(VK_KHR_get_memory_requirements2) + PFN_vkGetBufferMemoryRequirements2KHR vkGetBufferMemoryRequirements2KHR; + PFN_vkGetImageMemoryRequirements2KHR vkGetImageMemoryRequirements2KHR; + PFN_vkGetImageSparseMemoryRequirements2KHR vkGetImageSparseMemoryRequirements2KHR; +#endif /* defined(VK_KHR_get_memory_requirements2) */ +#if defined(VK_KHR_line_rasterization) + PFN_vkCmdSetLineStippleKHR vkCmdSetLineStippleKHR; +#endif /* defined(VK_KHR_line_rasterization) */ +#if defined(VK_KHR_maintenance1) + PFN_vkTrimCommandPoolKHR vkTrimCommandPoolKHR; +#endif /* defined(VK_KHR_maintenance1) */ +#if defined(VK_KHR_maintenance3) + PFN_vkGetDescriptorSetLayoutSupportKHR vkGetDescriptorSetLayoutSupportKHR; +#endif /* defined(VK_KHR_maintenance3) */ +#if defined(VK_KHR_maintenance4) + PFN_vkGetDeviceBufferMemoryRequirementsKHR vkGetDeviceBufferMemoryRequirementsKHR; + PFN_vkGetDeviceImageMemoryRequirementsKHR vkGetDeviceImageMemoryRequirementsKHR; + PFN_vkGetDeviceImageSparseMemoryRequirementsKHR vkGetDeviceImageSparseMemoryRequirementsKHR; +#endif /* defined(VK_KHR_maintenance4) */ +#if defined(VK_KHR_maintenance5) + PFN_vkCmdBindIndexBuffer2KHR vkCmdBindIndexBuffer2KHR; + PFN_vkGetDeviceImageSubresourceLayoutKHR vkGetDeviceImageSubresourceLayoutKHR; + PFN_vkGetImageSubresourceLayout2KHR vkGetImageSubresourceLayout2KHR; + PFN_vkGetRenderingAreaGranularityKHR vkGetRenderingAreaGranularityKHR; +#endif /* defined(VK_KHR_maintenance5) */ +#if defined(VK_KHR_maintenance6) + PFN_vkCmdBindDescriptorSets2KHR vkCmdBindDescriptorSets2KHR; + PFN_vkCmdPushConstants2KHR vkCmdPushConstants2KHR; +#endif /* defined(VK_KHR_maintenance6) */ +#if defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) + PFN_vkCmdPushDescriptorSet2KHR vkCmdPushDescriptorSet2KHR; + PFN_vkCmdPushDescriptorSetWithTemplate2KHR vkCmdPushDescriptorSetWithTemplate2KHR; +#endif /* defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) + PFN_vkCmdBindDescriptorBufferEmbeddedSamplers2EXT vkCmdBindDescriptorBufferEmbeddedSamplers2EXT; + PFN_vkCmdSetDescriptorBufferOffsets2EXT vkCmdSetDescriptorBufferOffsets2EXT; +#endif /* defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_KHR_map_memory2) + PFN_vkMapMemory2KHR vkMapMemory2KHR; + PFN_vkUnmapMemory2KHR vkUnmapMemory2KHR; +#endif /* defined(VK_KHR_map_memory2) */ +#if defined(VK_KHR_performance_query) + PFN_vkAcquireProfilingLockKHR vkAcquireProfilingLockKHR; + PFN_vkReleaseProfilingLockKHR vkReleaseProfilingLockKHR; +#endif /* defined(VK_KHR_performance_query) */ +#if defined(VK_KHR_pipeline_binary) + PFN_vkCreatePipelineBinariesKHR vkCreatePipelineBinariesKHR; + PFN_vkDestroyPipelineBinaryKHR vkDestroyPipelineBinaryKHR; + PFN_vkGetPipelineBinaryDataKHR vkGetPipelineBinaryDataKHR; + PFN_vkGetPipelineKeyKHR vkGetPipelineKeyKHR; + PFN_vkReleaseCapturedPipelineDataKHR vkReleaseCapturedPipelineDataKHR; +#endif /* defined(VK_KHR_pipeline_binary) */ +#if defined(VK_KHR_pipeline_executable_properties) + PFN_vkGetPipelineExecutableInternalRepresentationsKHR vkGetPipelineExecutableInternalRepresentationsKHR; + PFN_vkGetPipelineExecutablePropertiesKHR vkGetPipelineExecutablePropertiesKHR; + PFN_vkGetPipelineExecutableStatisticsKHR vkGetPipelineExecutableStatisticsKHR; +#endif /* defined(VK_KHR_pipeline_executable_properties) */ +#if defined(VK_KHR_present_wait) + PFN_vkWaitForPresentKHR vkWaitForPresentKHR; +#endif /* defined(VK_KHR_present_wait) */ +#if defined(VK_KHR_push_descriptor) + PFN_vkCmdPushDescriptorSetKHR vkCmdPushDescriptorSetKHR; +#endif /* defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) + PFN_vkCmdTraceRaysIndirect2KHR vkCmdTraceRaysIndirect2KHR; +#endif /* defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_ray_tracing_pipeline) + PFN_vkCmdSetRayTracingPipelineStackSizeKHR vkCmdSetRayTracingPipelineStackSizeKHR; + PFN_vkCmdTraceRaysIndirectKHR vkCmdTraceRaysIndirectKHR; + PFN_vkCmdTraceRaysKHR vkCmdTraceRaysKHR; + PFN_vkCreateRayTracingPipelinesKHR vkCreateRayTracingPipelinesKHR; + PFN_vkGetRayTracingCaptureReplayShaderGroupHandlesKHR vkGetRayTracingCaptureReplayShaderGroupHandlesKHR; + PFN_vkGetRayTracingShaderGroupHandlesKHR vkGetRayTracingShaderGroupHandlesKHR; + PFN_vkGetRayTracingShaderGroupStackSizeKHR vkGetRayTracingShaderGroupStackSizeKHR; +#endif /* defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_sampler_ycbcr_conversion) + PFN_vkCreateSamplerYcbcrConversionKHR vkCreateSamplerYcbcrConversionKHR; + PFN_vkDestroySamplerYcbcrConversionKHR vkDestroySamplerYcbcrConversionKHR; +#endif /* defined(VK_KHR_sampler_ycbcr_conversion) */ +#if defined(VK_KHR_shared_presentable_image) + PFN_vkGetSwapchainStatusKHR vkGetSwapchainStatusKHR; +#endif /* defined(VK_KHR_shared_presentable_image) */ +#if defined(VK_KHR_swapchain) + PFN_vkAcquireNextImageKHR vkAcquireNextImageKHR; + PFN_vkCreateSwapchainKHR vkCreateSwapchainKHR; + PFN_vkDestroySwapchainKHR vkDestroySwapchainKHR; + PFN_vkGetSwapchainImagesKHR vkGetSwapchainImagesKHR; + PFN_vkQueuePresentKHR vkQueuePresentKHR; +#endif /* defined(VK_KHR_swapchain) */ +#if defined(VK_KHR_synchronization2) + PFN_vkCmdPipelineBarrier2KHR vkCmdPipelineBarrier2KHR; + PFN_vkCmdResetEvent2KHR vkCmdResetEvent2KHR; + PFN_vkCmdSetEvent2KHR vkCmdSetEvent2KHR; + PFN_vkCmdWaitEvents2KHR vkCmdWaitEvents2KHR; + PFN_vkCmdWriteTimestamp2KHR vkCmdWriteTimestamp2KHR; + PFN_vkQueueSubmit2KHR vkQueueSubmit2KHR; +#endif /* defined(VK_KHR_synchronization2) */ +#if defined(VK_KHR_timeline_semaphore) + PFN_vkGetSemaphoreCounterValueKHR vkGetSemaphoreCounterValueKHR; + PFN_vkSignalSemaphoreKHR vkSignalSemaphoreKHR; + PFN_vkWaitSemaphoresKHR vkWaitSemaphoresKHR; +#endif /* defined(VK_KHR_timeline_semaphore) */ +#if defined(VK_KHR_video_decode_queue) + PFN_vkCmdDecodeVideoKHR vkCmdDecodeVideoKHR; +#endif /* defined(VK_KHR_video_decode_queue) */ +#if defined(VK_KHR_video_encode_queue) + PFN_vkCmdEncodeVideoKHR vkCmdEncodeVideoKHR; + PFN_vkGetEncodedVideoSessionParametersKHR vkGetEncodedVideoSessionParametersKHR; +#endif /* defined(VK_KHR_video_encode_queue) */ +#if defined(VK_KHR_video_queue) + PFN_vkBindVideoSessionMemoryKHR vkBindVideoSessionMemoryKHR; + PFN_vkCmdBeginVideoCodingKHR vkCmdBeginVideoCodingKHR; + PFN_vkCmdControlVideoCodingKHR vkCmdControlVideoCodingKHR; + PFN_vkCmdEndVideoCodingKHR vkCmdEndVideoCodingKHR; + PFN_vkCreateVideoSessionKHR vkCreateVideoSessionKHR; + PFN_vkCreateVideoSessionParametersKHR vkCreateVideoSessionParametersKHR; + PFN_vkDestroyVideoSessionKHR vkDestroyVideoSessionKHR; + PFN_vkDestroyVideoSessionParametersKHR vkDestroyVideoSessionParametersKHR; + PFN_vkGetVideoSessionMemoryRequirementsKHR vkGetVideoSessionMemoryRequirementsKHR; + PFN_vkUpdateVideoSessionParametersKHR vkUpdateVideoSessionParametersKHR; +#endif /* defined(VK_KHR_video_queue) */ +#if defined(VK_NVX_binary_import) + PFN_vkCmdCuLaunchKernelNVX vkCmdCuLaunchKernelNVX; + PFN_vkCreateCuFunctionNVX vkCreateCuFunctionNVX; + PFN_vkCreateCuModuleNVX vkCreateCuModuleNVX; + PFN_vkDestroyCuFunctionNVX vkDestroyCuFunctionNVX; + PFN_vkDestroyCuModuleNVX vkDestroyCuModuleNVX; +#endif /* defined(VK_NVX_binary_import) */ +#if defined(VK_NVX_image_view_handle) + PFN_vkGetImageViewHandleNVX vkGetImageViewHandleNVX; +#endif /* defined(VK_NVX_image_view_handle) */ +#if defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 + PFN_vkGetImageViewAddressNVX vkGetImageViewAddressNVX; +#endif /* defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_clip_space_w_scaling) + PFN_vkCmdSetViewportWScalingNV vkCmdSetViewportWScalingNV; +#endif /* defined(VK_NV_clip_space_w_scaling) */ +#if defined(VK_NV_copy_memory_indirect) + PFN_vkCmdCopyMemoryIndirectNV vkCmdCopyMemoryIndirectNV; + PFN_vkCmdCopyMemoryToImageIndirectNV vkCmdCopyMemoryToImageIndirectNV; +#endif /* defined(VK_NV_copy_memory_indirect) */ +#if defined(VK_NV_cuda_kernel_launch) + PFN_vkCmdCudaLaunchKernelNV vkCmdCudaLaunchKernelNV; + PFN_vkCreateCudaFunctionNV vkCreateCudaFunctionNV; + PFN_vkCreateCudaModuleNV vkCreateCudaModuleNV; + PFN_vkDestroyCudaFunctionNV vkDestroyCudaFunctionNV; + PFN_vkDestroyCudaModuleNV vkDestroyCudaModuleNV; + PFN_vkGetCudaModuleCacheNV vkGetCudaModuleCacheNV; +#endif /* defined(VK_NV_cuda_kernel_launch) */ +#if defined(VK_NV_device_diagnostic_checkpoints) + PFN_vkCmdSetCheckpointNV vkCmdSetCheckpointNV; + PFN_vkGetQueueCheckpointDataNV vkGetQueueCheckpointDataNV; +#endif /* defined(VK_NV_device_diagnostic_checkpoints) */ +#if defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) + PFN_vkGetQueueCheckpointData2NV vkGetQueueCheckpointData2NV; +#endif /* defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_NV_device_generated_commands) + PFN_vkCmdBindPipelineShaderGroupNV vkCmdBindPipelineShaderGroupNV; + PFN_vkCmdExecuteGeneratedCommandsNV vkCmdExecuteGeneratedCommandsNV; + PFN_vkCmdPreprocessGeneratedCommandsNV vkCmdPreprocessGeneratedCommandsNV; + PFN_vkCreateIndirectCommandsLayoutNV vkCreateIndirectCommandsLayoutNV; + PFN_vkDestroyIndirectCommandsLayoutNV vkDestroyIndirectCommandsLayoutNV; + PFN_vkGetGeneratedCommandsMemoryRequirementsNV vkGetGeneratedCommandsMemoryRequirementsNV; +#endif /* defined(VK_NV_device_generated_commands) */ +#if defined(VK_NV_device_generated_commands_compute) + PFN_vkCmdUpdatePipelineIndirectBufferNV vkCmdUpdatePipelineIndirectBufferNV; + PFN_vkGetPipelineIndirectDeviceAddressNV vkGetPipelineIndirectDeviceAddressNV; + PFN_vkGetPipelineIndirectMemoryRequirementsNV vkGetPipelineIndirectMemoryRequirementsNV; +#endif /* defined(VK_NV_device_generated_commands_compute) */ +#if defined(VK_NV_external_memory_rdma) + PFN_vkGetMemoryRemoteAddressNV vkGetMemoryRemoteAddressNV; +#endif /* defined(VK_NV_external_memory_rdma) */ +#if defined(VK_NV_external_memory_win32) + PFN_vkGetMemoryWin32HandleNV vkGetMemoryWin32HandleNV; +#endif /* defined(VK_NV_external_memory_win32) */ +#if defined(VK_NV_fragment_shading_rate_enums) + PFN_vkCmdSetFragmentShadingRateEnumNV vkCmdSetFragmentShadingRateEnumNV; +#endif /* defined(VK_NV_fragment_shading_rate_enums) */ +#if defined(VK_NV_low_latency2) + PFN_vkGetLatencyTimingsNV vkGetLatencyTimingsNV; + PFN_vkLatencySleepNV vkLatencySleepNV; + PFN_vkQueueNotifyOutOfBandNV vkQueueNotifyOutOfBandNV; + PFN_vkSetLatencyMarkerNV vkSetLatencyMarkerNV; + PFN_vkSetLatencySleepModeNV vkSetLatencySleepModeNV; +#endif /* defined(VK_NV_low_latency2) */ +#if defined(VK_NV_memory_decompression) + PFN_vkCmdDecompressMemoryIndirectCountNV vkCmdDecompressMemoryIndirectCountNV; + PFN_vkCmdDecompressMemoryNV vkCmdDecompressMemoryNV; +#endif /* defined(VK_NV_memory_decompression) */ +#if defined(VK_NV_mesh_shader) + PFN_vkCmdDrawMeshTasksIndirectCountNV vkCmdDrawMeshTasksIndirectCountNV; + PFN_vkCmdDrawMeshTasksIndirectNV vkCmdDrawMeshTasksIndirectNV; + PFN_vkCmdDrawMeshTasksNV vkCmdDrawMeshTasksNV; +#endif /* defined(VK_NV_mesh_shader) */ +#if defined(VK_NV_optical_flow) + PFN_vkBindOpticalFlowSessionImageNV vkBindOpticalFlowSessionImageNV; + PFN_vkCmdOpticalFlowExecuteNV vkCmdOpticalFlowExecuteNV; + PFN_vkCreateOpticalFlowSessionNV vkCreateOpticalFlowSessionNV; + PFN_vkDestroyOpticalFlowSessionNV vkDestroyOpticalFlowSessionNV; +#endif /* defined(VK_NV_optical_flow) */ +#if defined(VK_NV_ray_tracing) + PFN_vkBindAccelerationStructureMemoryNV vkBindAccelerationStructureMemoryNV; + PFN_vkCmdBuildAccelerationStructureNV vkCmdBuildAccelerationStructureNV; + PFN_vkCmdCopyAccelerationStructureNV vkCmdCopyAccelerationStructureNV; + PFN_vkCmdTraceRaysNV vkCmdTraceRaysNV; + PFN_vkCmdWriteAccelerationStructuresPropertiesNV vkCmdWriteAccelerationStructuresPropertiesNV; + PFN_vkCompileDeferredNV vkCompileDeferredNV; + PFN_vkCreateAccelerationStructureNV vkCreateAccelerationStructureNV; + PFN_vkCreateRayTracingPipelinesNV vkCreateRayTracingPipelinesNV; + PFN_vkDestroyAccelerationStructureNV vkDestroyAccelerationStructureNV; + PFN_vkGetAccelerationStructureHandleNV vkGetAccelerationStructureHandleNV; + PFN_vkGetAccelerationStructureMemoryRequirementsNV vkGetAccelerationStructureMemoryRequirementsNV; + PFN_vkGetRayTracingShaderGroupHandlesNV vkGetRayTracingShaderGroupHandlesNV; +#endif /* defined(VK_NV_ray_tracing) */ +#if defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 + PFN_vkCmdSetExclusiveScissorEnableNV vkCmdSetExclusiveScissorEnableNV; +#endif /* defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_scissor_exclusive) + PFN_vkCmdSetExclusiveScissorNV vkCmdSetExclusiveScissorNV; +#endif /* defined(VK_NV_scissor_exclusive) */ +#if defined(VK_NV_shading_rate_image) + PFN_vkCmdBindShadingRateImageNV vkCmdBindShadingRateImageNV; + PFN_vkCmdSetCoarseSampleOrderNV vkCmdSetCoarseSampleOrderNV; + PFN_vkCmdSetViewportShadingRatePaletteNV vkCmdSetViewportShadingRatePaletteNV; +#endif /* defined(VK_NV_shading_rate_image) */ +#if defined(VK_QCOM_tile_properties) + PFN_vkGetDynamicRenderingTilePropertiesQCOM vkGetDynamicRenderingTilePropertiesQCOM; + PFN_vkGetFramebufferTilePropertiesQCOM vkGetFramebufferTilePropertiesQCOM; +#endif /* defined(VK_QCOM_tile_properties) */ +#if defined(VK_QNX_external_memory_screen_buffer) + PFN_vkGetScreenBufferPropertiesQNX vkGetScreenBufferPropertiesQNX; +#endif /* defined(VK_QNX_external_memory_screen_buffer) */ +#if defined(VK_VALVE_descriptor_set_host_mapping) + PFN_vkGetDescriptorSetHostMappingVALVE vkGetDescriptorSetHostMappingVALVE; + PFN_vkGetDescriptorSetLayoutHostMappingInfoVALVE vkGetDescriptorSetLayoutHostMappingInfoVALVE; +#endif /* defined(VK_VALVE_descriptor_set_host_mapping) */ +#if (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) + PFN_vkCmdSetDepthClampRangeEXT vkCmdSetDepthClampRangeEXT; +#endif /* (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) */ +#if (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) + PFN_vkCmdBindVertexBuffers2EXT vkCmdBindVertexBuffers2EXT; + PFN_vkCmdSetCullModeEXT vkCmdSetCullModeEXT; + PFN_vkCmdSetDepthBoundsTestEnableEXT vkCmdSetDepthBoundsTestEnableEXT; + PFN_vkCmdSetDepthCompareOpEXT vkCmdSetDepthCompareOpEXT; + PFN_vkCmdSetDepthTestEnableEXT vkCmdSetDepthTestEnableEXT; + PFN_vkCmdSetDepthWriteEnableEXT vkCmdSetDepthWriteEnableEXT; + PFN_vkCmdSetFrontFaceEXT vkCmdSetFrontFaceEXT; + PFN_vkCmdSetPrimitiveTopologyEXT vkCmdSetPrimitiveTopologyEXT; + PFN_vkCmdSetScissorWithCountEXT vkCmdSetScissorWithCountEXT; + PFN_vkCmdSetStencilOpEXT vkCmdSetStencilOpEXT; + PFN_vkCmdSetStencilTestEnableEXT vkCmdSetStencilTestEnableEXT; + PFN_vkCmdSetViewportWithCountEXT vkCmdSetViewportWithCountEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) + PFN_vkCmdSetDepthBiasEnableEXT vkCmdSetDepthBiasEnableEXT; + PFN_vkCmdSetLogicOpEXT vkCmdSetLogicOpEXT; + PFN_vkCmdSetPatchControlPointsEXT vkCmdSetPatchControlPointsEXT; + PFN_vkCmdSetPrimitiveRestartEnableEXT vkCmdSetPrimitiveRestartEnableEXT; + PFN_vkCmdSetRasterizerDiscardEnableEXT vkCmdSetRasterizerDiscardEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) + PFN_vkCmdSetAlphaToCoverageEnableEXT vkCmdSetAlphaToCoverageEnableEXT; + PFN_vkCmdSetAlphaToOneEnableEXT vkCmdSetAlphaToOneEnableEXT; + PFN_vkCmdSetColorBlendEnableEXT vkCmdSetColorBlendEnableEXT; + PFN_vkCmdSetColorBlendEquationEXT vkCmdSetColorBlendEquationEXT; + PFN_vkCmdSetColorWriteMaskEXT vkCmdSetColorWriteMaskEXT; + PFN_vkCmdSetDepthClampEnableEXT vkCmdSetDepthClampEnableEXT; + PFN_vkCmdSetLogicOpEnableEXT vkCmdSetLogicOpEnableEXT; + PFN_vkCmdSetPolygonModeEXT vkCmdSetPolygonModeEXT; + PFN_vkCmdSetRasterizationSamplesEXT vkCmdSetRasterizationSamplesEXT; + PFN_vkCmdSetSampleMaskEXT vkCmdSetSampleMaskEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) + PFN_vkCmdSetTessellationDomainOriginEXT vkCmdSetTessellationDomainOriginEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) + PFN_vkCmdSetRasterizationStreamEXT vkCmdSetRasterizationStreamEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) + PFN_vkCmdSetConservativeRasterizationModeEXT vkCmdSetConservativeRasterizationModeEXT; + PFN_vkCmdSetExtraPrimitiveOverestimationSizeEXT vkCmdSetExtraPrimitiveOverestimationSizeEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) + PFN_vkCmdSetDepthClipEnableEXT vkCmdSetDepthClipEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) + PFN_vkCmdSetSampleLocationsEnableEXT vkCmdSetSampleLocationsEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) + PFN_vkCmdSetColorBlendAdvancedEXT vkCmdSetColorBlendAdvancedEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) + PFN_vkCmdSetProvokingVertexModeEXT vkCmdSetProvokingVertexModeEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) + PFN_vkCmdSetLineRasterizationModeEXT vkCmdSetLineRasterizationModeEXT; + PFN_vkCmdSetLineStippleEnableEXT vkCmdSetLineStippleEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) + PFN_vkCmdSetDepthClipNegativeOneToOneEXT vkCmdSetDepthClipNegativeOneToOneEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) + PFN_vkCmdSetViewportWScalingEnableNV vkCmdSetViewportWScalingEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) + PFN_vkCmdSetViewportSwizzleNV vkCmdSetViewportSwizzleNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) + PFN_vkCmdSetCoverageToColorEnableNV vkCmdSetCoverageToColorEnableNV; + PFN_vkCmdSetCoverageToColorLocationNV vkCmdSetCoverageToColorLocationNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) + PFN_vkCmdSetCoverageModulationModeNV vkCmdSetCoverageModulationModeNV; + PFN_vkCmdSetCoverageModulationTableEnableNV vkCmdSetCoverageModulationTableEnableNV; + PFN_vkCmdSetCoverageModulationTableNV vkCmdSetCoverageModulationTableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) + PFN_vkCmdSetShadingRateImageEnableNV vkCmdSetShadingRateImageEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) + PFN_vkCmdSetRepresentativeFragmentTestEnableNV vkCmdSetRepresentativeFragmentTestEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) + PFN_vkCmdSetCoverageReductionModeNV vkCmdSetCoverageReductionModeNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) */ +#if (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) + PFN_vkGetImageSubresourceLayout2EXT vkGetImageSubresourceLayout2EXT; +#endif /* (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) */ +#if (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) + PFN_vkCmdSetVertexInputEXT vkCmdSetVertexInputEXT; +#endif /* (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) */ +#if (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) + PFN_vkCmdPushDescriptorSetWithTemplateKHR vkCmdPushDescriptorSetWithTemplateKHR; +#endif /* (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) + PFN_vkGetDeviceGroupPresentCapabilitiesKHR vkGetDeviceGroupPresentCapabilitiesKHR; + PFN_vkGetDeviceGroupSurfacePresentModesKHR vkGetDeviceGroupSurfacePresentModesKHR; +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) + PFN_vkAcquireNextImage2KHR vkAcquireNextImage2KHR; +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ + /* VOLK_GENERATE_DEVICE_TABLE */ +}; + +/* VOLK_GENERATE_PROTOTYPES_H */ +#if defined(VK_VERSION_1_0) +extern PFN_vkAllocateCommandBuffers vkAllocateCommandBuffers; +extern PFN_vkAllocateDescriptorSets vkAllocateDescriptorSets; +extern PFN_vkAllocateMemory vkAllocateMemory; +extern PFN_vkBeginCommandBuffer vkBeginCommandBuffer; +extern PFN_vkBindBufferMemory vkBindBufferMemory; +extern PFN_vkBindImageMemory vkBindImageMemory; +extern PFN_vkCmdBeginQuery vkCmdBeginQuery; +extern PFN_vkCmdBeginRenderPass vkCmdBeginRenderPass; +extern PFN_vkCmdBindDescriptorSets vkCmdBindDescriptorSets; +extern PFN_vkCmdBindIndexBuffer vkCmdBindIndexBuffer; +extern PFN_vkCmdBindPipeline vkCmdBindPipeline; +extern PFN_vkCmdBindVertexBuffers vkCmdBindVertexBuffers; +extern PFN_vkCmdBlitImage vkCmdBlitImage; +extern PFN_vkCmdClearAttachments vkCmdClearAttachments; +extern PFN_vkCmdClearColorImage vkCmdClearColorImage; +extern PFN_vkCmdClearDepthStencilImage vkCmdClearDepthStencilImage; +extern PFN_vkCmdCopyBuffer vkCmdCopyBuffer; +extern PFN_vkCmdCopyBufferToImage vkCmdCopyBufferToImage; +extern PFN_vkCmdCopyImage vkCmdCopyImage; +extern PFN_vkCmdCopyImageToBuffer vkCmdCopyImageToBuffer; +extern PFN_vkCmdCopyQueryPoolResults vkCmdCopyQueryPoolResults; +extern PFN_vkCmdDispatch vkCmdDispatch; +extern PFN_vkCmdDispatchIndirect vkCmdDispatchIndirect; +extern PFN_vkCmdDraw vkCmdDraw; +extern PFN_vkCmdDrawIndexed vkCmdDrawIndexed; +extern PFN_vkCmdDrawIndexedIndirect vkCmdDrawIndexedIndirect; +extern PFN_vkCmdDrawIndirect vkCmdDrawIndirect; +extern PFN_vkCmdEndQuery vkCmdEndQuery; +extern PFN_vkCmdEndRenderPass vkCmdEndRenderPass; +extern PFN_vkCmdExecuteCommands vkCmdExecuteCommands; +extern PFN_vkCmdFillBuffer vkCmdFillBuffer; +extern PFN_vkCmdNextSubpass vkCmdNextSubpass; +extern PFN_vkCmdPipelineBarrier vkCmdPipelineBarrier; +extern PFN_vkCmdPushConstants vkCmdPushConstants; +extern PFN_vkCmdResetEvent vkCmdResetEvent; +extern PFN_vkCmdResetQueryPool vkCmdResetQueryPool; +extern PFN_vkCmdResolveImage vkCmdResolveImage; +extern PFN_vkCmdSetBlendConstants vkCmdSetBlendConstants; +extern PFN_vkCmdSetDepthBias vkCmdSetDepthBias; +extern PFN_vkCmdSetDepthBounds vkCmdSetDepthBounds; +extern PFN_vkCmdSetEvent vkCmdSetEvent; +extern PFN_vkCmdSetLineWidth vkCmdSetLineWidth; +extern PFN_vkCmdSetScissor vkCmdSetScissor; +extern PFN_vkCmdSetStencilCompareMask vkCmdSetStencilCompareMask; +extern PFN_vkCmdSetStencilReference vkCmdSetStencilReference; +extern PFN_vkCmdSetStencilWriteMask vkCmdSetStencilWriteMask; +extern PFN_vkCmdSetViewport vkCmdSetViewport; +extern PFN_vkCmdUpdateBuffer vkCmdUpdateBuffer; +extern PFN_vkCmdWaitEvents vkCmdWaitEvents; +extern PFN_vkCmdWriteTimestamp vkCmdWriteTimestamp; +extern PFN_vkCreateBuffer vkCreateBuffer; +extern PFN_vkCreateBufferView vkCreateBufferView; +extern PFN_vkCreateCommandPool vkCreateCommandPool; +extern PFN_vkCreateComputePipelines vkCreateComputePipelines; +extern PFN_vkCreateDescriptorPool vkCreateDescriptorPool; +extern PFN_vkCreateDescriptorSetLayout vkCreateDescriptorSetLayout; +extern PFN_vkCreateDevice vkCreateDevice; +extern PFN_vkCreateEvent vkCreateEvent; +extern PFN_vkCreateFence vkCreateFence; +extern PFN_vkCreateFramebuffer vkCreateFramebuffer; +extern PFN_vkCreateGraphicsPipelines vkCreateGraphicsPipelines; +extern PFN_vkCreateImage vkCreateImage; +extern PFN_vkCreateImageView vkCreateImageView; +extern PFN_vkCreateInstance vkCreateInstance; +extern PFN_vkCreatePipelineCache vkCreatePipelineCache; +extern PFN_vkCreatePipelineLayout vkCreatePipelineLayout; +extern PFN_vkCreateQueryPool vkCreateQueryPool; +extern PFN_vkCreateRenderPass vkCreateRenderPass; +extern PFN_vkCreateSampler vkCreateSampler; +extern PFN_vkCreateSemaphore vkCreateSemaphore; +extern PFN_vkCreateShaderModule vkCreateShaderModule; +extern PFN_vkDestroyBuffer vkDestroyBuffer; +extern PFN_vkDestroyBufferView vkDestroyBufferView; +extern PFN_vkDestroyCommandPool vkDestroyCommandPool; +extern PFN_vkDestroyDescriptorPool vkDestroyDescriptorPool; +extern PFN_vkDestroyDescriptorSetLayout vkDestroyDescriptorSetLayout; +extern PFN_vkDestroyDevice vkDestroyDevice; +extern PFN_vkDestroyEvent vkDestroyEvent; +extern PFN_vkDestroyFence vkDestroyFence; +extern PFN_vkDestroyFramebuffer vkDestroyFramebuffer; +extern PFN_vkDestroyImage vkDestroyImage; +extern PFN_vkDestroyImageView vkDestroyImageView; +extern PFN_vkDestroyInstance vkDestroyInstance; +extern PFN_vkDestroyPipeline vkDestroyPipeline; +extern PFN_vkDestroyPipelineCache vkDestroyPipelineCache; +extern PFN_vkDestroyPipelineLayout vkDestroyPipelineLayout; +extern PFN_vkDestroyQueryPool vkDestroyQueryPool; +extern PFN_vkDestroyRenderPass vkDestroyRenderPass; +extern PFN_vkDestroySampler vkDestroySampler; +extern PFN_vkDestroySemaphore vkDestroySemaphore; +extern PFN_vkDestroyShaderModule vkDestroyShaderModule; +extern PFN_vkDeviceWaitIdle vkDeviceWaitIdle; +extern PFN_vkEndCommandBuffer vkEndCommandBuffer; +extern PFN_vkEnumerateDeviceExtensionProperties vkEnumerateDeviceExtensionProperties; +extern PFN_vkEnumerateDeviceLayerProperties vkEnumerateDeviceLayerProperties; +extern PFN_vkEnumerateInstanceExtensionProperties vkEnumerateInstanceExtensionProperties; +extern PFN_vkEnumerateInstanceLayerProperties vkEnumerateInstanceLayerProperties; +extern PFN_vkEnumeratePhysicalDevices vkEnumeratePhysicalDevices; +extern PFN_vkFlushMappedMemoryRanges vkFlushMappedMemoryRanges; +extern PFN_vkFreeCommandBuffers vkFreeCommandBuffers; +extern PFN_vkFreeDescriptorSets vkFreeDescriptorSets; +extern PFN_vkFreeMemory vkFreeMemory; +extern PFN_vkGetBufferMemoryRequirements vkGetBufferMemoryRequirements; +extern PFN_vkGetDeviceMemoryCommitment vkGetDeviceMemoryCommitment; +extern PFN_vkGetDeviceProcAddr vkGetDeviceProcAddr; +extern PFN_vkGetDeviceQueue vkGetDeviceQueue; +extern PFN_vkGetEventStatus vkGetEventStatus; +extern PFN_vkGetFenceStatus vkGetFenceStatus; +extern PFN_vkGetImageMemoryRequirements vkGetImageMemoryRequirements; +extern PFN_vkGetImageSparseMemoryRequirements vkGetImageSparseMemoryRequirements; +extern PFN_vkGetImageSubresourceLayout vkGetImageSubresourceLayout; +extern PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr; +extern PFN_vkGetPhysicalDeviceFeatures vkGetPhysicalDeviceFeatures; +extern PFN_vkGetPhysicalDeviceFormatProperties vkGetPhysicalDeviceFormatProperties; +extern PFN_vkGetPhysicalDeviceImageFormatProperties vkGetPhysicalDeviceImageFormatProperties; +extern PFN_vkGetPhysicalDeviceMemoryProperties vkGetPhysicalDeviceMemoryProperties; +extern PFN_vkGetPhysicalDeviceProperties vkGetPhysicalDeviceProperties; +extern PFN_vkGetPhysicalDeviceQueueFamilyProperties vkGetPhysicalDeviceQueueFamilyProperties; +extern PFN_vkGetPhysicalDeviceSparseImageFormatProperties vkGetPhysicalDeviceSparseImageFormatProperties; +extern PFN_vkGetPipelineCacheData vkGetPipelineCacheData; +extern PFN_vkGetQueryPoolResults vkGetQueryPoolResults; +extern PFN_vkGetRenderAreaGranularity vkGetRenderAreaGranularity; +extern PFN_vkInvalidateMappedMemoryRanges vkInvalidateMappedMemoryRanges; +extern PFN_vkMapMemory vkMapMemory; +extern PFN_vkMergePipelineCaches vkMergePipelineCaches; +extern PFN_vkQueueBindSparse vkQueueBindSparse; +extern PFN_vkQueueSubmit vkQueueSubmit; +extern PFN_vkQueueWaitIdle vkQueueWaitIdle; +extern PFN_vkResetCommandBuffer vkResetCommandBuffer; +extern PFN_vkResetCommandPool vkResetCommandPool; +extern PFN_vkResetDescriptorPool vkResetDescriptorPool; +extern PFN_vkResetEvent vkResetEvent; +extern PFN_vkResetFences vkResetFences; +extern PFN_vkSetEvent vkSetEvent; +extern PFN_vkUnmapMemory vkUnmapMemory; +extern PFN_vkUpdateDescriptorSets vkUpdateDescriptorSets; +extern PFN_vkWaitForFences vkWaitForFences; +#endif /* defined(VK_VERSION_1_0) */ +#if defined(VK_VERSION_1_1) +extern PFN_vkBindBufferMemory2 vkBindBufferMemory2; +extern PFN_vkBindImageMemory2 vkBindImageMemory2; +extern PFN_vkCmdDispatchBase vkCmdDispatchBase; +extern PFN_vkCmdSetDeviceMask vkCmdSetDeviceMask; +extern PFN_vkCreateDescriptorUpdateTemplate vkCreateDescriptorUpdateTemplate; +extern PFN_vkCreateSamplerYcbcrConversion vkCreateSamplerYcbcrConversion; +extern PFN_vkDestroyDescriptorUpdateTemplate vkDestroyDescriptorUpdateTemplate; +extern PFN_vkDestroySamplerYcbcrConversion vkDestroySamplerYcbcrConversion; +extern PFN_vkEnumerateInstanceVersion vkEnumerateInstanceVersion; +extern PFN_vkEnumeratePhysicalDeviceGroups vkEnumeratePhysicalDeviceGroups; +extern PFN_vkGetBufferMemoryRequirements2 vkGetBufferMemoryRequirements2; +extern PFN_vkGetDescriptorSetLayoutSupport vkGetDescriptorSetLayoutSupport; +extern PFN_vkGetDeviceGroupPeerMemoryFeatures vkGetDeviceGroupPeerMemoryFeatures; +extern PFN_vkGetDeviceQueue2 vkGetDeviceQueue2; +extern PFN_vkGetImageMemoryRequirements2 vkGetImageMemoryRequirements2; +extern PFN_vkGetImageSparseMemoryRequirements2 vkGetImageSparseMemoryRequirements2; +extern PFN_vkGetPhysicalDeviceExternalBufferProperties vkGetPhysicalDeviceExternalBufferProperties; +extern PFN_vkGetPhysicalDeviceExternalFenceProperties vkGetPhysicalDeviceExternalFenceProperties; +extern PFN_vkGetPhysicalDeviceExternalSemaphoreProperties vkGetPhysicalDeviceExternalSemaphoreProperties; +extern PFN_vkGetPhysicalDeviceFeatures2 vkGetPhysicalDeviceFeatures2; +extern PFN_vkGetPhysicalDeviceFormatProperties2 vkGetPhysicalDeviceFormatProperties2; +extern PFN_vkGetPhysicalDeviceImageFormatProperties2 vkGetPhysicalDeviceImageFormatProperties2; +extern PFN_vkGetPhysicalDeviceMemoryProperties2 vkGetPhysicalDeviceMemoryProperties2; +extern PFN_vkGetPhysicalDeviceProperties2 vkGetPhysicalDeviceProperties2; +extern PFN_vkGetPhysicalDeviceQueueFamilyProperties2 vkGetPhysicalDeviceQueueFamilyProperties2; +extern PFN_vkGetPhysicalDeviceSparseImageFormatProperties2 vkGetPhysicalDeviceSparseImageFormatProperties2; +extern PFN_vkTrimCommandPool vkTrimCommandPool; +extern PFN_vkUpdateDescriptorSetWithTemplate vkUpdateDescriptorSetWithTemplate; +#endif /* defined(VK_VERSION_1_1) */ +#if defined(VK_VERSION_1_2) +extern PFN_vkCmdBeginRenderPass2 vkCmdBeginRenderPass2; +extern PFN_vkCmdDrawIndexedIndirectCount vkCmdDrawIndexedIndirectCount; +extern PFN_vkCmdDrawIndirectCount vkCmdDrawIndirectCount; +extern PFN_vkCmdEndRenderPass2 vkCmdEndRenderPass2; +extern PFN_vkCmdNextSubpass2 vkCmdNextSubpass2; +extern PFN_vkCreateRenderPass2 vkCreateRenderPass2; +extern PFN_vkGetBufferDeviceAddress vkGetBufferDeviceAddress; +extern PFN_vkGetBufferOpaqueCaptureAddress vkGetBufferOpaqueCaptureAddress; +extern PFN_vkGetDeviceMemoryOpaqueCaptureAddress vkGetDeviceMemoryOpaqueCaptureAddress; +extern PFN_vkGetSemaphoreCounterValue vkGetSemaphoreCounterValue; +extern PFN_vkResetQueryPool vkResetQueryPool; +extern PFN_vkSignalSemaphore vkSignalSemaphore; +extern PFN_vkWaitSemaphores vkWaitSemaphores; +#endif /* defined(VK_VERSION_1_2) */ +#if defined(VK_VERSION_1_3) +extern PFN_vkCmdBeginRendering vkCmdBeginRendering; +extern PFN_vkCmdBindVertexBuffers2 vkCmdBindVertexBuffers2; +extern PFN_vkCmdBlitImage2 vkCmdBlitImage2; +extern PFN_vkCmdCopyBuffer2 vkCmdCopyBuffer2; +extern PFN_vkCmdCopyBufferToImage2 vkCmdCopyBufferToImage2; +extern PFN_vkCmdCopyImage2 vkCmdCopyImage2; +extern PFN_vkCmdCopyImageToBuffer2 vkCmdCopyImageToBuffer2; +extern PFN_vkCmdEndRendering vkCmdEndRendering; +extern PFN_vkCmdPipelineBarrier2 vkCmdPipelineBarrier2; +extern PFN_vkCmdResetEvent2 vkCmdResetEvent2; +extern PFN_vkCmdResolveImage2 vkCmdResolveImage2; +extern PFN_vkCmdSetCullMode vkCmdSetCullMode; +extern PFN_vkCmdSetDepthBiasEnable vkCmdSetDepthBiasEnable; +extern PFN_vkCmdSetDepthBoundsTestEnable vkCmdSetDepthBoundsTestEnable; +extern PFN_vkCmdSetDepthCompareOp vkCmdSetDepthCompareOp; +extern PFN_vkCmdSetDepthTestEnable vkCmdSetDepthTestEnable; +extern PFN_vkCmdSetDepthWriteEnable vkCmdSetDepthWriteEnable; +extern PFN_vkCmdSetEvent2 vkCmdSetEvent2; +extern PFN_vkCmdSetFrontFace vkCmdSetFrontFace; +extern PFN_vkCmdSetPrimitiveRestartEnable vkCmdSetPrimitiveRestartEnable; +extern PFN_vkCmdSetPrimitiveTopology vkCmdSetPrimitiveTopology; +extern PFN_vkCmdSetRasterizerDiscardEnable vkCmdSetRasterizerDiscardEnable; +extern PFN_vkCmdSetScissorWithCount vkCmdSetScissorWithCount; +extern PFN_vkCmdSetStencilOp vkCmdSetStencilOp; +extern PFN_vkCmdSetStencilTestEnable vkCmdSetStencilTestEnable; +extern PFN_vkCmdSetViewportWithCount vkCmdSetViewportWithCount; +extern PFN_vkCmdWaitEvents2 vkCmdWaitEvents2; +extern PFN_vkCmdWriteTimestamp2 vkCmdWriteTimestamp2; +extern PFN_vkCreatePrivateDataSlot vkCreatePrivateDataSlot; +extern PFN_vkDestroyPrivateDataSlot vkDestroyPrivateDataSlot; +extern PFN_vkGetDeviceBufferMemoryRequirements vkGetDeviceBufferMemoryRequirements; +extern PFN_vkGetDeviceImageMemoryRequirements vkGetDeviceImageMemoryRequirements; +extern PFN_vkGetDeviceImageSparseMemoryRequirements vkGetDeviceImageSparseMemoryRequirements; +extern PFN_vkGetPhysicalDeviceToolProperties vkGetPhysicalDeviceToolProperties; +extern PFN_vkGetPrivateData vkGetPrivateData; +extern PFN_vkQueueSubmit2 vkQueueSubmit2; +extern PFN_vkSetPrivateData vkSetPrivateData; +#endif /* defined(VK_VERSION_1_3) */ +#if defined(VK_AMDX_shader_enqueue) +extern PFN_vkCmdDispatchGraphAMDX vkCmdDispatchGraphAMDX; +extern PFN_vkCmdDispatchGraphIndirectAMDX vkCmdDispatchGraphIndirectAMDX; +extern PFN_vkCmdDispatchGraphIndirectCountAMDX vkCmdDispatchGraphIndirectCountAMDX; +extern PFN_vkCmdInitializeGraphScratchMemoryAMDX vkCmdInitializeGraphScratchMemoryAMDX; +extern PFN_vkCreateExecutionGraphPipelinesAMDX vkCreateExecutionGraphPipelinesAMDX; +extern PFN_vkGetExecutionGraphPipelineNodeIndexAMDX vkGetExecutionGraphPipelineNodeIndexAMDX; +extern PFN_vkGetExecutionGraphPipelineScratchSizeAMDX vkGetExecutionGraphPipelineScratchSizeAMDX; +#endif /* defined(VK_AMDX_shader_enqueue) */ +#if defined(VK_AMD_anti_lag) +extern PFN_vkAntiLagUpdateAMD vkAntiLagUpdateAMD; +#endif /* defined(VK_AMD_anti_lag) */ +#if defined(VK_AMD_buffer_marker) +extern PFN_vkCmdWriteBufferMarkerAMD vkCmdWriteBufferMarkerAMD; +#endif /* defined(VK_AMD_buffer_marker) */ +#if defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) +extern PFN_vkCmdWriteBufferMarker2AMD vkCmdWriteBufferMarker2AMD; +#endif /* defined(VK_AMD_buffer_marker) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_AMD_display_native_hdr) +extern PFN_vkSetLocalDimmingAMD vkSetLocalDimmingAMD; +#endif /* defined(VK_AMD_display_native_hdr) */ +#if defined(VK_AMD_draw_indirect_count) +extern PFN_vkCmdDrawIndexedIndirectCountAMD vkCmdDrawIndexedIndirectCountAMD; +extern PFN_vkCmdDrawIndirectCountAMD vkCmdDrawIndirectCountAMD; +#endif /* defined(VK_AMD_draw_indirect_count) */ +#if defined(VK_AMD_shader_info) +extern PFN_vkGetShaderInfoAMD vkGetShaderInfoAMD; +#endif /* defined(VK_AMD_shader_info) */ +#if defined(VK_ANDROID_external_memory_android_hardware_buffer) +extern PFN_vkGetAndroidHardwareBufferPropertiesANDROID vkGetAndroidHardwareBufferPropertiesANDROID; +extern PFN_vkGetMemoryAndroidHardwareBufferANDROID vkGetMemoryAndroidHardwareBufferANDROID; +#endif /* defined(VK_ANDROID_external_memory_android_hardware_buffer) */ +#if defined(VK_EXT_acquire_drm_display) +extern PFN_vkAcquireDrmDisplayEXT vkAcquireDrmDisplayEXT; +extern PFN_vkGetDrmDisplayEXT vkGetDrmDisplayEXT; +#endif /* defined(VK_EXT_acquire_drm_display) */ +#if defined(VK_EXT_acquire_xlib_display) +extern PFN_vkAcquireXlibDisplayEXT vkAcquireXlibDisplayEXT; +extern PFN_vkGetRandROutputDisplayEXT vkGetRandROutputDisplayEXT; +#endif /* defined(VK_EXT_acquire_xlib_display) */ +#if defined(VK_EXT_attachment_feedback_loop_dynamic_state) +extern PFN_vkCmdSetAttachmentFeedbackLoopEnableEXT vkCmdSetAttachmentFeedbackLoopEnableEXT; +#endif /* defined(VK_EXT_attachment_feedback_loop_dynamic_state) */ +#if defined(VK_EXT_buffer_device_address) +extern PFN_vkGetBufferDeviceAddressEXT vkGetBufferDeviceAddressEXT; +#endif /* defined(VK_EXT_buffer_device_address) */ +#if defined(VK_EXT_calibrated_timestamps) +extern PFN_vkGetCalibratedTimestampsEXT vkGetCalibratedTimestampsEXT; +extern PFN_vkGetPhysicalDeviceCalibrateableTimeDomainsEXT vkGetPhysicalDeviceCalibrateableTimeDomainsEXT; +#endif /* defined(VK_EXT_calibrated_timestamps) */ +#if defined(VK_EXT_color_write_enable) +extern PFN_vkCmdSetColorWriteEnableEXT vkCmdSetColorWriteEnableEXT; +#endif /* defined(VK_EXT_color_write_enable) */ +#if defined(VK_EXT_conditional_rendering) +extern PFN_vkCmdBeginConditionalRenderingEXT vkCmdBeginConditionalRenderingEXT; +extern PFN_vkCmdEndConditionalRenderingEXT vkCmdEndConditionalRenderingEXT; +#endif /* defined(VK_EXT_conditional_rendering) */ +#if defined(VK_EXT_debug_marker) +extern PFN_vkCmdDebugMarkerBeginEXT vkCmdDebugMarkerBeginEXT; +extern PFN_vkCmdDebugMarkerEndEXT vkCmdDebugMarkerEndEXT; +extern PFN_vkCmdDebugMarkerInsertEXT vkCmdDebugMarkerInsertEXT; +extern PFN_vkDebugMarkerSetObjectNameEXT vkDebugMarkerSetObjectNameEXT; +extern PFN_vkDebugMarkerSetObjectTagEXT vkDebugMarkerSetObjectTagEXT; +#endif /* defined(VK_EXT_debug_marker) */ +#if defined(VK_EXT_debug_report) +extern PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT; +extern PFN_vkDebugReportMessageEXT vkDebugReportMessageEXT; +extern PFN_vkDestroyDebugReportCallbackEXT vkDestroyDebugReportCallbackEXT; +#endif /* defined(VK_EXT_debug_report) */ +#if defined(VK_EXT_debug_utils) +extern PFN_vkCmdBeginDebugUtilsLabelEXT vkCmdBeginDebugUtilsLabelEXT; +extern PFN_vkCmdEndDebugUtilsLabelEXT vkCmdEndDebugUtilsLabelEXT; +extern PFN_vkCmdInsertDebugUtilsLabelEXT vkCmdInsertDebugUtilsLabelEXT; +extern PFN_vkCreateDebugUtilsMessengerEXT vkCreateDebugUtilsMessengerEXT; +extern PFN_vkDestroyDebugUtilsMessengerEXT vkDestroyDebugUtilsMessengerEXT; +extern PFN_vkQueueBeginDebugUtilsLabelEXT vkQueueBeginDebugUtilsLabelEXT; +extern PFN_vkQueueEndDebugUtilsLabelEXT vkQueueEndDebugUtilsLabelEXT; +extern PFN_vkQueueInsertDebugUtilsLabelEXT vkQueueInsertDebugUtilsLabelEXT; +extern PFN_vkSetDebugUtilsObjectNameEXT vkSetDebugUtilsObjectNameEXT; +extern PFN_vkSetDebugUtilsObjectTagEXT vkSetDebugUtilsObjectTagEXT; +extern PFN_vkSubmitDebugUtilsMessageEXT vkSubmitDebugUtilsMessageEXT; +#endif /* defined(VK_EXT_debug_utils) */ +#if defined(VK_EXT_depth_bias_control) +extern PFN_vkCmdSetDepthBias2EXT vkCmdSetDepthBias2EXT; +#endif /* defined(VK_EXT_depth_bias_control) */ +#if defined(VK_EXT_descriptor_buffer) +extern PFN_vkCmdBindDescriptorBufferEmbeddedSamplersEXT vkCmdBindDescriptorBufferEmbeddedSamplersEXT; +extern PFN_vkCmdBindDescriptorBuffersEXT vkCmdBindDescriptorBuffersEXT; +extern PFN_vkCmdSetDescriptorBufferOffsetsEXT vkCmdSetDescriptorBufferOffsetsEXT; +extern PFN_vkGetBufferOpaqueCaptureDescriptorDataEXT vkGetBufferOpaqueCaptureDescriptorDataEXT; +extern PFN_vkGetDescriptorEXT vkGetDescriptorEXT; +extern PFN_vkGetDescriptorSetLayoutBindingOffsetEXT vkGetDescriptorSetLayoutBindingOffsetEXT; +extern PFN_vkGetDescriptorSetLayoutSizeEXT vkGetDescriptorSetLayoutSizeEXT; +extern PFN_vkGetImageOpaqueCaptureDescriptorDataEXT vkGetImageOpaqueCaptureDescriptorDataEXT; +extern PFN_vkGetImageViewOpaqueCaptureDescriptorDataEXT vkGetImageViewOpaqueCaptureDescriptorDataEXT; +extern PFN_vkGetSamplerOpaqueCaptureDescriptorDataEXT vkGetSamplerOpaqueCaptureDescriptorDataEXT; +#endif /* defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) +extern PFN_vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT vkGetAccelerationStructureOpaqueCaptureDescriptorDataEXT; +#endif /* defined(VK_EXT_descriptor_buffer) && (defined(VK_KHR_acceleration_structure) || defined(VK_NV_ray_tracing)) */ +#if defined(VK_EXT_device_fault) +extern PFN_vkGetDeviceFaultInfoEXT vkGetDeviceFaultInfoEXT; +#endif /* defined(VK_EXT_device_fault) */ +#if defined(VK_EXT_device_generated_commands) +extern PFN_vkCmdExecuteGeneratedCommandsEXT vkCmdExecuteGeneratedCommandsEXT; +extern PFN_vkCmdPreprocessGeneratedCommandsEXT vkCmdPreprocessGeneratedCommandsEXT; +extern PFN_vkCreateIndirectCommandsLayoutEXT vkCreateIndirectCommandsLayoutEXT; +extern PFN_vkCreateIndirectExecutionSetEXT vkCreateIndirectExecutionSetEXT; +extern PFN_vkDestroyIndirectCommandsLayoutEXT vkDestroyIndirectCommandsLayoutEXT; +extern PFN_vkDestroyIndirectExecutionSetEXT vkDestroyIndirectExecutionSetEXT; +extern PFN_vkGetGeneratedCommandsMemoryRequirementsEXT vkGetGeneratedCommandsMemoryRequirementsEXT; +extern PFN_vkUpdateIndirectExecutionSetPipelineEXT vkUpdateIndirectExecutionSetPipelineEXT; +extern PFN_vkUpdateIndirectExecutionSetShaderEXT vkUpdateIndirectExecutionSetShaderEXT; +#endif /* defined(VK_EXT_device_generated_commands) */ +#if defined(VK_EXT_direct_mode_display) +extern PFN_vkReleaseDisplayEXT vkReleaseDisplayEXT; +#endif /* defined(VK_EXT_direct_mode_display) */ +#if defined(VK_EXT_directfb_surface) +extern PFN_vkCreateDirectFBSurfaceEXT vkCreateDirectFBSurfaceEXT; +extern PFN_vkGetPhysicalDeviceDirectFBPresentationSupportEXT vkGetPhysicalDeviceDirectFBPresentationSupportEXT; +#endif /* defined(VK_EXT_directfb_surface) */ +#if defined(VK_EXT_discard_rectangles) +extern PFN_vkCmdSetDiscardRectangleEXT vkCmdSetDiscardRectangleEXT; +#endif /* defined(VK_EXT_discard_rectangles) */ +#if defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 +extern PFN_vkCmdSetDiscardRectangleEnableEXT vkCmdSetDiscardRectangleEnableEXT; +extern PFN_vkCmdSetDiscardRectangleModeEXT vkCmdSetDiscardRectangleModeEXT; +#endif /* defined(VK_EXT_discard_rectangles) && VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION >= 2 */ +#if defined(VK_EXT_display_control) +extern PFN_vkDisplayPowerControlEXT vkDisplayPowerControlEXT; +extern PFN_vkGetSwapchainCounterEXT vkGetSwapchainCounterEXT; +extern PFN_vkRegisterDeviceEventEXT vkRegisterDeviceEventEXT; +extern PFN_vkRegisterDisplayEventEXT vkRegisterDisplayEventEXT; +#endif /* defined(VK_EXT_display_control) */ +#if defined(VK_EXT_display_surface_counter) +extern PFN_vkGetPhysicalDeviceSurfaceCapabilities2EXT vkGetPhysicalDeviceSurfaceCapabilities2EXT; +#endif /* defined(VK_EXT_display_surface_counter) */ +#if defined(VK_EXT_external_memory_host) +extern PFN_vkGetMemoryHostPointerPropertiesEXT vkGetMemoryHostPointerPropertiesEXT; +#endif /* defined(VK_EXT_external_memory_host) */ +#if defined(VK_EXT_full_screen_exclusive) +extern PFN_vkAcquireFullScreenExclusiveModeEXT vkAcquireFullScreenExclusiveModeEXT; +extern PFN_vkGetPhysicalDeviceSurfacePresentModes2EXT vkGetPhysicalDeviceSurfacePresentModes2EXT; +extern PFN_vkReleaseFullScreenExclusiveModeEXT vkReleaseFullScreenExclusiveModeEXT; +#endif /* defined(VK_EXT_full_screen_exclusive) */ +#if defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) +extern PFN_vkGetDeviceGroupSurfacePresentModes2EXT vkGetDeviceGroupSurfacePresentModes2EXT; +#endif /* defined(VK_EXT_full_screen_exclusive) && (defined(VK_KHR_device_group) || defined(VK_VERSION_1_1)) */ +#if defined(VK_EXT_hdr_metadata) +extern PFN_vkSetHdrMetadataEXT vkSetHdrMetadataEXT; +#endif /* defined(VK_EXT_hdr_metadata) */ +#if defined(VK_EXT_headless_surface) +extern PFN_vkCreateHeadlessSurfaceEXT vkCreateHeadlessSurfaceEXT; +#endif /* defined(VK_EXT_headless_surface) */ +#if defined(VK_EXT_host_image_copy) +extern PFN_vkCopyImageToImageEXT vkCopyImageToImageEXT; +extern PFN_vkCopyImageToMemoryEXT vkCopyImageToMemoryEXT; +extern PFN_vkCopyMemoryToImageEXT vkCopyMemoryToImageEXT; +extern PFN_vkTransitionImageLayoutEXT vkTransitionImageLayoutEXT; +#endif /* defined(VK_EXT_host_image_copy) */ +#if defined(VK_EXT_host_query_reset) +extern PFN_vkResetQueryPoolEXT vkResetQueryPoolEXT; +#endif /* defined(VK_EXT_host_query_reset) */ +#if defined(VK_EXT_image_drm_format_modifier) +extern PFN_vkGetImageDrmFormatModifierPropertiesEXT vkGetImageDrmFormatModifierPropertiesEXT; +#endif /* defined(VK_EXT_image_drm_format_modifier) */ +#if defined(VK_EXT_line_rasterization) +extern PFN_vkCmdSetLineStippleEXT vkCmdSetLineStippleEXT; +#endif /* defined(VK_EXT_line_rasterization) */ +#if defined(VK_EXT_mesh_shader) +extern PFN_vkCmdDrawMeshTasksEXT vkCmdDrawMeshTasksEXT; +extern PFN_vkCmdDrawMeshTasksIndirectCountEXT vkCmdDrawMeshTasksIndirectCountEXT; +extern PFN_vkCmdDrawMeshTasksIndirectEXT vkCmdDrawMeshTasksIndirectEXT; +#endif /* defined(VK_EXT_mesh_shader) */ +#if defined(VK_EXT_metal_objects) +extern PFN_vkExportMetalObjectsEXT vkExportMetalObjectsEXT; +#endif /* defined(VK_EXT_metal_objects) */ +#if defined(VK_EXT_metal_surface) +extern PFN_vkCreateMetalSurfaceEXT vkCreateMetalSurfaceEXT; +#endif /* defined(VK_EXT_metal_surface) */ +#if defined(VK_EXT_multi_draw) +extern PFN_vkCmdDrawMultiEXT vkCmdDrawMultiEXT; +extern PFN_vkCmdDrawMultiIndexedEXT vkCmdDrawMultiIndexedEXT; +#endif /* defined(VK_EXT_multi_draw) */ +#if defined(VK_EXT_opacity_micromap) +extern PFN_vkBuildMicromapsEXT vkBuildMicromapsEXT; +extern PFN_vkCmdBuildMicromapsEXT vkCmdBuildMicromapsEXT; +extern PFN_vkCmdCopyMemoryToMicromapEXT vkCmdCopyMemoryToMicromapEXT; +extern PFN_vkCmdCopyMicromapEXT vkCmdCopyMicromapEXT; +extern PFN_vkCmdCopyMicromapToMemoryEXT vkCmdCopyMicromapToMemoryEXT; +extern PFN_vkCmdWriteMicromapsPropertiesEXT vkCmdWriteMicromapsPropertiesEXT; +extern PFN_vkCopyMemoryToMicromapEXT vkCopyMemoryToMicromapEXT; +extern PFN_vkCopyMicromapEXT vkCopyMicromapEXT; +extern PFN_vkCopyMicromapToMemoryEXT vkCopyMicromapToMemoryEXT; +extern PFN_vkCreateMicromapEXT vkCreateMicromapEXT; +extern PFN_vkDestroyMicromapEXT vkDestroyMicromapEXT; +extern PFN_vkGetDeviceMicromapCompatibilityEXT vkGetDeviceMicromapCompatibilityEXT; +extern PFN_vkGetMicromapBuildSizesEXT vkGetMicromapBuildSizesEXT; +extern PFN_vkWriteMicromapsPropertiesEXT vkWriteMicromapsPropertiesEXT; +#endif /* defined(VK_EXT_opacity_micromap) */ +#if defined(VK_EXT_pageable_device_local_memory) +extern PFN_vkSetDeviceMemoryPriorityEXT vkSetDeviceMemoryPriorityEXT; +#endif /* defined(VK_EXT_pageable_device_local_memory) */ +#if defined(VK_EXT_pipeline_properties) +extern PFN_vkGetPipelinePropertiesEXT vkGetPipelinePropertiesEXT; +#endif /* defined(VK_EXT_pipeline_properties) */ +#if defined(VK_EXT_private_data) +extern PFN_vkCreatePrivateDataSlotEXT vkCreatePrivateDataSlotEXT; +extern PFN_vkDestroyPrivateDataSlotEXT vkDestroyPrivateDataSlotEXT; +extern PFN_vkGetPrivateDataEXT vkGetPrivateDataEXT; +extern PFN_vkSetPrivateDataEXT vkSetPrivateDataEXT; +#endif /* defined(VK_EXT_private_data) */ +#if defined(VK_EXT_sample_locations) +extern PFN_vkCmdSetSampleLocationsEXT vkCmdSetSampleLocationsEXT; +extern PFN_vkGetPhysicalDeviceMultisamplePropertiesEXT vkGetPhysicalDeviceMultisamplePropertiesEXT; +#endif /* defined(VK_EXT_sample_locations) */ +#if defined(VK_EXT_shader_module_identifier) +extern PFN_vkGetShaderModuleCreateInfoIdentifierEXT vkGetShaderModuleCreateInfoIdentifierEXT; +extern PFN_vkGetShaderModuleIdentifierEXT vkGetShaderModuleIdentifierEXT; +#endif /* defined(VK_EXT_shader_module_identifier) */ +#if defined(VK_EXT_shader_object) +extern PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT; +extern PFN_vkCreateShadersEXT vkCreateShadersEXT; +extern PFN_vkDestroyShaderEXT vkDestroyShaderEXT; +extern PFN_vkGetShaderBinaryDataEXT vkGetShaderBinaryDataEXT; +#endif /* defined(VK_EXT_shader_object) */ +#if defined(VK_EXT_swapchain_maintenance1) +extern PFN_vkReleaseSwapchainImagesEXT vkReleaseSwapchainImagesEXT; +#endif /* defined(VK_EXT_swapchain_maintenance1) */ +#if defined(VK_EXT_tooling_info) +extern PFN_vkGetPhysicalDeviceToolPropertiesEXT vkGetPhysicalDeviceToolPropertiesEXT; +#endif /* defined(VK_EXT_tooling_info) */ +#if defined(VK_EXT_transform_feedback) +extern PFN_vkCmdBeginQueryIndexedEXT vkCmdBeginQueryIndexedEXT; +extern PFN_vkCmdBeginTransformFeedbackEXT vkCmdBeginTransformFeedbackEXT; +extern PFN_vkCmdBindTransformFeedbackBuffersEXT vkCmdBindTransformFeedbackBuffersEXT; +extern PFN_vkCmdDrawIndirectByteCountEXT vkCmdDrawIndirectByteCountEXT; +extern PFN_vkCmdEndQueryIndexedEXT vkCmdEndQueryIndexedEXT; +extern PFN_vkCmdEndTransformFeedbackEXT vkCmdEndTransformFeedbackEXT; +#endif /* defined(VK_EXT_transform_feedback) */ +#if defined(VK_EXT_validation_cache) +extern PFN_vkCreateValidationCacheEXT vkCreateValidationCacheEXT; +extern PFN_vkDestroyValidationCacheEXT vkDestroyValidationCacheEXT; +extern PFN_vkGetValidationCacheDataEXT vkGetValidationCacheDataEXT; +extern PFN_vkMergeValidationCachesEXT vkMergeValidationCachesEXT; +#endif /* defined(VK_EXT_validation_cache) */ +#if defined(VK_FUCHSIA_buffer_collection) +extern PFN_vkCreateBufferCollectionFUCHSIA vkCreateBufferCollectionFUCHSIA; +extern PFN_vkDestroyBufferCollectionFUCHSIA vkDestroyBufferCollectionFUCHSIA; +extern PFN_vkGetBufferCollectionPropertiesFUCHSIA vkGetBufferCollectionPropertiesFUCHSIA; +extern PFN_vkSetBufferCollectionBufferConstraintsFUCHSIA vkSetBufferCollectionBufferConstraintsFUCHSIA; +extern PFN_vkSetBufferCollectionImageConstraintsFUCHSIA vkSetBufferCollectionImageConstraintsFUCHSIA; +#endif /* defined(VK_FUCHSIA_buffer_collection) */ +#if defined(VK_FUCHSIA_external_memory) +extern PFN_vkGetMemoryZirconHandleFUCHSIA vkGetMemoryZirconHandleFUCHSIA; +extern PFN_vkGetMemoryZirconHandlePropertiesFUCHSIA vkGetMemoryZirconHandlePropertiesFUCHSIA; +#endif /* defined(VK_FUCHSIA_external_memory) */ +#if defined(VK_FUCHSIA_external_semaphore) +extern PFN_vkGetSemaphoreZirconHandleFUCHSIA vkGetSemaphoreZirconHandleFUCHSIA; +extern PFN_vkImportSemaphoreZirconHandleFUCHSIA vkImportSemaphoreZirconHandleFUCHSIA; +#endif /* defined(VK_FUCHSIA_external_semaphore) */ +#if defined(VK_FUCHSIA_imagepipe_surface) +extern PFN_vkCreateImagePipeSurfaceFUCHSIA vkCreateImagePipeSurfaceFUCHSIA; +#endif /* defined(VK_FUCHSIA_imagepipe_surface) */ +#if defined(VK_GGP_stream_descriptor_surface) +extern PFN_vkCreateStreamDescriptorSurfaceGGP vkCreateStreamDescriptorSurfaceGGP; +#endif /* defined(VK_GGP_stream_descriptor_surface) */ +#if defined(VK_GOOGLE_display_timing) +extern PFN_vkGetPastPresentationTimingGOOGLE vkGetPastPresentationTimingGOOGLE; +extern PFN_vkGetRefreshCycleDurationGOOGLE vkGetRefreshCycleDurationGOOGLE; +#endif /* defined(VK_GOOGLE_display_timing) */ +#if defined(VK_HUAWEI_cluster_culling_shader) +extern PFN_vkCmdDrawClusterHUAWEI vkCmdDrawClusterHUAWEI; +extern PFN_vkCmdDrawClusterIndirectHUAWEI vkCmdDrawClusterIndirectHUAWEI; +#endif /* defined(VK_HUAWEI_cluster_culling_shader) */ +#if defined(VK_HUAWEI_invocation_mask) +extern PFN_vkCmdBindInvocationMaskHUAWEI vkCmdBindInvocationMaskHUAWEI; +#endif /* defined(VK_HUAWEI_invocation_mask) */ +#if defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 +extern PFN_vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI; +#endif /* defined(VK_HUAWEI_subpass_shading) && VK_HUAWEI_SUBPASS_SHADING_SPEC_VERSION >= 2 */ +#if defined(VK_HUAWEI_subpass_shading) +extern PFN_vkCmdSubpassShadingHUAWEI vkCmdSubpassShadingHUAWEI; +#endif /* defined(VK_HUAWEI_subpass_shading) */ +#if defined(VK_INTEL_performance_query) +extern PFN_vkAcquirePerformanceConfigurationINTEL vkAcquirePerformanceConfigurationINTEL; +extern PFN_vkCmdSetPerformanceMarkerINTEL vkCmdSetPerformanceMarkerINTEL; +extern PFN_vkCmdSetPerformanceOverrideINTEL vkCmdSetPerformanceOverrideINTEL; +extern PFN_vkCmdSetPerformanceStreamMarkerINTEL vkCmdSetPerformanceStreamMarkerINTEL; +extern PFN_vkGetPerformanceParameterINTEL vkGetPerformanceParameterINTEL; +extern PFN_vkInitializePerformanceApiINTEL vkInitializePerformanceApiINTEL; +extern PFN_vkQueueSetPerformanceConfigurationINTEL vkQueueSetPerformanceConfigurationINTEL; +extern PFN_vkReleasePerformanceConfigurationINTEL vkReleasePerformanceConfigurationINTEL; +extern PFN_vkUninitializePerformanceApiINTEL vkUninitializePerformanceApiINTEL; +#endif /* defined(VK_INTEL_performance_query) */ +#if defined(VK_KHR_acceleration_structure) +extern PFN_vkBuildAccelerationStructuresKHR vkBuildAccelerationStructuresKHR; +extern PFN_vkCmdBuildAccelerationStructuresIndirectKHR vkCmdBuildAccelerationStructuresIndirectKHR; +extern PFN_vkCmdBuildAccelerationStructuresKHR vkCmdBuildAccelerationStructuresKHR; +extern PFN_vkCmdCopyAccelerationStructureKHR vkCmdCopyAccelerationStructureKHR; +extern PFN_vkCmdCopyAccelerationStructureToMemoryKHR vkCmdCopyAccelerationStructureToMemoryKHR; +extern PFN_vkCmdCopyMemoryToAccelerationStructureKHR vkCmdCopyMemoryToAccelerationStructureKHR; +extern PFN_vkCmdWriteAccelerationStructuresPropertiesKHR vkCmdWriteAccelerationStructuresPropertiesKHR; +extern PFN_vkCopyAccelerationStructureKHR vkCopyAccelerationStructureKHR; +extern PFN_vkCopyAccelerationStructureToMemoryKHR vkCopyAccelerationStructureToMemoryKHR; +extern PFN_vkCopyMemoryToAccelerationStructureKHR vkCopyMemoryToAccelerationStructureKHR; +extern PFN_vkCreateAccelerationStructureKHR vkCreateAccelerationStructureKHR; +extern PFN_vkDestroyAccelerationStructureKHR vkDestroyAccelerationStructureKHR; +extern PFN_vkGetAccelerationStructureBuildSizesKHR vkGetAccelerationStructureBuildSizesKHR; +extern PFN_vkGetAccelerationStructureDeviceAddressKHR vkGetAccelerationStructureDeviceAddressKHR; +extern PFN_vkGetDeviceAccelerationStructureCompatibilityKHR vkGetDeviceAccelerationStructureCompatibilityKHR; +extern PFN_vkWriteAccelerationStructuresPropertiesKHR vkWriteAccelerationStructuresPropertiesKHR; +#endif /* defined(VK_KHR_acceleration_structure) */ +#if defined(VK_KHR_android_surface) +extern PFN_vkCreateAndroidSurfaceKHR vkCreateAndroidSurfaceKHR; +#endif /* defined(VK_KHR_android_surface) */ +#if defined(VK_KHR_bind_memory2) +extern PFN_vkBindBufferMemory2KHR vkBindBufferMemory2KHR; +extern PFN_vkBindImageMemory2KHR vkBindImageMemory2KHR; +#endif /* defined(VK_KHR_bind_memory2) */ +#if defined(VK_KHR_buffer_device_address) +extern PFN_vkGetBufferDeviceAddressKHR vkGetBufferDeviceAddressKHR; +extern PFN_vkGetBufferOpaqueCaptureAddressKHR vkGetBufferOpaqueCaptureAddressKHR; +extern PFN_vkGetDeviceMemoryOpaqueCaptureAddressKHR vkGetDeviceMemoryOpaqueCaptureAddressKHR; +#endif /* defined(VK_KHR_buffer_device_address) */ +#if defined(VK_KHR_calibrated_timestamps) +extern PFN_vkGetCalibratedTimestampsKHR vkGetCalibratedTimestampsKHR; +extern PFN_vkGetPhysicalDeviceCalibrateableTimeDomainsKHR vkGetPhysicalDeviceCalibrateableTimeDomainsKHR; +#endif /* defined(VK_KHR_calibrated_timestamps) */ +#if defined(VK_KHR_cooperative_matrix) +extern PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR; +#endif /* defined(VK_KHR_cooperative_matrix) */ +#if defined(VK_KHR_copy_commands2) +extern PFN_vkCmdBlitImage2KHR vkCmdBlitImage2KHR; +extern PFN_vkCmdCopyBuffer2KHR vkCmdCopyBuffer2KHR; +extern PFN_vkCmdCopyBufferToImage2KHR vkCmdCopyBufferToImage2KHR; +extern PFN_vkCmdCopyImage2KHR vkCmdCopyImage2KHR; +extern PFN_vkCmdCopyImageToBuffer2KHR vkCmdCopyImageToBuffer2KHR; +extern PFN_vkCmdResolveImage2KHR vkCmdResolveImage2KHR; +#endif /* defined(VK_KHR_copy_commands2) */ +#if defined(VK_KHR_create_renderpass2) +extern PFN_vkCmdBeginRenderPass2KHR vkCmdBeginRenderPass2KHR; +extern PFN_vkCmdEndRenderPass2KHR vkCmdEndRenderPass2KHR; +extern PFN_vkCmdNextSubpass2KHR vkCmdNextSubpass2KHR; +extern PFN_vkCreateRenderPass2KHR vkCreateRenderPass2KHR; +#endif /* defined(VK_KHR_create_renderpass2) */ +#if defined(VK_KHR_deferred_host_operations) +extern PFN_vkCreateDeferredOperationKHR vkCreateDeferredOperationKHR; +extern PFN_vkDeferredOperationJoinKHR vkDeferredOperationJoinKHR; +extern PFN_vkDestroyDeferredOperationKHR vkDestroyDeferredOperationKHR; +extern PFN_vkGetDeferredOperationMaxConcurrencyKHR vkGetDeferredOperationMaxConcurrencyKHR; +extern PFN_vkGetDeferredOperationResultKHR vkGetDeferredOperationResultKHR; +#endif /* defined(VK_KHR_deferred_host_operations) */ +#if defined(VK_KHR_descriptor_update_template) +extern PFN_vkCreateDescriptorUpdateTemplateKHR vkCreateDescriptorUpdateTemplateKHR; +extern PFN_vkDestroyDescriptorUpdateTemplateKHR vkDestroyDescriptorUpdateTemplateKHR; +extern PFN_vkUpdateDescriptorSetWithTemplateKHR vkUpdateDescriptorSetWithTemplateKHR; +#endif /* defined(VK_KHR_descriptor_update_template) */ +#if defined(VK_KHR_device_group) +extern PFN_vkCmdDispatchBaseKHR vkCmdDispatchBaseKHR; +extern PFN_vkCmdSetDeviceMaskKHR vkCmdSetDeviceMaskKHR; +extern PFN_vkGetDeviceGroupPeerMemoryFeaturesKHR vkGetDeviceGroupPeerMemoryFeaturesKHR; +#endif /* defined(VK_KHR_device_group) */ +#if defined(VK_KHR_device_group_creation) +extern PFN_vkEnumeratePhysicalDeviceGroupsKHR vkEnumeratePhysicalDeviceGroupsKHR; +#endif /* defined(VK_KHR_device_group_creation) */ +#if defined(VK_KHR_display) +extern PFN_vkCreateDisplayModeKHR vkCreateDisplayModeKHR; +extern PFN_vkCreateDisplayPlaneSurfaceKHR vkCreateDisplayPlaneSurfaceKHR; +extern PFN_vkGetDisplayModePropertiesKHR vkGetDisplayModePropertiesKHR; +extern PFN_vkGetDisplayPlaneCapabilitiesKHR vkGetDisplayPlaneCapabilitiesKHR; +extern PFN_vkGetDisplayPlaneSupportedDisplaysKHR vkGetDisplayPlaneSupportedDisplaysKHR; +extern PFN_vkGetPhysicalDeviceDisplayPlanePropertiesKHR vkGetPhysicalDeviceDisplayPlanePropertiesKHR; +extern PFN_vkGetPhysicalDeviceDisplayPropertiesKHR vkGetPhysicalDeviceDisplayPropertiesKHR; +#endif /* defined(VK_KHR_display) */ +#if defined(VK_KHR_display_swapchain) +extern PFN_vkCreateSharedSwapchainsKHR vkCreateSharedSwapchainsKHR; +#endif /* defined(VK_KHR_display_swapchain) */ +#if defined(VK_KHR_draw_indirect_count) +extern PFN_vkCmdDrawIndexedIndirectCountKHR vkCmdDrawIndexedIndirectCountKHR; +extern PFN_vkCmdDrawIndirectCountKHR vkCmdDrawIndirectCountKHR; +#endif /* defined(VK_KHR_draw_indirect_count) */ +#if defined(VK_KHR_dynamic_rendering) +extern PFN_vkCmdBeginRenderingKHR vkCmdBeginRenderingKHR; +extern PFN_vkCmdEndRenderingKHR vkCmdEndRenderingKHR; +#endif /* defined(VK_KHR_dynamic_rendering) */ +#if defined(VK_KHR_dynamic_rendering_local_read) +extern PFN_vkCmdSetRenderingAttachmentLocationsKHR vkCmdSetRenderingAttachmentLocationsKHR; +extern PFN_vkCmdSetRenderingInputAttachmentIndicesKHR vkCmdSetRenderingInputAttachmentIndicesKHR; +#endif /* defined(VK_KHR_dynamic_rendering_local_read) */ +#if defined(VK_KHR_external_fence_capabilities) +extern PFN_vkGetPhysicalDeviceExternalFencePropertiesKHR vkGetPhysicalDeviceExternalFencePropertiesKHR; +#endif /* defined(VK_KHR_external_fence_capabilities) */ +#if defined(VK_KHR_external_fence_fd) +extern PFN_vkGetFenceFdKHR vkGetFenceFdKHR; +extern PFN_vkImportFenceFdKHR vkImportFenceFdKHR; +#endif /* defined(VK_KHR_external_fence_fd) */ +#if defined(VK_KHR_external_fence_win32) +extern PFN_vkGetFenceWin32HandleKHR vkGetFenceWin32HandleKHR; +extern PFN_vkImportFenceWin32HandleKHR vkImportFenceWin32HandleKHR; +#endif /* defined(VK_KHR_external_fence_win32) */ +#if defined(VK_KHR_external_memory_capabilities) +extern PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR vkGetPhysicalDeviceExternalBufferPropertiesKHR; +#endif /* defined(VK_KHR_external_memory_capabilities) */ +#if defined(VK_KHR_external_memory_fd) +extern PFN_vkGetMemoryFdKHR vkGetMemoryFdKHR; +extern PFN_vkGetMemoryFdPropertiesKHR vkGetMemoryFdPropertiesKHR; +#endif /* defined(VK_KHR_external_memory_fd) */ +#if defined(VK_KHR_external_memory_win32) +extern PFN_vkGetMemoryWin32HandleKHR vkGetMemoryWin32HandleKHR; +extern PFN_vkGetMemoryWin32HandlePropertiesKHR vkGetMemoryWin32HandlePropertiesKHR; +#endif /* defined(VK_KHR_external_memory_win32) */ +#if defined(VK_KHR_external_semaphore_capabilities) +extern PFN_vkGetPhysicalDeviceExternalSemaphorePropertiesKHR vkGetPhysicalDeviceExternalSemaphorePropertiesKHR; +#endif /* defined(VK_KHR_external_semaphore_capabilities) */ +#if defined(VK_KHR_external_semaphore_fd) +extern PFN_vkGetSemaphoreFdKHR vkGetSemaphoreFdKHR; +extern PFN_vkImportSemaphoreFdKHR vkImportSemaphoreFdKHR; +#endif /* defined(VK_KHR_external_semaphore_fd) */ +#if defined(VK_KHR_external_semaphore_win32) +extern PFN_vkGetSemaphoreWin32HandleKHR vkGetSemaphoreWin32HandleKHR; +extern PFN_vkImportSemaphoreWin32HandleKHR vkImportSemaphoreWin32HandleKHR; +#endif /* defined(VK_KHR_external_semaphore_win32) */ +#if defined(VK_KHR_fragment_shading_rate) +extern PFN_vkCmdSetFragmentShadingRateKHR vkCmdSetFragmentShadingRateKHR; +extern PFN_vkGetPhysicalDeviceFragmentShadingRatesKHR vkGetPhysicalDeviceFragmentShadingRatesKHR; +#endif /* defined(VK_KHR_fragment_shading_rate) */ +#if defined(VK_KHR_get_display_properties2) +extern PFN_vkGetDisplayModeProperties2KHR vkGetDisplayModeProperties2KHR; +extern PFN_vkGetDisplayPlaneCapabilities2KHR vkGetDisplayPlaneCapabilities2KHR; +extern PFN_vkGetPhysicalDeviceDisplayPlaneProperties2KHR vkGetPhysicalDeviceDisplayPlaneProperties2KHR; +extern PFN_vkGetPhysicalDeviceDisplayProperties2KHR vkGetPhysicalDeviceDisplayProperties2KHR; +#endif /* defined(VK_KHR_get_display_properties2) */ +#if defined(VK_KHR_get_memory_requirements2) +extern PFN_vkGetBufferMemoryRequirements2KHR vkGetBufferMemoryRequirements2KHR; +extern PFN_vkGetImageMemoryRequirements2KHR vkGetImageMemoryRequirements2KHR; +extern PFN_vkGetImageSparseMemoryRequirements2KHR vkGetImageSparseMemoryRequirements2KHR; +#endif /* defined(VK_KHR_get_memory_requirements2) */ +#if defined(VK_KHR_get_physical_device_properties2) +extern PFN_vkGetPhysicalDeviceFeatures2KHR vkGetPhysicalDeviceFeatures2KHR; +extern PFN_vkGetPhysicalDeviceFormatProperties2KHR vkGetPhysicalDeviceFormatProperties2KHR; +extern PFN_vkGetPhysicalDeviceImageFormatProperties2KHR vkGetPhysicalDeviceImageFormatProperties2KHR; +extern PFN_vkGetPhysicalDeviceMemoryProperties2KHR vkGetPhysicalDeviceMemoryProperties2KHR; +extern PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR; +extern PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR vkGetPhysicalDeviceQueueFamilyProperties2KHR; +extern PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR vkGetPhysicalDeviceSparseImageFormatProperties2KHR; +#endif /* defined(VK_KHR_get_physical_device_properties2) */ +#if defined(VK_KHR_get_surface_capabilities2) +extern PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR vkGetPhysicalDeviceSurfaceCapabilities2KHR; +extern PFN_vkGetPhysicalDeviceSurfaceFormats2KHR vkGetPhysicalDeviceSurfaceFormats2KHR; +#endif /* defined(VK_KHR_get_surface_capabilities2) */ +#if defined(VK_KHR_line_rasterization) +extern PFN_vkCmdSetLineStippleKHR vkCmdSetLineStippleKHR; +#endif /* defined(VK_KHR_line_rasterization) */ +#if defined(VK_KHR_maintenance1) +extern PFN_vkTrimCommandPoolKHR vkTrimCommandPoolKHR; +#endif /* defined(VK_KHR_maintenance1) */ +#if defined(VK_KHR_maintenance3) +extern PFN_vkGetDescriptorSetLayoutSupportKHR vkGetDescriptorSetLayoutSupportKHR; +#endif /* defined(VK_KHR_maintenance3) */ +#if defined(VK_KHR_maintenance4) +extern PFN_vkGetDeviceBufferMemoryRequirementsKHR vkGetDeviceBufferMemoryRequirementsKHR; +extern PFN_vkGetDeviceImageMemoryRequirementsKHR vkGetDeviceImageMemoryRequirementsKHR; +extern PFN_vkGetDeviceImageSparseMemoryRequirementsKHR vkGetDeviceImageSparseMemoryRequirementsKHR; +#endif /* defined(VK_KHR_maintenance4) */ +#if defined(VK_KHR_maintenance5) +extern PFN_vkCmdBindIndexBuffer2KHR vkCmdBindIndexBuffer2KHR; +extern PFN_vkGetDeviceImageSubresourceLayoutKHR vkGetDeviceImageSubresourceLayoutKHR; +extern PFN_vkGetImageSubresourceLayout2KHR vkGetImageSubresourceLayout2KHR; +extern PFN_vkGetRenderingAreaGranularityKHR vkGetRenderingAreaGranularityKHR; +#endif /* defined(VK_KHR_maintenance5) */ +#if defined(VK_KHR_maintenance6) +extern PFN_vkCmdBindDescriptorSets2KHR vkCmdBindDescriptorSets2KHR; +extern PFN_vkCmdPushConstants2KHR vkCmdPushConstants2KHR; +#endif /* defined(VK_KHR_maintenance6) */ +#if defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) +extern PFN_vkCmdPushDescriptorSet2KHR vkCmdPushDescriptorSet2KHR; +extern PFN_vkCmdPushDescriptorSetWithTemplate2KHR vkCmdPushDescriptorSetWithTemplate2KHR; +#endif /* defined(VK_KHR_maintenance6) && defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) +extern PFN_vkCmdBindDescriptorBufferEmbeddedSamplers2EXT vkCmdBindDescriptorBufferEmbeddedSamplers2EXT; +extern PFN_vkCmdSetDescriptorBufferOffsets2EXT vkCmdSetDescriptorBufferOffsets2EXT; +#endif /* defined(VK_KHR_maintenance6) && defined(VK_EXT_descriptor_buffer) */ +#if defined(VK_KHR_map_memory2) +extern PFN_vkMapMemory2KHR vkMapMemory2KHR; +extern PFN_vkUnmapMemory2KHR vkUnmapMemory2KHR; +#endif /* defined(VK_KHR_map_memory2) */ +#if defined(VK_KHR_performance_query) +extern PFN_vkAcquireProfilingLockKHR vkAcquireProfilingLockKHR; +extern PFN_vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR; +extern PFN_vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR; +extern PFN_vkReleaseProfilingLockKHR vkReleaseProfilingLockKHR; +#endif /* defined(VK_KHR_performance_query) */ +#if defined(VK_KHR_pipeline_binary) +extern PFN_vkCreatePipelineBinariesKHR vkCreatePipelineBinariesKHR; +extern PFN_vkDestroyPipelineBinaryKHR vkDestroyPipelineBinaryKHR; +extern PFN_vkGetPipelineBinaryDataKHR vkGetPipelineBinaryDataKHR; +extern PFN_vkGetPipelineKeyKHR vkGetPipelineKeyKHR; +extern PFN_vkReleaseCapturedPipelineDataKHR vkReleaseCapturedPipelineDataKHR; +#endif /* defined(VK_KHR_pipeline_binary) */ +#if defined(VK_KHR_pipeline_executable_properties) +extern PFN_vkGetPipelineExecutableInternalRepresentationsKHR vkGetPipelineExecutableInternalRepresentationsKHR; +extern PFN_vkGetPipelineExecutablePropertiesKHR vkGetPipelineExecutablePropertiesKHR; +extern PFN_vkGetPipelineExecutableStatisticsKHR vkGetPipelineExecutableStatisticsKHR; +#endif /* defined(VK_KHR_pipeline_executable_properties) */ +#if defined(VK_KHR_present_wait) +extern PFN_vkWaitForPresentKHR vkWaitForPresentKHR; +#endif /* defined(VK_KHR_present_wait) */ +#if defined(VK_KHR_push_descriptor) +extern PFN_vkCmdPushDescriptorSetKHR vkCmdPushDescriptorSetKHR; +#endif /* defined(VK_KHR_push_descriptor) */ +#if defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) +extern PFN_vkCmdTraceRaysIndirect2KHR vkCmdTraceRaysIndirect2KHR; +#endif /* defined(VK_KHR_ray_tracing_maintenance1) && defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_ray_tracing_pipeline) +extern PFN_vkCmdSetRayTracingPipelineStackSizeKHR vkCmdSetRayTracingPipelineStackSizeKHR; +extern PFN_vkCmdTraceRaysIndirectKHR vkCmdTraceRaysIndirectKHR; +extern PFN_vkCmdTraceRaysKHR vkCmdTraceRaysKHR; +extern PFN_vkCreateRayTracingPipelinesKHR vkCreateRayTracingPipelinesKHR; +extern PFN_vkGetRayTracingCaptureReplayShaderGroupHandlesKHR vkGetRayTracingCaptureReplayShaderGroupHandlesKHR; +extern PFN_vkGetRayTracingShaderGroupHandlesKHR vkGetRayTracingShaderGroupHandlesKHR; +extern PFN_vkGetRayTracingShaderGroupStackSizeKHR vkGetRayTracingShaderGroupStackSizeKHR; +#endif /* defined(VK_KHR_ray_tracing_pipeline) */ +#if defined(VK_KHR_sampler_ycbcr_conversion) +extern PFN_vkCreateSamplerYcbcrConversionKHR vkCreateSamplerYcbcrConversionKHR; +extern PFN_vkDestroySamplerYcbcrConversionKHR vkDestroySamplerYcbcrConversionKHR; +#endif /* defined(VK_KHR_sampler_ycbcr_conversion) */ +#if defined(VK_KHR_shared_presentable_image) +extern PFN_vkGetSwapchainStatusKHR vkGetSwapchainStatusKHR; +#endif /* defined(VK_KHR_shared_presentable_image) */ +#if defined(VK_KHR_surface) +extern PFN_vkDestroySurfaceKHR vkDestroySurfaceKHR; +extern PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR vkGetPhysicalDeviceSurfaceCapabilitiesKHR; +extern PFN_vkGetPhysicalDeviceSurfaceFormatsKHR vkGetPhysicalDeviceSurfaceFormatsKHR; +extern PFN_vkGetPhysicalDeviceSurfacePresentModesKHR vkGetPhysicalDeviceSurfacePresentModesKHR; +extern PFN_vkGetPhysicalDeviceSurfaceSupportKHR vkGetPhysicalDeviceSurfaceSupportKHR; +#endif /* defined(VK_KHR_surface) */ +#if defined(VK_KHR_swapchain) +extern PFN_vkAcquireNextImageKHR vkAcquireNextImageKHR; +extern PFN_vkCreateSwapchainKHR vkCreateSwapchainKHR; +extern PFN_vkDestroySwapchainKHR vkDestroySwapchainKHR; +extern PFN_vkGetSwapchainImagesKHR vkGetSwapchainImagesKHR; +extern PFN_vkQueuePresentKHR vkQueuePresentKHR; +#endif /* defined(VK_KHR_swapchain) */ +#if defined(VK_KHR_synchronization2) +extern PFN_vkCmdPipelineBarrier2KHR vkCmdPipelineBarrier2KHR; +extern PFN_vkCmdResetEvent2KHR vkCmdResetEvent2KHR; +extern PFN_vkCmdSetEvent2KHR vkCmdSetEvent2KHR; +extern PFN_vkCmdWaitEvents2KHR vkCmdWaitEvents2KHR; +extern PFN_vkCmdWriteTimestamp2KHR vkCmdWriteTimestamp2KHR; +extern PFN_vkQueueSubmit2KHR vkQueueSubmit2KHR; +#endif /* defined(VK_KHR_synchronization2) */ +#if defined(VK_KHR_timeline_semaphore) +extern PFN_vkGetSemaphoreCounterValueKHR vkGetSemaphoreCounterValueKHR; +extern PFN_vkSignalSemaphoreKHR vkSignalSemaphoreKHR; +extern PFN_vkWaitSemaphoresKHR vkWaitSemaphoresKHR; +#endif /* defined(VK_KHR_timeline_semaphore) */ +#if defined(VK_KHR_video_decode_queue) +extern PFN_vkCmdDecodeVideoKHR vkCmdDecodeVideoKHR; +#endif /* defined(VK_KHR_video_decode_queue) */ +#if defined(VK_KHR_video_encode_queue) +extern PFN_vkCmdEncodeVideoKHR vkCmdEncodeVideoKHR; +extern PFN_vkGetEncodedVideoSessionParametersKHR vkGetEncodedVideoSessionParametersKHR; +extern PFN_vkGetPhysicalDeviceVideoEncodeQualityLevelPropertiesKHR vkGetPhysicalDeviceVideoEncodeQualityLevelPropertiesKHR; +#endif /* defined(VK_KHR_video_encode_queue) */ +#if defined(VK_KHR_video_queue) +extern PFN_vkBindVideoSessionMemoryKHR vkBindVideoSessionMemoryKHR; +extern PFN_vkCmdBeginVideoCodingKHR vkCmdBeginVideoCodingKHR; +extern PFN_vkCmdControlVideoCodingKHR vkCmdControlVideoCodingKHR; +extern PFN_vkCmdEndVideoCodingKHR vkCmdEndVideoCodingKHR; +extern PFN_vkCreateVideoSessionKHR vkCreateVideoSessionKHR; +extern PFN_vkCreateVideoSessionParametersKHR vkCreateVideoSessionParametersKHR; +extern PFN_vkDestroyVideoSessionKHR vkDestroyVideoSessionKHR; +extern PFN_vkDestroyVideoSessionParametersKHR vkDestroyVideoSessionParametersKHR; +extern PFN_vkGetPhysicalDeviceVideoCapabilitiesKHR vkGetPhysicalDeviceVideoCapabilitiesKHR; +extern PFN_vkGetPhysicalDeviceVideoFormatPropertiesKHR vkGetPhysicalDeviceVideoFormatPropertiesKHR; +extern PFN_vkGetVideoSessionMemoryRequirementsKHR vkGetVideoSessionMemoryRequirementsKHR; +extern PFN_vkUpdateVideoSessionParametersKHR vkUpdateVideoSessionParametersKHR; +#endif /* defined(VK_KHR_video_queue) */ +#if defined(VK_KHR_wayland_surface) +extern PFN_vkCreateWaylandSurfaceKHR vkCreateWaylandSurfaceKHR; +extern PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR vkGetPhysicalDeviceWaylandPresentationSupportKHR; +#endif /* defined(VK_KHR_wayland_surface) */ +#if defined(VK_KHR_win32_surface) +extern PFN_vkCreateWin32SurfaceKHR vkCreateWin32SurfaceKHR; +extern PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR vkGetPhysicalDeviceWin32PresentationSupportKHR; +#endif /* defined(VK_KHR_win32_surface) */ +#if defined(VK_KHR_xcb_surface) +extern PFN_vkCreateXcbSurfaceKHR vkCreateXcbSurfaceKHR; +extern PFN_vkGetPhysicalDeviceXcbPresentationSupportKHR vkGetPhysicalDeviceXcbPresentationSupportKHR; +#endif /* defined(VK_KHR_xcb_surface) */ +#if defined(VK_KHR_xlib_surface) +extern PFN_vkCreateXlibSurfaceKHR vkCreateXlibSurfaceKHR; +extern PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR vkGetPhysicalDeviceXlibPresentationSupportKHR; +#endif /* defined(VK_KHR_xlib_surface) */ +#if defined(VK_MVK_ios_surface) +extern PFN_vkCreateIOSSurfaceMVK vkCreateIOSSurfaceMVK; +#endif /* defined(VK_MVK_ios_surface) */ +#if defined(VK_MVK_macos_surface) +extern PFN_vkCreateMacOSSurfaceMVK vkCreateMacOSSurfaceMVK; +#endif /* defined(VK_MVK_macos_surface) */ +#if defined(VK_NN_vi_surface) +extern PFN_vkCreateViSurfaceNN vkCreateViSurfaceNN; +#endif /* defined(VK_NN_vi_surface) */ +#if defined(VK_NVX_binary_import) +extern PFN_vkCmdCuLaunchKernelNVX vkCmdCuLaunchKernelNVX; +extern PFN_vkCreateCuFunctionNVX vkCreateCuFunctionNVX; +extern PFN_vkCreateCuModuleNVX vkCreateCuModuleNVX; +extern PFN_vkDestroyCuFunctionNVX vkDestroyCuFunctionNVX; +extern PFN_vkDestroyCuModuleNVX vkDestroyCuModuleNVX; +#endif /* defined(VK_NVX_binary_import) */ +#if defined(VK_NVX_image_view_handle) +extern PFN_vkGetImageViewHandleNVX vkGetImageViewHandleNVX; +#endif /* defined(VK_NVX_image_view_handle) */ +#if defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 +extern PFN_vkGetImageViewAddressNVX vkGetImageViewAddressNVX; +#endif /* defined(VK_NVX_image_view_handle) && VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_acquire_winrt_display) +extern PFN_vkAcquireWinrtDisplayNV vkAcquireWinrtDisplayNV; +extern PFN_vkGetWinrtDisplayNV vkGetWinrtDisplayNV; +#endif /* defined(VK_NV_acquire_winrt_display) */ +#if defined(VK_NV_clip_space_w_scaling) +extern PFN_vkCmdSetViewportWScalingNV vkCmdSetViewportWScalingNV; +#endif /* defined(VK_NV_clip_space_w_scaling) */ +#if defined(VK_NV_cooperative_matrix) +extern PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesNV vkGetPhysicalDeviceCooperativeMatrixPropertiesNV; +#endif /* defined(VK_NV_cooperative_matrix) */ +#if defined(VK_NV_cooperative_matrix2) +extern PFN_vkGetPhysicalDeviceCooperativeMatrixFlexibleDimensionsPropertiesNV vkGetPhysicalDeviceCooperativeMatrixFlexibleDimensionsPropertiesNV; +#endif /* defined(VK_NV_cooperative_matrix2) */ +#if defined(VK_NV_copy_memory_indirect) +extern PFN_vkCmdCopyMemoryIndirectNV vkCmdCopyMemoryIndirectNV; +extern PFN_vkCmdCopyMemoryToImageIndirectNV vkCmdCopyMemoryToImageIndirectNV; +#endif /* defined(VK_NV_copy_memory_indirect) */ +#if defined(VK_NV_coverage_reduction_mode) +extern PFN_vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV; +#endif /* defined(VK_NV_coverage_reduction_mode) */ +#if defined(VK_NV_cuda_kernel_launch) +extern PFN_vkCmdCudaLaunchKernelNV vkCmdCudaLaunchKernelNV; +extern PFN_vkCreateCudaFunctionNV vkCreateCudaFunctionNV; +extern PFN_vkCreateCudaModuleNV vkCreateCudaModuleNV; +extern PFN_vkDestroyCudaFunctionNV vkDestroyCudaFunctionNV; +extern PFN_vkDestroyCudaModuleNV vkDestroyCudaModuleNV; +extern PFN_vkGetCudaModuleCacheNV vkGetCudaModuleCacheNV; +#endif /* defined(VK_NV_cuda_kernel_launch) */ +#if defined(VK_NV_device_diagnostic_checkpoints) +extern PFN_vkCmdSetCheckpointNV vkCmdSetCheckpointNV; +extern PFN_vkGetQueueCheckpointDataNV vkGetQueueCheckpointDataNV; +#endif /* defined(VK_NV_device_diagnostic_checkpoints) */ +#if defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) +extern PFN_vkGetQueueCheckpointData2NV vkGetQueueCheckpointData2NV; +#endif /* defined(VK_NV_device_diagnostic_checkpoints) && (defined(VK_VERSION_1_3) || defined(VK_KHR_synchronization2)) */ +#if defined(VK_NV_device_generated_commands) +extern PFN_vkCmdBindPipelineShaderGroupNV vkCmdBindPipelineShaderGroupNV; +extern PFN_vkCmdExecuteGeneratedCommandsNV vkCmdExecuteGeneratedCommandsNV; +extern PFN_vkCmdPreprocessGeneratedCommandsNV vkCmdPreprocessGeneratedCommandsNV; +extern PFN_vkCreateIndirectCommandsLayoutNV vkCreateIndirectCommandsLayoutNV; +extern PFN_vkDestroyIndirectCommandsLayoutNV vkDestroyIndirectCommandsLayoutNV; +extern PFN_vkGetGeneratedCommandsMemoryRequirementsNV vkGetGeneratedCommandsMemoryRequirementsNV; +#endif /* defined(VK_NV_device_generated_commands) */ +#if defined(VK_NV_device_generated_commands_compute) +extern PFN_vkCmdUpdatePipelineIndirectBufferNV vkCmdUpdatePipelineIndirectBufferNV; +extern PFN_vkGetPipelineIndirectDeviceAddressNV vkGetPipelineIndirectDeviceAddressNV; +extern PFN_vkGetPipelineIndirectMemoryRequirementsNV vkGetPipelineIndirectMemoryRequirementsNV; +#endif /* defined(VK_NV_device_generated_commands_compute) */ +#if defined(VK_NV_external_memory_capabilities) +extern PFN_vkGetPhysicalDeviceExternalImageFormatPropertiesNV vkGetPhysicalDeviceExternalImageFormatPropertiesNV; +#endif /* defined(VK_NV_external_memory_capabilities) */ +#if defined(VK_NV_external_memory_rdma) +extern PFN_vkGetMemoryRemoteAddressNV vkGetMemoryRemoteAddressNV; +#endif /* defined(VK_NV_external_memory_rdma) */ +#if defined(VK_NV_external_memory_win32) +extern PFN_vkGetMemoryWin32HandleNV vkGetMemoryWin32HandleNV; +#endif /* defined(VK_NV_external_memory_win32) */ +#if defined(VK_NV_fragment_shading_rate_enums) +extern PFN_vkCmdSetFragmentShadingRateEnumNV vkCmdSetFragmentShadingRateEnumNV; +#endif /* defined(VK_NV_fragment_shading_rate_enums) */ +#if defined(VK_NV_low_latency2) +extern PFN_vkGetLatencyTimingsNV vkGetLatencyTimingsNV; +extern PFN_vkLatencySleepNV vkLatencySleepNV; +extern PFN_vkQueueNotifyOutOfBandNV vkQueueNotifyOutOfBandNV; +extern PFN_vkSetLatencyMarkerNV vkSetLatencyMarkerNV; +extern PFN_vkSetLatencySleepModeNV vkSetLatencySleepModeNV; +#endif /* defined(VK_NV_low_latency2) */ +#if defined(VK_NV_memory_decompression) +extern PFN_vkCmdDecompressMemoryIndirectCountNV vkCmdDecompressMemoryIndirectCountNV; +extern PFN_vkCmdDecompressMemoryNV vkCmdDecompressMemoryNV; +#endif /* defined(VK_NV_memory_decompression) */ +#if defined(VK_NV_mesh_shader) +extern PFN_vkCmdDrawMeshTasksIndirectCountNV vkCmdDrawMeshTasksIndirectCountNV; +extern PFN_vkCmdDrawMeshTasksIndirectNV vkCmdDrawMeshTasksIndirectNV; +extern PFN_vkCmdDrawMeshTasksNV vkCmdDrawMeshTasksNV; +#endif /* defined(VK_NV_mesh_shader) */ +#if defined(VK_NV_optical_flow) +extern PFN_vkBindOpticalFlowSessionImageNV vkBindOpticalFlowSessionImageNV; +extern PFN_vkCmdOpticalFlowExecuteNV vkCmdOpticalFlowExecuteNV; +extern PFN_vkCreateOpticalFlowSessionNV vkCreateOpticalFlowSessionNV; +extern PFN_vkDestroyOpticalFlowSessionNV vkDestroyOpticalFlowSessionNV; +extern PFN_vkGetPhysicalDeviceOpticalFlowImageFormatsNV vkGetPhysicalDeviceOpticalFlowImageFormatsNV; +#endif /* defined(VK_NV_optical_flow) */ +#if defined(VK_NV_ray_tracing) +extern PFN_vkBindAccelerationStructureMemoryNV vkBindAccelerationStructureMemoryNV; +extern PFN_vkCmdBuildAccelerationStructureNV vkCmdBuildAccelerationStructureNV; +extern PFN_vkCmdCopyAccelerationStructureNV vkCmdCopyAccelerationStructureNV; +extern PFN_vkCmdTraceRaysNV vkCmdTraceRaysNV; +extern PFN_vkCmdWriteAccelerationStructuresPropertiesNV vkCmdWriteAccelerationStructuresPropertiesNV; +extern PFN_vkCompileDeferredNV vkCompileDeferredNV; +extern PFN_vkCreateAccelerationStructureNV vkCreateAccelerationStructureNV; +extern PFN_vkCreateRayTracingPipelinesNV vkCreateRayTracingPipelinesNV; +extern PFN_vkDestroyAccelerationStructureNV vkDestroyAccelerationStructureNV; +extern PFN_vkGetAccelerationStructureHandleNV vkGetAccelerationStructureHandleNV; +extern PFN_vkGetAccelerationStructureMemoryRequirementsNV vkGetAccelerationStructureMemoryRequirementsNV; +extern PFN_vkGetRayTracingShaderGroupHandlesNV vkGetRayTracingShaderGroupHandlesNV; +#endif /* defined(VK_NV_ray_tracing) */ +#if defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 +extern PFN_vkCmdSetExclusiveScissorEnableNV vkCmdSetExclusiveScissorEnableNV; +#endif /* defined(VK_NV_scissor_exclusive) && VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION >= 2 */ +#if defined(VK_NV_scissor_exclusive) +extern PFN_vkCmdSetExclusiveScissorNV vkCmdSetExclusiveScissorNV; +#endif /* defined(VK_NV_scissor_exclusive) */ +#if defined(VK_NV_shading_rate_image) +extern PFN_vkCmdBindShadingRateImageNV vkCmdBindShadingRateImageNV; +extern PFN_vkCmdSetCoarseSampleOrderNV vkCmdSetCoarseSampleOrderNV; +extern PFN_vkCmdSetViewportShadingRatePaletteNV vkCmdSetViewportShadingRatePaletteNV; +#endif /* defined(VK_NV_shading_rate_image) */ +#if defined(VK_QCOM_tile_properties) +extern PFN_vkGetDynamicRenderingTilePropertiesQCOM vkGetDynamicRenderingTilePropertiesQCOM; +extern PFN_vkGetFramebufferTilePropertiesQCOM vkGetFramebufferTilePropertiesQCOM; +#endif /* defined(VK_QCOM_tile_properties) */ +#if defined(VK_QNX_external_memory_screen_buffer) +extern PFN_vkGetScreenBufferPropertiesQNX vkGetScreenBufferPropertiesQNX; +#endif /* defined(VK_QNX_external_memory_screen_buffer) */ +#if defined(VK_QNX_screen_surface) +extern PFN_vkCreateScreenSurfaceQNX vkCreateScreenSurfaceQNX; +extern PFN_vkGetPhysicalDeviceScreenPresentationSupportQNX vkGetPhysicalDeviceScreenPresentationSupportQNX; +#endif /* defined(VK_QNX_screen_surface) */ +#if defined(VK_VALVE_descriptor_set_host_mapping) +extern PFN_vkGetDescriptorSetHostMappingVALVE vkGetDescriptorSetHostMappingVALVE; +extern PFN_vkGetDescriptorSetLayoutHostMappingInfoVALVE vkGetDescriptorSetLayoutHostMappingInfoVALVE; +#endif /* defined(VK_VALVE_descriptor_set_host_mapping) */ +#if (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) +extern PFN_vkCmdSetDepthClampRangeEXT vkCmdSetDepthClampRangeEXT; +#endif /* (defined(VK_EXT_depth_clamp_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clamp_control)) */ +#if (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) +extern PFN_vkCmdBindVertexBuffers2EXT vkCmdBindVertexBuffers2EXT; +extern PFN_vkCmdSetCullModeEXT vkCmdSetCullModeEXT; +extern PFN_vkCmdSetDepthBoundsTestEnableEXT vkCmdSetDepthBoundsTestEnableEXT; +extern PFN_vkCmdSetDepthCompareOpEXT vkCmdSetDepthCompareOpEXT; +extern PFN_vkCmdSetDepthTestEnableEXT vkCmdSetDepthTestEnableEXT; +extern PFN_vkCmdSetDepthWriteEnableEXT vkCmdSetDepthWriteEnableEXT; +extern PFN_vkCmdSetFrontFaceEXT vkCmdSetFrontFaceEXT; +extern PFN_vkCmdSetPrimitiveTopologyEXT vkCmdSetPrimitiveTopologyEXT; +extern PFN_vkCmdSetScissorWithCountEXT vkCmdSetScissorWithCountEXT; +extern PFN_vkCmdSetStencilOpEXT vkCmdSetStencilOpEXT; +extern PFN_vkCmdSetStencilTestEnableEXT vkCmdSetStencilTestEnableEXT; +extern PFN_vkCmdSetViewportWithCountEXT vkCmdSetViewportWithCountEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) +extern PFN_vkCmdSetDepthBiasEnableEXT vkCmdSetDepthBiasEnableEXT; +extern PFN_vkCmdSetLogicOpEXT vkCmdSetLogicOpEXT; +extern PFN_vkCmdSetPatchControlPointsEXT vkCmdSetPatchControlPointsEXT; +extern PFN_vkCmdSetPrimitiveRestartEnableEXT vkCmdSetPrimitiveRestartEnableEXT; +extern PFN_vkCmdSetRasterizerDiscardEnableEXT vkCmdSetRasterizerDiscardEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state2)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) +extern PFN_vkCmdSetAlphaToCoverageEnableEXT vkCmdSetAlphaToCoverageEnableEXT; +extern PFN_vkCmdSetAlphaToOneEnableEXT vkCmdSetAlphaToOneEnableEXT; +extern PFN_vkCmdSetColorBlendEnableEXT vkCmdSetColorBlendEnableEXT; +extern PFN_vkCmdSetColorBlendEquationEXT vkCmdSetColorBlendEquationEXT; +extern PFN_vkCmdSetColorWriteMaskEXT vkCmdSetColorWriteMaskEXT; +extern PFN_vkCmdSetDepthClampEnableEXT vkCmdSetDepthClampEnableEXT; +extern PFN_vkCmdSetLogicOpEnableEXT vkCmdSetLogicOpEnableEXT; +extern PFN_vkCmdSetPolygonModeEXT vkCmdSetPolygonModeEXT; +extern PFN_vkCmdSetRasterizationSamplesEXT vkCmdSetRasterizationSamplesEXT; +extern PFN_vkCmdSetSampleMaskEXT vkCmdSetSampleMaskEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3)) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) +extern PFN_vkCmdSetTessellationDomainOriginEXT vkCmdSetTessellationDomainOriginEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && (defined(VK_KHR_maintenance2) || defined(VK_VERSION_1_1))) || (defined(VK_EXT_shader_object)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) +extern PFN_vkCmdSetRasterizationStreamEXT vkCmdSetRasterizationStreamEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_transform_feedback)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_transform_feedback)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) +extern PFN_vkCmdSetConservativeRasterizationModeEXT vkCmdSetConservativeRasterizationModeEXT; +extern PFN_vkCmdSetExtraPrimitiveOverestimationSizeEXT vkCmdSetExtraPrimitiveOverestimationSizeEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_conservative_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_conservative_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) +extern PFN_vkCmdSetDepthClipEnableEXT vkCmdSetDepthClipEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_enable)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_enable)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) +extern PFN_vkCmdSetSampleLocationsEnableEXT vkCmdSetSampleLocationsEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_sample_locations)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_sample_locations)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) +extern PFN_vkCmdSetColorBlendAdvancedEXT vkCmdSetColorBlendAdvancedEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_blend_operation_advanced)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_blend_operation_advanced)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) +extern PFN_vkCmdSetProvokingVertexModeEXT vkCmdSetProvokingVertexModeEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_provoking_vertex)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_provoking_vertex)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) +extern PFN_vkCmdSetLineRasterizationModeEXT vkCmdSetLineRasterizationModeEXT; +extern PFN_vkCmdSetLineStippleEnableEXT vkCmdSetLineStippleEnableEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_line_rasterization)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_line_rasterization)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) +extern PFN_vkCmdSetDepthClipNegativeOneToOneEXT vkCmdSetDepthClipNegativeOneToOneEXT; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_EXT_depth_clip_control)) || (defined(VK_EXT_shader_object) && defined(VK_EXT_depth_clip_control)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) +extern PFN_vkCmdSetViewportWScalingEnableNV vkCmdSetViewportWScalingEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_clip_space_w_scaling)) || (defined(VK_EXT_shader_object) && defined(VK_NV_clip_space_w_scaling)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) +extern PFN_vkCmdSetViewportSwizzleNV vkCmdSetViewportSwizzleNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_viewport_swizzle)) || (defined(VK_EXT_shader_object) && defined(VK_NV_viewport_swizzle)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) +extern PFN_vkCmdSetCoverageToColorEnableNV vkCmdSetCoverageToColorEnableNV; +extern PFN_vkCmdSetCoverageToColorLocationNV vkCmdSetCoverageToColorLocationNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_fragment_coverage_to_color)) || (defined(VK_EXT_shader_object) && defined(VK_NV_fragment_coverage_to_color)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) +extern PFN_vkCmdSetCoverageModulationModeNV vkCmdSetCoverageModulationModeNV; +extern PFN_vkCmdSetCoverageModulationTableEnableNV vkCmdSetCoverageModulationTableEnableNV; +extern PFN_vkCmdSetCoverageModulationTableNV vkCmdSetCoverageModulationTableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_framebuffer_mixed_samples)) || (defined(VK_EXT_shader_object) && defined(VK_NV_framebuffer_mixed_samples)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) +extern PFN_vkCmdSetShadingRateImageEnableNV vkCmdSetShadingRateImageEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_shading_rate_image)) || (defined(VK_EXT_shader_object) && defined(VK_NV_shading_rate_image)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) +extern PFN_vkCmdSetRepresentativeFragmentTestEnableNV vkCmdSetRepresentativeFragmentTestEnableNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_representative_fragment_test)) || (defined(VK_EXT_shader_object) && defined(VK_NV_representative_fragment_test)) */ +#if (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) +extern PFN_vkCmdSetCoverageReductionModeNV vkCmdSetCoverageReductionModeNV; +#endif /* (defined(VK_EXT_extended_dynamic_state3) && defined(VK_NV_coverage_reduction_mode)) || (defined(VK_EXT_shader_object) && defined(VK_NV_coverage_reduction_mode)) */ +#if (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) +extern PFN_vkGetImageSubresourceLayout2EXT vkGetImageSubresourceLayout2EXT; +#endif /* (defined(VK_EXT_host_image_copy)) || (defined(VK_EXT_image_compression_control)) */ +#if (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) +extern PFN_vkCmdSetVertexInputEXT vkCmdSetVertexInputEXT; +#endif /* (defined(VK_EXT_shader_object)) || (defined(VK_EXT_vertex_input_dynamic_state)) */ +#if (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) +extern PFN_vkCmdPushDescriptorSetWithTemplateKHR vkCmdPushDescriptorSetWithTemplateKHR; +#endif /* (defined(VK_KHR_descriptor_update_template) && defined(VK_KHR_push_descriptor)) || (defined(VK_KHR_push_descriptor) && (defined(VK_VERSION_1_1) || defined(VK_KHR_descriptor_update_template))) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) +extern PFN_vkGetDeviceGroupPresentCapabilitiesKHR vkGetDeviceGroupPresentCapabilitiesKHR; +extern PFN_vkGetDeviceGroupSurfacePresentModesKHR vkGetDeviceGroupSurfacePresentModesKHR; +extern PFN_vkGetPhysicalDevicePresentRectanglesKHR vkGetPhysicalDevicePresentRectanglesKHR; +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_surface)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ +#if (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) +extern PFN_vkAcquireNextImage2KHR vkAcquireNextImage2KHR; +#endif /* (defined(VK_KHR_device_group) && defined(VK_KHR_swapchain)) || (defined(VK_KHR_swapchain) && defined(VK_VERSION_1_1)) */ +/* VOLK_GENERATE_PROTOTYPES_H */ + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef VOLK_IMPLEMENTATION +#undef VOLK_IMPLEMENTATION +/* Prevent tools like dependency checkers from detecting a cyclic dependency */ +#define VOLK_SOURCE "volk.c" +#include VOLK_SOURCE +#endif + +/** + * Copyright (c) 2018-2024 Arseny Kapoulkine + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. +*/ +/* clang-format on */